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Doom 2 Explosion
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Doom2Explosion.bin
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doom2exp
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programs
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dmcad43
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doomcad.ini
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Wrap
INI File
|
1994-06-03
|
5KB
|
195 lines
[DOOM]
WadFileLoc=C:\DOOM\DOOM.WAD
CurWadFile=C:\DOOM\DOOM.WAD
Gridx= 64
Gridy= 64
gEdit= 2
TickMarks= 0
3DScreenSize=75
GridON= 0
Snap= 0
[Things]
Player 1 Start|1|0
Player 2 Start|2|0
Player 3 Start|3|0
Player 4 Start|4|0
Blue Keycard |5|0
Yellow Keycard|6|0
Spider Demon Boss|7|1
Backpack|8|2
Sarge|9|1
Dead guy|10|4
Deathmatch Start Position|11|0
Dead guy 2|12|4
Red Keycard|13|0
Teleport Destination|14|0
Green Dead Guy|15|4
Cyber Demon Boss|16|1
Energy Cell Pack|17|2
Dead Trooper|18|4
Dead Sarge|19|4
Dead Imp|20|4
Dead Demon|21|4
Dead CacoDemon|22|4
Dead Lost Soul (invisible)|23|4
Pool of Blood|24|4
Dead Guy on Spike|25|4
Dying Guy on Spike|26|4
Skull on a Stick|27|4
Skulls on a Stick|28|4
Skull Centerpiece|29|4
Tall Green Column|30|4
Short Green Column|31|4
Tall Red Column|32|4
Short Red Column|33|4
Candle|34|4
Candelabra|35|4
Column w/ Beating Heart|36|4
Column w/ Skull|37|4
Red Skull Key|38|0
Yellow Skull Key|39|0
Blue Skull Key|40|0
Eye Symbol|41|4
Floating Skull Rocks|42|4
Tree|43|4
Blue Flame Stick|44|4
Green Flame Stick|45|4
Red Flame stick|46|4
Spiky Tree Stump|47|4
Carved Column|48|4
Guy Hanged by Neck|49|4
Guy Hanged by Feet 1|50|4
Guy Hanged by Feet 2|51|4
Hanging Carcass|52|4
Hanging Half Carcass|53|4
Big Twisted Tree|54|4
Blue Torch|55|4
Green Torch|56|4
Red Torch|57|4
Spectre|58|1
Guy Hanged by Feet 3|59|4
Hanging Bloody Stump 1|60|4
Hanging Guy w/ missing Leg|61|4
Hanging Bloody Stump 2|62|4
Hanging Legless Guy|63|4
Shotgun|2001|2
Chaingun|2002|2
Rocket Launcher|2003|2
Plasma Gun|2004|2
Chainsaw|2005|2
BFG 9000|2006|2
Ammo clip|2007|2
Shotgun Shell|2008|2
Rocket|2010|2
Stimpack|2011|3
Medkit|2012|3
Soulsphere|2013|3
Potion|2014|3
Helmet|2015|3
Green Armor|2018|3
Blue Armor|2019|3
Invulnerability|2022|3
Berserk|2023|3
Partial Invis|2024|3
Radsuit|2025|3
Computer Map|2026|3
Floor Lamp|2028|4
Barrel|2035|4
LiteAmp Goggles|2045|3
Rockets Box|2046|2
Energy Cell|2047|2
Ammo Box|2048|2
Shells Box|2049|2
Imp|3001|1
Demon|3002|1
Baron of Hell|3003|1
Troop|3004|1
CacoDemon|3005|1
Lost Soul|3006|1
[PreFab]
RoomCeiling=CEIL1_1
RoomFloor=FLOOR4_8
RoomWall=STARTAN3
HallCeiling=CEIL1_1
HallFloor=FLOOR4_8
HallWall=STARG3
StairFloor=FLOOR4_8
StairCeiling=CEIL1_1
StairStep=STEP6
StairWall=STARTAN3
Door=BIGDOOR2
DoorTrack=DOORTRAK
Teleport=GATE1
[LineDefs]
0= -- nothing
1= DR Door. closes after 6 sec.
2= W1 Door (stays open)
3= W1 Close door
5= W1 Floor rises to match highest Ne. floor height.
7= S1 Staircase rises up from floor in appropriate sectors.
8= W1 Stairs
9= S1 Floor lowers; Ne. floor rises and changes type
10= W1 Floor lowers for 3 sec, then rises
11= S1 End level. Go to next level.
13= W1 Brightness goes to 255
14= S1 Floor rises to 64 above Ne. floor
16= W1 Close door for 30 sec, then opens.
18= S1 Floor rises to equal first Ne. floor
19= W1 Floor lowers to equal Ne.ing sector's floor
20= S1 Floor rises, texture and sector type change also.
21= S1 Lower floor for 3 sec, then raise to 8 below Ne. ceiling
22= W1 Floor rises, texture and sector type change also
23= S1 Floor lowers to match lowest Ne. sector
26= DR Door. Blue key. Closes after 6 sec.
27= DR Door. Yellow key. Closes after 6 sec.
28= DR Door. Red key. Closes after 6 sec.
29= S1 Open Door, closes after 6 sec
30= W1 Floor rises to 128 above Ne. floor
31= D1 Door. Stays open.
32= D1 Door. Blue key. Stays open.
33= D1 Door. Yellow key. Stays open.
34= D1 Door. Red key. Stays open.
35= W1 Brightness goes to 0.
36= W1 Floor lowers to 8 above next lowest Ne.
37= W1 Floor lowers, change floor texture and sector type
38= W1 Floor lowers to match Ne.
39= W1 Teleport to sector.
40= W1 Ceiling rises to match Ne. ceiling
41= S1 Ceiling lowers to floor
42= SR Closes Door
44= W1 Ceiling lowers to 8 above floor
46= G1 Opens Door (stays open)
48= -- Animated, horizontally scrolling wall.
51= S1 End level. Go to secret level 9.
52= W1 End level. Go to next level
56= W1 Crushing floor rises to 8 below Ne. ceiling
58= W1 Floor rises 32
59= W1 Floor rises 8, texture and sector type change also
61= SR Opens Door
62= SR Floor lowers for 3 sec, then rises
63= SR Open Door, closes after 6 sec
70= SR Sector floor drops quickly to 8 above Ne.
73= WR Start crushing ceiling, slow crush=fast damage
74= WR Stops crushing ceiling
75= WR Close Door
76= WR Close Door for 30 sec
77= WR Start crushing ceiling, fast crush=slow damage
80= WR Brightness to maximum Ne. light level
82= WR Floor lowers to equal Ne.
86= WR Open Door (stays open)
87= WR Start moving floor (up=down every 5 sec)
88= WR Floor lowers quickly for 3 sec, then rises
89= WR Stops the up=down syndrome started by #87
90= WR Open Door, closes after 6 sec
91= WR Floor rises to 8 below Ne. ceiling
97= WR Teleport to sector.
98= WR Floor lowers to 8 above Ne.
102= S1 Floor lowers to equal Ne.
103= S1 Opens Door (stays open)
104= W1 Light drops to lowest Ne. light level