===================================================================== ===================================================================== LNDFS2.TXT - All linedef types by number and function, Version 2 Based on Wadspec1.3, Deu help, and DMLINDEF.TXT Thanks to Matt Fell, Rapha‰l Quinet and Brendon Wyber, and Dr. Sleep. The purpose of this document is to categorize the functions on sectors permitted by the 1.666 Doom engine. It is a replacement file for a previous version by the name LNDFS.TXT. This document makes several corrections and an addition to the previous version of DMLDEF.ZIP. See errata at the bottom of the document for a list of corrections to the previous version. The addition is 72 - WR Lower ceil 8> floor. An optional file, DMLDMO.ZIP provides illustrations of all the linedefs described here in several wads, one per function section. Note this document frequently uses the word linedef where the phrase linedef type is technically correct. Some editors refer to these as "Line Specials" or "Triggers" or "Platforms". All the linedefs here have been tried experimentally by me. This corrected Version 2 document reflects the results of the experiments. The documents Wadspec1.3 and DMLINDEF.TXT and Deu help were very useful. Complete accuracy is still not guarenteed, but we are very close. The following tables also show the number of times the linedef type was used in Doom1 and Doom2. This may help authors decide between similar line types, and warn against possibly buggy ones. No unusable ones have been found except possibly the types still unknown: 78, and 85. DoomCad 5 reports functions for these I can not duplicate. Note that the linedef list is reproduced twice - organized by number and by function. Listed first though is a summary of linedef types and their functional organization in this document and the demonstration wads. The layout in the summary is closely related to the map layout of the corresponding demonstration wad. Jim F. Flynn, CIS: 72713,3334 This document though mostly correct still undoubtedly has errors and omissions, and I would appreciate any and all corrections/inputs/comments at the address above so a more correct, complete, and useful document can be produced as a reference for wad writing. ===================================================================== Summary Map of Linedef Functions --------------------------------------------------------------------- >>> Door Functions cf DOORS.WAD <<< Open Open Fast O Fast Close Fast Close Stay Stay Open Close (Open 30) 31 D1 1 DR 118 D1 * 117 DR * 34 D1(Y) 27 DR(Y) 137 S1(Y) * 33 D1(B) 26 DR(B) 136 SR(Y) * 32 D1(R) 25 DR(R) 133 S1(B) * 99 SR(B) * 135 S1(R) * 134 SR(R) * 103 S1 29 S1 112 S1 * 111 S1 * 50 S1 113 S1 * 61 SR 63 SR 115 SR * 115 SR * 42 SR 116 SR * 2 W1 4 W1 109 W1 * 109 W1 * 3 W1 110 W1 * 16 W1 86 SR 90 SR 106 SR * 105 SR * 4 SR 107 SR * 76 SR 46 GR >>> Lift Functions cf. LIFTS.WAD <<< Lower Lower Fast 21 S1 122 S1 * 62 SR 123 SR * 10 W1 121 W1 * 88 WR 120 WR * >>> Crusher Functions cf. CRUSHERS.WAD <<< Fast Crush Slow Crush Slow Quiet Floor Crush 49 S1 6 W1 25 W1 141 W1 * 56 W1 77 WR 73 WR >>> Rising Stair Functions cf. STAIRS.WAD <<< Raise Raise Slow 8 Fast 16 7 S1 127 S1 * 8 W1 100 W1 * >>> Floor Motion Functions cf. FLOORS.WAD <<< Raise Set Max Set Min Raise Next Set Min Floor Absolute Neighbor Neighbor Neighbor Ceiling Motion 58 W1 +24 102 S1 23 S1 20 S1 chg to 101 S1 53/54 W1 92 WR 45 SR 60 SR 68 SR trig 64 SR 87/89 WR 19 W1 38 W1 95 W1 5 W1 15 S1 +24 chg 83 WR 82 WR 22 WR 91 WR 66 SR to trig 47 G1 24 G1 59 W1 71 S1 +8 37 W1 chg to 93 WR 70 SR 84 WR min n 18 S1 55 S1 -8 36 W1 69 SR 65 SR 14 S1 +32 chg 98 WR 94 WR 67 SR to trig 131 S1 * 132 SR * 30 W1 +128 119 W1 * 96 WR 128 WR * 140 S1 +512 * 130 W1 * fast 129 WR * >>> Ceiling Motion Functions cf. CEILINGS.WAD <<< Set Ceil Max N. Ceil 40 W1 Set Ceil Set Ceil Floor Floor + 8 41 S1 72 W1 43 SR 44 WR >>> Lighting Functions cf. LIGHTS.WAD <<< Lights Lights Lights Light to Light to 0 255 Blink Max N. Min N. 139 SR * 138 SR * 35 W1 13 W1 17 W1 12 W1 104 W1 79 WR 81 WR 80 WR >>> Teleporter Functions cf. TPORTERS.WAD <<< Teleport Teleport Monster 39 W1 125 W1 * 97 WR 126 WR * >>> End Level Functions cf. EXITS.WAD <<< Exit Level Exit to Secret Level 11 S- 51 S- 52 W- 124 W- * >>> Miscellaneous Functions cf. MISC.WAD <<< Animated Lower Pillar Wall Raise Donut Chg Donut To Surrounds 48 -- 9 S1 * 1.666 engine only ===================================================================== --------------------------------------------------------------------- Linedef types by number --------------------------------------------------------------------- Note n. abbreviates neighbor, min and max mean minimum and maximum. u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2. txt abbreviates texture, and typ stands for "sector type". Sw is used place of "switch sector". The trigger letters are as follows: D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector. S - switch trigger, first sidedef must be used with spacebar to activate W - walkover trigger, only teleport linedefs req. approach from 1st sidedef M - monster walkover, activated only when a monster walks over the line G - gun trigger, activated when line hit (fists,chain,bullet,shell only) (Note: monster bullets/shells activate gun linedefs too!). Shots do not elevate/depress when shooting at a gun linedef. # u1 u2 TR Brief function description --------------------------------------------------------------- 0 0 0 -- Null tag indicating no function is assigned 1 281 220 DR Open door - open, wait 4, close 2 114 64 W1 Open door - stays open 3 2 9 W1 Close door 4 0 1 W1 Open door - open, wait 4, close 5 1 3 W1 Set floor to min n. ceil 6 0 0 W1 Start fast crusher ceil (slow damage) 7 11 6 S1 Raise stair (rise 8) 8 2 1 W1 Raise stair (rise 8) 9 2 0 S1 Lower pillar, raise donut, chg donut txt to n. 10 1 0 W1 Lower lift (lower, wait 3, raise) 11 15 19 S- End level. Goto next level 12 0 0 W1 Light level to max n. light level 13 4 1 W1 Light level to 255 14 1 0 S1 Floor rises 32 txt & typ chg to sw 15 0 1 S1 Floor rises 24 txt & typ chg to sw 16 3 2 W1 Close door - opens in 30 sec 17 0 0 W1 Start blinking lights (every 1 sec) 18 10 8 S1 Raise floor to next floor 19 11 22 W1 Set floor to max n. floor 20 13 12 S1 Raise floor to next floor txt & typ chg to sw 21 1 0 S1 Lower lift (lower, wait 3, raise) 22 3 18 W1 Raise floor to next floor txt & typ chg to 1st side sec. 23 16 12 S1 Set floor to min n. floor. 24 1 0 G1 Set floor to min n. ceil 25 0 0 W1 Start slow crusher ceil (fast damage) 26 22 14 DR Open blue door - open, wait 4, close 27 26 12 DR Open yellow door - open, wait 4, close 28 10 9 DR Open red door - open, wait 4, close 29 1 0 S1 Open door - open, wait 4, close 30 2 2 W1 Floor rises 128? (sometimes less) 31 76 45 D1 Open door - stays open 32 15 40 D1 Open blue door - stays open 33 14 24 D1 Open red door - stays open 34 19 27 D1 Open yellow door - stays open 35 3 14 W1 Light level to 0 36 8 27 W1 Set floor to 8 above max n. floor 37 31 11 W1 Lower floor to min n. floor txt & typ chg to min n. [1] 38 23 37 W1 Set floor to min n. floor. 39 3 3 W1 Teleport to a sector (tagged sector unique, contains TP thing) 40 4 0 W1 Ceil rises to max n. ceil 41 0 0 S1 Lower ceil to floor 42 6 1 SR Close door [Note Close door = lower ceil to floor] 43 0 0 SR Lower ceil to floor 44 1 0 W1 Lower ceil to 8 above floor 45 0 2 SR Set floor to max n. floor 46 13 22 G1 Open door - stays open 47 0 2 G1 Raise floor to next floor txt & typ chg to 1st side sec. 48 99 103 -- Animated wall (number/level is limited) 49 0 1 S1 Start slow crusher ceil (fast damage) 50 0 0 S1 Close door 51 3 1 S- End level. Goto secret level. 52 19 55 W- End level. Goto next level. 53 0 0 W1 Start moving floor (up, wait 3, down) 54 0 0 W1 Stop moving floor 55 0 0 S1 Set floor to 8 under min n. ceil. 56 5 0 W1 Crusher floor rises to 8 below ceiling 57 0 0 W1 Stop crusher ceil 58 5 0 W1 Floor rises 24 59 5 7 W1 Floor rises 24 txt & typ chg to 1st side sector 60 0 4 SR Set floor to min n. floor. 61 9 36 SR Open door - stays open 62 51 143 SR Lower lift (lower, wait 3, raise) 63 38 15 SR Open door - open, wait 4, close 64 0 0 SR Set floor to min n. ceil 65 0 0 SR Set floor to 8 under min n. ceil 66 0 0 SR Floor rises 24 txt & typ chg to sw 67 0 9 SR Floor rises 32 txt & typ chg to sw 68 0 2 SR Raise floor to next floor txt & typ chg to sw 69 0 0 SR Raise floor to next floor 70 3 2 SR Set floor to 8 above max n. floor 71 0 24 S1 Set floor to 8 above max n. floor 72 0 0 WR Lower ceil to 8 above floor 73 17 6 WR Start slow crusher ceil (fast damage) 74 24 13 WR Stop crusher ceil 75 6 0 WR Close door 76 2 0 WR Close door - opens in 30 sec 77 6 3 WR Start fast crusher ceil (slow damage) 78 0 0 ?? ??????????????????????????? 79 0 0 WR Light level to 0 80 0 0 WR Light level to max n. light level 81 0 0 WR Light level to 255 82 6 0 WR Set floor to min n. floor. 83 0 7 WR Set floor to max n. floor 84 0 0 WR Lower floor to min n. floor txt & typ chg to min n. [1] 85 0 0 ?? ??????????????????????????? 86 9 3 WR Open door - stays open 87 6 4 WR Start moving floor (up, wait 3, down) 88 65 51 WR Lower lift (lower, wait 3, raise) 89 10 5 WR Stop moving floor 90 21 17 WR Open door - open, wait 4, close 91 18 1 WR Set floor to min n. ceil 92 0 0 WR Floor rises 24 93 0 0 WR Floor rises 24 txt & typ chg to 1st side sector 94 0 1 WR Set floor to 8 under min n. ceil 95 0 0 WR Raise floor to next floor txt & typ chg to 1st side sec. 96 0 0 WR Floor rises 128 97 125 411 WR Teleport to a sector ( " " " " " " ) 98 4 0 WR Set floor to 8 above max n. floor 99 0 2 SR Fast Open Door (stays open) Blue Key [1.666] 100 0 1 W1 Fast raise stair (rise 16) [1.666] 101 0 0 S1 Set floor to min n. ceil 102 14 22 S1 Set floor to max n. floor 103 41 32 S1 Open door - stays open 104 2 0 W1 Light level to min n. light level 105 0 23 WR Fast Open Door (open, wait 4, close) [1.666] 106 0 6 WR Fast Open Door (stays open) [1.666] 107 0 0 WR Fast Close Door [1.666] 108 0 0 W1 Fast Open Door (open, wait 4, close) [1.666] 109 0 99 W1 Fast Open Door (stays open) [1.666] 110 0 1 W1 Fast Close Door [1.666] 111 0 0 S1 Fast Open Door (open, wait 4, close) [1.666] 112 0 4 S1 Fast Open Door (stays open) [1.666] 113 0 0 S1 Fast Close Door [1.666] 114 0 51 SR Fast Open Door (open, wait 4, close) [1.666] 115 0 11 SR Fast Open Door (stays open) [1.666] 116 0 1 SR Fast Close Door [1.666] 117 0 47 DR Fast Open Door (open, wait 4, close) [1.666] 118 0 8 D1 Fast Open Door (stays open) [1.666] 119 0 13 W1 Raise floor to next floor [1.666] 120 0 58 WR Fast Lower Lift (lower, wait 3, raise) [1.666] 121 0 0 W1 Fast Lower Lift (lower, wait 3, raise) [1.666] 122 0 0 S1 Fast Lower Lift (lower, wait 3, raise) [1.666] 123 0 162 SR Fast Lower Lift (lower, wait 3, raise) [1.666] 124 0 4 W- End Level. Goto secret level [1.666] 125 0 4 M1 Monster only teleporter [1.666] 126 0 20 MR Monster only teleporter [1.666] 127 0 6 S1 Fast raise stair (rise 16) [1.666] 128 0 0 WR Raise floor to next floor [1.666] 129 0 0 WR Raise floor to next floor fast [1.666] 130 0 0 W1 Raise floor to next floor fast [1.666] 131 0 2 S1 Raise floor to next floor [1.666] 132 0 0 SR Raise floor to next floor [1.666] 133 0 0 S1 Fast Open Door (stays open) Blue Key [1.666] 134 0 4 SR Fast Open Door (stays open) Red Key [1.666] 135 0 16 S1 Fast Open Door (stays open) Red Key [1.666] 136 0 4 SR Fast Open Door (stays open) Yellow Key [1.666] 137 0 6 S1 Fast Open Door (stays open) Yellow Key [1.666] 138 0 2 SR Light level to 255 [1.666] 139 0 2 SR Light level to 0 [1.666] 140 0 1 S1 Floor rises 512 [1.666] 141 0 1 W1 Start slow quiet crusher ceil (fast damage) [1.666] Notes: [1] If no min n. floor exists, sector type is trashed [1.666] Usable with 1.666 engine and above only. Source is Dr. Sleep ===================================================================== --------------------------------------------------------------------- Linedef types by function --------------------------------------------------------------------- Note n. abbreviates neighbor, min and max mean minimum and maximum. u1 and u2 are the number of occurrences of the trigger in Doom 1 and 2. txt abbreviates texture, and typ stands for "sector type". Sw is used place of "switch sector". The trigger letters are as follows: D - special door trigger, no sector tag req. Acts on 2nd sidedef's sector. S - switch trigger, first sidedef must be used with spacebar to activate W - walkover trigger, only teleport linedefs req. approach from 1st sidedef M - monster walkover, activated only when a monster walks over the line G - gun trigger, activated when line hit (fists,chain,bullet,shell only) (Note: monster bullets/shells activate gun linedefs too!). Shots do not elevate/depress when shooting at a gun linedef. ----------------------------------------------------------------- Doors --------------------------------------------------------------- Special door linedefs (no sector tag req.): # u1 u2 TR Brief function description ------------------------------------------- 1 281 220 DR Open door - open, wait 4, close 26 22 14 DR Open blue door - open, wait 4, close 27 26 12 DR Open yellow door - open, wait 4, close 28 10 9 DR Open red door - open, wait 4, close 117 0 47 DR Fast Open Door (open, wait 4, close) [1.666] 31 76 45 D1 Open door - stays open 32 15 40 D1 Open blue door - stays open 34 19 27 D1 Open yellow door - stays open 33 14 24 D1 Open red door - stays open 118 0 8 D1 Fast Open Door (stays open) [1.666] ----------------------------------------------------------------- Door linedefs requiring sector tag: # u1 u2 TR Brief function description ------------------------------------ 29 1 0 S1 Open door - open, wait 4, close 63 38 15 SR Open door - open, wait 4, close 4 0 1 W1 Open door - open, wait 4, close 90 21 17 WR Open door - open, wait 4, close 103 41 32 S1 Open door - stays open 61 9 36 SR Open door - stays open 2 114 64 W1 Open door - stays open 86 9 3 WR Open door - stays open 46 13 22 G1 Open door - stays open 111 0 0 S1 Fast Open Door (open, wait 4, close) [1.666] 114 0 51 SR Fast Open Door (open, wait 4, close) [1.666] 108 0 0 W1 Fast Open Door (open, wait 4, close) [1.666] 105 0 23 WR Fast Open Door (open, wait 4, close) [1.666] 112 0 4 S1 Fast Open Door (stays open) [1.666] 115 0 11 SR Fast Open Door (stays open) [1.666] 109 0 99 W1 Fast Open Door (stays open) [1.666] 106 0 6 WR Fast Open Door (stays open) [1.666] 133 0 0 S1 Fast Open Door (stays open) Blue Key [1.666] 99 0 2 SR Fast Open Door (stays open) Blue Key [1.666] 135 0 16 S1 Fast Open Door (stays open) Red Key [1.666] 134 0 4 SR Fast Open Door (stays open) Red Key [1.666] 137 0 6 S1 Fast Open Door (stays open) Yellow Key [1.666] 136 0 4 SR Fast Open Door (stays open) Yellow Key [1.666] 50 0 0 S1 Close door 42 6 1 SR Close door [Note Close door ~ lower ceil to floor] 3 2 9 W1 Close door 75 6 0 WR Close door 16 3 2 W1 Close door - opens in 30 sec 76 2 0 WR Close door - opens in 30 sec 113 0 0 S1 Fast Close Door [1.666] 116 0 1 SR Fast Close Door [1.666] 110 0 1 W1 Fast Close Door [1.666] 107 0 0 WR Fast Close Door [1.666] --------------------------------------------------------------- Lifts # u1 u2 TR Brief function description --------------------------------------------------------------- 21 1 0 S1 Lower lift (lower, wait 3, raise) 62 51 143 SR Lower lift (lower, wait 3, raise) 10 1 0 W1 Lower lift (lower, wait 3, raise) 88 65 51 WR Lower lift (lower, wait 3, raise) 122 0 0 S1 Fast Lower Lift (lower, wait 3, raise) [1.666] 123 0 162 SR Fast Lower Lift (lower, wait 3, raise) [1.666] 121 0 0 W1 Fast Lower Lift (lower, wait 3, raise) [1.666] 120 0 58 WR Fast Lower Lift (lower, wait 3, raise) [1.666] --------------------------------------------------------------- Crushers # u1 u2 TR Brief function description --------------------------------------------------------------- 6 0 0 W1 Start fast crusher ceil (slow damage) 77 6 3 WR Start fast crusher ceil (slow damage) 49 0 1 S1 Start slow crusher ceil (fast damage) 25 0 0 W1 Start slow crusher ceil (fast damage) 73 17 6 WR Start slow crusher ceil (fast damage) 141 0 1 W1 Start slow quiet crusher ceil (fast damage) [1.666] 57 0 0 W1 Stop crusher ceil 74 24 13 WR Stop crusher ceil 56 5 0 W1 Crusher floor rises to 8 below ceiling --------------------------------------------------------------- Stairs # u1 u2 TR Brief function description --------------------------------------------------------------- 7 11 6 S1 Raise stair (rise 8) 8 2 1 W1 Raise stair (rise 8) 127 0 6 S1 Fast raise stair (rise 16) [1.666] 100 0 1 W1 Fast raise stair (rise 16) [1.666] --------------------------------------------------------------- Floors # u1 u2 TR Brief function description --------------------------------------------------------------- 9 2 0 S1 Lower pillar, raise donut, chg donut txt to neigbhor. 58 5 0 W1 Floor rises 24 92 0 0 WR Floor rises 24 15 0 1 S1 Floor rises 24 txt & typ chg to sw 66 0 0 SR Floor rises 24 txt & typ chg to sw 59 5 7 W1 Floor rises 24 txt & typ chg to 1st side sector 93 0 0 WR Floor rises 24 txt & typ chg to 1st side sector 14 1 0 S1 Floor rises 32 txt & typ chg to sw 67 0 9 SR Floor rises 32 txt & typ chg to sw 30 2 2 W1 Floor rises 128? (sometimes less) 96 0 0 WR Floor rises 128 140 0 1 S1 Floor rises 512 [jff] 102 14 22 S1 Set floor to max n. floor 45 0 2 SR Set floor to max n. floor 19 11 22 W1 Set floor to max n. floor 83 0 7 WR Set floor to max n. floor 71 0 24 S1 Set floor to 8 above max n. floor 70 3 2 SR Set floor to 8 above max n. floor 36 8 27 W1 Set floor to 8 above max n. floor 98 4 0 WR Set floor to 8 above max n. floor 23 16 12 S1 Set floor to min n. floor. 60 0 4 SR Set floor to min n. floor. 38 23 37 W1 Set floor to min n. floor. 82 6 0 WR Set floor to min n. floor. 37 31 11 W1 Lower floor to min n. floor txt & typ chg to min n. [1] 84 0 0 WR Lower floor to min n. floor txt & typ chg to min n. [1] 20 13 12 S1 Raise floor to next floor txt & typ chg to sw 68 0 2 SR Raise floor to next floor txt & typ chg to sw 22 3 18 W1 Raise floor to next floor txt & typ chg to 1st side sec. 95 0 0 WR Raise floor to next floor txt & typ chg to 1st side sec. 47 0 2 G1 Raise floor to next floor txt & typ chg to 1st side sec. 18 10 8 S1 Raise floor to next floor 69 0 0 SR Raise floor to next floor 131 0 2 S1 Raise floor to next floor [1.666] 132 0 0 SR Raise floor to next floor [1.666] 119 0 13 W1 Raise floor to next floor [1.666] 128 0 0 WR Raise floor to next floor [1.666] 130 0 0 W1 Raise floor to next floor fast [1.666] 129 0 0 WR Raise floor to next floor fast [1.666] 101 0 0 S1 Set floor to min n. ceil 64 0 0 SR Set floor to min n. ceil 5 1 3 W1 Set floor to min n. ceil 91 18 1 WR Set floor to min n. ceil 24 1 0 G1 Set floor to min n. ceil 55 0 0 S1 Set floor to 8 under min n. ceil. 65 0 0 SR Set floor to 8 under min n. ceil 94 0 1 WR Set floor to 8 under min n. ceil 53 0 0 W1 Start moving floor (up, wait 3, down) 87 6 4 WR Start moving floor (up, wait 3, down) 54 0 0 W1 Stop moving floor 89 10 5 WR Stop moving floor --------------------------------------------------------------- Ceilings # u1 u2 TR Brief function description --------------------------------------------------------------- 40 4 0 W1 Ceil rises to max n. ceil 41 0 0 S1 Lower ceil to floor 43 0 0 SR Lower ceil to floor 44 1 0 W1 Lower ceil to 8 above floor 72 0 0 WR Lower ceil to 8 above floor --------------------------------------------------------------- Lights # u1 u2 TR Brief function description --------------------------------------------------------------- 139 0 2 SR Light level to 0 [1.666] 35 3 14 W1 Light level to 0 79 0 0 WR Light level to 0 138 0 2 SR Light level to 255 [1.666] 13 4 1 W1 Light level to 255 81 0 0 WR Light level to 255 17 0 0 W1 Start blinking lights (every 1 sec) 12 0 0 W1 Light level to max n. light level 80 0 0 WR Light level to max n. light level 104 2 0 W1 Light level to min n. light level --------------------------------------------------------------- Teleporters # u1 u2 TR Brief function description --------------------------------------------------------------- 39 3 3 W1 Teleport to a sector (tagged sector unique, contains TP thing) 97 125 411 WR Teleport to a sector ( " " " " " " ) 125 0 4 M1 Monster only teleporter [1.666] 126 0 20 MR Monster only teleporter [1.666] --------------------------------------------------------------- End Level # u1 u2 TR Brief function description --------------------------------------------------------------- 11 15 19 S- End level. Goto next level 52 19 55 W- End level. Goto next level. 51 3 1 S- End level. Goto secret level. 124 0 4 W- End Level. Goto secret level [1.666] --------------------------------------------------------------- Misc. # u1 u2 TR Brief function description --------------------------------------------------------------- 0 0 0 -- Null tag indicating no function is assigned 48 99 103 -- Animated wall (number/level is limited) 9 2 0 S1 Lower pillar, raise donut, chg donut txt to n. Notes: [1] If no lower neighbor exists sector type is trashed [1.666] Usable with 1.666 engine and above only. ----------------------------------------------------------------------------- =============================================================================== Special sector tags (not types, tags!): 0 Tag used to specify no tag assigned. However, a linedef assigned to tag 0 (none) will attempt to carry its function out on all 0 tagged sectors unless it also has 0 linedef type. This usually causes the game to crash and is always weird - don't do it. 99 Artifact created by bug/feature of Id's BSP that collapses sectors that touch and have identical sector attributes. Used to prevent this. Has no effect on rising stairs other than this. Not necessary at all with Colin Reed's BSP. 666 When last boss dies - Lower sector floor to n. floor, if ExM8 and no 666 tagged sector exists then level ends. In Doom 2 only the Mancubus and the Commander Keen things are bosses. In Doom 1 it is only barons, cyberdemons, and spiderdemons. It is not possible to end the level with 666 in Doom 2. ---------------------------------------------------------------------- Errata in version 1. 1) 50 is Close door -not- Open door stays open 2) 34 and 33 were reversed 3) 95 is WR not W1 4) 49 is S1 Start slow crusher ceil (fast damage) not lower ceil to floor 5) 44 is WR not W1 6) 72 is W1 Lower ceil to floor + 8 7) 37,84 require that a lower neighbor floor exists 8) Some floor functions were incorrectly reported to set to 0 hgt sometimes