ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ» º UNOFFICIAL HERETIC v1.0 º º LINEDEF Tags, SECTOR Specials º º and THING Definitions º ÌÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ͹ º version 1.0 º ÈÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ 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. G - IMPACT trigger. Activated when line is hit . xR - Repeatable x1 - Non-repeatable *denotes item that appears in Registered Version only ------------------------------------------------------------------------------- Doors # TR Brief Function Description ------------------------------------------------------------------------------- 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 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 above Ne. floor 30 W1 Raise Floor to 100-128 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 64 SR Set Floor to highest Ne. 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) ------------------------------------------------------------------------------- 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 ocking 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). 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 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