LineDef Types by Function | LineDef Types by Number | Special Sector Types by Function | Thing Types

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

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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

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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

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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

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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

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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

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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

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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

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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

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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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LineDef Types by Function | LineDef Types by Number | Special Sector Types by Function | Thing Types