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Megadoom II
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MEGADOOM II - iso.7z
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MEGADOOM II.ISO
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heretic
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specs
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unofspec.txt
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1995-02-12
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518 lines
╔═════════════════════════════════════╗
║ UNOFFICIAL HERETIC v1.0 ║
║ LINEDEF Tags, SECTOR Specials ║
║ and THING Definitions ║
╠═════════════════════════════════════╣
║ version 1.0 ║
╚═════════════════════════════════════╝
by Dr Sleep
(John W. Anderson)
E-mail: 76132.3415@compuserve.com
drsleep@hooked.net
My thanks to Jim F. Flynn for tag conventions used in his "DOOM 1 and 2
LINEDEF TYPES," Matt Fell for insight provided in "The UNOFFICIAL
DOOM SPECS," Joost Schuur for HEU v1.0, and especially the anonymous
author of HERE.SPEC. Also, thanks to Christopher Paul Boduch for
initiating " A Completely Unofficial Guide to 'Heretic: City of the
Damned,' version 1.0."
-------------------------------------------------------------------------------
LINEDEF TAGS
-------------------------------------------------------------------------------
Trigger (TR) letters defined:
D - Special DOOR trigger, no sector tag required. Acts on 2nd SideDef's sector.
S - SWITCH trigger. First SideDef must be activated with space bar.
W - WALKOVER trigger. <NOTE: TELEPORT LineDefs require crossing 1st SideDef.>
G - IMPACT trigger. Activated when line is hit <fist, weapon>.
xR - Repeatable
x1 - Non-repeatable
*denotes item that appears in Registered Version only
-------------------------------------------------------------------------------
Doors
# TR Brief Function Description
-------------------------------------------------------------------------------
<No Sector Tag required:>
26 DR Open Door (closes after 6 seconds) Blue Key
27 DR Open Door (closes after 6 seconds) Yellow Key
28 DR Open Door (closes after 6 seconds) Green Key
1 DR Open Door (closes after 6 seconds)
32 D1 Open Door (stays open) Blue Key
33 D1 Open Door (stays open) Green Key
34 D1 Open Door (stays open) Yellow Key
31 DR Open Door (stays open)
46 GR Open Door (stays open; other weird effects) impact
<Requires Sector Tag:>
63 SR Open Door (closes after 6 seconds)
29 S1 Open Door (closes after 6 seconds)
90 WR Open Door (closes after 6 seconds)
4 W1 Open Door (closes after 6 seconds)
100 WR Fast Open Door (closes after 6 seconds)
61 SR Open Door (stays open)
103 S1 Open Door (stays open)
86 WR Open Door (stays open)
2 W1 Open Door (stays open)
42 SR Close Door
50 S1 Close Door
75 WR Close Door
3 W1 Close Door
76 WR Close Door (opens after 30 seconds)
16 W1 Close Door (opens after 30 seconds)
------------------------------------------------------------------------------
Lifts/Moving Floors
# TR Brief Function Description
------------------------------------------------------------------------------
62 SR Lower Lift (rises after 3 seconds)
88 WR Lower Lift (rises after 3 seconds)
10 W1 Lower Lift (rises after 3 seconds)
87 WR Start Moving Floor (up/down every 5 seconds)
53 W1 Start Moving Floor (up/down every 5 seconds)
89 WR Stop Moving Floor
54 W1 Stop Moving Floor
------------------------------------------------------------------------------
Floors
# TR Brief Function Description
------------------------------------------------------------------------------
**Raise**
69 SR Raise Floor to Ne. Floor
18 S1 Raise Floor to Ne. floor
68 SR Raise Floor to match Ne. floor, texture and type
20 S1 Raise Floor to match Ne. floor, texture and type
22 W1 Raise Floor to match Ne. floor, texture and type
95 WR Raise Floor to match Ne. floor, texture and type ?
47 G1 Raise Floor to match Ne. floor, texture and type ?
5 W1 Raise Floor to match Ne. ceiling/floor ?
66 SR Raise Floor up 24
15 S1 Raise Floor up 24
92 WR Raise Floor up 24
58 W1 Raise Floor up 24 <32?>
93 WR Raise Floor up 24 and match Ne. texture and type
59 W1 Raise Floor up 24 and match Ne. texture and type
67 SR Raise Floor up 32 and match Ne. texture and type
14 S1 Raise Floor to 32 <64?> above Ne. floor
96 WR Raise Floor to 72 <short texture> above Ne. floor
30 W1 Raise Floor to 100-128 <short texture> above Ne. floor
101 S1 Raise Floor to match Ne. ceiling
91 WR Raise Floor to match Ne. ceiling
24 G1 Raise Floor to match Ne. ceiling
65 SR Raise Floor to 8 below Ne. ceiling
55 S1 Raise Floor to 8 below Ne. ceiling
94 WR Raise Floor to 8 below Ne. ceiling
56 W1 Raise Floor to 8 below Ne. ceiling
**Lower**
45 SR Lower Floor to match Ne. floor
60 SR Lower Floor to match Ne. floor
102 S? Lower Floor to match Ne. floor ?
83 WR Lower Floor to match Ne. floor
19 W1 Lower Floor to match Ne. floor
23 S1 Lower Floor to match lowest Ne. floor ?
82 WR Lower Floor to match lowest Ne. floor ?
38 W1 Lower Floor to match lowest Ne. floor ?
84 WR Lower Floor to match Ne. floor, texture and type
37 W1 Lower Floor to match highest Ne. floor
85 WR Lower Floor, raise ceiling
70 SR Set Floor to highest Ne. floor <fast lower floor>
64 SR Set Floor to highest Ne. floor <fast lower floor>
71 S1 Fast Lower Floor
98 WR Fast Lower Floor
36 W1 Fast Lower Floor
21 S1 Lower Floor (rises after 3 seconds to Ne. ceiling)
9 S1 Lower Floor, raise Ne. floor and match outer texture
-------------------------------------------------------------------------------
Ceilings
# TR Brief Function Description
-------------------------------------------------------------------------------
43 SR Lower Ceiling to floor
41 S1 Lower Ceiling to floor
72 WR Lower ceiling to 8 above floor
44 W1 Lower ceiling to 8 above floor
40 W1 Raise ceiling to match Ne. ceiling
-------------------------------------------------------------------------------
Crushers
# TR Brief Function Description
-------------------------------------------------------------------------------
73 WR Slow Crushing Ceiling
74 W1 Stop Crushing Ceiling
77 WR Fast Crushing Ceiling
57 W1 Stop Crushing Ceiling
49 S? Crushing Ceiling (rises ?)
25 W1 Lower Ceiling to 8 above Ne. floor, then raise
6 W1 Lower Ceiling to 8 above Ne. floor, then raise (fast)
-------------------------------------------------------------------------------
Stairs
# TR Brief Function Description
-------------------------------------------------------------------------------
7 S1 Raise Stairs (8 pixels)
8 W1 Raise Stairs (8 pixels)
107 S1 Fast Raise Stairs (16 pixels)
106 W1 Fast Raise Stairs (16 pixels)
-------------------------------------------------------------------------------
Teleports and Exits
# TR Brief Function Description
-------------------------------------------------------------------------------
97 WR Teleport to sector
39 W1 Teleport to sector
11 S1 EXIT Level
52 W1 EXIT Level
51 S1 Exit to SECRET LEVEL
105 W1 Exit to SECRET LEVEL
-------------------------------------------------------------------------------
Lighting
# TR Brief Function Description
-------------------------------------------------------------------------------
81 WR Light Level goes to 255
13 W1 Light Level goes to 255
79 WR Light level goes to 0
35 W1 Light level goes to 0
78 WR Light level goes to minimum Ne. light level
104 W1 Light level goes to minimum Ne. light level
80 WR Light level goes to maximum Ne. light level
12 W1 Light level goes to maximum Ne. light level
17 W1 Start strobing lights
-------------------------------------------------------------------------------
Texture Scrolling
# xx Brief Function Description
-------------------------------------------------------------------------------
48 xx Scroll Left
99 xx Scroll Right
===============================================================================
-------------------------------------------------------------------------------
SECTOR SPECIALS
-------------------------------------------------------------------------------
Sector Types
# Type Brief Function Description
-------------------------------------------------------------------------------
6 Ceiling Crush & Raise
4 Damage Lava Flow
16 Damage Lava (Heavy)
5 Damage Lava (Light)
7 Damage Sludge
10 Door Close in 30 seconds
14 Door Raise in 5 minutes
15 Friction Low
2 Light Fast Strobe
1 Light Flickering
8 Light Glowing
3 Light Slow Strobe
13 Light Synch Strobe (Fast)
12 Light Synch Strobe (Slow)
9 Secret Area Credit if discovered
-------------------------------------------------------------------------------
Scrolling Sectors
# Action Direction
-------------------------------------------------------------------------------
21 Scroll East (slow)
22 Scroll East (normal)
23 Scroll East (fast)
26 Scroll North (slow)
27 Scroll North (normal)
28 Scroll North (fast)
31 Scroll South (slow)
32 Scroll South (normal)
33 Scroll South (fast)
36 Scroll West (slow)
37 Scroll West (normal)
38 Scroll West (fast)
Scrolling specials scroll the floor texture and push the player in a
particular direction.<1>
------------------------------------------------------------------------------
Wind
# Action Direction
------------------------------------------------------------------------------
40 Wind East (weak)
41 Wind East (normal)
42 Wind East (strong)
43 Wind North (weak)
44 Wind North (normal)
45 Wind North (strong)
46 Wind South (weak)
47 Wind South (normal)
48 Wind South (strong)
49 Wind West (weak)
50 Wind West (normal)
51 Wind West (strong)
Wind specials push objects that are flagged to be affected by wind:
players, pods, ethereal bow (Player1 and Player2 side shots),
Hellstaff (Player1), Undead Warrior green axes, Weredragon fireballs,
Ophidian wimpy shots, Ironlich fire column, and Gargoyle Leader
fireballs.<1>
===============================================================================
-------------------------------------------------------------------------------
THINGS
-------------------------------------------------------------------------------
Weapons and Ammo
# Type Description
-------------------------------------------------------------------------------
2005 Weapon Gauntlets of the Necromancer
2001 Weapon Ethereal Crossbow
53 Weapon Dragon Claw
2004 Weapon* Hellstaff
2003 Weapon* Phoenix Rod
2002 Weapon* Mace
10 Ammo Wand Crystal (Elven Wand - light)
12 Ammo Wand Geode (Elven Wand - heavy)
18 Ammo Ethereal Arrows (Crossbow - light)
19 Ammo Ethereal Quiver (Crossbow - heavy)
54 Ammo Claw Orb (Dragon Claw - light)
55 Ammo Energy Orb (Dragon Claw - heavy)
20 Ammo* Lesser Runes (Hellstaff - light)
21 Ammo* Greater Runes (Hellstaff - heavy)
22 Ammo* Flame Orb (Phoenix Rod - light)
23 Ammo* Inferno Orb (Phoenix Rod - heavy)
13 Ammo* Mace Spheres (Mace - light)
16 Ammo* Pile of Mace Spheres (Mace - heavy)
<NOTE: There is no Elven Wand #, since this is the default weapon.>
-------------------------------------------------------------------------------
Equipment
# Type Description
-------------------------------------------------------------------------------
8 Artifact Bag of Holding
30 Artifact Morph Ovum
34 Artifact Time Bomb
23 Artifact Wings of Wrath
32 Artifact Mystic Urn (heal all wounds)
82 Artifact Quartz Flask (heal serious wounds)
81 Artifact Crystal Vial (heal light wounds)
75 Artifact Shadowsphere
84 Artifact Ring of Invulnerability
85 Artifact Shield1 (Silver)
31 Artifact* Shield2 (Enchanted)
35 Artifact Map Scroll (all map)
36 Artifact* Chaos Device (random teleport)
86 Artifact Tome of Power
33 Artifact Torch
79 Artifact Key Blue
73 Artifact Key Green
80 Artifact Key Yellow
-------------------------------------------------------------------------------
Decorations
# Type Description
-------------------------------------------------------------------------------
44 Blob Barrel
47 Blob* Brown Pillar
28 Blob Chandelier *NB
76 Blob Fire Brazier
51 Blob* Hanging Corpse
94 Blob Blue Key Statue
95 Blob Green Key Statue
96 Blob Yellow Key Statue
48 Blob Moss1 *NB
49 Blob Moss2 *NB
27 Blob Serpent Torch
26 Blob Hanging Skull 35 *NB
25 Blob Hanging Skull 45 *NB
24 Blob Hanging Skull 60 *NB
17 Blob Hanging Skull 70 *NB
29 Blob Small Pillar
40 Blob* Stalactite (large)
39 Blob* Stalactite (small)
38 Blob Stalagmite (large)
37 Blob Stalagmite (small)
87 Blob* Volcano *NB
50 Blob Wall Torch *NB
2035 Thingy Pod
43 Thingy Pod Generator
74 Teleport Glitter
52 Teleport Glitter Exit
14 Teleport Main
Most blob things are <bl>ocking <ob>jects, exceptions marked *NB
(non-blocking: meaning, you can walk over, under, or through item).
Teleport Glitter is placed on top of teleporters (duh).
-------------------------------------------------------------------------------
Enemies
# Type Description
-------------------------------------------------------------------------------
66 Monster Gargoyle
5 Monster Gargoyle Leader
68 Monster Golem
69 Monster Golem Ghost
45 Monster Golem Leader
46 Monster Golem Leader Ghost
64 Monster Undead Warrior
65 Monster Undead Warrior Ghost
15 Monster Disciple
70 Monster* Weredragon
90 Monster* Sabreclaw
6 Monster Ironlich
9 Monster* Maulotaur
92 Monster* Ophidian
7 Monster* D'Sparil
56 Monster* D'Sparil Spot
-------------------------------------------------------------------------------
Player Starts
# Type Description
-------------------------------------------------------------------------------
1 Start Player 1
2 Start Player 2
3 Start Player 3
4 Start Player 4
11 Start Deathmatch
-------------------------------------------------------------------------------
Sounds
# Type Description
-------------------------------------------------------------------------------
*Ambient*
1202 Sound A1 Waterdrip
1203 Sound A1 Slow Footsteps
1204 Sound A1 Heartbeat
1205 Sound A1 Bells
1208 Sound A1 Laughter
1209 Sound A1 Fast Footsteps
1200 Sound A2* Scream
1201 Sound A2* Squish
1206 Sound A2* Growl
1207 Sound A2* Magic
Ambient sounds are placed anywhere on a level to add them to the
ambient sound list. They then play randomly in the background.<1>
*Environment*
42 Sound E1 Wind
41 Sound E2* Waterfall
Environment sounds are tacked on to world objects that need noise.<1>
===============================================================================
-------------------------------------------------------------------------------
ACKNOWLEDGEMENTS
-------------------------------------------------------------------------------
Description Conventions
Since many usages of LineDef tags in HERETIC are identical or similar
to those in DOOM 1.666, I have used descriptions that most accurately
convey what the tag does. I am deeply indebted to Jim F. Flynn for his
definitive list of "DOOM 1 and 2 LineDef Types" by number and function
and have employed (read stolen) his description conventions, since they
seem to me to be the most clear and reasonable. I believe that these
descriptions are similar enough to those used by Matt Fell in his
excellent series of "Unofficial DOOM Specs" as well, so there shouldn't
be too much confusion.
I didn't go into as much detail as Jim or Matt did in their documents,
so I highly recommend that one read those files in order to achieve a
more comprehensive understanding of the uses of LineDef Tags and Sector
Specials. I'm much better at organizing than investigating, so I've
more or less culled this list from others that I have seen here and
there on the Internet (particularly the ones I've already mentioned
herein).
I did test all of these descriptions, but a few of the LineDef tags are
a bit baffling and seem to have multiple functions, depending on the
circumstances. I assume all responsibility for any errors herein,
unless you plan on sueing me for some reason -- in which case, any
errors you find must surely be your own.
Minor Critique
I would be most interested in seeing the damage specs, if anyone has
bothered to investigate this. Herein lies my only criticism of HERETIC
it is exceedingly difficult to determine which weapon is the all-around
best, since there doesn't seem to be a significant incremental increase
in fire-power (aside from the Phoenix Rod, which is similar to DOOM's
Rocket Launcher) among the various weapons. Except for the Phoenix Rod
and the Mace, all of the weapons discharge energy rather than
projectiles. It seems to me, for instance, that the Ethereal
Crossbow is the all-around best weapon -- much as the Shotgun is in
DOOM -- as it actually seems to do more damage to lesser creatures such
as Gargoyles, Golems, and Warrior Knights than does, say, the Hellstaff
or Mace. (The Dragon Claw is more powerful, I admit, but I find the
noise it makes annoying<g>). Augmented with the Tome of Power, I find
the best all-around weapon to be the Hellstaff, since it not only has
a powerful energy burst, but rains fire as well (neato). The Phoenix
Rod is next to useless <IMHO> when augmented by the Tome of Power (at
least in Deathmatch: I mean, who's going to stand still long enough for
you to toast them with a flame-thrower, eh?); other than that, it's a
much-desired weapon.
I'd welcome some feedback on this subject at my preferred e-mail
address: 76132.3415@compuserve.com
Revisions
Well, none yet; but I do intend to update this document as often as
more information comes to light. Please send me e-mail with any
corrections, additions, suggestions, etc. I would be most grateful.
Distribution and Permission
You MAY distribute this document anywhere and everywhere you like, as
long as you DO NOT change a single word of it. You MAY, of course,
incorporate any of the data herein along whatever lines or conventions
you like in your own documentation. You are not required to mention me,
because I didn't invent this stuff: I'm only documenting it. But if
you want to give me any credit, please do so by all means. I love
seeing the good name of Dr Sleep bandied about (charitably, of course).
--------------------------------------
<1> From the HERETIC SPECS (filename here.spec, author unknown). I have
cribbed quite shamelessly from these specs for THINGS, WIND and SECTOR
SCROLL specials. If anyone knows who the author is, let me know so that
I may properly thank him and give him the appropriate credit.
--
Dr Sleep
76132.3415@compuserve.com