by Matthew S. Fell [with revisions by Steve Benner]
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 | ||||
---|---|---|---|---|
Description | Type | Sprite | Sequence | Properties |
Player 1 start position | 1 | PLAY | * | # |
Player 2 start position | 2 | PLAY | * | # |
Player 3 start position | 3 | PLAY | * | # |
Player 4 start position | 4 | PLAY | * | # |
Deathmatch start position | 11 | |||
The THINGs of DOOM and DOOM II Enemy start positions | ||||
Description | Type | Sprite | Sequence | Properties |
Former Human | 3004 | POSS | * | # % |
Wolfenstein SS Officer | 84 | SSWV | * | II # % |
Former Human Sergeant | 9 | SPOS | * | # % |
Former Human Commando | 65 | CPOS | * | II # % |
Imp | 3001 | TROO | * | # % |
Demon | 3002 | SARG | * | # % |
Spectre | 58 | SARG | * | # % |
Lost Soul | 3006 | SKUL | * | # % |
Cacodemon | 3005 | HEAD | * | # % |
Hell Knight | 69 | BOS2 | * | II # |
Baron Of Hell | 3003 | BOSS | * | # % |
Arachnotron | 68 | BSPI | * | # % |
Pain Elemental | 71 | PAIN | * | II # % |
Revenant | 66 | SKEL | * | II # % |
Mancubus | 67 | FATT | * | II # % |
Arch-Vile | 64 | VILE | * | II # % |
Spiderdemon | 7 | SPID | * | # % |
Cyberdemon | 16 | CYBR | * | # % |
Boss Brain | 88 | BBRN | * | II # % |
The THINGs of DOOM and DOOM II Miscellaneous items | ||||
Description | Type | Sprite | Sequence | Properties |
Teleport landing | 14 | |||
Boss Shooter | 89 | II | ||
Spawn Spot | 87 | II | ||
The THINGs of DOOM and DOOM II Weapons | ||||
Description | Type | Sprite | Sequence | Properties |
Chainsaw | 2005 | CSAW | A | $ |
Shotgun | 2001 | SHOT | A | $ |
Double-barrel Shotgun | 82 | SGN2 | A | II $ |
Chaingun | 2002 | MGUN | A | $ |
Rocket launcher | 2003 | LAUN | A | $ |
Plasma gun | 2004 | PLAS | A | $ |
BFG9000 | 2006 | BFUG | A | $ |
The THINGs of DOOM and DOOM II Ammunition | ||||
Description | Type | Sprite | Sequence | Properties |
Ammo clip | 2007 | CLIP | A | $ |
4 Shotgun shells | 2008 | SHEL | A | $ |
Rocket | 2010 | ROCK | A | $ |
Cell charge | 2047 | CELL | A | $ |
Box of Ammo | 2048 | AMMO | A | $ |
Box of Shells | 2049 | SBOX | A | $ |
Box of Rockets | 2046 | BROK | A | $ |
Cell charge pack | 17 | CELP | A | $ |
Backpack | 8 | BPAK | A | $ |
The THINGs of DOOM and DOOM II Power ups | ||||
Description | Type | Sprite | Sequence | Properties |
Stim-pack | 2011 | STIM | A | $ |
Medikit | 2012 | MEDI | A | $ |
Health Potion | 2014 | BON1 | ABCDCB | ! |
Spirit Armor | 2015 | BON2 | ABCDCB | ! |
Security Armor | 2018 | ARM1 | AB | $ |
Combat Armor | 2019 | ARM2 | AB | $ |
Megasphere | 83 | MEGA | ABCD | II ! |
Soul Sphere | 2013 | SOUL | ABCDCB | ! |
Invulnerability | 2022 | PINV | ABCD | ! (no respawn in -altdeath) |
Berserk Pack | 2023 | PSTR | A | ! |
Invisibility | 2024 | PINS | ABCD | ! (no respawn in -altdeath) |
Radiation suit | 2025 | SUIT | A | $ (! in v1.2 only |
Computer map | 2026 | PMAP | ABCDCB | ! |
Light Intensifying Goggles | 2045 | PVIS | AB | ! |
The THINGs of DOOM and DOOM II Key-cards | ||||
Description | Type | Sprite | Sequence | Properties |
Blue key-card | 5 | BKEY | AB | $ |
Red key-card | 13 | RKEY | AB | $ |
Yellow key-card | 6 | YKEY | AB | $ |
Blue skull key | 40 | BSKU | AB | $ |
Red skull key | 38 | RSKU | AB | $ |
Yellow skull key | 39 | YSKU | AB | $ |
The THINGs of DOOM and DOOM II Obstructions | ||||
Description | Type | Sprite | Sequence | Properties |
Barrel | 2035 | BAR1 | AB | # |
Burning barrel | 70 | FCAN | ABC | II # |
Candle | 34 | CAND | A | . |
Candelabra | 35 | CBRA | A | # |
Tall Technocolumn | 48 | ELEC | A | # |
Tall green Pillar | 30 | COL1 | A | # |
Tall red pillar | 32 | COL3 | A | # |
Short green pillar | 31 | COL2 | A | # |
Short green pillar with heart | 24 | COL5 | AB | # |
Short red pillar | 33 | COL4 | A | # |
Short red pillar with skull | 37 | COL6 | A | # |
Stalagmite | 47 | SMIT | A | # |
Burnt, gray tree | 43 | TRE1 | A | # |
Large brown tree | 54 | TRE2 | A | # |
Tall blue firestick | 44 | TBLU | ABCD | # |
Tall green firestick | 45 | TGRE | ABCD | # |
Tall red firestick | 46 | TRED | ABCD | # |
Short blue firestick | 55 | SMBT | ABCD | # |
Short green firestick | 56 | SMGT | ABCD | # |
Short red firestick | 57 | SMRT | ABCD | # |
Floor lamp | 2028 | COLU | A | # |
Tall technolamp | 85 | TLMP | ABCD | II # |
Short technolamp | 86 | TLP2 | ABCD | II # |
Evil Eye Symbol | 41 | CEYE | ABCD | # |
Flaming Skull-rock | 42 | FSKU | ABC | # |
Impaled human | 25 | POL1 | A | # |
Twitching, impaled human | 26 | POL6 | AB | # |
Skull on a pole | 27 | POL4 | A | # |
5-skull shish-kebab | 28 | POL2 | A | # |
Pile of skulls and candles | 29 | POL3 | AB | # |
Hanging victim | 50 | GOR2 | A | # ^ |
Hanging victim, twitching | 49 | GOR1 | ABCD | # ^ |
Hanging pair of legs | 52 | GOR4 | A | # ^ |
Hanging victim, 1-legged | 51 | GOR3 | A | # ^ |
Hanging leg | 53 | GOR5 | A | # ^ |
Hanging victim, no guts | 73 | HDB1 | A | II # ^ |
Hanging victim, no guts/brain | 74 | HDB2 | A | II # ^ |
Hanging torso, looking down | 75 | HDB3 | A | II # ^ |
Hanging torso, open skull | 76 | HDB4 | A | II # ^ |
Hanging torso, looking up | 77 | HDB5 | A | II # ^ |
Hanging torso, no brain | 78 | HDB6 | A | II # ^ |
Hanging Billy | 72 | KEEN | * | II # ^ |
The THINGs of DOOM and DOOM II Non-obstructing Gore | ||||
Description | Type | Sprite | Sequence | Properties |
Dead player | 15 | PLAY | N | |
Dead former human | 18 | POSS | L | |
Dead former sergeant | 19 | SPOS | L | |
Dead imp | 20 | TROO | M | |
Dead demon | 21 | SARG | N | |
Dead cacodemon | 22 | HEAD | L | |
Dead lost soul (invisible) | 23 | SKUL | K | |
Exploded barrel (invisible) | ???? | BEXP | A | |
Bloody mess (exploded player) | 10 | PLAY | W | |
Bloody mess (as above) | 12 | PLAY | W | |
Pool of blood | 24 | POL5 | A | |
Pool of guts | 79 | POB1 | A | II |
Small pool of guts | 80 | POB2 | A | II |
Pool of brains | 81 | BRS1 | A | II |
Hanging victim, twitching | 63 | GOR1 | ABCD | ^ |
Hanging victim, arms spread | 59 | GOR2 | A | ^ |
Hanging victim, 1-legged | 61 | GOR3 | A | ^ |
Hanging pair of legs | 60 | GOR4 | A | ^ |
Hanging leg | 62 | GOR5 | A | ^ |
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.
The following table shows that properties or characteristics which particular types of THINGS may possess or exhibit:
THING properties | |
---|---|
Symbol | Meaning |
II | Requires 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). |
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 | |||||||
---|---|---|---|---|---|---|---|
Dec | Hex | Radius | Height | Mass | Toughness | Speed | Sprite, or class of THING |
- | - | 16 | 56 | 100 | (100) | - | PLAY |
3004 | 0bbc | 20 | 56 | 100 | 20 | 8 | POSS |
84 | 0054 | 20 | 56 | 100 | 50 | 8 | SSWV |
9 | 0009 | 20 | 56 | 100 | 30 | 8 | SPOS |
65 | 0041 | 20 | 56 | 100 | 70 | 8 | CPOS |
3001 | 0bb9 | 20 | 56 | 100 | 60 | 8 | TROO |
3002 | 0bba | 30 | 56 | 400 | 150 | 10 | SARG |
58 | 003a | 30 | 56 | 400 | 150 | 10 | SARG (Inviso model) |
3006 | 0bbe | 16 | 56 | 50 | 100 | 8 | SKUL |
3005 | 0bbd | 31 | 56 | 400 | 400 | 8 | HEAD |
69 | 0045 | 24 | 64 | 1000 | 500 | 8 | BOS2 |
3003 | 0bbb | 24 | 64 | 1000 | 1000 | 8 | BOSS |
68 | 0044 | 64 | 64 | 600 | 500 | 12 | BSPI |
71 | 0047 | 31 | 56 | 400 | 400 | 8 | PAIN |
66 | 0042 | 20 | 56 | 500 | 300 | 10 | SKEL |
67 | 0043 | 48 | 64 | 1000 | 600 | 8 | FATT |
64 | 0040 | 20 | 56 | 500 | 700 | 15 | VILE |
7 | 0007 | 128 | 100 | 1000 | 3000 | 12 | SPID |
16 | 0010 | 40 | 110 | 1000 | 4000 | 16 | CYBR |
88 | 0058 | 16 | 16 | 6666 | 250 | 0 | BBRN |
72 | 0048 | 16 | 72 | 6666 | 100 | 0 | KEEN |
2035 | 07f3 | 10 | 42 | 100 | 20 | 0 | BAR1 |
- | - | 20 | 16 | - | - | - | most non-obstacles (e.g. gettables) |
- | - | 16 | 16 | - | - | - | most obstacles |
54 | 0036 | 32 | 16 | - | - | - | large brown tree |
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