; Defines general parameters of the game for which wadfiles are intended. ; ; Name textual name for internal use ; IWAD standard 8.3 base name and extension of main wadfile ; NewMap default name for new map -- dictates format for all maps ; Directory directory in which main wadfile (and game files) reside ; Run command to execute (from the directory) for running a map [WadGame] Name=DOOM IWAD=DOOM.WAD NewMap=E1M1 Directory=C:\DOOM Run=doom.exe -file $_Wadfile -warp $_Wadmap -nosound ; Defines parameters of the default sector motif created when no motif ; file can be located at startup. [Default.Sector] Above=STARTAN2 Main=STARTAN2 Below=STARTAN2 Ceiling=CEIL3_5 Floor=FLOOR4_8 CeilingHeight=128 FloorHeight=0 Lighting=160 ; Defines parameters of the default door motif created when no motif ; file can be located at startup. [Default.Door] Base=FLAT1 Door=BIGDOOR2 Track=DOORTRAK Type=1 ; Defines parameters of the default stair motif created when no motif ; file can be located at startup. [Default.Stair] FloorRunner=STEP1 CeilingRunner=STEP1 Stairwell=METAL FloorInc=8 CeilingInc=0 LightingInc=0 ; ID used to classify things ; Red red value for drawing things of said class ; Green green value for drawing things of said class ; Blue blue value for drawing things of said class ; Name textual description of class [Things.Classes] 0x001 255 255 255 Start 0x002 128 128 0 Weapon 0x003 255 0 0 Enemy 0x004 128 128 0 Ammo 0x005 0 255 255 Powerup 0x006 255 255 0 Key 0x007 192 192 192 Scenery 0x008 255 0 255 Teleport 0x009 192 0 0 Hazard 0x00a 0 192 0 Armor 0x00b 0 0 255 Healing ; ID used to uniquely identify things in a map ; Class classification (defined above) ; Size approximate thing size (in map units) ; Sprite name of the sprite to use for display purposes ; Name textual description of thing [Things.Types] 0x001 1 20 playa1 Player 1 0x002 1 20 playa1 Player 2 0x003 1 20 playa1 Player 3 0x004 1 20 playa1 Player 4 0x005 6 20 bkeya0 Blue card 0x006 6 20 ykeya0 Yellow card 0x007 3 128 spida1d1 Spider demon 0x008 5 20 bpaka0 Backpack 0x009 3 20 sposa1 Former sergeant 0x00a 7 20 sposu0 Body of sergeant (shredded) 0x00b 1 20 playf1 Deathmatch 0x00c 7 20 troou0 Body of imp (shredded) 0x00d 6 20 rkeya0 Red card 0x00e 8 20 bfe2b0 Destination 0x00f 7 20 playm0 Body of player 0x010 3 40 cybra1 Cyberdemon 0x011 4 20 celpa0 Bulk cell (100) 0x012 7 20 sposu0 Body of former human 0x013 7 20 sposu0 Body of former sergeant 0x014 7 20 sposu0 Body of imp 0x015 7 20 sposu0 Body of demon 0x016 7 20 sposu0 Body of cacodemon 0x018 7 20 pol5a0 Body of lost soul (blood) 0x019 7 20 pol6a0 Pole w/dead player 0x01a 7 20 pol6a0 Pole w/dying player 0x01b 7 20 treda0 Pole w/head 0x01c 7 20 pol2a0 Pole w/heads 0x01d 7 20 pol3a0 Skulls and candles 0x01e 7 20 col1a0 Column (tall/green) 0x01f 7 20 col2a0 Column (short/green) 0x020 7 20 col3a0 Column (tall/red) 0x021 7 20 col4a0 Column (short/red) 0x022 7 20 canda0 Candle 0x023 7 20 cbraa0 Candelabra 0x024 7 20 col5a0 Column w/heart 0x025 7 20 col6a0 Column w/skull 0x026 6 20 rskua0 Red skull 0x027 6 20 yskua0 Yellow skull 0x028 6 20 bskua0 Blue skull 0x029 7 20 ceyea0 Eye 0x02a 7 20 fskua0 Floating skull 0x02b 7 20 tre1a0 Tree (short) 0x02c 7 20 tblua0 Torch (tall/blue) 0x02d 7 20 tgrna0 Torch (tall/green) 0x02e 7 20 treda0 Torch (tall/red) 0x02f 7 20 smita0 Tree (thorny) 0x030 7 20 eleca0 Column (electric) 0x031 7 20 gor1a0 Chain w/dying player hung by neck 0x032 7 20 gor2a0 Chain w/player hung by ankle 0x033 7 20 gor3a0 Chain w/one legged player hung by ankle 0x034 7 20 gor4a0 Chain w/half player torso 0x035 7 20 gor5a0 Chain w/player leg 0x036 7 20 tre2a0 Tree (large) 0x037 7 20 smbta0 Torch (short/blue) 0x038 7 20 smgta0 Torch (short/green) 0x039 7 20 smrta0 Torch (short/red) 0x03a 3 28 sarga5 Spectre 0x03b 7 20 gor3a0 Chain w/dying player hung by neck 0x03c 7 20 gor3a0 Chain w/player hung by ankle 0x03d 7 20 gor3a0 Chain w/one legged player hung by ankle 0x03e 7 20 gor5a0 Chain w/half player torso 0x03f 7 20 gor1a0 Chain w/player leg 0x7d1 2 20 shota0 Shotgun 0x7d2 2 20 mguna0 Chaingun 0x7d3 2 20 launa0 Rocket launcher 0x7d4 2 20 plasa0 Plasma rifle 0x7d5 2 20 csawa0 Chainsaw 0x7d6 2 20 bfuga0 BFG 9000 0x7d7 4 20 clipa0 Ammo clip (4) 0x7d8 4 20 shela0 Shotgun shells (4) 0x7da 4 20 rocka0 Rocket 0x7db 11 20 stima0 Stimpak (10) 0x7dc 11 20 media0 Medipak (25) 0x7dd 5 20 soula0 Soul sphere 0x7de 11 20 bon1a0 Potion (1) 0x7df 10 20 bon2a0 Helmet (1) 0x7e2 10 20 arm1a0 Green (100) 0x7e3 10 20 arm2a0 Blue (200) 0x7e6 5 20 pinva0 Invunerability 0x7e7 5 20 pstra0 Berserk 0x7e8 5 20 pinsa0 Invisibility 0x7e9 5 20 suita0 Radiation suit 0x7ea 5 20 pmapa0 Computer map 0x7ec 7 20 colua0 Electric lamp 0x7f3 9 16 bar1a0 Barrel 0x7fd 5 20 pvisa0 Light amplification goggles 0x7fe 4 20 broka0 Box of rockets (8) 0x7ff 4 20 cella0 Energy cell (20) 0x800 4 20 ammoa0 Box of bullets (50) 0x801 4 20 sboxa0 Box of shells (24) 0xbb9 3 20 trooa1 Imp 0xbba 3 28 sarga1 Demon 0xbbb 3 28 bossa1 Baron of hell 0xbbc 3 20 possa1 Former human 0xbbd 3 32 heada1 Cacodemon 0xbbe 3 20 skula1 Lost soul ; ID used to classify linedefs ; Name textual description of class ; ; Note: When converting a sector to a door, the linedef types ; available are those in class number two. [LineDefs.Classes] 0x001 Special 0x002 Local door 0x003 Remote door 0x004 Ceiling 0x005 Crushing ceiling 0x006 Lift 0x007 Floor 0x008 Moving floor 0x009 Stairs 0x00a Exit 0x00b Teleport 0x00c Lighting ; ID ; class ; codes ; n does NOT require a tag number ; W walk-over activation ; S switch (triggered by player use) ; G gunfire (pistol, shotgun, chaingun) cross or hit line ; 1 the line may be activated once only ; R potentially repeatable activation ; & affected sectors locked out from further changes ; m monster actions can activate the line's effect ; speed ; (slow=1, medium = 2, fast = 3, turbo = 4) ; time ; texture changes ; description [LineDefs.Types] ; special 0x030 1 n - - - scrolling wall (left) ; Local door 0x001 2 nSRm 2 4 - open/close 0x01a 2 nSR 2 4 - open/close (blue key required) 0x01c 2 nSR 2 4 - open/close (red key required) 0x01b 2 nSR 2 4 - open/close (yellow key required) 0x01f 2 nS1 2 - - open 0x020 2 nS1 2 - - open (blue key required) 0x021 2 nS1 2 - - open (red key required) 0x022 2 nS1 2 - - open (yellow key required) 0x02e 2 nG1 2 - - open 0x075 2 nSR 4 4 - open/close (turbo) 0x076 2 nS1 4 - - open (turbo) ; Remote door 0x004 3 W1 2 4 - open/close 0x01d 3 S1 2 4 - open/close 0x05a 3 WR 2 4 - open/close 0x03f 3 SR 2 4 - open/close 0x002 3 W1 2 - - open 0x067 3 S1 2 - - open 0x056 3 WR 2 - - open 0x03d 3 SR 2 - - open 0x003 3 W1 2 - - close 0x032 3 S1 2 - - close 0x04b 3 WR 2 - - close 0x02a 3 SR 2 - - close 0x010 3 W1 2 30 - close/open (30 seconds) 0x04c 3 WR 2 30 - close/open (30 seconds) 0x06c 3 W1 4 4 - open/close (turbo) 0x06f 3 WR 4 4 - open/close (turbo) 0x069 3 S1 4 4 - open/close (turbo) 0x072 3 SR 4 4 - open/close (turbo) 0x06d 3 W1 4 - - open (turbo) 0x070 3 S1 4 - - open (turbo) 0x06a 3 WR 4 - - open (turbo) 0x073 3 SR 4 - - open (turbo) 0x06e 3 W1 4 - - close (turbo) 0x071 3 S1 4 - - close (turbo) 0x06b 3 WR 4 - - close (turbo) 0x074 3 SR 4 - - close (turbo) 0x085 3 S1 4 - - open (turbo, blue key required) 0x063 3 SR 4 - - open (turbo, blue key required) 0x087 3 S1 4 - - open (turbo, red key required) 0x086 3 SR 4 - - open (turbo, red key required) 0x089 3 S1 4 - - open (turbo, yellow key required) 0x088 3 SR 4 - - open (turbo, yellow key required) ; Ceiling 0x028 4 W1 1 - - up to highest ceiling 0x029 4 S1 1 - - down to floor 0x02b 4 SR 1 - - down to floor 0x02c 4 W1 1 - - down to floor + 8 0x031 4 S1 1 - - down to floor + 8 0x048 4 WR 1 - - down to floor + 8 ; Crushing ceiling 0x006 5 W1& 2 0 - start fast crush 0x019 5 W1& 2 0 - start slow crush 0x049 5 WR& 1 0 - start slow crush 0x04d 5 WR& 2 0 - start fast crush 0x039 5 W1& - - - stop crush 0x04a 5 WR& - - - stop crush 0x08d 5 W1& 1 0 - start slow crush (silent) ; Lift 0x00a 6 W1 3 3 - lift (fast) 0x015 6 S1 3 3 - lift (fast) 0x058 6 WRm 3 3 - lift (fast) 0x03e 6 SR 3 3 - lift (fast) 0x079 6 W1 4 3 - lift (turbo) 0x07a 6 S1 4 3 - lift (turbo) 0x078 6 WR 4 3 - lift (turbo) 0x07b 6 SR 4 3 - lift (turbo) ; Floor 0x077 7 W1 1 - - up to next highest floor 0x080 7 WR 1 - - up to next highest floor 0x012 7 S1 1 - - up to next highest floor 0x045 7 SR 1 - - up to next highest floor 0x016 7 W1& 1 - TX up to next highest floor + texture 0x05f 7 WR& 1 - TX up to next highest floor + texture 0x014 7 S1& 1 - TX up to next highest floor + texture 0x044 7 SR& 1 - TX up to next highest floor + texture 0x02f 7 G1& 1 - TX up to next highest floor + texture 0x005 7 W1 1 - - up to lowest ceiling 0x05b 7 WR 1 - - up to lowest ceiling 0x065 7 S1 1 - - up to lowest ceiling 0x040 7 SR 1 - - up to lowest ceiling 0x018 7 G1 1 - - up to lowest ceiling 0x082 7 W1 4 - - up to next highest floor (turbo) 0x083 7 S1 4 - - up to next highest floor (turbo) 0x081 7 WR 4 - - up to next highest floor (turbo) 0x084 7 SR 4 - - up to next highest floor (turbo) 0x038 7 W1& 1 - - up to lowest ceiling - 8, crush 0x05e 7 WR& 1 - - up to lowest ceiling - 8, crush 0x037 7 S1 1 - - up to lowest ceiling - 8, crush 0x041 7 SR 1 - - up to lowest ceiling - 8, crush 0x03a 7 W1 1 - - up 24 0x05c 7 WR 1 - - up 24 0x00f 7 S1& 1 - TX up 24 + texture 0x042 7 SR& 1 - TX up 24 + texture 0x03b 7 W1& 1 - TXP up 24 + sector texture 0x05d 7 WR& 1 - TXP up 24 + sector texture 0x00e 7 S1& 1 - TX up 32 + texture 0x043 7 SR& 1 - TX up 32 + texture 0x08c 7 S1 2 - - up 512 0x01e 7 W1 1 - - up by shortest lower texture 0x060 7 WR 1 - - up by shortest lower texture 0x026 7 W1 1 - - down to lowest floor 0x017 7 S1 1 - - down to lowest floor 0x052 7 WR 1 - - down to lowest floor 0x03c 7 SR 1 - - down to lowest floor 0x025 7 W1 1 - NXP down to lowest floor + sector texture 0x054 7 WR 1 - NXP down to lowest floor + sector texture 0x013 7 W1 1 - - down to highest floor 0x066 7 S1 1 - - down to highest floor 0x053 7 WR 1 - - down to highest floor 0x02d 7 SR 1 - - down to highest floor 0x024 7 W1 3 - - down to highest floor + 8 0x047 7 S1 3 - - down to highest floor + 8 0x062 7 WR 3 - - down to highest floor + 8 0x046 7 SR 3 - - down to highest floor + 8 0x009 7 S1 1 - NXP donut + sector texture ; Moving floor 0x035 8 W1& 1 3 - start moving floor 0x036 8 W1& - - - stop moving floor 0x057 8 WR& 1 3 - start moving floor 0x059 8 WR& - - - stop moving floor ; Stairs 0x008 9 W1 1 - - stairs (8) 0x007 9 S1 1 - - stairs (8) 0x064 9 W1 4 - - stairs (16) + crush 0x07f 9 S1 4 - - stairs (16) + crush ; Exit 0x00b 10 nS1 - - - end level, go to next 0x033 10 nS1 - - - end level, go to secret 0x034 10 nW1 - - - end level, go to next 0x07c 10 nW1 - - - end level, go to secret ; Teleport 0x027 11 W1m - - - teleport 0x061 11 WRm - - - teleport 0x07d 11 W1m - - - teleport monsters only 0x07e 11 WRm - - - teleport monsters only ; Lighting 0x023 12 W1 - - - off 0x068 12 W1 - - - set to dimmest near 0x00c 12 W1 - - - set to brightest near 0x00d 12 W1 - - - on maximum 0x04f 12 WR - - - off 0x050 12 WR - - - set to brightest near 0x051 12 WR - - - on maximum 0x011 12 W1 - - - start blinking 0x08a 12 SR - - - on maximum 0x08b 12 SR - - - off [Sectors.Types] 0x001 Blink (random) 0x002 Blink (1/2 second) 0x003 Blink (1 second) 0x004 -10/20% health, blink (1/2 second) 0x005 -5/10% health 0x007 -2/5% health 0x008 Light oscillates 0x009 Secret 0x00a Ceiling drops (after 30 seconds) 0x00b -10/20% health, end level/game 0x00c Blink (1/2 second sync.) 0x00d Blink (1 second sync.) 0x00e Ceiling rises (after 300 seconds) 0x010 -10/20% health