/*************************************************************\ Doom Builder Game Configuration for Boom \*************************************************************/ // 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 = "Boom"; // 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 = true; generalizedsectors = true; // 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 = 7; //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 { standard1 { start = "C_START"; end = "C_END"; } } // 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 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2; E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2; E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2; E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2; MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1; MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1; MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1; MAP31 = 1; MAP32 = 1; 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"; 17 = "Light Flickers (randomly)"; } // GENERALIZED SECTOR TYPES gen_sectortypes { lighting { 0 = "Normal"; 1 = "Light Blinks (randomly)"; 2 = "Light Blinks (0.5 sec)"; 3 = "Light Blinks (1 sec)"; 4 = "Light Blinks (0.5 sec) and Damage 10 or 20"; 8 = "Light Glows (1+ sec)"; 12 = "Light Blinks (0.5 sec sync)"; 13 = "Light Blinks (1 sec sync)"; 17 = "Light Flickers (randomly)"; } damage { 0 = "None"; 32 = "Damage 5 per second"; 64 = "Damage 10 per second"; 96 = "Damage 20 per second"; } secret { 0 = "No"; 128 = "Yes"; } friction { 0 = "Disabled"; 256 = "Enabled"; } wind { 0 = "Disabled"; 512 = "Enabled"; } } // 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"; 512 = "PassThru"; } // LINEDEF ACTIVATIONS linedefactivations { } // LINEDEF TYPES // [type] [category] [description] // i know this should be done the same way as the things types, // but hey, are you willing to reformat the linedef types for each config? linedeftypes { 0 = " None"; 1 = "DR Door Open Wait Close (also monsters)"; 2 = "W1 Door Open Stay"; 3 = "W1 Door Close Stay"; 4 = "W1 Door Open Wait Close"; 5 = "W1 Floor Raise to Lowest Ceiling"; 6 = "W1 Crusher Start with Fast Damage"; 7 = "S1 Stairs Raise by 8"; 8 = "W1 Stairs Raise by 8"; 9 = "S1 Floor Raise Donut (changes texture)"; 10 = "W1 Lift Lower Wait Raise"; 11 = "S1 Exit Level"; 12 = "W1 Light Change to Brightest Adjacent"; 13 = "W1 Light Change to 255"; 14 = "S1 Floor Raise by 32 (changes texture)"; 15 = "S1 Floor Raise by 24 (changes texture)"; 16 = "W1 Door Close Wait Open"; 17 = "W1 Light Start Blinking"; 18 = "S1 Floor Raise to Next Higher Floor"; 19 = "W1 Floor Lower to Highest Floor"; 20 = "S1 Floor Raise to Next Higher Floor (changes texture)"; 21 = "S1 Lift Lower Wait Raise"; 22 = "W1 Floor Raise to Next Higher Floor (changes texture)"; 23 = "S1 Floor Lower to Lowest Floor"; 24 = "G1 Floor Raise to Lowest Ceiling"; 25 = "W1 Crusher Start with Slow Damage"; 26 = "DR Door (Blue) Open Wait Close"; 27 = "DR Door (Yellow) Open Wait Close"; 28 = "DR Door (Red) Open Wait Close"; 29 = "S1 Door Open Wait Close"; 30 = "W1 Floor Raise by Shortest Lower Texture"; 31 = "D1 Door Open Stay"; 32 = "D1 Door (Blue) Open Stay"; 33 = "D1 Door (Red) Open Stay"; 34 = "D1 Door (Yellow) Open Stay"; 35 = "W1 Light Change to 35"; 36 = "W1 Floor Lower to 8 above Highest Floor"; 37 = "W1 Floor Lower to Lowest Floor (changes texture)"; 38 = "W1 Floor Lower to Lowest Floor"; 39 = "W1 Teleport to sector"; 40 = "W1 Ceiling Raise to Highest Ceiling"; 41 = "S1 Ceiling Lower to Floor"; 42 = "SR Door Close Stay"; 43 = "SR Ceiling Lower to Floor"; 44 = "W1 Ceiling Lower to 8 above Floor"; 45 = "SR Floor Lower to Highest Floor"; 46 = "GR Door Open Stay"; 47 = "G1 Floor Raise to Next Higher Floor (changes texture)"; 48 = " Scroll Texture Left"; 49 = "S1 Ceiling Lower to 8 above Floor (perpetual slow crusher damage)"; 50 = "S1 Door Close Stay"; 51 = "S1 Exit Level (goes to secret level)"; 52 = "W1 Exit Level"; 53 = "W1 Floor Start Moving Up and Down"; 54 = "W1 Floor Stop Moving"; 55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)"; 56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)"; 57 = "W1 Crusher Stop"; 58 = "W1 Floor Raise by 24"; 59 = "W1 Floor Raise by 24 (changes texture)"; 60 = "SR Floor Lower to Lowest Floor"; 61 = "SR Door Open Stay"; 62 = "SR Lift Lower Wait Raise"; 63 = "SR Door Open Wait Close"; 64 = "SR Floor Raise to Lowest Ceiling"; 65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)"; 66 = "SR Floor Raise by 24 (changes texture)"; 67 = "SR Floor Raise by 32 (changes texture)"; 68 = "SR Floor Raise to Next Higher Floor (changes texture)"; 69 = "SR Floor Raise to Next Higher Floor"; 70 = "SR Floor Lower to 8 above Highest Floor"; 71 = "S1 Floor Lower to 8 above Highest Floor"; 72 = "WR Ceiling Lower to 8 above Floor"; 73 = "WR Crusher Start with Slow Damage"; 74 = "WR Crusher Stop"; 75 = "WR Door Close Stay"; 76 = "WR Door Close Stay Open"; 77 = "WR Crusher Start with Fast Damage"; 78 = "SR Change Texture and Effect to Nearest"; 79 = "WR Light Change to 35"; 80 = "WR Light Change to Brightest Adjacent"; 81 = "WR Light Change to 255"; 82 = "WR Floor Lower to Lowest Floor"; 83 = "WR Floor Lower to Highest Floor"; 84 = "WR Floor Lower to Lowest Floor (changes texture)"; 85 = " Scroll Texture Right"; 86 = "WR Door Open Stay"; 87 = "WR Floor Start Moving Up and Down"; 88 = "WR Lift Lower Wait Raise"; 89 = "WR Floor Stop Moving"; 90 = "WR Door Open Wait Close"; 91 = "WR Floor Raise to Lowest Ceiling"; 92 = "WR Floor Raise by 24"; 93 = "WR Floor Raise by 24 (changes texture)"; 94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)"; 95 = "WR Floor Raise to Next Higher Floor (changes texture)"; 96 = "WR Floor Raise by Shortest Lower Texture"; 97 = "WR Teleport"; 98 = "WR Floor Lower to 8 above Highest Floor"; 99 = "SR Door (Blue) Open Stay (fast)"; 100 = "W1 Stairs Raise by 16 (fast)"; 101 = "S1 Floor Raise to Lowest Ceiling"; 102 = "S1 Floor Lower to Highest Floor"; 103 = "S1 Door Open Stay"; 104 = "W1 Light Change to Darkest Adjacent"; 105 = "WR Door Open Wait Close (fast)"; 106 = "WR Door Open Stay (fast)"; 107 = "WR Door Close Stay (fast)"; 108 = "W1 Door Open Wait Close (fast)"; 109 = "W1 Door Open Stay (fast)"; 110 = "W1 Door Close (fast)"; 111 = "S1 Door Open Wait Close (fast)"; 112 = "S1 Door Open Stay (fast)"; 113 = "S1 Door Close Stay (fast)"; 114 = "SR Door Open Wait Close (fast)"; 115 = "SR Door Open Stay (fast)"; 116 = "SR Door Close Stay (fast)"; 117 = "DR Door Open Wait Close (fast)"; 118 = "D1 Door Open Stay (fast)"; 119 = "W1 Floor Raise to Next Higher Floor"; 120 = "WR Lift Lower Wait Raise (fast)"; 121 = "W1 Lift Lower Wait Raise (fast)"; 122 = "S1 Lift Lower Wait Raise (fast)"; 123 = "SR Lift Lower Wait Raise (fast)"; 124 = "W1 Exit Level (goes to secret level)"; 125 = "W1 Teleport (monsters only)"; 126 = "WR Teleport (monsters only)"; 127 = "S1 Stairs Raise by 16 (fast)"; 128 = "WR Floor Raise to Next Higher Floor"; 129 = "WR Floor Raise to Next Higher Floor (fast)"; 130 = "W1 Floor Raise to Next Higher Floor (fast)"; 131 = "S1 Floor Raise to Next Higher Floor (fast)"; 132 = "SR Floor Raise to Next Higher Floor (fast)"; 133 = "S1 Door (Blue) Open Stay (fast)"; 134 = "SR Door (Red) Open Stay (fast)"; 135 = "S1 Door (Red) Open Stay (fast)"; 136 = "SR Door (Yellow) Open Stay (fast)"; 137 = "S1 Door (Yellow) Open Stay (fast)"; 138 = "SR Light Change to 255"; 139 = "SR Light Change to 35"; 140 = "S1 Floor Raise by 512"; 141 = "W1 Crusher Start with Slow Damage (silent)"; 142 = "W1 Floor Raise by 512"; 143 = "W1 Lift Raise by 24 (changes texture)"; 144 = "W1 Lift Raise by 24 (remove effect)"; 145 = "W1 Ceiling Lower to Floor (fast)"; 146 = "W1 Donut Raise"; 147 = "WR Floor Raise by 512"; 148 = "WR Lift Raise by 24 (changes texture)"; 149 = "WR Lift Raise by 24 (remove effect)"; 150 = "WR Crusher Start (silent)"; 151 = "WR Ceiling Raise to Highest Ceiling"; 152 = "WR Ceiling Lower to Floor (fast)"; 153 = "W1 Change Texture And Effect"; 154 = "WR Change Texture And Effect"; 155 = "WR Donut Raise"; 156 = "WR Light Start Blinking"; 157 = "WR Light Change to Darkest Adjacent"; 158 = "S1 Floor Raise by Shortest Lower Texture"; 159 = "S1 Floor Lower to Lowest Floor (changes texture)"; 160 = "S1 Floor Raise by 24 (changes texture and effect)"; 161 = "S1 Floor Raise by 24"; 162 = "S1 Lift Perpetual Lowest and Highest Floors"; 163 = "S1 Lift Stop"; 164 = "S1 Crusher Start (fast)"; 165 = "S1 Crusher Start (silent)"; 166 = "S1 Ceiling Raise to Highest Ceiling"; 167 = "S1 Ceiling Lower to 8 Above Floor"; 168 = "S1 Crusher Stop"; 169 = "S1 Light Change to Brightest Adjacent"; 170 = "S1 Light Change to 35"; 171 = "S1 Light Change to 255"; 172 = "S1 Light Start Blinking"; 173 = "S1 Light Change to Darkest Adjacent"; 174 = "S1 Teleport (also monsters)"; 175 = "S1 Door Close Wait Open (30 seconds)"; 176 = "SR Floor Raise by Shortest Lower Texture"; 177 = "SR Floor Lower to Lowest Floor (changes texture)"; 178 = "SR Floor Raise by 512"; 179 = "SR Floor Raise by 24 (changes texture and effect)"; 180 = "SR Floor Raise by 24"; 181 = "SR Lift Perpetual Lowest and Highest Floors"; 182 = "SR Lift Stop"; 183 = "SR Crusher Start (fast)"; 184 = "SR Crusher Start"; 185 = "SR Crusher Start (silent)"; 186 = "SR Ceiling Raise to Highest Ceiling"; 187 = "SR Ceiling Lower to 8 Above Floor"; 188 = "SR Crusher Stop"; 189 = "S1 Change Texture And Effect"; 190 = "SR Change Texture And Effect"; 191 = "SR Donut Raise"; 192 = "SR Light Change to Brightest Adjacent"; 193 = "SR Light Start Blinking"; 194 = "SR Light Change to Darkest Adjacent"; 195 = "SR Teleport (also monsters)"; 196 = "SR Door Close Wait Open (30 seconds)"; 197 = "G1 Exit Level"; 198 = "G1 Exit Level (goes to secret level)"; 199 = "W1 Ceiling Lower to Lowest Ceiling"; 200 = "W1 Ceiling Lower to Highest Floor"; 201 = "WR Ceiling Lower to Lowest Ceiling"; 202 = "WR Ceiling Lower to Highest Floor"; 203 = "S1 Ceiling Lower to Lowest Ceiling"; 204 = "S1 Ceiling Lower to Highest Floor"; 205 = "SR Ceiling Lower to Lowest Ceiling"; 206 = "SR Ceiling Lower to Highest Floor"; 207 = "W1 Teleport (also monsters, silent, same angle)"; 208 = "WR Teleport (also monsters, silent, same angle)"; 209 = "S1 Teleport (also monsters, silent, same angle)"; 210 = "SR Teleport (also monsters, silent, same angle)"; 211 = "SR Lift Raise to Ceiling (instantly)"; 212 = "WR Lift Raise to Ceiling (instantly)"; 213 = " Floor Change Brightness to this Brightness"; 214 = " Scroll Ceiling Accelerates when Sector Changes Height"; 215 = " Scroll Floor Accelerates when Sector Changes Height"; 216 = " Scroll Things Accelerates when Sector Changes Height"; 217 = " Scroll Floor/Things Accelerates when Sector Changes Height"; 218 = " Scroll Wall Accelerates when Sector Changes Height"; 219 = "W1 Floor Lower to Nearest Floor"; 220 = "WR Floor Lower to Nearest Floor"; 221 = "S1 Floor Lower to Nearest Floor"; 222 = "SR Floor Lower to Nearest Floor"; 223 = " Friction Tagged Sector: Drag < 100, Slide > 100"; 224 = " Wind according to Line Vector"; 225 = " Current according to Line Vector"; 226 = " Wind/Current by Push/Pull Thing In Sector"; 227 = "W1 Lift Raise to Next Highest Floor (fast)"; 228 = "WR Lift Raise to Next Highest Floor (fast)"; 229 = "S1 Lift Raise to Next Highest Floor (fast)"; 230 = "SR Lift Raise to Next Highest Floor (fast)"; 231 = "W1 Lift Lower to Next Lowest Floor (fast)"; 232 = "WR Lift Lower to Next Lowest Floor (fast)"; 233 = "S1 Lift Lower to Next Lowest Floor (fast)"; 234 = "SR Lift Lower to Next Lowest Floor (fast)"; 235 = "W1 Lift Move to Same Floor Height (fast)"; 236 = "WR Lift Move to Same Floor Height (fast)"; 237 = "S1 Lift Move to Same Floor Height (fast)"; 238 = "SR Lift Move to Same Floor Height (fast)"; 239 = "W1 Change Texture and Effect to Nearest"; 240 = "WR Change Texture and Effect to Nearest"; 241 = "S1 Change Texture and Effect to Nearest"; 242 = " Create Fake Ceiling and Floor"; 243 = "W1 Teleport to Line With Same Tag (silent, same angle)"; 244 = "WR Teleport to Line With Same Tag (silent, same angle)"; 245 = " Scroll Ceiling when Sector Changes Height"; 246 = " Scroll Floor when Sector Changes Height"; 247 = " Scroll Move Things when Sector Changes Height"; 248 = " Scroll Floor/Move Things when Sector Changes Height"; 249 = " Scroll Wall when Sector Changes Height"; 250 = " Scroll Ceiling according to Line Vector"; 251 = " Scroll Floor according to Line Vector"; 252 = " Scroll Move Things according to Line Vector"; 253 = " Scroll Floor, Move Things"; 254 = " Scroll Wall according to Line Vector"; 255 = " Scroll Wall using Sidedef Offsets"; 256 = "WR Stairs Raise by 8"; 257 = "WR Stairs Raise by 16 (fast)"; 258 = "SR Stairs Raise by 8"; 259 = "SR Stairs Raise by 16 (fast)"; 260 = " Translucent (Middle Texture)"; 261 = " Ceiling Brightness to this Brightness"; 262 = "W1 Teleport to Line With Same Tag (silent, reversed angle)"; 263 = "WR Teleport to Line With Same Tag (silent, reversed angle)"; 264 = "W1 Teleport to Line With Same Tag (also monsters, silent, reversed angle)"; 265 = "WR Teleport to Line With Same Tag (also monsters, reversed angle)"; 266 = "W1 Teleport to Line With Same Tag (monsters only, silent)"; 267 = "WR Teleport to Line With Same Tag (monsters only, silent)"; 268 = "W1 Teleport (monsters only, silent)"; 269 = "WR Teleport (monsters only, silent)"; 271 = " Transfer Sky Texture to Tagged Sectors"; 272 = " Transfer Sky Texture to Tagged Sectors (flipped)"; } // GENERALIZED LINEDEF TYPES gen_linedeftypes { normal { title = "None"; offset = 0; length = 0; } floors { title = "Floor"; offset = 24576; length = 8192; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } direction { 0 = "Down"; 64 = "Up"; } target { 0 = "Highest Adjacent Floor"; 128 = "Lowest Adjacent Floor"; 256 = "Next Adjacent Floor"; 384 = "Lowest Adjacent Ceiling"; 512 = "Ceiling"; 640 = "Shortest Lower Texture"; 768 = "24 Map Pixels (relative)"; 896 = "32 Map Pixels (relative)"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } model { 0 = "Trigger"; 32 = "Numeric"; } change { 0 = "None"; 1024 = "Change Texture and Remove Effect"; 2048 = "Change Texture Only"; 3072 = "Change Texture and Effect"; } crusher { 0 = "No"; 4096 = "Yes"; } } ceilings { title = "Ceiling"; offset = 16384; length = 8192; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } direction { 0 = "Down"; 64 = "Up"; } target { 0 = "Highest Adjacent Ceiling"; 128 = "Lowest Adjacent Ceiling"; 256 = "Next Adjacent Ceiling"; 384 = "Highest Adjacent Floor"; 512 = "Floor"; 640 = "Shortest Lower Texture"; 768 = "24 Map Pixels (relative)"; 896 = "32 Map Pixels (relative)"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } model { 0 = "Trigger"; 32 = "Numeric"; } change { 0 = "None"; 1024 = "Change Texture and Remove Effect"; 2048 = "Change Texture Only"; 3072 = "Change Texture and Effect"; } crusher { 0 = "No"; 4096 = "Yes"; } } doors { title = "Door"; offset = 15360; length = 1024; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } action { 0 = "Open Wait Close"; 32 = "Open Only"; 64 = "Close Wait Open"; 96 = "Close Only"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } wait { 0 = "1 Second"; 256 = "4 Seconds"; 512 = "9 Seconds"; 768 = "30 Seconds"; } monsters { 0 = "No"; 128 = "Yes"; } } lockeddoors { title = "Locked Door"; offset = 14336; length = 1024; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } action { 0 = "Open Wait Close"; 32 = "Open Only"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } lock { 0 = "Any"; 64 = "Red Keycard"; 128 = "Blue Keycard"; 192 = "Yellow Keycard"; 256 = "Red Skullkey"; 320 = "Blue Skullkey"; 384 = "Yellow Skullkey"; 448 = "All"; } combination { 0 = "No (each is a different key)"; 512 = "Keycard and Skullkey are same"; } } lifts { title = "Lift"; offset = 13312; length = 1024; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } target { 0 = "Lowest adjacent Floor"; 256 = "Next adjacent Floor"; 512 = "Lowest adjacent Ceiling"; 768 = "Perpetual Lowest and Highest Floors"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } delay { 0 = "1 Second"; 64 = "3 Seconds"; 128 = "5 Seconds"; 192 = "10 Seconds"; } monsters { 0 = "No"; 32 = "Yes"; } } stairs { title = "Stairs"; offset = 12288; length = 1024; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } direction { 0 = "Down"; 256 = "Up"; } step { 0 = "4 Map Pixels"; 64 = "8 Map Pixels"; 128 = "16 Map Pixels"; 192 = "24 Map Pixels"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } break { 0 = "At different texture"; 512 = "No"; } monsters { 0 = "No"; 32 = "Yes"; } } crushers { title = "Crusher"; offset = 12160; length = 128; trigger { 0 = "Walk Over Once"; 1 = "Walk Over Repeatable"; 2 = "Switch Once"; 3 = "Switch Repeatable"; 4 = "Gunfire Once"; 5 = "Gunfire Repeatable"; 6 = "Door Once"; 7 = "Door Repeatable"; } speed { 0 = "Slow"; 8 = "Normal"; 16 = "Fast"; 24 = "Turbo"; } silent { 0 = "No"; 64 = "Yes"; } monsters { 0 = "No"; 32 = "Yes"; } } } // THING FLAGS thingflags { 1 = "Easy"; 2 = "Medium"; 4 = "Hard"; 8 = "Deaf"; 16 = "Multiplayer"; 32 = "Not Deathmatch"; 64 = "Not Cooperative"; } // 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"; } 65 { title = "Chaingunner"; sprite = "CPOSA2"; } 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"; } 69 { title = "Hell Knight"; width = 24; sprite = "BOS2A2C8"; height = 64; } 3003 { title = "Baron of Hell"; width = 24; sprite = "BOSSA2A8"; height = 64; } 68 { title = "Arachnotron"; width = 64; sprite = "BSPIA2A8"; height = 64; } 71 { title = "Pain Elemental"; width = 31; sprite = "PAINA2A8"; } 66 { title = "Revenant"; sprite = "SKELA2D8"; } 67 { title = "Mancubus"; width = 48; sprite = "FATTC2C8"; height = 64; } 64 { title = "Archvile"; sprite = "VILEA2D8"; } 16 { title = "Cyberdemon"; width = 40; sprite = "CYBRA2"; height = 110; } 7 { title = "Spider Mastermind"; width = 128; sprite = "SPIDA2A8"; height = 100; } 84 { title = "Wolfenstein SS"; sprite = "SSWVA2"; } 72 { title = "Commander Keen"; width = 16; sprite = "KEENA0"; height = 72; hangs = 1; } 88 { title = "Icon of Sin"; width = 16; sprite = "BBRNA0"; height = 16; } 89 { title = "Monsters Spawner"; sprite = "BOSFB0"; height = 32; } 87 { title = "Monsters Target"; height = 32; } } 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"; } 82 { title = "Super Shotgun"; sprite = "SGN2A0"; } 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; 83 { title = "Megasphere"; sprite = "MEGAA0"; height = 40; } 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; } 70 { title = "Burning barrel"; width = 10; sprite = "FCANA0"; 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; 85 { title = "Tall techno floor lamp"; sprite = "TLMPA0"; } 86 { title = "Short techno floor lamp"; sprite = "TLP2A0"; } 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; 79 { title = "Pool of blood and guts"; sprite = "POB2A0"; } 80 { title = "Pool of blood"; sprite = "POL5A0"; } 81 { title = "Pool of brains"; sprite = "BRS1A0"; } 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"; 73 { title = "Hanging victim, guts removed"; sprite = "HDB1A0"; height = 88; hangs = 1; blocking = 1; } 74 { title = "Hanging victim, guts and brain removed"; sprite = "HDB2A0"; height = 88; hangs = 1; blocking = 1; } 75 { title = "Hanging torso, looking down"; sprite = "HDB3A0"; height = 64; hangs = 1; blocking = 1; } 76 { title = "Hanging torso, open skull"; sprite = "HDB4A0"; height = 64; hangs = 1; blocking = 1; } 77 { title = "Hanging torso, looking down"; sprite = "HDB5A0"; height = 64; hangs = 1; blocking = 1; } 78 { title = "Hanging torso, brain removed"; sprite = "HDB6A0"; height = 64; hangs = 1; blocking = 1; } } boom { color = 8; // Grey arrow = 1; title = "Boom Items"; width = 0; sort = 1; 5001 = "Pusher"; 5002 = "Puller"; } }