Design Notes

Floors

1. Neighbor always refers to adjacent neighbor, i.e. a sector with a LineDef in common, not just a Vertex.

2. LineDefs 37 and 84 - Lower to Min Neighbor and Change to Neighbor - will trash the Sector Type if no lower neighbor exists.

3. The number of sectors associated with moving platform LineDefs is limited in a level to somewhere around 24-36 total.

4. Floors can be blocked from lowering if a monster is squished between floor and ceiling. Inventory is usually OK to squish, but you may catch glimpses of the objects through non-transparent walls from some viewing angles sometimes.

5. The normal operation of the Donut LineDef (9) depends on the walls of the donut having inward-pointing First SideDefs.

6. A Sector whose floor lowers or rises could need lower textures around its perimeter that the editor might not warn about.

7. A monster standing on a floor edge that becomes higher than 24 from the sector below is stuck and will not move or fire until the height difference becomes less than 24 again or it dies. Monster blocker flags may be required to prevent this.
 

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Design Notes

Crushers

1. Fast Crush means slow damage, Slow Crush means fast damage.

2. You may wish to set Lower Unpegged on walls in the crusher sector.

3. You'll need upper textures on the crusher ceiling piston walls and lower textures on the crusher floor piston walls - note the editor will not warn you if you start with the crusher open.

4. If the means to start a crusher is beyond the crusher then you can be irrevocably locked out by turning the crusher off when it's closed.

5. A barrel will explode when crushed.

6. Inventory is not damaged by crushing but looks peculiar.

 

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Design Notes

Ceilings

1. If a player/monster is under a non-crushing lowering ceiling it will pause at head height until the entity moves away.

2. A sector whose ceiling lowers or rises could need upper textures around its perimeter that the editor might not warn about.

3. Use of lower unpegged walls in a sector with a moving ceiling can look better as this will prevent the walls from moving with it. Same reason door jambs are set lower unpegged.
 

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Design Notes

Lifts

1. Placing a lift LineDef too close to a door LineDef can prevent the door from operating. Too close is somewhere around 32.

2. A lift lowers to the minimum adjacent neighbor floor, inclusive, at the time it is triggered. If floors are in motion around the lift, unexpected lower textures may be required around its perimeter. It pauses about 3 seconds and then returns to its starting height.

3. Make sure you assign textures behind the lift when it lowers as the editor won't usually warn you of these if missing.

4. The floor height of the lift can be modified by other LineDefs (ones without the & trigger indicator) while retaining lift operation.

5. A lift does not need any lift LineDefs bounding it as long it has a Sector Tag associated with at least one lift LineDef.

6. In the 1.2 engine a fireball or rocket fired over a lift could lower it.

7. A monster standing on a lift edge when it gets higher than 24 is stuck and will not move or fire until the height difference becomes less than 24 or it dies. Monster blocker flags may be required to prevent this.
 

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Design Notes

Stairs

1. A rising stair starts with the triggered step and then proceeds to an adjacent sector with the same floor texture that is connected by a LineDef with First SideDef facing towards the previous step. In case more than one such LineDef exists, the lowest numbered one's Second SideDef sector is the next step to rise. 99,999 sector tags have no influence on stair rising: they only prevent sector collapse in the id node builder.

2. A rising stair cannot cross itself, i.e. if the next step to rise has already risen, stair building stops.

3. A LineDef can usually be renumbered higher by splitting it and remerging it so the newly created half (usually the highest numbered LineDef) remains.

4. Although a rising stair cannot split, this effect can still be achieved through using disconnected sectors for steps.

5. Except for the triggered step, the floor heights of the steps do not affect the resultant staircase step heights.

6. A monster standing on a stair edge that becomes higher than 24 from the sector below is stuck and will not move or fire until the height difference is less than 24 or it dies. Monster blocker flags may be required to prevent this.
 

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Design Notes

Floors

1. Neighbor always refers to adjacent neighbor, i.e. a sector with a LineDef in common, not just a Vertex.

2. LineDefs 37 and 84 - Lower to Min Neighbor and Change to Neighbor - will trash the Sector Type if no lower neighbor exists.

3. The number of sectors associated with moving platform LineDefs is limited in a level to somewhere around 24-36 total.

4. Floors can be blocked from lowering if a monster is squished between floor and ceiling. Inventory is usually OK to squish, but you may catch glimpses of the objects through non-transparent walls from some viewing angles sometimes.

5. The normal operation of the Donut LineDef (9) depends on the walls of the donut having inward-pointing First SideDefs.

6. A Sector whose floor lowers or rises could need lower textures around its perimeter that the editor might not warn about.

7. A monster standing on a floor edge that becomes higher than 24 from the sector below is stuck and will not move or fire until the height difference becomes less than 24 again or it dies. Monster blocker flags may be required to prevent this.
 

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Design Notes

Lighting

1. Neighbor always refers to adjacent neighbor, i.e. a Sector with a LineDef in common, not just a Vertex.
 

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Design Notes

Teleporters

1. Teleporters only work when approached from the First SideDef.

2. The unique tagged sector must contain a unique teleport thing

3. A teleporter is a LineDef, not a square dingus.

4. Teleporting too soon in co-op after your partner can frag them.

5. Monsters will be blocked if the teleport exit is occupied or being crushed. Players can teleport into a down crusher or frag a monster or another player by teleporting through them.
 

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Design Notes

End Level

1. Which level is transited to depends on whether DOOM 1 or 2 is being played and the mission/map number of the level and whether it is a normal or secret exit. Watch out for secret exit LineDefs when porting DOOM 1 to 2 or vice-versa.
 

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Design Notes

Miscellaneous

1. The number of animated wall LineDefs is limited per level.
 

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