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DooM - xFAQ

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Complete list of DOOM(tm) THINGS

by Matthew S. Fell [with revisions by Steve Benner]

 


 Types of THINGs

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Short 4 of 5, occupying bytes 6-7 of each THING record in a DOOM WAD, specifies its kind. The table below summarizes the different types. They are listed in functional groups.

The THINGs of DOOM and DOOM II
Player start positions
DescriptionTypeSpriteSequenceProperties
Player 1 start position1PLAY*#
Player 2 start position2PLAY*#
Player 3 start position3PLAY*#
Player 4 start position4PLAY*#
Deathmatch start position11

The THINGs of DOOM and DOOM II
Enemy start positions
DescriptionTypeSpriteSequenceProperties
Former Human3004POSS*# %
Wolfenstein SS Officer84SSWV*II # %
Former Human Sergeant9SPOS*# %
Former Human Commando65CPOS*II # %
Imp3001TROO*# %
Demon3002SARG*# %
Spectre58SARG*# %
Lost Soul3006SKUL* # %
Cacodemon3005HEAD* # %
Hell Knight69BOS2*II #
Baron Of Hell3003BOSS*# %
Arachnotron68BSPI*# %
Pain Elemental71PAIN*II # %
Revenant66SKEL*II # %
Mancubus67FATT*II # %
Arch-Vile64VILE*II # %
Spiderdemon7SPID*# %
Cyberdemon16CYBR*# %
Boss Brain88BBRN*II # %

The THINGs of DOOM and DOOM II
Miscellaneous items
DescriptionTypeSpriteSequenceProperties
Teleport landing14
Boss Shooter89 II
Spawn Spot87 II

The THINGs of DOOM and DOOM II
Weapons
DescriptionTypeSpriteSequenceProperties
Chainsaw2005CSAWA$
Shotgun2001SHOTA$
Double-barrel Shotgun82SGN2AII $
Chaingun2002MGUNA$
Rocket launcher2003LAUNA$
Plasma gun2004PLASA$
BFG90002006BFUGA$

The THINGs of DOOM and DOOM II
Ammunition
DescriptionTypeSpriteSequenceProperties
Ammo clip2007CLIPA$
4 Shotgun shells2008SHELA$
Rocket2010ROCKA$
Cell charge2047CELLA$
Box of Ammo2048AMMOA$
Box of Shells2049SBOXA$
Box of Rockets2046BROKA$
Cell charge pack17CELPA$
Backpack8BPAKA$

The THINGs of DOOM and DOOM II
Power ups
DescriptionTypeSpriteSequenceProperties
Stim-pack2011STIMA$
Medikit2012MEDIA$
Health Potion2014BON1ABCDCB!
Spirit Armor2015BON2ABCDCB!
Security Armor2018ARM1AB$
Combat Armor2019ARM2AB$
Megasphere83MEGAABCDII !
Soul Sphere2013SOULABCDCB!
Invulnerability2022PINVABCD! (no respawn in -altdeath)
Berserk Pack2023PSTRA!
Invisibility2024PINSABCD! (no respawn in -altdeath)
Radiation suit2025SUITA$ (! in v1.2 only
Computer map2026PMAPABCDCB!
Light Intensifying Goggles2045PVISAB!

The THINGs of DOOM and DOOM II
Key-cards
DescriptionTypeSpriteSequenceProperties
Blue key-card5BKEYAB$
Red key-card13RKEYAB$
Yellow key-card6YKEYAB$
Blue skull key40BSKUAB$
Red skull key38RSKUAB$
Yellow skull key39YSKUAB$

The THINGs of DOOM and DOOM II
Obstructions
DescriptionTypeSpriteSequenceProperties
Barrel2035BAR1AB#
Burning barrel70FCANABCII #
Candle34CANDA.
Candelabra35CBRAA#
Tall Technocolumn48ELECA#
Tall green Pillar30COL1A#
Tall red pillar32COL3A#
Short green pillar31COL2A#
Short green pillar with heart24COL5AB#
Short red pillar33COL4A#
Short red pillar with skull37COL6A#
Stalagmite47SMITA#
Burnt, gray tree43TRE1A#
Large brown tree54TRE2A#
Tall blue firestick44TBLUABCD#
Tall green firestick45TGREABCD#
Tall red firestick46TREDABCD#
Short blue firestick55SMBTABCD#
Short green firestick56SMGTABCD#
Short red firestick57SMRTABCD#
Floor lamp2028COLUA#
Tall technolamp85TLMPABCDII #
Short technolamp86TLP2ABCDII #
Evil Eye Symbol41CEYEABCD#
Flaming Skull-rock42FSKUABC#
Impaled human25POL1A#
Twitching, impaled human26POL6AB#
Skull on a pole27POL4A#
5-skull shish-kebab28POL2A#
Pile of skulls and candles29POL3AB#
Hanging victim50GOR2A # ^
Hanging victim, twitching49GOR1ABCD # ^
Hanging pair of legs52GOR4A # ^
Hanging victim, 1-legged51GOR3A # ^
Hanging leg53GOR5A # ^
Hanging victim, no guts 73HDB1AII # ^
Hanging victim, no guts/brain74HDB2AII # ^
Hanging torso, looking down75HDB3AII # ^
Hanging torso, open skull76HDB4AII # ^
Hanging torso, looking up77HDB5AII # ^
Hanging torso, no brain 78HDB6AII # ^
Hanging Billy72KEEN*II # ^

The THINGs of DOOM and DOOM II
Non-obstructing Gore
DescriptionTypeSpriteSequenceProperties
Dead player15PLAYN
Dead former human18POSSL
Dead former sergeant19SPOSL
Dead imp20TROOM
Dead demon21SARGN
Dead cacodemon22HEADL
Dead lost soul (invisible)23SKULK
Exploded barrel (invisible)????BEXPA
Bloody mess (exploded player)10PLAYW
Bloody mess (as above)12PLAYW
Pool of blood 24POL5A
Pool of guts79POB1AII
Small pool of guts80POB2AII
Pool of brains81BRS1AII
Hanging victim, twitching63GOR1ABCD ^
Hanging victim, arms spread59GOR2A ^
Hanging victim, 1-legged61GOR3A ^
Hanging pair of legs60GOR4A ^
Hanging leg62GOR5A ^

Sprite sequences

The sprite column in the table above gives the sprite name associated with the particular type of THING. This is the first four letters of the lumps used for the pictures of this THING.

The Sequence column gives the sequence of frames displayed. "-" means it displays nothing.

Unanimated things will have just an "a" here, e.g. a backpack's only picture can be found in the wad under BPAKA0. Animated things will show the order that their frames are displayed (they cycle back after the last one). So the blue key alternates between BKEYA0 and BKEYB0. The Soulsphere uses SOULA0-SOULB0-C0-D0-C0-B0 then repeats. THING 15, a dead player, is PLAYN0.

THINGS that can be hurt, monsters and players and barrels, are indicated with a *. They have a more complicated sprite arrangement which is dealt with elsewhere.


Properties

The following table shows that properties or characteristics which particular types of THINGS may possess or exhibit:


THING properties
SymbolMeaning
IIRequires DOOM II
% Monsters that count toward the KILL ratio at the end of a level.
$A regular item that players may get.
!An artifact item; counts toward the ITEM ratio at level's end.
#An obstacle, players and monsters can't move through it.
^Hangs from the ceiling, or floats (if a monster).

 


 THING Sizes

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The list below gives the radius, height, mass, speed, and toughness of all the monsters in DOOM and DOOM II. Almost all non-monster things only differ in their "radius", dependent on whether they are obstacles or not. For collision purposes, things are not circular. They occupy a square whose side equals 2 times the radius. This square does not turn, it is always aligned with the X and Y axes of a level. Consider a simple collision detection in a coordinate plane:

      IF (ABS(x1-x2) =< (r1+r2)) AND (ABS(y1-y2) =< (r1+r2)) THEN *collision*

This will result in square objects centered on their (X, Y) positions, and that is the behavior that DOOM objects exhibit. Nothing can enter a space that is exactly (2*radius) wide--it must be bigger. Moving up to the next multiple of 8 is a good idea, if not 16 or 32. It is possible for monsters and players to enter sectors that are exactly "height" units high, however. Note though that obstacles are infinitely high for collision purposes. A player on a very high ledge might not be able to jump off, because of an obstacle right next to him, even though it is far below him.

Height is also used when under a crushing ceiling, and to determine if an object can move from one sector to another. The space between the highest floor and the lowest ceiling must be "Height" or greater for the object to fit.

Toughness indicates how much punishment a monster can take until it dies. Bullets do 10 damage, Shotgun shells 70 (7 pellets, each is 10), Plasma 20, Rockets 100, and the BFG does 1000 for a direct hit. There's more info on this stuff in the DOOM FAQ.

THING sizes
DecHexRadiusHeightMassToughnessSpeedSprite, or class of THING
-- 1656100(100)-PLAY
30040bbc2056100208POSS
8400542056100508SSWV
900092056100308SPOS
6500412056100708CPOS
30010bb92056100608TROO
30020bba305640015010SARG
58003a305640015010SARG (Inviso model)
30060bbe1656501008SKUL
30050bbd31564004008HEAD
690045246410005008BOS2
30030bbb2464100010008BOSS
680044646460050012BSPI
71004731564004008PAIN
660042205650030010SKEL
670043486410006008FATT
640040205650070015VILE
700071281001000300012SPID
160010401101000400016CYBR
880058161666662500BBRN
720048167266661000KEEN
203507f31042100200BAR1
--2016 ---most non-obstacles (e.g. gettables)
--1616 ---most obstacles
5400363216 ---large brown tree

 


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