/*************************************************************\ Doom Builder Game Configuration for Doom \*************************************************************/ // This is required to prevent accedential use of a different configuration type = "Doom Builder 2 Game Configuration"; // This is the title to show for this game game = "Doom"; // This is the simplified game engine/sourceport name engine = "doom"; // The format interface handles the map data format formatinterface = "DoomMapSetIO"; // Default lump name for new map defaultlumpname = "E1M1"; // Special linedefs soundlinedefflags = 64; // See linedefflags singlesidedflags = 1; // See linedefflags doublesidedflags = 4; // See linedefflags impassableflags = 1; // Generalized actions generalizedlinedefs = false; generalizedsectors = false; // Texture loading options mixtexturesflats = false; defaulttexturescale = 1.0f; defaultflatscale = 1.0f; // Thing number for start position in 3D Mode start3dmode = 32000; // Default flags for first new thing defaulthingflags { 1; 2; 4; } /* TEXTURES AND FLAT SOURCES This tells Doom Builder where to find the information for textures and flats in the IWAD file, Addition WAD file and Map WAD file. Start and end lumps must be given in a structure (of which the key name doesnt matter) and any textures or flats in between them are loaded in either the textures category or flats category. For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default. */ // Texture sources textures { } // Flat sources flats { standard1 { start = "F_START"; end = "F_END"; } standard2 { start = "FF_START"; end = "FF_END"; } standard3 { start = "FF_START"; end = "F_END"; } standard4 { start = "F_START"; end = "FF_END"; } } /* GAME DETECT PATTERN Used to guess the game for which a WAD file is made. 1 = One of these lumps must exist 2 = None of these lumps must exist 3 = All of these lumps must exist */ gamedetect { EXTENDED = 2; BEHAVIOR = 2; E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 1; E1M7 = 1; E1M8 = 1; E1M9 = 1; E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 1; E2M7 = 1; E2M8 = 1; E2M9 = 1; E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 1; E3M7 = 1; E3M8 = 1; E3M9 = 1; E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2; MAP01 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2; MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2; MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2; MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2; MAP41 = 2; } /* MAP LUMP NAMES Map lumps are loaded with the map as long as they are right after each other. When the editor meets a lump which is not defined in this list it will ignore the map if not satisfied. The order of items defines the order in which lumps will be written to WAD file on save. To indicate the map header lump, use ~MAP Legenda: required = Lump is required to exist. blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use) nodebuild = The nodebuilder generates this lump. allowempty = The nodebuilder is allowed to leave this lump empty. script = This lump is a text-based script. Specify the filename of the script configuration to use. */ maplumpnames { ~MAP { required = true; blindcopy = true; nodebuild = false; } THINGS { required = true; nodebuild = true; allowempty = true; } LINEDEFS { required = true; nodebuild = true; allowempty = false; } SIDEDEFS { required = true; nodebuild = true; allowempty = false; } VERTEXES { required = true; nodebuild = true; allowempty = false; } SEGS { required = false; nodebuild = true; allowempty = false; } SSECTORS { required = false; nodebuild = true; allowempty = false; } NODES { required = false; nodebuild = true; allowempty = false; } SECTORS { required = true; nodebuild = true; allowempty = false; } REJECT { required = false; nodebuild = true; allowempty = false; } BLOCKMAP { required = false; nodebuild = true; allowempty = false; } } // DEFAULT SECTOR BRIGHTNESS LEVELS sectorbrightness { 255; 240; 224; 208; 192; 176; 160; 144; 128; 112; 96; 80; 64; 48; 32; 16; 0; } // SECTOR TYPES sectortypes { 0 = "Normal"; 1 = "Light Blinks (randomly)"; 2 = "Light Blinks (0.5 sec)"; 3 = "Light Blinks (1 sec)"; 4 = "Damage -10 or 20% health and Light Blinks (0.5 sec)"; 5 = "Damage -5 or 10% health"; 7 = "Damage -2 or 5% health"; 8 = "Light Glows (1+ sec)"; 9 = "Secret"; 10 = "Door Close Stay (after 30 sec)"; 11 = "Damage -10 or 20% health and End level"; 12 = "Light Blinks (0.5 sec sync)"; 13 = "Light Blinks (1 sec sync)"; 14 = "Door Open Close (opens after 5 min)"; 16 = "Damage -10 or 20% health"; } // LINEDEF FLAGS linedefflags { 1 = "Impassable"; 2 = "Block Monster"; 4 = "Double Sided"; 8 = "Upper Unpegged"; 16 = "Lower Unpegged"; 32 = "Secret"; 64 = "Block Sound"; 128 = "Hidden"; 256 = "Shown"; } // LINEDEF ACTIVATIONS linedefactivations { } // LINEDEF TYPES linedeftypes { misc { 0 { title = "None"; prefix = ""; } } door { title = "Door"; 1 { title = "Door Open Wait Close (also monsters)"; prefix = "DR"; } 2 { title = "Door Open Stay"; prefix = "W1"; } 3 { title = "Door Close Stay"; prefix = "W1"; } 4 { title = "Door Open Wait Close"; prefix = "W1"; } 16 { title = "Door Close Wait Open"; prefix = "W1"; } 26 { title = "Door (Blue) Open Wait Close"; prefix = "DR"; } 27 { title = "Door (Yellow) Open Wait Close"; prefix = "DR"; } 28 { title = "Door (Red) Open Wait Close"; prefix = "DR"; } 29 { title = "Door Open Wait Close"; prefix = "S1"; } 31 { title = "Door Open Stay"; prefix = "D1"; } 32 { title = "Door (Blue) Open Stay"; prefix = "D1"; } 33 { title = "Door (Red) Open Stay"; prefix = "D1"; } 34 { title = "Door (Yellow) Open Stay"; prefix = "D1"; } 42 { title = "Door Close Stay"; prefix = "SR"; } 46 { title = "Door Open Stay"; prefix = "GR"; } 50 { title = "Door Close Stay"; prefix = "S1"; } 61 { title = "Door Open Stay"; prefix = "SR"; } 63 { title = "Door Open Wait Close"; prefix = "SR"; } 75 { title = "Door Close Stay"; prefix = "WR"; } 76 { title = "Door Close Stay Open"; prefix = "WR"; } 86 { title = "Door Open Stay"; prefix = "WR"; } 90 { title = "Door Open Wait Close"; prefix = "WR"; } 103 { title = "Door Open Stay"; prefix = "S1"; } } floor { title = "Floor"; 5 { title = "Floor Raise to Lowest Ceiling"; prefix = "W1"; } 9 { title = "Floor Raise Donut (changes texture)"; prefix = "S1"; } 14 { title = "Floor Raise by 32 (changes texture)"; prefix = "S1"; } 15 { title = "Floor Raise by 24 (changes texture)"; prefix = "S1"; } 18 { title = "Floor Raise to Next Higher Floor"; prefix = "S1"; } 19 { title = "Floor Lower to Highest Floor"; prefix = "W1"; } 20 { title = "Floor Raise to Next Higher Floor (changes texture)"; prefix = "S1"; } 22 { title = "Floor Raise to Next Higher Floor (changes texture)"; prefix = "W1"; } 23 { title = "Floor Lower to Lowest Floor"; prefix = "S1"; } 24 { title = "Floor Raise to Lowest Ceiling"; prefix = "G1"; } 30 { title = "Floor Raise by Shortest Lower Texture"; prefix = "W1"; } 36 { title = "Floor Lower to 8 above Highest Floor"; prefix = "W1"; } 37 { title = "Floor Lower to Lowest Floor (changes texture)"; prefix = "W1"; } 38 { title = "Floor Lower to Lowest Floor"; prefix = "W1"; } 45 { title = "Floor Lower to Highest Floor"; prefix = "SR"; } 47 { title = "Floor Raise to Next Higher Floor (changes texture)"; prefix = "G1"; } 53 { title = "Floor Start Moving Up and Down"; prefix = "W1"; } 54 { title = "Floor Stop Moving"; prefix = "W1"; } 55 { title = "Floor Raise to 8 below Lowest Ceiling (crushes)"; prefix = "S1"; } 56 { title = "Floor Raise to 8 below Lowest Ceiling (crushes)"; prefix = "W1"; } 58 { title = "Floor Raise by 24"; prefix = "W1"; } 59 { title = "Floor Raise by 24 (changes texture)"; prefix = "W1"; } 60 { title = "Floor Lower to Lowest Floor"; prefix = "SR"; } 64 { title = "Floor Raise to Lowest Ceiling"; prefix = "SR"; } 65 { title = "Floor Raise to 8 below Lowest Ceiling (crushes)"; prefix = "SR"; } 66 { title = "Floor Raise by 24 (changes texture)"; prefix = "SR"; } 67 { title = "Floor Raise by 32 (changes texture)"; prefix = "SR"; } 68 { title = "Floor Raise to Next Higher Floor (changes texture)"; prefix = "SR"; } 69 { title = "Floor Raise to Next Higher Floor"; prefix = "SR"; } 70 { title = "Floor Lower to 8 above Highest Floor"; prefix = "SR"; } 71 { title = "Floor Lower to 8 above Highest Floor"; prefix = "S1"; } 82 { title = "Floor Lower to Lowest Floor"; prefix = "WR"; } 83 { title = "Floor Lower to Highest Floor"; prefix = "WR"; } 84 { title = "Floor Lower to Lowest Floor (changes texture)"; prefix = "WR"; } 87 { title = "Floor Start Moving Up and Down"; prefix = "WR"; } 89 { title = "Floor Stop Moving"; prefix = "WR"; } 91 { title = "Floor Raise to Lowest Ceiling"; prefix = "WR"; } 92 { title = "Floor Raise by 24"; prefix = "WR"; } 93 { title = "Floor Raise by 24 (changes texture)"; prefix = "WR"; } 94 { title = "Floor Raise to 8 below Lowest Ceiling (crushes)"; prefix = "WR"; } 95 { title = "Floor Raise to Next Higher Floor (changes texture)"; prefix = "WR"; } 96 { title = "Floor Raise by Shortest Lower Texture"; prefix = "WR"; } 98 { title = "Floor Lower to 8 above Highest Floor"; prefix = "WR"; } 101 { title = "Floor Raise to Lowest Ceiling"; prefix = "S1"; } 102 { title = "Floor Lower to Highest Floor"; prefix = "S1"; } } crusher { title = "Crusher"; 6 { title = "Crusher Start with Fast Damage"; prefix = "W1"; } 25 { title = "Crusher Start with Slow Damage"; prefix = "W1"; } 57 { title = "Crusher Stop"; prefix = "W1"; } 73 { title = "Crusher Start with Slow Damage"; prefix = "WR"; } 74 { title = "Crusher Stop"; prefix = "WR"; } 77 { title = "Crusher Start with Fast Damage"; prefix = "WR"; } } stairs { title = "Stairs"; 7 { title = "Stairs Raise by 8"; prefix = "S1"; } 8 { title = "Stairs Raise by 8"; prefix = "W1"; } 100 { title = "Stairs Raise by 16 (fast)"; prefix = "W1"; } } lift { title = "Lift"; 10 { title = "Lift Lower Wait Raise"; prefix = "W1"; } 21 { title = "Lift Lower Wait Raise"; prefix = "S1"; } 62 { title = "Lift Lower Wait Raise"; prefix = "SR"; } 88 { title = "Lift Lower Wait Raise"; prefix = "WR"; } } exit { title = "Exit"; 11 { title = "Exit Level"; prefix = "S1"; } 51 { title = "Exit Level (goes to secret level)"; prefix = "S1"; } 52 { title = "Exit Level"; prefix = "W1"; } } light { title = "Light"; 12 { title = "Light Change to Brightest Adjacent"; prefix = "W1"; } 13 { title = "Light Change to 255"; prefix = "W1"; } 17 { title = "Light Start Blinking"; prefix = "W1"; } 35 { title = "Light Change to 35"; prefix = "W1"; } 79 { title = "Light Change to 35"; prefix = "WR"; } 80 { title = "Light Change to Brightest Adjacent"; prefix = "WR"; } 81 { title = "Light Change to 255"; prefix = "WR"; } 104 { title = "Light Change to Darkest Adjacent"; prefix = "W1"; } } ceiling { title = "Ceiling"; 40 { title = "Ceiling Raise to Highest Ceiling"; prefix = "W1"; } 41 { title = "Ceiling Lower to Floor"; prefix = "S1"; } 43 { title = "Ceiling Lower to Floor"; prefix = "SR"; } 44 { title = "Ceiling Lower to 8 above Floor"; prefix = "W1"; } 49 { title = "Ceiling Lower to 8 above Floor (perpetual slow crusher damage)"; prefix = "S1"; } 72 { title = "Ceiling Lower to 8 above Floor"; prefix = "WR"; } } scroll { title = "Scroll"; 48 { title = "Scroll Texture Left"; prefix = ""; } } teleport { title = "Teleport"; 97 { title = "Teleport"; prefix = "WR"; } 39 { title = "Teleport"; prefix = "W1"; } } } // THING FLAGS thingflags { 1 = "Easy"; 2 = "Medium"; 4 = "Hard"; 8 = "Deaf"; 16 = "Multiplayer"; } // THING FLAGS ERROR MASK // Mask for the thing flags which indicates the options // that make the same thing appear in the same modes thingflagsmask1 = 7; // 1 + 2 + 4 thingflagsmask2 = 0; // THING TYPES thingtypes { editor { color = 15; // White arrow = 1; title = "Editor Things"; width = 16; sort = 1; height = 0; hangs = 0; blocking = 0; error = 0; 32000 = "3D Mode start"; } players { color = 10; // Light Green arrow = 1; title = "Player Starts"; width = 16; sort = 1; height = 56; hangs = 0; blocking = 1; error = 2; 1 { title = "Player 1 start"; sprite = "PLAYA2A8"; } 2 { title = "Player 2 start"; sprite = "PLAYA2A8"; } 3 { title = "Player 3 start"; sprite = "PLAYA2A8"; } 4 { title = "Player 4 start"; sprite = "PLAYA2A8"; } 11 { title = "Player Deathmatch start"; sprite = "PLAYF1"; } } teleports { color = 2; // Green arrow = 1; title = "Teleports"; width = 16; sort = 1; height = 56; hangs = 0; blocking = 0; error = 0; 14 { title = "Teleport Destination"; sprite = "TFOGB0"; } } monsters { color = 12; // Light Red arrow = 1; title = "Monsters"; width = 20; sort = 1; height = 56; hangs = 0; blocking = 1; error = 2; 3004 { title = "Former Human"; sprite = "POSSA2A8"; } 9 { title = "Former Sergeant"; sprite = "SPOSA2A8"; } 3001 { title = "Imp"; sprite = "TROOA2A8"; } 3002 { title = "Demon"; width = 30; sprite = "SARGA2A8"; } 58 { title = "Spectre"; width = 30; sprite = "SARGA2A8"; } 3006 { title = "Lost Soul"; width = 16; sprite = "SKULA8A2"; } 3005 { title = "Cacodemon"; width = 31; sprite = "HEADA2A8"; } 3003 { title = "Baron of Hell"; width = 24; sprite = "BOSSA2A8"; height = 64; } 16 { title = "Cyberdemon"; width = 40; sprite = "CYBRA2"; height = 110; } 7 { title = "Spider Mastermind"; width = 128; sprite = "SPIDG2G8"; height = 100; } } weapons { color = 14; // Yellow arrow = 0; title = "Weapons"; width = 20; sort = 1; height = 25; hangs = 0; blocking = 0; 2005 { title = "Chainsaw"; sprite = "CSAWA0"; } 2001 { title = "Shotgun"; sprite = "SHOTA0"; } 2002 { title = "Chaingun"; sprite = "MGUNA0"; } 2003 { title = "Rocket launcher"; sprite = "LAUNA0"; } 2004 { title = "Plasma gun"; sprite = "PLASA0"; } 2006 { title = "BFG9000"; sprite = "BFUGA0"; height = 30; } } ammunition { color = 6; // Brown arrow = 0; title = "Ammunition"; width = 16; sort = 1; height = 20; blocking = 0; hangs = 0; 2007 { title = "Ammo clip"; sprite = "CLIPA0"; } 2008 { title = "Shotgun shells"; sprite = "SHELA0"; } 2010 { title = "Rocket"; sprite = "ROCKA0"; height = 25; } 2047 { title = "Cell charge"; sprite = "CELLA0"; } 2048 { title = "Box of Ammo"; sprite = "AMMOA0"; } 2049 { title = "Box of Shells"; sprite = "SBOXA0"; } 2046 { title = "Box of Rockets"; sprite = "BROKA0"; width = 30; height = 25; } 17 { title = "Cell charge pack"; sprite = "CELPA0"; height = 25; } 8 { title = "Backpack"; sprite = "BPAKA0"; } } health { color = 1; // Blue arrow = 0; title = "Health and Armor"; width = 16; sort = 1; height = 20; hangs = 0; blocking = 0; 2011 { title = "Stimpack"; sprite = "STIMA0"; } 2012 { title = "Medikit"; sprite = "MEDIA0"; height = 25; } 2014 { title = "Health bonus"; sprite = "BON1A0"; } 2015 { title = "Armor bonus"; sprite = "BON2A0"; } 2018 { title = "Green armor"; sprite = "ARM1A0"; } 2019 { title = "Blue armor"; sprite = "ARM2A0"; } } powerups { color = 9; // Light Blue arrow = 0; title = "Powerups"; width = 20; sort = 1; height = 20; hangs = 0; blocking = 0; 2013 { title = "Soulsphere"; sprite = "SOULA0"; height = 45; } 2022 { title = "Invulnerability"; sprite = "PINVA0"; height = 30; } 2023 { title = "Berserk"; sprite = "PSTRA0"; } 2024 { title = "Invisibility"; sprite = "PINSA0"; height = 45; } 2025 { title = "Radiation suit"; sprite = "SUITA0"; height = 60; } 2026 { title = "Computer map"; sprite = "PMAPA0"; height = 35; } 2045 { title = "Lite Amplification goggles"; sprite = "PVISA0"; } } keys { color = 13; // Light Magenta arrow = 0; title = "Keys"; width = 16; sort = 1; height = 20; hangs = 0; blocking = 0; 5 { title = "Blue keycard"; sprite = "BKEYA0"; } 40 { title = "Blue skullkey"; sprite = "BSKUB0"; } 13 { title = "Red keycard"; sprite = "RKEYA0"; } 38 { title = "Red skullkey"; sprite = "RSKUB0"; } 6 { title = "Yellow keycard"; sprite = "YKEYA0"; } 39 { title = "Yellow skullkey"; sprite = "YSKUB0"; } } obstacles { color = 3; // Cyan arrow = 0; title = "Obstacles"; width = 20; sort = 1; height = 20; hangs = 0; blocking = 1; 2035 { title = "Barrel"; width = 10; sprite = "BAR1A0"; height = 32; } 48 { title = "Tall techno pillar"; sprite = "ELECA0"; } 30 { title = "Tall green pillar"; sprite = "COL1A0"; } 32 { title = "Tall red pillar"; sprite = "COL3A0"; } 31 { title = "Short green pillar"; sprite = "COL2A0"; } 36 { title = "Short green pillar (beating heart)"; sprite = "COL5A0"; } 33 { title = "Short red pillar"; sprite = "COL4A0"; } 37 { title = "Short red pillar (skull)"; sprite = "COL6A0"; } 47 { title = "Stalagmite"; sprite = "SMITA0"; } 43 { title = "Gray tree"; sprite = "TRE1A0"; } 54 { title = "Large brown tree"; width = 32; sprite = "TRE2A0"; } 41 { title = "Evil Eye"; sprite = "CEYEA0"; } 42 { title = "Floating skull rock"; sprite = "FSKUA0"; } } lights { color = 11; // Light Cyan arrow = 0; title = "Light sources"; width = 16; sort = 1; height = 16; hangs = 0; blocking = 1; 2028 { title = "Floor lamp"; sprite = "COLUA0"; } 34 { title = "Candle"; sprite = "CANDA0"; blocking = 0; } 35 { title = "Candelabra"; sprite = "CBRAA0"; } 44 { title = "Tall blue firestick"; sprite = "TBLUA0"; } 45 { title = "Tall green firestick"; sprite = "TGRNA0"; } 46 { title = "Tall red firestick"; sprite = "TREDA0"; } 55 { title = "Short blue firestick"; sprite = "SMBTA0"; } 56 { title = "Short green firestick"; sprite = "SMGTA0"; } 57 { title = "Short red firestick"; sprite = "SMRTA0"; } } decoration { color = 4; // Red arrow = 0; title = "Decoration"; width = 16; sort = 1; height = 16; hangs = 0; blocking = 0; 49 { title = "Hanging victim, twitching (blocking)"; sprite = "GOR1A0"; height = 68; hangs = 1; blocking = 1; } 63 { title = "Hanging victim, twitching"; sprite = "GOR1A0"; height = 68; hangs = 1; } 50 { title = "Hanging victim, arms out (blocking)"; sprite = "GOR2A0"; height = 84; hangs = 1; blocking = 1; } 59 { title = "Hanging victim, arms out"; sprite = "GOR2A0"; height = 84; hangs = 1; } 52 { title = "Hanging pair of legs (blocking)"; sprite = "GOR4A0"; height = 68; hangs = 1; blocking = 1; } 60 { title = "Hanging pair of legs"; sprite = "GOR4A0"; height = 68; hangs = 1; } 51 { title = "Hanging victim, 1-legged (blocking)"; sprite = "GOR3A0"; height = 84; hangs = 1; blocking = 1; } 61 { title = "Hanging victim, 1-legged"; sprite = "GOR3A0"; height = 52; hangs = 1; } 53 { title = "Hanging leg (blocking)"; sprite = "GOR5A0"; height = 52; hangs = 1; blocking = 1; } 62 { title = "Hanging leg"; sprite = "GOR5A0"; height = 52; hangs = 1; } 25 { title = "Impaled human"; sprite = "POL1A0"; blocking = 1; } 26 { title = "Twitching impaled human"; sprite = "POL6A0"; blocking = 1; } 27 { title = "Skull on a pole"; sprite = "POL4A0"; blocking = 1; } 28 { title = "5 skulls shish kebob"; sprite = "POL2A0"; blocking = 1; } 29 { title = "Pile of skulls and candles"; sprite = "POL3A0"; blocking = 1; } 10 { title = "Bloody mess 1"; sprite = "PLAYW0"; } 12 { title = "Bloody mess 2"; sprite = "PLAYW0"; } 24 { title = "Pool of blood and bones"; sprite = "POL5A0"; } 15 { title = "Dead player"; sprite = "PLAYN0"; } 18 { title = "Dead former human"; sprite = "POSSL0"; width = 20; } 19 { title = "Dead former sergeant"; sprite = "SPOSL0"; width = 20; } 20 { title = "Dead imp"; sprite = "TROOM0"; width = 20; } 21 { title = "Dead demon"; sprite = "SARGN0"; width = 30; } 22 { title = "Dead cacodemon"; sprite = "HEADL0"; width = 31; } 23 = "Dead lost soul"; } }