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Babycastles-Academy

Lesson plans, notes from our Babycastles Academy public education programs

4.11.2021 Doom-Modding Workshop

NOTE: this is an automated translation from PDF to TEXT of the PDF SETUP file from the workshop

Led by Eben Kling & Aude Jomini (FEED)

audejomini@gmail.com Instagram: @audehelene
kling.eben@gmail.com @ebenkling
https://www.ebenkling.com/ @feedfeednhv
http://www.feedfeednhv.com
TWITCH link: https://www.twitch.tv/audehelene

When DOOM was created and released in 1993 its creators were strong proponents of copyleft and free remix culture. A year later the first shareware level editing and game modding software was released. The beauty of Doom is its continued accessibility, the speed of the game and its thriving community of sharing knowledge online. It is still fast and fun, with instant multi-player potential, and we still love to play. With recent improvements through ZDoom, higher resolution images allow improved possibilities for creative storytelling. We want to encourage other artists to make worlds in it too.

About us, and why Doom?

We are not experienced coders or software engineers: we are painters and architects. We have been making work with Doom during COVID to express our ideas about digital identity, void-like architecture and public space more directly. Doom became our site of collaboration for 2020, a complicated love letter to our city. Our game, a conversion mod called Doom-Haven, is set in Long Wharf and downtown New Haven. Using Doom as a medium has given us a way to travel back in time while thinking through current issues. Endless Ports of Doom in multitude testify to the game’s enduring wide reach, as well as its code’s resiliency and continued accessibility. The code and textures live in “.wad” files, named for “ where is all the data?” Wads can be taken apart in their entirety, thus unlocking both the images and code lumps that make up the game. The back-end builder for maps allows free exploration and fast experimentation using the engine, allowing for digital travel into a 27 - year repository of other mods. Various enthusiasts have taken up the mantle of upkeep and have sustained the life of this game for the past 27 years, extending the functionality and resolution of its building tools. It’s such an awesome world.

Post your experiments… We would love to see them!

Babycastles Academy is the education arm of Babycastles.
Help keep Babycastles thriving during COVID-19!
Venmo: @babycastles to make a donation or sign up for
a membership at: https://withfriends.co/babycastles

LESSON PLAN AND WORSHOP RESOURCES

Using our own experimental game, Doom-Haven (at http://www.feedfeednhv.com/digital/index.html)) we will show you how to make a game using Slade and DoomBuilder, including scripting in Decorate and ACS. We will go over basic tips and map making tricks, share our custom sprites and textures as an asset pack, and explain multi-player server setup. We will point you to the Doom community resources which helped us most along the way. The lesson plan and quick-start guide with downloadable resources are outlined below.

WORKSHOP OUTLINE—————————————–

A. Intro & Workshop setup 20 Minutes

**1. Mac OS notes

  1. Quick-Start Resource Links and Contents
  2. Software Setup Overview
  3. Install Console using DoomHaven Demo
  4. Base Game – Doom2 vs Freedoom
  5. Setting Up Modding Tools B. Resource Links and Overall Game Structure (SLADE)** 5 Minutes C. Overall functions and Basic Map Building (GZDoomBuilder) 15 Minutes a. Bowling Alley Room 1: Basics & Sector building D. Importing Textures and Making Actors (SLADE) 15 Minutes a. TEXTURES for UDMF b. custom assets and DECORATE c. Interfacing with the map editor E. More details on Map Building (GZDoomBuilder) 50 Minutes a. Room 2: Texturing and Offsets b. Room 3: Doors, Lifts, 3D Floors & Bridges c. Room 4: Switches, Lighting, Fog, and ACS scripting d. Room 5: The newsstand….Final words F. !Leave you mailing address here to receive our free art newspaper! https://forms.gle/sHmxG1gNo4WjfPPz

STEP BY STEP SETUP & LESSON PLAN————————-

1) *MAC-OS ONLY USERS : GZDoomBuilder does not have a MacOs compatible release…

OPTIONS:

Tutorials and Intro to SLADE Map Editing in UDMF can be found here:

http://slade.mancubus.net/index.php?page=wiki&wikipage=Tutorials

2) QUICKSTART RESOURCE:

a. WINDOWS DOWNLOAD:

https://drive.google.com/file/d/1iCVWe6zWVB7R_cm2Z5ZlYxygLZ74JIfm/view?usp=sharing

b. MAC-OS DOWNLOAD *:

https://drive.google.com/file/d/1kNfQ7GuxdnrzfYd5fKXyNNaip2KfWKBw/view?usp=sharing

3) SOFTWARE SETUP OVERVIEW

4) DOOM HAVEN DEMO = ONE CLICK CONSOLE INSTALL

GZDOOM GAME CONTROLS FOR DOOM-HAVEN

5) BASE GAME

OR……

6) GZDOOM CONSOLE SETUP

C:\Program Files (x86)\DoomHaven_Demo\Support_Files

7) SETTING UP MODDING TOOLS:

• SLADE SETUP

C:\Program Files (x86)\DoomHaven_Demo\Support_Files

• GZDOOMBUILDER SETUP

c. If you bought Doom thru Steam, browse to your Steam Apps--likely at:
C:\Program Files (x86)\Steam\steamapps\common\Doom 2\base\doom2.wad
d. If you are using our included free base game, browse to this folder again
C:\Program Files (x86)\DoomHaven_Demo\Support_Files
e. Add “freedom2.wad”. Add this as your base resource if you don’t have real Doom from Steam.
f. Add “DOOMHAVEN_DEMO01.wad”. These are our combined custom assets, which we will be
using to build everything. Or you can use original doom items instead, if you prefer.
g. In “ NodeBuilder” settings , Use ZDBSP – UDMF Normal
h. In “Testing” settings, Navigate to where you installed GZDoom, likely at
C:\Program Files (x86)\GZDoom\gzdoom- 4 - 3 - 3 - Windows-64bit\gzdoom.exe
i. Check out “ Controls” in settings to see what all the HOT-KEYS are. See P13 of this PDF.

8) LET’S BOWL!

NOW FULLY SETUP FOR BUILDING AND TESTING!

(ᄎ)(ᄎ)(ᄎ)(ᄎ)(ᄎ)(ᄎ)(ᄎ)(ᄎ)

Follow along with us as go over how to make new assets and maps.

Open the resources below on the web to look up script functions as you go.

9) SCRIPTING AND CODE RESOURCES

https://zdoom.org/wiki/Main_Page

See appendix PDFs: list of ACS functions, action specials, and decorate classes.

ADDITIONAL RESOURCES—————————————

SINGLE-PLAYER MULTI-MOD CUSTOM SETUP:

MULTI-PLAYER SETUP:

FREE SERVER HOSTING FOR MULTIPLAYER:

The Sentinel’s Playground: Free server setup for zandronum-compatible mods

https://allfearthesentinel.net/
* Warning : Some GZDoom features are not supported on Zandronum. Slopes and very high resolution UDMF
textures can cause issues and must sometime be coded differently. Some code needs to be adjusted.

COMMUNITY & LEARNING————————————–

Most useful and relevant websites:

Some of our favorite resources:

FANDOM, OTHER MODS—————————————–

Some great examples other wads:

SOME GZDOOMBUILDER HOTKEYS—————————-

See Settings/Preferences for all Hot-Keys or remapping

Action Key Action Key
Visual 3D Mode 퐐^ EDIT Panel 퐑퐢퐠퐡퐭^ 퐁퐮퐭퐭퐨퐧^
Toggle selection Highlight 퐇 Paste Offsets 퐒퐡퐢퐟퐭+퐕
Toggle Info Panel ~ Paste Texture M Button
Script Editor 퐅ퟏퟎ Toggle Visual Vertices ALT+V
Toggle Grid 퐀퐋퐓+퐆 Grid Decrease, Increase ] [
Toggle Event Lines 퐈 Deselect All, Select All(toggles) SHIFT+LEFT Button
Clear Selection 퐂 Navigate in Visual Mode: E,S,D,F
Copy Selection, Texture 퐂퐓퐑퐋+퐂 Select Similar ALT+LEFT Button
Map Options F2 Flip LineDef Direction F
Select 퐋퐞퐟퐭 퐁퐮퐭퐭퐨퐧 Select Bounding Box (thing) E
Copy Properties 퐂퐓퐑퐋+퐒퐇퐈퐅퐓+퐂 Move Thing Right Button (hold)
Fit To Screen HOME Select

USING INHERITANCE———————————————

https://zdoom.org/wiki/Using_inheritance

ID NUMBERS FOR CUSTOM SPRITES——————————

https://zdoom.org/wiki/Magic_numbers

!!!THANK YOU FOR PLAYING!!!

# Name Category Script Line Engine restriction
0 No special
1 Polyobj_StartLine PolyObjects No script
2 Polyobj_RotateLeft PolyObjects
3 Polyobj_RotateRight PolyObjects
4 Polyobj_Move PolyObjects
5 Polyobj_ExplicitLine PolyObjects No script
6 Polyobj_MoveTimes8 PolyObjects
7 Polyobj_DoorSwing PolyObjects
8 Polyobj_DoorSlide PolyObjects
9 Line_Horizon Renderer No script
10 Door_Close Doors
11 Door_Open Doors
12 Door_Raise Doors
13 Door_LockedRaise Doors
14 Door_Animated Doors
15 Autosave Scripting
16 Transfer_WallLight Renderer No script
17 Thing_Raise Things
18 StartConversation Scripting
19 Thing_Stop Things
20 Floor_LowerByValue Floors
21 Floor_LowerToLowest Floors
22 Floor_LowerToNearest Floors
23 Floor_RaiseByValue Floors
24 Floor_RaiseToHighest Floors
25 Floor_RaiseToNearest Floors
26 Stairs_BuildDown Stairs
27 Stairs_BuildUp Stairs
28 Floor_RaiseAndCrush Floors
29 Pillar_Build Floors and Ceilings
30 Pillar_Open Floors and Ceilings
31 Stairs_BuildDownSync Stairs
32 Stairs_BuildUpSync Stairs
33 ForceField Lines
34 ClearForceField Lines
35 Floor_RaiseByValueTimes8 Floors
36 Floor_LowerByValueTimes8 Floors
37 Floor_MoveToValue Floors
38 Ceiling_Waggle Ceilings
39 Teleport_ZombieChanger Teleporters
40 Ceiling_LowerByValue Ceilings
41 Ceiling_RaiseByValue Ceilings
42 Ceiling_CrushAndRaise Ceilings
43 Ceiling_LowerAndCrush Ceilings
44 Ceiling_CrushStop Ceilings
45 Ceiling_CrushRaiseAndStay Ceilings
46 Floor_CrushStop Floors
47 Ceiling_MoveToValue Ceilings
48 Sector_Attach3dMidtex Sectors No script
49 GlassBreak Lines
50 ExtraFloor_LightOnly Renderer No script
51 Sector_SetLink Sectors
52 Scroll_Wall Scrollers
53 Line_SetTextureOffset Renderer No line
54 Sector_ChangeFlags Sectors
55 Line_SetBlocking Lines
56 Line_SetTextureScale Renderer No line
57 Sector_SetPortal Renderer No script
58 Sector_CopyScroller Sectors No script
59 Polyobj_OR_MoveToSpot PolyObjects
60 Plat_PerpetualRaise Platforms and Lifts
61 Plat_Stop Platforms and Lifts
62 Plat_DownWaitUpStay Platforms and Lifts
63 Plat_DownByValue Platforms and Lifts
64 Plat_UpWaitDownStay Platforms and Lifts
65 Plat_UpByValue Platforms and Lifts
66 Floor_LowerInstant Floors
67 Floor_RaiseInstant Floors
68 Floor_MoveToValueTimes8 Floors
69 Ceiling_MoveToValueTimes8 Ceilings
70 Teleport Teleporters
71 Teleport_NoFog Teleporters
72 ThrustThing Things
73 DamageThing Things

Action specials

Script control
Named scripts
Scripting
Waiting
Math
Information
UDMF
Sounds
Inventory
Display
Level alteration
Actor control
Break
Continue
Restart
Suspend
Terminate
ACS_NamedExecute
ACS_NamedSuspend
ACS_NamedTerminate
ACS_NamedLockedExecute
ACS_NamedLockedExecuteDoor
ACS_NamedExecuteWithResult
ACS_NamedExecuteAlways
ScriptCall
ACS_ExecuteWait
ACS_NamedExecuteWait
Delay
NamedScriptWait
PolyWait
ScriptWait
TagWait
Ceil
cos
FixedDiv
FixedMul
FixedSqrt
Floor
Random
Round
sin
Sqrt
StrLen
VectorAngle
VectorLength
ActivatorTID
CanRaiseActor
CheckActorCeilingTexture
CheckActorClass
CheckActorFloorTexture
CheckActorProperty
CheckActorState
CheckClass
CheckFlag
CheckFont
CheckPlayerCamera
CheckProximity
CheckSight
ClassifyActor
GameSkill
GameType
GetActorAngle
GetActorCeilingZ
GetActorClass
GetActorFloorTerrain
Contents
Script control
Named scripts
Scripting
Waiting
Math
Information
Built-in ACS functions

# Name Category Script Line Engine restriction 74 Teleport_NewMap Exits 75 Teleport_EndGame Exits 76 TeleportOther Teleporters 77 TeleportGroup Teleporters 78 TeleportInSector Teleporters 79 Thing_SetConversation Things 80 ACS_Execute Scripting 81 ACS_Suspend Scripting 82 ACS_Terminate Scripting 83 ACS_LockedExecute Scripting 84 ACS_ExecuteWithResult Scripting 85 ACS_LockedExecuteDoor Scripting 86 Polyobj_MoveToSpot PolyObjects 87 Polyobj_Stop PolyObjects 88 Polyobj_MoveTo PolyObjects 89 Polyobj_OR_MoveTo PolyObjects 90 Polyobj_OR_RotateLeft PolyObjects 91 Polyobj_OR_RotateRight PolyObjects 92 Polyobj_OR_Move PolyObjects 93 Polyobj_OR_MoveTimes8 PolyObjects 94 Pillar_BuildAndCrush Floors and Ceilings 95 FloorAndCeiling_LowerByValue Floors and Ceilings 96 FloorAndCeiling_RaiseByValue Floors and Ceilings 97 Ceiling_LowerAndCrushDist Ceilings 98 Sector_SetTranslucent Renderer 99 Floor_RaiseAndCrushDoom Floors 100 Scroll_Texture_Left Scrollers No script 101 Scroll_Texture_Right Scrollers No script 102 Scroll_Texture_Up Scrollers No script 103 Scroll_Texture_Down Scrollers No script 104 Ceiling_CrushAndRaiseSilentDist Ceilings 105 Door_WaitRaise Doors 106 Door_WaitClose Doors 107 Line_SetPortalTarget Lines 109 Light_ForceLightning Lighting 110 Light_RaiseByValue Lighting 111 Light_LowerByValue Lighting 112 Light_ChangeToValue Lighting 113 Light_Fade Lighting 114 Light_Glow Lighting 115 Light_Flicker Lighting 116 Light_Strobe Lighting 117 Light_Stop Lighting 118 Plane_Copy Sectors No script 119 Thing_Damage Things 120 Radius_Quake Scripting 121 Line_SetIdentification Lines No script 125 Thing_Move Things 127 Thing_SetSpecial Things 128 ThrustThingZ Things 129 UsePuzzleItem Scripting No script 130 Thing_Activate Things 131 Thing_Deactivate Things 132 Thing_Remove Things 133 Thing_Destroy Things 134 Thing_Projectile Things 135 Thing_Spawn Things 136 Thing_ProjectileGravity Things 137 Thing_SpawnNoFog Things 138 Floor_Waggle Floors 139 Thing_SpawnFacing Things 140 Sector_ChangeSound Sectors 145 Player_SetTeam Scripting (Skulltag only: not supported by ZDoom) 152 Team_Score Scripting (Skulltag only:^ not supported by ZDoom) 153 Team_GivePoints Scripting (Skulltag only: not supported by ZDoom) 154 Teleport_NoStop Teleporters 156 Line_SetPortal Lines 157 SetGlobalFogParameter Renderer (GZDoom only: not supported by ZDoom) 158 FS_Execute Scripting 159 Sector_SetPlaneReflection Renderer (OpenGL only: not supported by ZDoom) 160 Sector_Set3dFloor Sectors No script 161 Sector_SetContents Sectors No script 168 Ceiling_CrushAndRaiseDist Ceilings

GetActorFloorTexture
GetActorFloorZ
GetActorLightLevel
GetActorPitch
GetActorPowerupTics
GetActorProperty
GetActorRoll
GetActorVelX
GetActorVelY
GetActorVelZ
GetActorViewHeight
GetActorX
GetActorY
GetActorZ
GetAirSupply
GetAmmoCapacity
GetArmorInfo
GetArmorType
GetChar
GetCVar
GetCVarString
GetLevelInfo
GetLineActivation
GetLineRowOffset
GetLineX
GetLineY
GetPlayerInfo
GetPlayerInput
GetPolyobjX
GetPolyobjY
GetScreenHeight
GetScreenWidth
GetSectorCeilingZ
GetSectorFloorZ
GetSectorLightLevel
GetSigilPieces
GetUserArray
GetUserCVar
GetUserCVarString
GetUserVariable
GetWeapon
IsPointerEqual
IsTIDUsed
LineSide
PlayerClass
PlayerCount
PlayerFrags
PlayerInGame
PlayerIsBot
PlayerNumber
SetResultValue
StrArg
StrCmp
StrIcmp
ThingCount
ThingCountName
ThingCountNameSector
ThingCountSector
Timer
UniqueTID
GetLineUDMFInt
GetLineUDMFFixed
GetSectorUDMFInt
GetSectorUDMFFixed
GetSideUDMFInt
GetSideUDMFFixed
GetThingUDMFInt
GetThingUDMFFixed
ActivatorSound
AmbientSound
LocalAmbientSound
LocalSetMusic
PlayActorSound
PlaySound
SectorSound
SetMusic
SetMusicVolume
SoundSequence
SoundSequenceOnActor
SoundSequenceOnSector
SoundSequenceOnPolyobj
SoundVolume
StopSound
ThingSound
CheckActorInventory
CheckInventory
CheckWeapon
ClearActorInventory
ClearInventory
DropInventory
DropItem
GetMaxInventory
GiveActorInventory
UDMF
Sounds
Inventory

# Name Category Script Line Engine restriction 169 Generic_Crusher2 Ceilings 170 Sector_SetCeilingScale2 Sectors No line 171 Sector_SetFloorScale2 Sectors No line 172 Plat_UpNearestWaitDownStay Platforms and Lifts 173 NoiseAlert Scripting 174 SendToCommunicator Scripting 175 Thing_ProjectileIntercept Things 176 Thing_ChangeTID Things 177 Thing_Hate Things 178 Thing_ProjectileAimed Things 179 ChangeSkill Scripting 180 Thing_SetTranslation Things 181 Plane_Align Sectors No script 182 Line_Mirror Renderer No script 183 Line_AlignCeiling Renderer No line 184 Line_AlignFloor Renderer No line 185 Sector_SetRotation Sectors 186 Sector_SetCeilingPanning Sectors 187 Sector_SetFloorPanning Sectors 188 Sector_SetCeilingScale Sectors 189 Sector_SetFloorScale Sectors 190 Static_Init Sectors No script 191 SetPlayerProperty Scripting 192 Ceiling_LowerToHighestFloor Ceilings 193 Ceiling_LowerInstant Ceilings 194 Ceiling_RaiseInstant Ceilings 195 Ceiling_CrushRaiseAndStayA Ceilings 196 Ceiling_CrushAndRaiseA Ceilings 197 Ceiling_CrushAndRaiseSilentA Ceilings 198 Ceiling_RaiseByValueTimes8 Ceilings 199 Ceiling_LowerByValueTimes8 Ceilings 200 Generic_Floor Floors 201 Generic_Ceiling Ceilings 202 Generic_Door Doors 203 Generic_Lift Platforms and Lifts 204 Generic_Stairs Stairs 205 Generic_Crusher Ceilings 206 Plat_DownWaitUpStayLip Platforms and Lifts 207 Plat_PerpetualRaiseLip Platforms and Lifts 208 TranslucentLine Renderer 209 Transfer_Heights Renderer No script 210 Transfer_FloorLight Renderer No script 211 Transfer_CeilingLight Renderer No script 212 Sector_SetColor Sectors 213 Sector_SetFade Sectors 214 Sector_SetDamage Sectors 215 Teleport_Line Teleporters No script 216 Sector_SetGravity Sectors 217 Stairs_BuildUpDoom Stairs 218 Sector_SetWind Sectors 219 Sector_SetFriction Sectors 220 Sector_SetCurrent Sectors 221 Scroll_Texture_Both Scrollers 222 Scroll_Texture_Model Scrollers No script 223 Scroll_Floor Scrollers 224 Scroll_Ceiling Scrollers 225 Scroll_Texture_Offsets Scrollers No script 226 ACS_ExecuteAlways Scripting 227 PointPush_SetForce Sectors No script 228 Plat_RaiseAndStayTx0 Platforms and Lifts 229 Thing_SetGoal Things 230 Plat_UpByValueStayTx Platforms and Lifts 231 Plat_ToggleCeiling Platforms and Lifts 232 Light_StrobeDoom Lighting 233 Light_MinNeighbor Lighting 234 Light_MaxNeighbor Lighting 235 Floor_TransferTrigger Floors 236 Floor_TransferNumeric Floors 237 ChangeCamera Scripting 238 Floor_RaiseToLowestCeiling Floors 239 Floor_RaiseByValueTxTy Floors 240 Floor_RaiseByTexture Floors 241 Floor_LowerToLowestTxTy Floors 242 Floor_LowerToHighest Floors

GiveInventory
SetWeapon
TakeActorInventory
TakeInventory
UseActorInventory
UseInventory
HudMessage
HudMessageBold
Log
Print
PrintBold
SetFont
SetHudClipRect
SetHudSize
SetHudWrapWidth
SetMugShotState
StrLeft
StrMid
StrParam
StrRight
StrCpy
ChangeCeiling
ChangeFloor
ChangeLevel
ChangeSky
ClearLineSpecial
QuakeEx
Radius_Quake
ReplaceTextures
SectorDamage
SetAirControl
SetCameraToTexture
SetCeilingTrigger
SetCVar
SetCVarString
SetFloorTrigger
SetFogDensity (GZDoom only: not supported by ZDoom)
SetGravity
SetLineActivation
SetLineBlocking
SetLineMonsterBlocking
SetLineSpecial
SetLineTexture
SetSectorDamage
SetSectorGlow (GZDoom only: not supported by ZDoom)
SetSectorTerrain
SetSkyScrollSpeed
SetUserCVar
SetUserCVarString
SpawnParticle
CancelFade
ChangeActorAngle
ChangeActorPitch
ChangeActorRoll (GZDoom only: not supported by ZDoom)
CreateTranslation
DamageActor
FadeRange
FadeTo
LineAttack
MorphActor
PickActor
SetActivator
SetActivatorToTarget
SetActorAngle
SetActorFlag
SetActorPitch
SetActorPosition
SetActorProperty
SetActorRoll (GZDoom only: not supported by ZDoom)
SetActorState
SetActorTeleFog
SetActorVelocity
SetAirSupply
SetAmmoCapacity
SetMarineSprite
SetMarineWeapon
SetPointer
SetSubtitleNumber (development version b7bbfd4 (http://zdoom.org/Changelog/b7bbfd4/files) only)
SetThingSpecial
SetTranslation
SetUserArray
SetUserVariable
Spawn
SpawnDecal
SpawnForced
SpawnProjectile
SpawnSpot
SpawnSpotFacing
SpawnSpotFacingForced
SpawnSpotForced
Display
Level alteration
Actor control
# Name Category Script Line Engine restriction
243 Exit_Normal Exits
244 Exit_Secret Exits
245 Elevator_RaiseToNearest Floors and Ceilings
246 Elevator_MoveToFloor Floors and Ceilings
247 Elevator_LowerToNearest Floors and Ceilings
248 HealThing Things
249 Door_CloseWaitOpen Doors
250 Floor_Donut Floors
251 FloorAndCeiling_LowerRaise Floors and Ceilings
252 Ceiling_RaiseToNearest Ceilings
253 Ceiling_LowerToLowest Ceilings
254 Ceiling_LowerToFloor Ceilings
255 Ceiling_CrushRaiseAndStaySilA Ceilings
256 Floor_LowerToHighestEE Floors
257 Floor_RaiseToLowest Floors
258 Floor_LowerToLowestCeiling Floors
259 Floor_RaiseToCeiling Floors
260 Floor_ToCeilingInstant Floors
261 Floor_LowerByTexture Floors
262 Ceiling_RaiseToHighest Ceilings
263 Ceiling_ToHighestInstant Ceilings
264 Ceiling_LowerToNearest Ceilings
265 Ceiling_RaiseToLowest Ceilings
266 Ceiling_RaiseToHighestFloor Ceilings
267 Ceiling_ToFloorInstant Ceilings
268 Ceiling_RaiseByTexture Ceilings
269 Ceiling_LowerByTexture Ceilings
270 Stairs_BuildDownDoom Stairs
271 Stairs_BuildUpDoomSync Stairs
272 Stairs_BuildDownDoomSync Stairs
273 Stairs_BuildUpDoomCrush Stairs
274 Door_AnimatedClose Doors
275 Floor_Stop Floors
276 Ceiling_Stop Ceilings
277 Sector_SetFloorGlow Sectors
278 Sector_SetCeilingGlow Sectors
279 Floor_MoveToValueAndCrush Floors
280 Ceiling_MoveToValueAndCrush Ceilings
281 Line_SetAutomapFlags Lines
282 Line_SetAutomapStyle Lines

Retrieved from “https://zdoom.org/w/index.php?title=Action_specials&oldid=48300”

This page was last edited on 13 February 2021, at 12:02. Content is available under GNU Free Documentation License 1.2 unless otherwise noted.

Classes:Doom

This is a list of the default classes available in Doom 1 and 2. For classes from other games, see the main article.

Characters
Monsters
Stealth Monsters
The Marines
Explosives
Pickups
Weapons
Ammo
Powerups
Keys
Props
Tech
Hell
Corpse
Gore
Misc
Arachnotron // Arachnotron

ArchvileBaronOfHell // Arch-vile // Baron of Hell (^) HellKnight // Hell knight CacodemonCyberdemon // Cacodemon // Cyberdemon (^) Demon // Demon SpectreChaingunGuy // Partially invisible demon // Former human commando DoomImp // Imp FatsoLostSoul // Mancubus // Lost soul (^) PainElemental // Pain elemental RevenantShotgunGuy // Revenant // Former human sergeant (^) SpiderMastermind // Spider mastermind WolfensteinSSZombieMan // Former human trooper // Wolfenstein soldier (^) StealthArachnotron // Stealth Arachnotron StealthArchvileStealthBaron // Stealth Baron // Stealth Archvile StealthHellKnight // Stealth Hell Knight StealthCacodemonStealthDemon // Stealth Demon // Stealth Cacodemon StealthChaingunGuy // Stealth Chaingunner StealthDoomImpStealthFatso // Stealth Mancubus // Stealth Imp(Doom) StealthRevenant // Stealth Revenant StealthShotgunGuyStealthZombieMan // Stealth Trooper // Stealth Sergeant MarineBFGMarineBerserk // BFG Marine // Marine (Powerful Punch) (^) MarineChaingunMarineChainsaw // Chaingun Marine // Chainsaw Marine (^) MarineFist // Marine (Punches) MarinePistolMarinePlasma // Pistol Marine // Plasma Gun Marine (^) MarineRailgun // Railgun Marine MarineRocketMarineSSG // Super Shotgun Marine // Rocket Launcher Marine MarineShotgun // Shotgun Marine ScriptedMarineMBFHelperDog // Marine Best Friend Helper Dog (The dog is not avaliable in programs similar to Zdoom) // Marine (No Attack) (^)

Contents Characters Monsters Stealth Monsters The Marines Explosives

ArachnotronPlasmaArchvileFire // Fire (This shows the fire prior to the attack) // Arachnotron Plasma Bolt (^)
BaronBallCacodemonBall // Baron/Hell Knight Fireball // Cacodemon Fireball
BFGBallBFGExtra // BFG Plasma Ball // BFG Hit Animation (^)
BulletPuff // Bullet Puff
DoomImpBallFatShot // Mancubus Fireball // Imp Fireball(Doom)
PlasmaBall // Blue Plasma Bolt
RevenantTracerRevenantTracerSmoke // Revenant Missile // Revenant Homing Missile Trail (^)
Rocket // Fired Rocket
BFG9000 // BFG 9000
ChaingunChainsaw // Chaingun // Chainsaw (^)
Fist // Punch (yes thats right)
PistolPlasmaRifle // Pistol // Plasma Gun (^)
RocketLauncher // Rocket Launcher
ShotgunSuperShotgun // Shotgun // Double-barreled Shotgun (^)
Backpack // Backpack (Increase carrying capacity)
CellCellPack // Cell // Cell Pack (^)
Clip // Ammo Clip
ClipBoxRocketAmmo // Box of Bullets // Rocket
RocketBox // Box of Rockets
ShellShellBox // 4 Shells // Box of Shells (^)
AllmapArmorBonus // Computer Area Map // Armor Helmet
Berserk // Berserk Pack (Full Health+Super Strength)
BlueArmorBlurSphere // Heavy Armor // Partial Invisibility (^)
GreenArmor // Light Armor
HealthBonusInfrared // Light-Amp Goggles // Health Potion (^)
InvulnerabilitySphere // Invulnerability
MedikitMegasphere // Medikit(+25 Health) // Megasphere (+200 Health/Armor) (^)
RadSuit // Radiation Suit
SoulsphereStimpack // Stimpack(+10 Health) // Soul Sphere (+100 Health)
BlueCardBlueSkull // Blue Keycard // Blue Skull Key (^)
RedCardRedSkull // Red Keycard // Red Skull Key (^)
YellowCard // Yellow Keycard
YellowSkull // Yellow Skull Key
Column // Mini Tech Light
BurningBarrelExplosiveBarrel // Barrel Fire // Exploding Barrel(Doom) (^)
TechLamp // Large Tech Lamp
TechLamp2TechPillar // Small Tech Lamp // Tech Column
BigTreeBlueTorch // Big Scorched Tree // Large Blue Torch
Candelabra // Candelabra
CandlestickEvilEye // Floating Eye above Candle // Candle (^)
FloatingSkull // Floating Skulls
GreenTorch // Large Green Torch
**Pickups
Weapons
Ammo
Powerups
Keys
Props
Tech
Hell**


HeadCandlesHeadOnAStick // Skulls with Candles // Stick with Impaled Head (^)
HeadsOnAStickHeartColumn // Green Pillar with Heart // Stick with several Impaled Heads
RedTorch // Large Red Torch
ShortBlueTorchShortGreenColumn // Small Blue Torch // Short Green Pillar (^)
ShortGreenTorch // Small Green Torch
ShortRedColumnShortRedTorch // Small Red Torch // Short Red Pillar
SkullColumn // Red Pillar with Skull
StalagtiteTallGreenColumn // Stalagmite (on the ground) // Tall Green Pillar
TallRedColumn // Tall Red Pillar
TorchTree // Small Burned Tree
DeadCacodemon // Cacodemon Corpse
DeadDemonDeadDoomImp // Demon Corpse // Imp Corpse(Doom)
DeadLostSoul // Lost Soul Corpse (If you give it one)
DeadMarineDeadShotgunGuy // Marine Corpse // Sergeant Corpse (^)
DeadZombieMan // Trooper Corpse
GibbedMarineGibbedMarineExtra // Gibbed Marine Corpse // Gibbed Marine Corpse 2 (^)
BloodyTwitch // Twitching Hanging Body
BrainStemColonGibs // Brains // Blood Pool with skin (^)
DeadStick // Dead Impaled Body
GibsHangBNoBrain // Crushed Gibs (Placeable in level editor) // Hanging Body (Missing Brain)
HangNoGuts // Hanging Body (Missing Insides)
HangTLookingDownHangTLookingUp // Hanging Torso looking up // Hanging Torso looking down
HangTNoBrain // Hanging Torso (Missing Brain)
HangTSkullLiveStick // Twitching Impaled Body // Hanging Torso (Exposed Brain)
Meat2 // Hanging Body
Meat3Meat4 // Hanging Body with missing leg // Hanging Torso
Meat5NonsolidMeat2 // Hanging Leg // Hanging Body (Not Blocking) (^)
NonsolidMeat3 // Hanging Body with missing leg (Not Blocking)
NonsolidMeat4NonsolidMeat5 // Hanging Torso (Not Blocking) // Hanging Leg (Not Blocking)
NonsolidTwitch // Twitching Hanging Body (Not Blocking)
SmallBloodPool // Small Blood Pool
BossBrain // Romero Head
BossEyeBossTarget // Spawn Cube Shooter // Spawn Cube Landing Spot (Spawn these before you (^)
spawn the shooter or it won't spit cubes!)
SpawnShotSpawnFire // Spawn Cube // Spawn Cube Teleport Fire (^)
CommanderKeen // Hanging Commander Keen
DoomPlayerDoomUnusedStates // Marine (Player-Controlled) // A placeholder for some Dehacked-only states (^)
Retrieved from "https://zdoom.org/w/index.php?title=Classes:Doom&oldid=42783"

**Corpse
Gore
Misc**

Support

This program is supported, in part, by public funds from the New York City Department of Cultural Affairs in partnership with the City Council. And by Babycastles members. Thank you.