DOOM LINEDEF SPECIAL/SECTOR TYPE NUMERICALLY ORDERED REFERENCE THINGAMIJIG
This file was created using Deth version 3.92 (RISC OS port v. 1.00), but it should apply to any other Doom editor as well.
Note that I was using the Ultimate Doom when I compiled this; I don't think there are any differences between this and Doom I/II, but I'm not making any promises.
Tables and notes entirely compiled by Martin Bazley, from the 13th-14th September 2006.
Please email me at martin@bazleyfamily.co.uk if you spot any errors, mistakes or exclusions.
Linedef Specials
The usual Deth (DEU?) convention is used in this numbering:
The specials which change the floor texture and type will take it from the floor texture and type of the sector reference of the linedef which activated it. e.g. if you have a switch set into the wall which raises and changes the texture and type of the floor the player stands on to activate the switch, the floor will take on the appearance of the floor texture of the little alcove the switch is set in! This more often than not means the floor turns into FLAT20, so watch out!
Please don't inform me of the inconsistencies of the red, yellow and blue numbering, because I already know and it's correct.
Don't even think of making a correction to the spelling of 'doughnut' - that's the way it's listed in Deth. Blame the Americans, not me!
The 'fast' red, yellow and blue numbers, you may notice, are switches. This means that, to open a fast blue door, you need to tag it and assign a switch, although this can still be on the door itself. If you don't have the key, you will get an error saying 'you need an xxxx key to activate this object'. Ultimate users, visit E4M2 for a few examples.
The usual tagging rules apply - except for 'D' specials, all of these need a tag and a sector with the same tag to work. The special will affect that sector. You can have any number of sectors controlled by the same switch, and you can have two switches doing different things to the same sector.
Onto the table now...
1 | DR | Open door, wait 4 seconds, close |
2 | W1 | Open door, stay open |
3 | W1 | Close door |
4 | W1 | Open door, wait 4 seconds, close |
5 | W1 | Set floor to lowest neighbouring ceiling |
6 | W1 | Start fast crusher |
7 | S1 | Raise stairs (height 8 units) |
8 | W1 | Raise stairs (height 8 units) |
9 | S1 | Lower pillar, raise donut, change donut floor texture and type |
10 | W1 | Lower lift, wait 3 seconds, rise |
11 | S1 | Exit level |
12 | W1 | Lights to maximum neighbouring level |
13 | W1 | Lights to 255 |
14 | S1 | Raise floor by 32 units, change floor texture and type |
15 | S1 | Raise floor by 24 units, change floor texture and type |
16 | W1 | Close door, wait 30 seconds, open |
17 | W1 | Start lights blinking every second |
18 | S1 | Raise floor to next floor |
19 | W1 | Set floor to highest neighbouring floor |
20 | S1 | Raise floor to next floor, change floor texture and type |
21 | S1 | Lower lift, wait 3 seconds, rise |
22 | W1 | Raise floor to next floor, change floor texture and type |
23 | S1 | Set floor to lowest neighbouring floor |
24 | G1 | Set floor to lowest neighbouring ceiling |
25 | W1 | Start slow crusher |
26 | DR | Open door, wait 4 seconds, close (blue key required) |
27 | DR | Open door, wait 4 seconds, close (yellow key required) |
28 | DR | Open door, wait 4 seconds, close (red key required) |
29 | S1 | Open door, wait 4 seconds, close |
30 | W1 | Raise floor by 64 units |
31 | D1 | Open door, stay open |
32 | D1 | Open door, stay open (blue key required) |
33 | D1 | Open door, stay open (red key required) |
34 | D1 | Open door, stay open (yellow key required) |
35 | W1 | Lights to 0 |
36 | W1 | Set floor to 8 units above highest neighbouring floor |
37 | W1 | Set floor to lowest neighbouring floor, change floor texture and type |
38 | W1 | Set floor to lowest neighbouring floor |
39 | W1 | Teleport to tagged sector containing teleport landing |
40 | W1 | Raise ceiling to highest neighbouring ceiling |
41 | S1 | Lower ceiling to floor |
42 | SR | Lower ceiling to floor, close door |
43 | SR | Lower ceiling to floor |
44 | W1 | Lower ceiling to 8 units above floor |
45 | SR | Set floor to highest neighbouring floor |
46 | G1 | Open door, stay open |
47 | G1 | Raise floor to next floor, change floor texture and type |
48 | Moving wall texture (to left) | |
49 | S1 | Start slow crusher |
50 | S1 | Close door |
51 | S1 | Exit level (and go to secret level) |
52 | W1 | Exit level |
53 | W1 | Start up/down moving floor |
54 | W1 | Stop up/down moving floor |
55 | S1 | Set floor to 8 units under lowest neighbouring ceiling |
56 | W1 | Crush floor to 8 units under ceiling |
57 | W1 | Stop crusher |
58 | W1 | Raise floor by 24 units |
59 | W1 | Raise floor by 24 units, change floor texture and type |
60 | SR | Set floor to lowest neighbouring floor |
61 | SR | Open door, stay open |
62 | SR | Lower lift, wait 3 seconds, rise |
63 | SR | Open door, wait 4 seconds, close |
64 | SR | Set floor to lowest neighbouring ceiling |
65 | SR | Set floor to 8 units under lowest neighbouring ceiling |
66 | SR | Raise floor by 24 units, change floor texture and type |
67 | SR | Raise floor by 32 units, change floor texture and type |
68 | SR | Raise floor to next floor, change floor texture and type |
69 | SR | Raise floor to next floor |
70 | SR | Set floor to 8 units above highest neighbouring floor |
71 | S1 | Set floor to 8 units above highest neighbouring floor |
72 | WR | Lower ceiling to 8 units above floor |
73 | WR | Start slow crusher |
74 | WR | Stop crusher |
75 | WR | Close door |
76 | WR | Close door, wait 30 seconds, open |
77 | WR | Start fast crusher |
78 | WR | Lights to minimum neighbouring level |
79 | WR | Lights to 0 |
80 | WR | Lights to maximum neighbouring level |
81 | WR | Lights to 255 |
82 | WR | Set floor to lowest neighbouring floor |
83 | WR | Set floor to highest neighbouring floor |
84 | WR | Set floor to lowest neighbouring floor, change floor texture and type |
85 | WR | Raise ceiling to highest neighbouring ceiling |
86 | WR | Open door, stay open |
87 | WR | Start up/down moving floor |
88 | WR | Lower lift, wait 3 seconds, rise |
89 | WR | Stop up/down moving floor |
90 | WR | Open door, wait 4 seconds, close |
91 | WR | Set floor to lowest neighbouring ceiling |
92 | WR | Raise floor by 24 units |
93 | WR | Raise floor by 24 units, change floor texture and type |
94 | WR | Crush floor to 8 under ceiling |
95 | WR | Raise floor to next floor, change floor texture and type |
96 | WR | Raise floor by 64 units |
97 | WR | Teleport to tagged sector containing teleport landing |
98 | WR | Set floor to 8 units above highest neighbouring floor |
99 | SR | Open fast door, stay open (blue key required) |
100 | W1 | Raise fast stairs (height 16 units) |
101 | S1 | Set floor to lowest neighbouring ceiling |
102 | S1 | Set floor to highest neighbouring floor |
103 | S1 | Open door, stay open |
104 | W1 | Lights to minimum neighbouring level |
105 | WR | Open fast door, wait 4 seconds, close |
106 | WR | Open fast door, stay open |
107 | WR | Close fast door |
108 | W1 | Open fast door, wait 4 seconds, close |
109 | W1 | Open fast door, stay open |
110 | W1 | Close fast door |
111 | S1 | Open fast door, wait 4 seconds, close |
112 | S1 | Open fast door, stay open |
113 | S1 | Close fast door |
114 | SR | Open fast door, wait 4 seconds, close |
115 | SR | Open fast door, stay open |
116 | SR | Close fast door |
117 | DR | Open fast door, wait 4 seconds, close |
118 | D1 | Open fast door, stay open |
119 | W1 | Raise floor to next floor |
120 | WR | Lower fast lift, wait 3 seconds, rise |
121 | W1 | Lower fast lift, wait 3 seconds, rise |
122 | S1 | Lower fast lift, wait 3 seconds, rise |
123 | SR | Lower fast lift, wait 3 seconds, rise |
124 | W1 | Exit level (and go to secret level) |
125 | M1 | Teleport to tagged sector containing teleport landing |
126 | MR | Teleport to tagged sector containing teleport landing |
127 | S1 | Raise fast stairs (height 16 units) |
128 | WR | Raise floor to next floor |
129 | WR | Raise fast floor to next floor |
130 | W1 | Raise fast floor to next floor |
131 | S1 | Raise fast floor to next floor |
132 | SR | Raise fast floor to next floor |
133 | S1 | Open fast door, stay open (blue key required) |
134 | SR | Open fast door, stay open (red key required) |
135 | S1 | Open fast door, stay open (red key required) |
136 | SR | Open fast door, stay open (yellow key required) |
137 | S1 | Open fast door, stay open (yellow key required) |
138 | SR | Lights to 255 |
139 | SR | Lights to 0 |
140 | S1 | Raise floor by 512 units |
141 | W1 | Start slow quiet crusher |
Sector Types
There are far fewer sector types than linedefs - most sector effects are controlled by switches or triggers.
If you are going to put secret rooms in your WAD, please take note of the following: EVERY SECRET TYPED SECTOR COUNTS AS A SEPARATE AREA! This means that, to count your room as a secret sector, only one of the sectors in it (usually the door) needs to be given the 'secret' type 9. If there are multiple sectors in your room - stairs, for example - and they all have the 'secret' type, this means that EVERY SINGLE ONE is treated by the game as a separate secret room. This is a very common mistake, and it's immensely frustrating - especially on the RISC OS port when you get a 'Secret sector entered!' message and a sound every time you enter a secret room.
Type 11 is used at the end of E1M8. I'm not entirely sure what 'in sync' means, but I suspect it uses an internal second-counter started when the player does, instead of when it becomes visible. Blinking means the light flashes to the set light level at the interval specified, but is otherwise 0, whatever the name may suggest to the contrary.
Note that type 8 (pulsates smoothly) has been tested and confirmed to not work, although this may just be something to do with my build of Deth/Doom.
Types 10 and 14 do indeed work, but I'm not entirely sure what possible purpose they could have. Have you used this in your PWAD? I'm anxious to know!
1 | Light blinks randomly |
2 | Light blinks every half second |
3 | Light blinks every second |
4 | Painful (-10-20% health) and light blinks every half second |
5 | Painful (-5-10% health) |
Type number 6 is unused | |
7 | Painful (2-5% health) |
8 | Light pulsates smoothly |
9 | Secret area |
10 | Sector closes 30 seconds after player starts level |
11 | Painful (-10-20% health) and end level when player's health <=10% |
12 | Light blinks every second in sync |
13 | Light blinks every half second in sync |
14 | Sector opens, waits 4 seconds, and closes 5 minutes after player starts level |
Type number 15 is unused | |
16 | Painful (-10-20% health) |
17 | Light flickers |
Oh, and also...
E2M8 and E3M8 have special exceptions coded into them, to end the level when all monsters tougher than a Baron of Hell have been killed.
666 is a 'reserved' sector tag number, used when all monsters tougher than, and including, Barons of Hell have been killed. The sector lowers to the lowest neighbouring floor. (I'm not sure about this; again, if you know different, drop me a line!)
ID software appear to put tag numbers such as 99 and 999 on alternate steps of their rising staircases. I have no idea what this is for, and the level works perfectly well without.
Until next time...
Martin Bazley 29/5/07