[DOOM] WadFileLoc=C:\DOOM\DOOM.WAD CurWadFile=C:\DOOM\DOOM.WAD Gridx= 64 Gridy= 64 gEdit= 0 TickMarks= 0 3DScreenSize=75 [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