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INI File | 1994-06-02 | 4.9 KB | 195 lines |
- [DOOM]
- WadFileLoc=C:\DOOM\DOOM.WAD
- CurWadFile=C:\DOOM\DOOM.WAD
- Gridx= 64
- Gridy= 64
- gEdit= 2
- TickMarks= 0
- 3DScreenSize=75
- GridON= 0
- Snap= 0
-
- [Things]
- Player 1 Start|1|0
- Player 2 Start|2|0
- Player 3 Start|3|0
- Player 4 Start|4|0
- Blue Keycard |5|0
- Yellow Keycard|6|0
- Spider Demon Boss|7|1
- Backpack|8|2
- Sarge|9|1
- Dead guy|10|4
- Deathmatch Start Position|11|0
- Dead guy 2|12|4
- Red Keycard|13|0
- Teleport Destination|14|0
- Green Dead Guy|15|4
- Cyber Demon Boss|16|1
- Energy Cell Pack|17|2
- Dead Trooper|18|4
- Dead Sarge|19|4
- Dead Imp|20|4
- Dead Demon|21|4
- Dead CacoDemon|22|4
- Dead Lost Soul (invisible)|23|4
- Pool of Blood|24|4
- Dead Guy on Spike|25|4
- Dying Guy on Spike|26|4
- Skull on a Stick|27|4
- Skulls on a Stick|28|4
- Skull Centerpiece|29|4
- Tall Green Column|30|4
- Short Green Column|31|4
- Tall Red Column|32|4
- Short Red Column|33|4
- Candle|34|4
- Candelabra|35|4
- Column w/ Beating Heart|36|4
- Column w/ Skull|37|4
- Red Skull Key|38|0
- Yellow Skull Key|39|0
- Blue Skull Key|40|0
- Eye Symbol|41|4
- Floating Skull Rocks|42|4
- Tree|43|4
- Blue Flame Stick|44|4
- Green Flame Stick|45|4
- Red Flame stick|46|4
- Spiky Tree Stump|47|4
- Carved Column|48|4
- Guy Hanged by Neck|49|4
- Guy Hanged by Feet 1|50|4
- Guy Hanged by Feet 2|51|4
- Hanging Carcass|52|4
- Hanging Half Carcass|53|4
- Big Twisted Tree|54|4
- Blue Torch|55|4
- Green Torch|56|4
- Red Torch|57|4
- Spectre|58|1
- Guy Hanged by Feet 3|59|4
- Hanging Bloody Stump 1|60|4
- Hanging Guy w/ missing Leg|61|4
- Hanging Bloody Stump 2|62|4
- Hanging Legless Guy|63|4
- Shotgun|2001|2
- Chaingun|2002|2
- Rocket Launcher|2003|2
- Plasma Gun|2004|2
- Chainsaw|2005|2
- BFG 9000|2006|2
- Ammo clip|2007|2
- Shotgun Shell|2008|2
- Rocket|2010|2
- Stimpack|2011|3
- Medkit|2012|3
- Soulsphere|2013|3
- Potion|2014|3
- Helmet|2015|3
- Green Armor|2018|3
- Blue Armor|2019|3
- Invulnerability|2022|3
- Berserk|2023|3
- Partial Invis|2024|3
- Radsuit|2025|3
- Computer Map|2026|3
- Floor Lamp|2028|4
- Barrel|2035|4
- LiteAmp Goggles|2045|3
- Rockets Box|2046|2
- Energy Cell|2047|2
- Ammo Box|2048|2
- Shells Box|2049|2
- Imp|3001|1
- Demon|3002|1
- Baron of Hell|3003|1
- Troop|3004|1
- CacoDemon|3005|1
- Lost Soul|3006|1
-
- [PreFab]
- RoomCeiling=CEIL1_1
- RoomFloor=FLOOR4_8
- RoomWall=STARTAN3
- HallCeiling=CEIL1_1
- HallFloor=FLOOR4_8
- HallWall=STARG3
- StairFloor=FLOOR4_8
- StairCeiling=CEIL1_1
- StairStep=STEP6
- StairWall=STARTAN3
- Door=BIGDOOR2
- DoorTrack=DOORTRAK
- Teleport=GATE1
-
- [LineDefs]
- 0= -- nothing
- 1= DR Door. closes after 6 sec.
- 2= W1 Door (stays open)
- 3= W1 Close door
- 5= W1 Floor rises to match highest Ne. floor height.
- 7= S1 Staircase rises up from floor in appropriate sectors.
- 8= W1 Stairs
- 9= S1 Floor lowers; Ne. floor rises and changes type
- 10= W1 Floor lowers for 3 sec, then rises
- 11= S1 End level. Go to next level.
- 13= W1 Brightness goes to 255
- 14= S1 Floor rises to 64 above Ne. floor
- 16= W1 Close door for 30 sec, then opens.
- 18= S1 Floor rises to equal first Ne. floor
- 19= W1 Floor lowers to equal Ne.ing sector's floor
- 20= S1 Floor rises, texture and sector type change also.
- 21= S1 Lower floor for 3 sec, then raise to 8 below Ne. ceiling
- 22= W1 Floor rises, texture and sector type change also
- 23= S1 Floor lowers to match lowest Ne. sector
- 26= DR Door. Blue key. Closes after 6 sec.
- 27= DR Door. Yellow key. Closes after 6 sec.
- 28= DR Door. Red key. Closes after 6 sec.
- 29= S1 Open Door, closes after 6 sec
- 30= W1 Floor rises to 128 above Ne. floor
- 31= D1 Door. Stays open.
- 32= D1 Door. Blue key. Stays open.
- 33= D1 Door. Yellow key. Stays open.
- 34= D1 Door. Red key. Stays open.
- 35= W1 Brightness goes to 0.
- 36= W1 Floor lowers to 8 above next lowest Ne.
- 37= W1 Floor lowers, change floor texture and sector type
- 38= W1 Floor lowers to match Ne.
- 39= W1 Teleport to sector.
- 40= W1 Ceiling rises to match Ne. ceiling
- 41= S1 Ceiling lowers to floor
- 42= SR Closes Door
- 44= W1 Ceiling lowers to 8 above floor
- 46= G1 Opens Door (stays open)
- 48= -- Animated, horizontally scrolling wall.
- 51= S1 End level. Go to secret level 9.
- 52= W1 End level. Go to next level
- 56= W1 Crushing floor rises to 8 below Ne. ceiling
- 58= W1 Floor rises 32
- 59= W1 Floor rises 8, texture and sector type change also
- 61= SR Opens Door
- 62= SR Floor lowers for 3 sec, then rises
- 63= SR Open Door, closes after 6 sec
- 70= SR Sector floor drops quickly to 8 above Ne.
- 73= WR Start crushing ceiling, slow crush=fast damage
- 74= WR Stops crushing ceiling
- 75= WR Close Door
- 76= WR Close Door for 30 sec
- 77= WR Start crushing ceiling, fast crush=slow damage
- 80= WR Brightness to maximum Ne. light level
- 82= WR Floor lowers to equal Ne.
- 86= WR Open Door (stays open)
- 87= WR Start moving floor (up=down every 5 sec)
- 88= WR Floor lowers quickly for 3 sec, then rises
- 89= WR Stops the up=down syndrome started by #87
- 90= WR Open Door, closes after 6 sec
- 91= WR Floor rises to 8 below Ne. ceiling
- 97= WR Teleport to sector.
- 98= WR Floor lowers to 8 above Ne.
- 102= S1 Floor lowers to equal Ne.
- 103= S1 Opens Door (stays open)
- 104= W1 Light drops to lowest Ne. light level
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