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// Texture loading options
mixtexturesflats = true;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
// Generalized sector types
gen_sectortypes
{
lighting
{
0 = "Normal";
1 = "Light Blinks (randomly)";
2 = "Light Blinks (0.5 sec)";
3 = "Light Blinks (1 sec)";
8 = "Light Glows (1+ sec)";
12 = "Light Blinks (0.5 sec sync)";
13 = "Light Blinks (1 sec sync)";
17 = "Light Flickers (randomly)";
}
}
linedefflags
{
512 = "PassThru";
}
linedefflagtooltips
{
512 = "Normally, if you try to pull a switch or use a door, then players are only able to activate\nthe closest linedef with a special. When PassThru is set, your use reaches\nthrough and allows players to activate both this line and whatever is behind this\nline.\nThis does nothing for 1-sided lines because they always block use actions.\n\nNote that if someone plays your map on ZDoom-derived ports like GZDoom or Zandronum,\nthen PassThru will be true for walkover specials & scrollers even when this flag\nis not set, unless you set 'compat_useblocking' in MAPINFO.";
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
512 = "passuse";
}
linedefflags_udmf
{
blocking = "Impassable";
blockmonsters = "Block monster";
twosided = "Doublesided";
dontpegtop = "Upper unpegged";
dontpegbottom = "Lower unpegged";
secret = "Secret";
blocksound = "Block sound";
dontdraw = "Hidden";
mapped = "Shown";
passuse = "PassThru";
}
linedefflagtooltips_udmf
{
blocking = "If set on a 2-sided linedef, the linedef blocks players and monsters from being able to move through it. \nThis is typically used for mid-textured cage bars.\nBy convention, most doom-related software sets it for 1-sided lines by default because the\nid Software maps did, but it doesn't actually do anything.";
blockmonsters = "If set, blocks only monster movement.\n(in addition to whatever existing blocking properties it would have).";
twosided = "If set, then it has 2 sidedefs and acts as a connection between two sectors.";
dontpegtop = "If set:\nIf the linedef is 2-sided, the upper texture starts at the height of the higher ceiling.\nIf not set: and the linedef is 2-sided, the upper texture starts at the lower ceiling instead.\nIf the linedef is 1-sided, this does nothing.";
dontpegbottom = "If set: If the linedef is 2-sided, the lower texture starts at the height of the higher ceiling.\nIf not set: and the linedef is 2-sided, the upper texture starts at the higher floor instead.\nIf the linedef is 1-sided, this makes the mid texture start at floor instead of the ceiling.\nYou probably want to use this for door tracks if you don't want them to move with the door.";
secret = "If set, this flag prevents it from being marked as a switch or a door on the automap.";
blocksound = "If set, this linedef will partially block monster-waking sound from passing into the sector on the other side of it.\nNote that a sound must try to pass through two of these lines before being blocked.\nThis does not block the actual audio that the player hears at all, it is only for the monster AI.\nThis does nothing for 1-sided linedefs.";
dontdraw = "If set, this line is not shown on the automap even if you are looking directly at it";
mapped = "If set, this line is always revealed on the automap even if you haven't actually visited the area.";
passuse = "Normally, if you try to pull a switch or use a door, then players are only able to activate\nthe closest linedef with a special. When PassThru is set, your use reaches\nthrough and allows players to activate both this line and whatever is behind this\nline.\nThis does nothing for 1-sided lines because they always block use actions.\n\nNote that if someone plays your map on ZDoom-derived ports like GZDoom or Zandronum,\nthen PassThru will be true for walkover specials & scrollers even when this flag\nis not set, unless you set 'compat_useblocking' in MAPINFO.";
}
thingflags
{
//2048 = "Translucent (25%)";
//4096 = "Invisible";
//8192 = "Friendly";
//16384 = "Frozen while inactive";
}
thingflags_udmf
{
skill1 = "Skill 1";
skill2 = "Skill 2";
skill3 = "Skill 3";
skill4 = "Skill 4";
skill5 = "Skill 5";
ambush = "Ambush";
single = "Singleplayer";
dm = "Deathmatch";
coop = "Cooperative";
friend = "Friendly";
}
thingflagtooltips_udmf
{
skill1 = "If set, this actor appears on 'I'm Too Young To Die' difficulty.";
skill2 = "If set, this actor appears on 'Hey, Not Too Rough' difficulty.";
skill3 = "If set, this actor appears on 'Hurt Me Plenty' difficulty.";
skill4 = "If set, this actor appears on 'Ultraviolence' difficulty.";
skill5 = "If set, this actor appears on 'Nightmare' difficulty.";
ambush = "If set, this actor does not wake up if it hears the player until the player comes within field of view\n(even if the actor is facing the away from the player).";
single = "If not set, the actor does not appear in singleplayer modes.";
dm = "If not set, the actor does not appear in deathmatch modes.";
coop = "If not set, the actor does not appear in co-op modes.";
friend = "If set, the actor is friendly to the player.\nIf it is a monster, it will attack other players.";
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
//2048 = "translucent";
//4096 = "invisible";
//8192 = "friend";
//16384 = "standing";
}
defaultthingflags
{
1;
2;
4;
}
defaultthingflags_udmf
{
skill1;
skill2;
skill3;
skill4;
skill5;
single;
coop;
dm;
}
// Default sector brightness levels
sectorbrightness
{
255; 248; 240; 232; 224; 216; 208; 200; 192; 184; 176; 168; 160; 152; 144; 136;
128; 120; 112; 104; 96; 88; 80; 72; 64; 56; 48; 40; 32; 24; 16; 8; 0;
}
/*
TEXTURES AND FLAT SOURCES
This tells Doom Builder where to find the information for textures
and flats in the IWAD file, Addition WAD file and Map WAD file.
Start and end lumps must be given in a structure (of which the
key name doesnt matter) and any textures or flats in between them
are loaded in either the textures category or flats category.
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
*/
textures
{
edge1
{
start = "TX_START";
end = "TX_END";
}
}
hires
{
edge1
{
start = "HI_START";
end = "HI_END";
}
}
/*
ADDITIONAL UNIVERSAL DOOM MAP FORMAT FIELD DEFINITIONS
See Documents\fielddatatypes.txt for informtion on the types.
*/
universalfields
{
linedef
{
comment
{
type = 2;
default = "";
}
}
sidedef
{
comment
{
type = 2;
default = "";
}
}
thing
{
comment
{
type = 2;
default = "";
}
}
sector
{
comment
{
type = 2;
default = "";
}
}
}
/*
MAP LUMP NAMES
Map lumps are loaded with the map as long as they are right after each other. When the editor
meets a lump which is not defined in this list it will ignore the map if not satisfied.
The order of items defines the order in which lumps will be written to WAD file on save.
To indicate the map header lump, use ~MAP
Legenda:
required = Lump is required to exist.
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
nodebuild = The nodebuilder generates this lump.
allowempty = The nodebuilder is allowed to leave this lump empty.
script = This lump is a text-based script. Specify the filename of the script configuration to use.
*/
doommaplumpnames
{
REJECT
{
allowempty = true;
}
}
udmfmaplumpnames
{
BEHAVIOR
{
required = false;
nodebuild = false;
blindcopy = true;
}
DIALOGUE
{
required = false;
nodebuild = false;
script = "ZDoom_USDF.cfg";
}
ZNODES
{
required = false;
nodebuild = true;
allowempty = false;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = true;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = true;
}
SCRIPTS
{
required = false;
nodebuild = false;
script = "ZDoom_ACS.cfg";
}
}
enums
{
frontback
{
0 = "Front";
1 = "Back";
}
backfront
{
1 = "Front";
0 = "Back";
}
floorceiling
{
0 = "Floor";
1 = "Ceiling";
}
ceilingfloor
{
0 = "Ceiling";
1 = "Floor";
}
sector_flags
{
1 = "Silent";
2 = "No Falling Damage";
4 = "Drop with floor";
8 = "No Respawn";
}
keys
{
0 = "None";
1 = "Red key card";
2 = "Blue key card";
3 = "Yellow key card";
4 = "Red skull key";
5 = "Blue skull key";
6 = "Yellow skull key";
100 = "Any key";
101 = "All keys";
102 = "Impossible";
129 = "Any red key";
130 = "Any blue key";
131 = "Any yellow key";
229 = "One of each color";
}
spawnthing
{
0 = "None";
1 = "Shotgun Guy";
2 = "Chaingun Guy";
3 = "Baron Of Hell";
4 = "Zombieman";
5 = "Imp";
6 = "Arachnotron";
7 = "Spider Mastermind";
8 = "Demon";
9 = "Spectre";
10 = "Imp Fireball";
11 = "Clip";
12 = "Shells";
19 = "Cacodemon";
20 = "Revenant";
21 = "Bridge";
22 = "Armour Bonus";
23 = "Stimpack";
24 = "Medkit";
25 = "Soul Sphere";
27 = "Shotgun";
28 = "Chaingun";
29 = "Rocket Launcher";
30 = "Plasma Gun";
31 = "BFG";
32 = "Chainsaw";
33 = "Super Shotgun";
51 = "Plasma Bolt";
53 = "Tracer";
68 = "Green Armour";
69 = "Blue Armour";
75 = "Cell";
85 = "Blue Keycard";
86 = "Red Keycard";
87 = "Yellow Keycard";
88 = "Yellow Skullkey";
89 = "Red Skullkey";
90 = "Blue Skullkey";
98 = "Temp Large Flame";
100 = "Stealth Baron";
101 = "Stealth Hell Knight";
102 = "Stealth Zombieman";
103 = "Stealth Shotgun Guy";
110 = "Lost Soul";
111 = "Arch-Vile";
112 = "Mancubus";
113 = "Hell Knight";
114 = "Cyberdemon";
115 = "Pain Elemental";
116 = "Wolf SS Soldier";
117 = "Stealth Arachnotron";
118 = "Stealth Arch-Vile";
119 = "Stealth Cacodemon";
120 = "Stealth Chaingun Guy";
121 = "Stealth Demon";
122 = "Stealth Imp";
123 = "Stealth Mancubus";
124 = "Stealth Revenant";
125 = "Barrel";
126 = "Cacodemon Shot";
127 = "Rocket (Projectile)";
128 = "BFG Shot";
129 = "Arachnotron Plasma Bolt";
130 = "Blood";
131 = "Bullet Puff";
132 = "Megasphere";
133 = "Invulnerability Sphere";
134 = "Berserk Pack";
135 = "Invisibility Sphere";
136 = "Radiation Suit";
137 = "Computer Map";
138 = "Light-Amp Goggles";
139 = "Box Of Ammo";
140 = "Rocket (Ammo)";
141 = "Box Of Rockets";
142 = "Larce Cell";
143 = "Box Of Shells";
144 = "Backpack";
145 = "Guts";
146 = "Blood Pool 1";
147 = "Blood Pool 2";
148 = "Blood Pool 3";
149 = "Flaming Barrel";
150 = "Brains";
151 = "Scripted Marine";
152 = "Health Bonus";
153 = "Mancubus Shot";
154 = "Baron Fireball";
}
generic_floor_target
{
0 = "Relative offset";
1 = "Highest neighbor";
2 = "Lowest neighbor";
3 = "Nearest neighbor";
4 = "Lowest neighbor";
5 = "Ceiling";
6 = "Shortest lower texture";
}
generic_ceiling_target
{
0 = "Relative offset";
1 = "Highest neighbor";
2 = "Lowest neighbor";
3 = "Nearest neighbor";
4 = "Highest neighbor";
5 = "Floor";
6 = "Shortest lower texture";
}
generic_door_types
{
0 = "Open Close";
1 = "Open Stay";
2 = "Close Open";
3 = "Close Stay";
}
generic_lift_types
{
0 = "Up Stay";
1 = "Down Up";
2 = "Down to nearest";
3 = "Down to lowest";
4 = "Perpetual raise";
}
death_types
{
0 = "Unknown";
12 = "Water";
13 = "Slime";
14 = "Lava";
15 = "Crush";
16 = "Telefrag";
17 = "Falling";
18 = "Suicide";
19 = "Barrel";
20 = "Exit";
21 = "Splash";
22 = "Hit";
}
}
// Default thing filters
// (these are not required, just usefull for new users)
thingsfilters_udmf
{
filter0
{
name = "Keys only";
category = "keys";
type = -1;
}
filter2
{
name = "Skill 1";
category = "";
type = -1;
fields
{
skill1 = true;
}
}
filter3
{
name = "Skill 2";
category = "";
type = -1;
fields
{
skill2 = true;
}
}
filter4
{
name = "Skill 3";
category = "";
type = -1;
fields
{
skill3 = true;
}
}
filter5
{
name = "Skill 4";
category = "";
type = -1;
fields
{
skill4 = true;
}
}
/*
filter6
{
name = "Skill 5";
category = "";
type = -1;
fields
{
skill5 = true;
}
}
filter7
{
name = "Skill 6";
category = "";
type = -1;
fields
{
skill6 = true;
}
}
filter8
{
name = "Skill 7";
category = "";
type = -1;
fields
{
skill7 = true;
}
}
filter9
{
name = "Skill 8";
category = "";
type = -1;
fields
{
skill8 = true;
}
}
*/
}
// How thing flags should be compared (for the stuck thing error check)
thingflagscompare_udmf
{
skills {
skill6;
skill7;
skill8;
}
classes {
class4;
class5;
class6;
class7;
class8;
}
}