===================================================================== ===================================================================== All linedef types by number and function Based on Wadspec1.3, Deu help, and DMLINDEF.TXT Thanks to Matt Fell, Rapha‰l Quinet and Brendon Wyber, and Dr. Sleep. Note this document frequently uses the word linedef where the phrase linedef type is technically correct. Some editors refer to these as "Line Specials" or "Triggers" or "Platforms". Its purpose is to categorize the functions on sectors permitted by the Doom engines 1.2 and 1.666. The Doom 1 linedefs 1-104 (except 99) have been tried by me in experiments using Wadspec1.3 and Deu help as guide but not bible. (Many descriptions proved wrong, but an impossible task without these). The descriptions below are the result. Complete accuracy is not guarenteed, all I can say is they behaved as I describe in the environments I tested them in. Ambiguities exist in reference to WHICH neighbor sector defines an action. A document named LINTYP10.TXT by Brian McKimens was briefly available and gave the most cogent definitions of neighbor and sector matching I've seen to date. Linedef 99,100 and most above 104 are from Dr. Sleep's DMLINDEF.TXT and I have not done experiments on ALL of them though I tried to fill out the question marks in his document. I was not able to reproduce the S2/R behaviour for 122 (I get S1), or the "Closes 3 secs after leaving door sector" description for 112, (I get stays open). All these linedefs only work with the 1.666 engine. Dr. Sleep's descriptions were paraphrased to keep linedefs with identical functions described indentically. The following tables also show the number of times the linedef type was used in Doom1 and Doom2. This may help authors decide between similar line types, and warn against possibly buggy ones. No unusable ones have been found except possibly the three types still unknown: 72, 78, and 85. I have not attempted to explicate the 9 linedef type with a single line description, which all the rest are. Refer to the chainsaw pillar in E1M2 or the yellow key room of E2M2 in Doom 1 for an example. Note that the linedef list is reproduced twice - organized by number and by function. Jim F. Flynn, CIS: 72713,3334 This document should be viewed as preliminary, and I would appreciate any and all corrections/inputs/comments at the address above so a more correct, complete, and useful document can be produced as a reference for wad writing. I hope there aren't "numerous errors" but if there are I will fix them IF you report them. I also hope this proves useful. ===================================================================== --------------------------------------------------------------------- Linedef types by number --------------------------------------------------------------------- Note n. abbreviates neighbor, min and max mean minimum and maximum. u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2. txt abbreviates texture, and typ stands for "sector type". Sw is used place of "switch sector". The trigger letters are as follows: D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector. S - switch trigger, first sidedef must be used with spacebar to activate W - walkover trigger, only teleport linedefs req. approach from 1st sidedef M - monster walkover, activated only when a monster walks over the line G - gun trigger, activated when line hit (fists,chain,bullet,shell only) (Note: monster bullets/shells activate gun linedefs too!). Shots do not elevate/depress when shooting at a gun linedef. # u1 u2 TR Brief function description --------------------------------------------------------------- 0 0 0 -- Null tag indicating no function is assigned 1 281 220 DR Open door - closes in 6 sec 2 114 64 W1 Open door - stays open 3 2 9 W1 Close door 4 0 1 W1 Open door - closes in 6 sec 5 1 3 W1 Set floor to min n. ceil 6 0 0 W1 Start fast crusher ceil (slow damage) 7 11 6 S1 Rising staircase 8 2 1 W1 Rising staircase 9 2 0 S1 Complex floor action? (function not fully understood by me) 10 1 0 W1 Lower lift 11 15 19 S- End level. Goto next level 12 0 0 W1 Light level to max n. light level 13 4 1 W1 Light level to 255 14 1 0 S1 Floor rises 32 txt & typ chg to sw 15 0 1 S1 Floor rises 24 txt & typ chg to sw 16 3 2 W1 Close door - opens in 30 sec 17 0 0 W1 Start blinking lights (every 1 sec) 18 10 8 S1 Floor rises to first n. floor or 0 hgt 19 11 22 W1 Set floor to max n. floor 20 13 12 S1 Raise floor to next floor or 0 hgt, txt & typ chg to sw 21 1 0 S1 Lower lift 22 3 18 W1 Raise floor to next floor txt & typ chg to 1st side sec. 23 16 12 S1 Floor lowers to min n. floor 24 1 0 G1 Set floor to min n. ceil 25 0 0 W1 Start slow crusher ceil (fast damage) 26 22 14 DR Open blue door - closes in 6 sec 27 26 12 DR Open yellow door - closes in 6 sec 28 10 9 DR Open red door - closes in 6 sec 29 1 0 S1 Open door - closes in 6 sec 30 2 2 W1 Floor rises 128? (sometimes less) 31 76 45 D1 Open door - stays open 32 15 40 D1 Open blue door - stays open 33 19 27 D1 Open yellow door - stays open 34 14 24 D1 Open red door - stays open 35 3 14 W1 Light level to 0 36 8 27 W1 Set floor to 8 above max n. floor 37 31 11 W1 Floor lowers to min n. floor txt & typ chg to min n. 38 23 37 W1 Floor lowers to min n. floor 39 3 3 W1 Teleport to a sector (tagged sector unique, contains TP thing) 40 4 0 W1 Ceil rises to max n. ceil 41 0 0 S1 Lower ceil to floor 42 6 1 SR Close door 43 0 0 SR Lower ceil to floor 44 1 0 W1 Lower ceil to 8 above floor 45 0 2 SR Set floor to max n. floor 46 13 22 G1 Open door - stays open 47 0 2 G1 Raise floor to next floor or 0 hgt, match txt & typ to 1st sec. 48 99 103 -- Animated wall (number/level is limited) 49 0 1 S1 Lower ceil to 8 above floor 50 0 0 S1 Open door - stays open 51 3 1 S- End level. Goto secret level. 52 19 55 W- End level. Goto next level. 53 0 0 W1 Start moving floor (up/down 5 sec) 54 0 0 W1 Stop moving floor 55 0 0 S1 Set floor to 8 under min n. ceil. 56 5 0 W1 Crusher floor rises to 8 below ceiling 57 0 0 W1 Stop crusher ceil 58 5 0 W1 Floor rises 24 59 5 7 W1 Floor rises 24 txt & typ chg to 1st side sector 60 0 4 SR Floor lowers to min n. floor 61 9 36 SR Open door - stays open 62 51 143 SR Lower lift 63 38 15 SR Open door - closes in 6 sec 64 0 0 SR Set floor to min n. ceil 65 0 0 SR Set floor to 8 under min n. ceil 66 0 0 SR Floor rises 24 txt & typ chg to sw 67 0 9 SR Floor rises 32 txt & typ chg to sw 68 0 2 SR Raise floor to next floor, match txt & typ at sw [1] 69 0 0 SR Floor rises to first n. floor or 0 hgt 70 3 2 SR Set floor to 8 above max n. floor 72 0 0 ?? ???????????????????????????????????????????? 71 0 24 S1 Set floor to 8 above max n. floor 73 17 6 WR Start slow crusher ceil (fast damage) 74 24 13 WR Stop crusher ceil 75 6 0 WR Close door 76 2 0 WR Close door - opens in 30 sec 77 6 3 WR Start fast crusher ceil (slow damage) 78 0 0 ?? ???????????????????????????????????????????? 79 0 0 WR Light level to 0 80 0 0 WR Light level to max n. light level 81 0 0 WR Light level to 255 82 6 0 WR Set floor to min n. floor. 83 0 7 WR Set floor to max n. floor 84 0 0 WR Set floor to min n. floor txt & typ chg to min n. 85 0 0 ?? ???????????????????????????????????????????? 86 9 3 WR Open door - stays open 87 6 4 WR Start moving floor (up/down 5 sec) 88 65 51 WR Lower lift 89 10 5 WR Stop moving floor 90 21 17 WR Open door - closes in 6 sec 91 18 1 WR Set floor to min n. ceil 92 0 0 WR Floor rises 24 93 0 0 WR Floor rises 24 txt & typ chg to 1st side sector 94 0 1 WR Set floor to 8 under min n. ceil 95 0 0 W1 Raise floor to next floor txt & typ chg to 1st side sec. [2] 96 0 0 WR Floor rises 128 97 125 411 WR Teleport to a sector ( " " " " " " ) 98 4 0 WR Set floor to 8 above max n. floor 99 0 2 SR Fast Open Door (stays open) Blue Key [1.666] 100 0 1 W1 Fast Raise Stair [1.666jff] 101 0 0 S1 Set floor to min n. ceil 102 14 22 S1 Set floor to max n. floor 103 41 32 S1 Open door - stays open 104 2 0 W1 Light level to min n. light level --------------Doom2 & 1.666 only below---------------------------------------- 105 0 23 WR Fast Open Door (closes after 3 seconds) [1.666] 106 0 6 WR Fast Open Door (stays open) [1.666] 107 0 0 WR Fast Close Door [1.666] 108 0 0 W1 Fast Open Door (closes after 3 seconds) [1.666] 109 0 99 W1 Fast Open Door (stays open) [1.666] 110 0 1 W1 Fast Close Door [1.666jff] 111 0 0 S1 Fast Open Door (closes after 3 seconds) [1.666] 112 0 4 S1 Fast Open Door (stays open) [1.666jff] 113 0 0 S1 Fast Close Door [1.666jff] 114 0 51 SR Fast Open Door (closes after 3 seconds) [1.666] 115 0 11 SR Fast Open Door (stays open) [1.666] 116 0 1 SR Fast Close Door [1.666] 117 0 47 DR Fast Open Door (closes after 3 seconds) [1.666] 118 0 8 D1 Fast Open Door (stays open) [1.666] 119 0 13 W1 Raise floor to next floor [1.666] 120 0 58 WR Fast Lower Lift (raise after 3 seconds) [1.666] 121 0 0 W1 Fast Lower Lift (raise after 3 seconds) [1.666jff] 122 0 0 S1 Fast Lower Lift (raise after 3 seconds) [1.666jff] 123 0 162 SR Fast Lower Lift (raise after 3 seconds) [1.666] 124 0 4 W- End Level. Goto secret [1.666] 125 0 4 M1 Monster only teleporter [jff] 126 0 20 MR Monster only teleporter [jff] 127 0 6 S1 Fast Raise Stair [jff] 128 0 0 WR Raise floor to next floor [jff] 129 0 0 WR Raise floor to next floor [jff] 130 0 0 W1 Raise floor to next floor [jff] 131 0 2 S1 Raise floor to next floor [jff] 132 0 0 SR Raise floor to next floor [jff] 133 0 0 S1 Fast Open Door (stays open) Blue Key [jff] 134 0 4 SR Fast Open Door (stays open) Red Key [jff] 135 0 16 S1 Fast Open Door (stays open) Red Key [1.666jff] 136 0 4 SR Fast Open Door (stays open) Yellow Key [jff] 137 0 6 S1 Fast Open Door (stays open) Yellow Key [jff] 138 0 2 SR Light Level goes to 255 [1.666] 139 0 2 SR Light Level goes to 0 [1.666] 140 0 1 S1 Floor rises 512 [jff] 141 0 1 W1 Start Crushing Ceiling [1.666] Notes: [1] If above all floors, set to 0 hgt. [2] If no higher n. exists floor acts bad. [1.666] Usable with 1.666 engine and above only. Source is Dr. Sleep [1.666jff] 1.666 engine, from Dr. Sleep, modified after experiment [jff] Determined by experiment with 1.666 engine Doom 1 wad. ===================================================================== --------------------------------------------------------------------- Linedef types by function --------------------------------------------------------------------- Note n. abbreviates neighbor, min and max mean minimum and maximum. u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2. txt abbreviates texture, and typ stands for "sector type". Sw is used place of "switch sector". The trigger letters are as follows: D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector. S - switch trigger, first sidedef must be used with spacebar to activate W - walkover trigger, only teleport linedefs req. approach from 1st sidedef M - monster walkover, activated only when a monster walks over the line G - gun trigger, activated when line hit (fists,chain,bullet,shell only) (Note: monster bullets/shells activate gun linedefs too!). Shots do not elevate/depress when shooting at a gun linedef. ----------------------------------------------------------------- Doors --------------------------------------------------------------- Special door linedefs (no sector tag req.): # u1 u2 TR Brief function description ------------------------------------------- 1 281 220 DR Open door - closes in 6 sec 26 22 14 DR Open blue door - closes in 6 sec 27 26 12 DR Open yellow door - closes in 6 sec 28 10 9 DR Open red door - closes in 6 sec 117 0 47 DR Fast Open Door (closes after 3 seconds) [1.666] 31 76 45 D1 Open door - stays open 32 15 40 D1 Open blue door - stays open 33 19 27 D1 Open yellow door - stays open 34 14 24 D1 Open red door - stays open 118 0 8 D1 Fast Open Door (stays open) [1.666] ----------------------------------------------------------------- Door linedefs requiring sector tag: # u1 u2 TR Brief function description ------------------------------------ 29 1 0 S1 Open door - closes in 6 sec 63 38 15 SR Open door - closes in 6 sec 4 0 1 W1 Open door - closes in 6 sec 90 21 17 WR Open door - closes in 6 sec 50 0 0 S1 Open door - stays open 103 41 32 S1 Open door - stays open 61 9 36 SR Open door - stays open 2 114 64 W1 Open door - stays open 86 9 3 WR Open door - stays open 46 13 22 G1 Open door - stays open 111 0 0 S1 Fast Open Door (closes after 3 seconds) [1.666] 114 0 51 SR Fast Open Door (closes after 3 seconds) [1.666] 108 0 0 W1 Fast Open Door (closes after 3 seconds) [1.666] 105 0 23 WR Fast Open Door (closes after 3 seconds) [1.666] 112 0 4 S1 Fast Open Door (stays open) [1.666jff] 115 0 11 SR Fast Open Door (stays open) [1.666] 109 0 99 W1 Fast Open Door (stays open) [1.666] 106 0 6 WR Fast Open Door (stays open) [1.666] 133 0 0 S1 Fast Open Door (stays open) Blue Key [jff] 99 0 2 SR Fast Open Door (stays open) Blue Key [1.666jff] 135 0 16 S1 Fast Open Door (stays open) Red Key [1.666jff] 134 0 4 SR Fast Open Door (stays open) Red Key [jff] 137 0 6 S1 Fast Open Door (stays open) Yellow Key [jff] 136 0 4 SR Fast Open Door (stays open) Yellow Key [jff] 42 6 1 SR Close door [Note Close door = lower ceil to floor] 3 2 9 W1 Close door 75 6 0 WR Close door 16 3 2 W1 Close door - opens in 30 sec 76 2 0 WR Close door - opens in 30 sec 113 0 0 S1 Fast Close Door [1.666jff] 116 0 1 SR Fast Close Door [1.666] 110 0 1 W1 Fast Close Door [1.666jff] 107 0 0 WR Fast Close Door [1.666] --------------------------------------------------------------- Lifts # u1 u2 TR Brief function description --------------------------------------------------------------- 21 1 0 S1 Lower lift (raise after 3 seconds) 62 51 143 SR Lower lift (raise after 3 seconds) 10 1 0 W1 Lower lift (raise after 3 seconds) 88 65 51 WR Lower lift (raise after 3 seconds) 122 0 0 S1 Fast Lower Lift (raise after 3 seconds) [1.666jff] 123 0 162 SR Fast Lower Lift (raise after 3 seconds) [1.666] 121 0 0 W1 Fast Lower Lift (raise after 3 seconds) [1.666] 120 0 58 WR Fast Lower Lift (raise after 3 seconds) [1.666] --------------------------------------------------------------- Crushers # u1 u2 TR Brief function description --------------------------------------------------------------- 6 0 0 W1 Start fast crusher ceil (slow damage) 77 6 3 WR Start fast crusher ceil (slow damage) 25 0 0 W1 Start slow crusher ceil (fast damage) 73 17 6 WR Start slow crusher ceil (fast damage) 141 0 1 W1 Start slow quiet crusher ceil (fast damage) [1.666jff] 57 0 0 W1 Stop crusher ceil 74 24 13 WR Stop crusher ceil 56 5 0 W1 Crusher floor rises to 8 below ceiling --------------------------------------------------------------- Stairs # u1 u2 TR Brief function description --------------------------------------------------------------- 7 11 6 S1 Raise stair (rise 8) 8 2 1 W1 Raise stair (rise 8) 127 0 6 S1 Fast raise stair (rise 16) [jff] 100 0 1 W1 Fast raise stair (rise 16) [1.666jff] --------------------------------------------------------------- Floors # u1 u2 TR Brief function description --------------------------------------------------------------- 9 2 0 S1 Complex floor action? (function not fully understood by me) 101 0 0 S1 Set floor to min n. ceil 64 0 0 SR Set floor to min n. ceil 5 1 3 W1 Set floor to min n. ceil 91 18 1 WR Set floor to min n. ceil 24 1 0 G1 Set floor to min n. ceil 58 5 0 W1 Floor rises 24 92 0 0 WR Floor rises 24 15 0 1 S1 Floor rises 24 txt & typ chg to sw 66 0 0 SR Floor rises 24 txt & typ chg to sw 59 5 7 W1 Floor rises 24 txt & typ chg to 1st side sector 93 0 0 WR Floor rises 24 txt & typ chg to 1st side sector 14 1 0 S1 Floor rises 32 txt & typ chg to sw 67 0 9 SR Floor rises 32 txt & typ chg to sw 30 2 2 W1 Floor rises 128? (sometimes less) 96 0 0 WR Floor rises 128 140 0 1 S1 Floor rises 512 [jff] 102 14 22 S1 Set floor to max n. floor 45 0 2 SR Set floor to max n. floor 19 11 22 W1 Set floor to max n. floor 83 0 7 WR Set floor to max n. floor 82 6 0 WR Set floor to min n. floor. 84 0 0 WR Set floor to min n. floor txt & typ chg to min n. 55 0 0 S1 Set floor to 8 under min n. ceil. 65 0 0 SR Set floor to 8 under min n. ceil 94 0 1 WR Set floor to 8 under min n. ceil 71 0 24 S1 Set floor to 8 above max n. floor 70 3 2 SR Set floor to 8 above max n. floor 36 8 27 W1 Set floor to 8 above max n. floor 98 4 0 WR Set floor to 8 above max n. floor 69 0 0 SR Floor rises to first n. floor or 0 hgt 18 10 8 S1 Floor rises to first n. floor or 0 hgt 95 0 0 W1 Raise floor to next floor txt & typ chg to 1st side sec. [2] 22 3 18 W1 Raise floor to next floor txt & typ chg to 1st side sec. 20 13 12 S1 Raise floor to next floor or 0 hgt, txt & typ chg to sw 47 0 2 G1 Raise floor to next floor or 0 hgt, match txt & typ to 1st sec. 68 0 2 SR Raise floor to next floor, match txt & typ at sw [1] 131 0 2 S1 Raise floor to next floor [jff] 132 0 0 SR Raise floor to next floor [jff] 130 0 0 W1 Raise floor to next floor [jff] 119 0 13 W1 Raise floor to next floor [1.666] 128 0 0 WR Raise floor to next floor [jff] 129 0 0 WR Raise floor to next floor [jff] 23 16 12 S1 Floor lowers to min n. floor 38 23 37 W1 Floor lowers to min n. floor 60 0 4 SR Floor lowers to min n. floor 37 31 11 W1 Floor lowers to min n. floor txt & typ chg to min n. 53 0 0 W1 Start moving floor (up/down 5 sec) 87 6 4 WR Start moving floor (up/down 5 sec) 89 10 5 WR Stop moving floor 54 0 0 W1 Stop moving floor --------------------------------------------------------------- Ceilings # u1 u2 TR Brief function description --------------------------------------------------------------- 40 4 0 W1 Ceil rises to max n. ceil 41 0 0 S1 Lower ceil to floor 43 0 0 SR Lower ceil to floor 49 0 1 S1 Lower ceil to 8 above floor 44 1 0 W1 Lower ceil to 8 above floor --------------------------------------------------------------- Lighting # u1 u2 TR Brief function description --------------------------------------------------------------- 139 0 2 SR Light level to 0 [1.666] 35 3 14 W1 Light level to 0 79 0 0 WR Light level to 0 138 0 2 SR Light level to 255 [1.666] 13 4 1 W1 Light level to 255 81 0 0 WR Light level to 255 12 0 0 W1 Light level to max n. light level 80 0 0 WR Light level to max n. light level 104 2 0 W1 Light level to min n. light level 17 0 0 W1 Start blinking lights (every 1 sec) --------------------------------------------------------------- Teleporters # u1 u2 TR Brief function description --------------------------------------------------------------- 39 3 3 W1 Teleport to a sector (tagged sector unique, contains TP thing) 97 125 411 WR Teleport to a sector ( " " " " " " ) 125 0 4 M1 Monster only teleporter [jff] 126 0 20 MR Monster only teleporter [jff] --------------------------------------------------------------- End Level # u1 u2 TR Brief function description --------------------------------------------------------------- 11 15 19 S- End level. Goto next level 52 19 55 W- End level. Goto next level. 51 3 1 S- End level. Goto secret level. 124 0 4 W- End Level. Goto secret level [1.666] --------------------------------------------------------------- Misc. # u1 u2 TR Brief function description --------------------------------------------------------------- 0 0 0 -- Null tag indicating no function is assigned 48 99 103 -- Animated wall (number/level is limited) Notes: [1] If above all floors, set to 0 hgt. [2] If no higher n. exists floor acts bad. [1.666] Usable with 1.666 engine and above only. Source is Dr. Sleep [1.666jff] 1.666 engine, from Dr. Sleep, modified after experiment [jff] 1.666 engine, by experiment with 1.666 engine Doom 1 wad. ----------------------------------------------------------------------------- =============================================================================== Special sector tags: 0 Tag used to specify no tag assigned. However, a linedef assigned to tag 0 (none) will attempt to carry its function out on all 0 tagged sectors unless it also has 0 linedef type. This usually causes the game to crash and is always weird - don't do it. 99 Artifact created by bug/feature of Id's BSP that collapses sectors that touch and have identical sector attributes. Used to prevent this. Has no effect on rising stairs other than this. Not necessary at all with Colin Reed's BSP. 666 When last boss dies - Lower sector floor to n. floor, if ExM8 and no 666 tagged sector exists then level ends.