LineDef Reference v3.0 by Jim Flynn
LineDef
Types by Function and Number
Doors | Crushers |
Ceilings |
Lifts |
Stairs |
Floors |
Lighting |
Teleporters |
End
Level | Misc |
Tags
Credits
Special thanks to Matt Fell whose
The Unofficial Doom Specs
provided much new information for this
revision, and [which] has been
invaluable
to WAD writers and DOOMers all along.
Thanks to Dr Sleep (aka John W. Anderson) for
providing early
information on the 1.666 LineDefs and for
advice and encouragement
all along. If you're looking for HERETIC
information you want his
htlndf11.txt file.
Thanks to Neil Bonner for pointing out the 667
sector tag I was
missing and thereby motivating this current
revision.
Legend
Abbreviations
n. =
neighbor
min =
minimum
max =
maximum
inc =
inclusive
exc =
exclusive
A
* appears
on the left of any description line that only
works for DOOM 1.666 engine and above.
LineDef
Description Headers
Example:
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
59 |
5 |
7 |
W1& |
Open/wait
4/close |
T/SEC/DMG |
slow |
(mover) |
# is the
LineDef Function Type number
0-143
u1 and u2 are the number of occurrences of a trigger in
DOOM1 and DOOM2.
Trigger represents the conditions that cause the
function to be activated.
The trigger symbol may start with
n if the
function does not
require a sector tag to operate.
The basic trigger symbol letters are as
follows:
S = switch/door, 1st
SideDef must be used with
spacebar to activate.
W = walkover, only teleport
LineDefs require
approach from 1st SideDef.
M = monster walkover, activated only by monster
walking over line.
G = impact trigger, activated on hit: fists, chain, bullet, shell.
- = no trigger required
(like animated wall).
The next
letter in the trigger symbol is the
repeatability of the function: 1 for once only (per
LineDef) and
R for repeatable.
This may be - if the repeatability does not
apply, as for End Level.
The final letter in the trigger symbol can be
m or
&. The
m
indicates that a monster can activate the
function. The & indicates
that once activated, all other functions on the
sector are locked out even after the
& function is completed.
Brief description attempts to state in English what
the function does.
Qualifier
shows which key is required, crusher attribute,
texture changes.
Speed is
the rough relative up/down velocity involved in the
operation.
Sound is
the name of the sound associated with the action.
Texture Change Descriptions
Texture changes involve copying attributes from
another sector to
the one that is changing. If the sector being
copied is based on
the line triggering the change the description
is prefaced with T: to indicate a trigger model change. This
means that the sector
on the first SideDef of the triggering LineDef
is the one copied in
the change. If the sector being copied is based
on the sector being
changed then it is the sector that is on the
other side of the
lowest numbered two-sided LineDef in the
changing sector. Such a
change is prefaced with
N, for a numeric
model change.
The remainder of the texture change description
lists the attributes copied.
0 means that the changing sector type
is set to 0 and only the floor texture is
copied. SEC means that
the secret attribute of the model sector is
copied. DMG means that
the damage attribute of
the model sector is copied. Floor textures are
ALWAYS copied. Ceiling
textures, lighting attributes and heights are
NEVER copied.
Floor Motion Directions
Floor LineDefs described as
Down to functions
will move the floor
at the speed indicated if the target height is
lower. The height
change is instantaneous if motion is in other
direction. Floor LineDefs described as
Up to act in a similar
fashion but in the
opposite direction.
Door Functions
A door function described using
commas only
works when the door
is stable in the opposite state to the
function. A door function
described using slashes will work anytime to
toggle the
opening/closing state of the door.
LineDef
Types by Function
CEILING MOVERS |
DOORS,
CRUSHERS, CEILINGS |
DOORS |
MANUAL DOORS
(no Sector Tag required) |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
1 |
281 |
220 |
nSRm |
Open/wait
4/close |
|
med |
(door) |
26 |
22 |
14 |
nSR |
Open/wait
4/close |
BLUE KEY |
med |
(door) |
27 |
26 |
12 |
nSR |
Open/wait
4/close |
YELLOW KEY |
med |
(door) |
28 |
10 |
9 |
nSR |
Open/wait
4/close |
RED KEY |
med |
(door) |
117 |
*0 |
47 |
nSR |
Open/wait
4/close |
|
turbo |
(blaze) |
31 |
76 |
45 |
nS1 |
Open |
|
med |
(door) |
32 |
15 |
40 |
nS1 |
Open |
BLUE KEY |
med |
(door) |
34 |
19 |
27 |
nS1 |
Open |
YELLOW KEY |
med |
(door) |
33 |
14 |
24 |
nS1 |
Open |
RED KEY |
med |
(door) |
118 |
*0 |
8 |
nS1 |
Fast open |
|
turbo |
(blaze) |
CEILING MOVERS |
DOORS, CRUSHERS, CEILINGS |
DOORS |
REMOTE DOORS
(Sector Tag required) |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
29 |
1 |
0 |
S1 |
Open/wait
4/close |
|
med |
(door) |
63 |
38 |
15 |
SR |
Open/wait
4/close |
|
med |
(door) |
4 |
0 |
1 |
W1 |
Open/wait
4/close |
|
med |
(door) |
90 |
21 |
17 |
WR |
Open/wait
4/close |
|
med |
(door) |
103 |
41 |
32 |
S1 |
Open |
|
med |
(door) |
61 |
9 |
36 |
SR |
Open |
|
med |
(door) |
2 |
114 |
64 |
W1 |
Open |
|
med |
(door) |
86 |
9 |
3 |
WR |
Open |
|
med |
(door) |
46 |
13 |
22 |
GR |
Open |
|
med |
(door) |
111 |
*0 |
0 |
S1 |
Fast open/wait
4/close |
|
turbo |
(blaze) |
114 |
*0 |
51 |
SR |
Fast open/wait
4/close |
|
turbo |
(blaze) |
108 |
*0 |
0 |
W1 |
Fast open/wait
4/close |
|
turbo |
(blaze) |
105 |
*0 |
23 |
WR |
Fast open/wait
4/close |
|
turbo |
(blaze) |
112 |
*0 |
4 |
S1 |
Fast open |
|
turbo |
(blaze) |
115 |
*0 |
11 |
SR |
Fast open |
|
turbo |
(blaze) |
109 |
*0 |
99 |
W1 |
Fast open |
|
turbo |
(blaze) |
106 |
*0 |
6 |
WR |
Fast open |
|
turbo |
(blaze) |
133 |
*0 |
0 |
S1 |
Fast open |
BLUE KEY |
turbo |
(blaze) |
99 |
*0 |
2 |
SR |
Fast open |
BLUE KEY |
turbo |
(blaze) |
135 |
*0 |
16 |
S1 |
Fast open |
RED KEY |
turbo |
(blaze) |
134 |
*0 |
4 |
SR |
Fast open |
RED KEY |
turbo |
(blaze) |
137 |
*0 |
6 |
S1 |
Fast open |
YELLOW KEY |
turbo |
(blaze) |
136 |
*0 |
4 |
SR |
Fast open |
YELLOW KEY |
turbo |
(blaze) |
50 |
*0 |
0 |
S1 |
Close |
|
med |
(door) |
42 |
6 |
1 |
SR |
Close |
|
med |
(door) |
3 |
2 |
9 |
W1 |
Close |
|
med |
(door) |
75 |
6 |
0 |
WR |
Close |
|
med |
(door) |
113 |
*0 |
0 |
S1 |
Fast close |
|
turbo |
(blaze) |
116 |
*0 |
1 |
SR |
Fast close |
|
turbo |
(blaze) |
110 |
*0 |
1 |
W1 |
Fast close |
|
turbo |
(blaze) |
107 |
*0 |
0 |
WR |
Fast close |
|
turbo |
(blaze) |
16 |
3 |
2 |
W1 |
Close/wait
30/open |
|
med |
(door) |
76 |
2 |
2 |
WR |
Close/wait
30/open |
|
med |
(door) |
Design Notes:
DOORS
CEILING MOVERS |
DOORS,
CRUSHERS, CEILINGS |
CRUSHERS |
CRUSHERS |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
6 |
0 |
0 |
W1& |
Start fast
(non-fatal) |
|
med |
(crush) |
77 |
6 |
3 |
WR& |
Start fast
(non-fatal) |
|
med |
(crush) |
49 |
0 |
1 |
S1& |
Start slow
(fatal) |
|
slow |
(crush) |
25 |
0 |
0 |
W1& |
Start slow
(fatal) |
|
med |
(crush) |
73 |
17 |
6 |
WR& |
Start slow
(fatal) |
|
med |
(crush) |
141 |
*0 |
1 |
W1& |
Start slow
silent (fatal) |
|
slow |
(quiet) |
57 |
0 |
0 |
W1& |
Stop crusher |
|
|
|
74 |
24 |
13 |
WR& |
Stop crusher |
|
|
|
Design Notes:
CRUSHERS
CEILING MOVERS |
DOORS,
CRUSHERS, CEILINGS |
CEILINGS |
CEILINGS |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
40 |
4 |
0 |
W1 |
Up to max ceil
exc |
|
slow |
(mover) |
41 |
0 |
0 |
S1 |
Down to floor |
|
slow |
(mover) |
43 |
0 |
0 |
SR |
Down to floor |
|
slow |
(mover) |
44 |
1 |
0 |
W1 |
Down to floor
+8 |
|
slow |
(mover) |
72 |
0 |
0 |
WR |
Down to floor
+8 |
|
slow |
(mover) |
Design Notes:
CEILINGS
FLOOR
MOVERS |
LIFTS,
STAIRS, FLOORS |
LIFTS |
LIFTS |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
21 |
1 |
0 |
S1 |
Lower/wait
3/raise |
|
fast |
(lift) |
62 |
51 |
143 |
SR |
Lower/wait
3/raise |
|
fast |
(lift) |
10 |
1 |
0 |
W1 |
Lower/wait
3/raise |
|
fast |
(lift) |
88 |
65 |
51 |
WR |
Lower/wait
3/raise |
|
fast |
(lift) |
122 |
0 |
0 |
S1 |
Fast
lower/wait 3/raise |
|
turbo |
(lift) |
123 |
0 |
162 |
SR |
Fast
lower/wait 3/raise |
|
turbo |
(lift) |
121 |
0 |
0 |
W1 |
Fast
lower/wait 3/raise |
|
turbo |
(lift) |
120 |
0 |
58 |
WR |
Fast
lower/wait 3/raise |
|
turbo |
(lift) |
Design Notes:
LIFTS
FLOOR
MOVERS |
LIFTS,
STAIRS, FLOORS |
STAIRS |
STAIRS |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
7 |
11 |
6 |
S1 |
Raise 8 |
|
slow |
(mover) |
8 |
2 |
1 |
W1 |
Raise 8 |
|
slow |
(mover) |
127 |
0 |
6 |
S1 |
Fast raise 16 |
CRUSH |
turbo |
(mover) |
100 |
0 |
1 |
W1 |
Fast raise 16 |
CRUSH |
turbo |
(mover) |
Design Notes:
STAIRS
FLOOR
MOVERS |
LIFTS,
STAIRS, FLOORS |
FLOORS |
FLOORS |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
58 |
5 |
0 |
W1 |
Absolute rise
24 |
|
slow |
(mover) |
92 |
0 |
0 |
WR |
Absolute rise
24 |
|
slow |
(mover) |
15 |
0 |
1 |
S1& |
Absolute rise
24 |
T:0 |
slow |
(mover) |
66 |
0 |
0 |
SR& |
Absolute rise
24 |
T:0 |
slow |
(mover) |
59 |
5 |
7 |
W1& |
Absolute rise
24 |
T:SEC/DMG |
slow |
(mover) |
93 |
0 |
0 |
WR& |
Absolute rise
24 |
T:SEC/DMG |
slow |
(mover) |
14 |
1 |
0 |
S1& |
Absolute rise
32 |
T:0 |
slow |
(mover) |
67 |
0 |
9 |
SR& |
Absolute rise
32 |
T:0 |
slow |
(mover) |
140 |
*0 |
1 |
S1 |
Absolute rise
512 |
|
med |
(mover) |
102 |
14 |
22 |
S1 |
Down to max
floor exc |
|
slow |
(mover) |
45 |
0 |
2 |
SR |
Down to max
floor exc |
|
slow |
(mover) |
19 |
11 |
22 |
W1 |
Down to max
floor exc |
|
slow |
(mover) |
83 |
0 |
7 |
WR |
Down to max
floor exc |
|
slow |
(mover) |
71 |
0 |
24 |
S1 |
Down to max
floor exc +8 |
|
fast |
(mover) |
70 |
3 |
2 |
SR |
Down to max
floor exc +8 |
|
fast |
(mover) |
36 |
8 |
27 |
W1 |
Down to max
floor exc +8 |
|
fast |
(mover) |
98 |
4 |
0 |
WR |
Down to max
floor exc +8 |
|
fast |
(mover) |
23 |
16 |
12 |
S1 |
Down to min
floor exc |
|
slow |
(mover) |
60 |
0 |
4 |
SR |
Down to min
floor exc |
|
slow |
(mover) |
38 |
23 |
37 |
W1 |
Down to min
floor exc |
|
slow |
(mover) |
82 |
6 |
0 |
WR |
Down to min
floor exc |
|
slow |
(mover) |
37 |
31 |
11 |
W1 |
Down to min
floor exc |
N:SEC/DMG |
slow |
(mover2) |
84 |
0 |
0 |
WR |
Down to min
floor exc |
N:SEC/DMG |
slow |
(mover2) |
20 |
13 |
12 |
S1& |
Up to next
floor exc |
T:0 |
slow |
(mover) |
68 |
0 |
2 |
SR& |
Up to next
floor exc |
T:0 |
slow |
(mover) |
22 |
3 |
18 |
W1& |
Up to next
floor exc |
T:0 |
slow |
(mover) |
95 |
0 |
0 |
WR& |
Up to next
floor exc |
T:0 |
slow |
(mover) |
47 |
0 |
2 |
G1& |
Up to next
floor exc |
T:0 |
slow |
(mover) |
18 |
10 |
8 |
S1 |
Up to next
floor exc |
|
slow |
(mover) |
69 |
0 |
0 |
SR |
Up to next
floor exc |
|
slow |
(mover) |
119 |
*0 |
13 |
W1 |
Up to next
floor exc |
|
slow |
(mover) |
128 |
*0 |
0 |
WR |
Up to next
floor exc |
|
slow |
(mover) |
131 |
*0 |
2 |
S1 |
Up to next
floor exc |
|
turbo |
(mover) |
132 |
*0 |
0 |
SR |
Up to next
floor exc |
|
turbo |
(mover) |
130 |
*0 |
0 |
W1 |
Up to next
floor exc |
|
turbo |
(mover) |
129 |
*0 |
0 |
WR |
Up to next
floor exc |
|
turbo |
(mover) |
101 |
0 |
0 |
S1 |
Up to min ceil
inc |
|
slow |
(mover) |
64 |
0 |
0 |
SR |
Up to min ceil
inc |
|
slow |
(mover) |
5 |
1 |
3 |
W1 |
Up to min ceil
inc |
|
slow |
(mover) |
91 |
18 |
1 |
WR |
Up to min ceil
inc |
|
slow |
(mover) |
24 |
1 |
0 |
G1 |
Up to min ceil
inc |
|
slow |
(mover) |
55 |
0 |
0 |
S1 |
Up to min ceil
inc -8 |
CRUSH |
slow |
(mover) |
65 |
0 |
0 |
SR |
Up to min ceil
inc -8 |
CRUSH |
slow |
(mover) |
56 |
5 |
0 |
W1& |
Up to min ceil
inc -8 |
CRUSH |
slow |
(mover) |
94 |
0 |
1 |
WR& |
Up to min ceil
inc -8 |
CRUSH |
slow |
(mover) |
53 |
0 |
0 |
W1& |
Move min<->max
floor inc |
|
slow |
(lift) |
87 |
6 |
4 |
WR& |
Move min<->max
floor inc |
|
slow |
(lift) |
54 |
0 |
0 |
W1& |
Stop moving
floor |
|
|
|
89 |
10 |
5 |
WR& |
Stop moving
floor |
|
|
|
30 |
2 |
2 |
W1 |
Rise by
shortest outer lower |
|
slow |
(mover) |
96 |
0 |
0 |
WR |
Rise by
shortest outer lower |
|
slow |
(mover) |
9 |
2 |
0 |
S1 |
Donut function |
N:SEC/DMG |
slow |
(mover5) |
Design Notes:
FLOORS
OTHER EFFECTS |
LIGHTING,
TELEPORTERS, END LEVEL, MISC |
LIGHTING |
LIGHTING |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
139 |
*0 |
2 |
SR |
Light level to
0 |
|
|
(clunk) |
35 |
3 |
14 |
W1 |
Light level to
0 |
|
|
|
79 |
0 |
0 |
WR |
Light level to
0 |
|
|
|
138 |
*0 |
2 |
SR |
Light level to
255 |
|
|
(clunk) |
13 |
4 |
1 |
W1 |
Light level to
255 |
|
|
|
81 |
0 |
0 |
WR |
Light level to
255 |
|
|
|
17 |
0 |
0 |
W1 |
Start 1 sec
blinking (type 3) |
|
|
|
12 |
0 |
0 |
W1 |
Light to max
n. light exc |
|
|
|
80 |
0 |
0 |
WR |
Light to max
n. light exc |
|
|
|
104 |
2 |
0 |
W1 |
Light to min
n. light exc |
|
|
|
Design Notes:
LIGHTING
OTHER EFFECTS |
LIGHTING,
TELEPORTERS, END LEVEL, MISC |
TELEPORTERS |
TELEPORTERS |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
39 |
3 |
3 |
W1m |
Teleport |
|
|
(tport) |
97 |
125 |
411 |
WRm |
Teleport |
|
|
(tport) |
125 |
*0 |
4 |
W1m |
Monster only
teleport |
|
|
(tport) |
126 |
*0 |
20 |
WRm |
Monster only
teleport |
|
|
(tport) |
Design Notes:
TELEPORTERS
OTHER EFFECTS |
LIGHTING,
TELEPORTERS, END LEVEL, MISC |
END LEVEL |
END LEVEL |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
11 |
15 |
19 |
nS- |
End level. Go
to next level |
|
|
(clunk) |
52 |
19 |
55 |
nW- |
End level. Go
to next level |
|
|
(clunk) |
51 |
3 |
1 |
nS- |
End level. Go
to secret level |
|
|
(clunk) |
124 |
*0 |
4 |
nW- |
End level. Go
to secret level |
|
|
(clunk) |
Design Notes:
END
OTHER EFFECTS |
LIGHTING,
TELEPORTERS, END LEVEL, MISC |
MISC |
MISC |
# |
u1 |
u2 |
Trigger |
Brief Description |
Qualifier |
Speed |
Sound |
48 |
99 |
103 |
n-- |
Animated wall |
|
|
|
0 |
0 |
0 |
n-- |
Null tag
indicating no function is assigned |
|
|
|
Design Notes:
MISC
Special
Sector 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
In a transition level, when last Boss dies -
Lower floor to min floor .
DOOM I Boss = BARON, CYBERDEMON, SPIDER
MASTERMIND
DOOM II Boss = MANCUBUS, KEEN
If EXM8 and no 666 tag exists level ends on
Boss death. The level cannot be ended on boss
death
in DOOM II, only Romero death <g>.
A transition level is EXM8 in DOOM I,
MAP07 and
an unknown list of others in DOOM II.
667 In a transition level, when last
ARACHNOTRON dies - Floor rises 64.
It is unknown if this tag has any effect or use
in DOOM I.
A transition level is EXM8 in DOOM I,
MAP07 and
an unknown list of others in DOOM II.
999 cf 99.
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