Sector

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Revision as of 06:30, 12 February 2005 by Radius (talk | contribs) (add sector type table)


A sector is an area referenced by Sidedefs on the Linedefs. Sectors should be closed areas, meaning that all the sidedefs that reference a particular sector should make up a closed shape. Note that having unclosed sectors is possible, and can be used for a few special effects, but you shouldn't really attempt to use them unless you're pretty experienced in level editing since they can cause unpredictable results (including crashes).

Ceiling Flat - This is the name of the flat (texture) used to texture the floor of the sector.

Floor Flat - Same as the ceiling flat, only used on the floor.

Ceiling Height - The height of the ceiling.

Floor Height - The height of the floor.

Lighting - How bright the sector is.

Sector Tag - A number used that allows you to alter the sector's ceiling and/or floor height, lighting level or even flats. This is accomplished by having an "action" linedef somewhere that has the same tag number as the sector(s) to be altered.

Sector Type - A defining property of the sector. These allow you to give a sector some form of damage (for things like lava and slime), have the sectors light level change constantly, enable wind or currents or even push the player in a certain direction. See below.

Sector structure

Doom level format

Sectors are stored in WAD files in the following format:

Size(bytes) Description
2 Floor height
2 Ceiling height
8 Name of floor texture
8 Name of ceiling texture
2 Light level
2 Type
2 Tag number

Sector types

Type Class Effect
0 Normal
1 Light Blink random
2 Light Blink 0.5 second
3 Light Blink 1.0 second
4 Both 20% damage per second plus light blink 0.5 second
5 Damage 10% damage per second
7 Damage 5% damage per second
8 Light Oscillates
9 Secret Player entering this sector gets credit for finding a secret
10 Door 30 seconds after level start, ceiling closes like a door
11 End 20% damage per second. When player dies, level ends
12 Light Blink 0.5 second, synchronized
13 Light Blink 1.0 second, synchronized
14 Door 300 seconds after level start, ceiling opens like a door
16 Damage 20% damage per second
17 Light Flickers randomly
  • Damage is halved at skill level 1
  • Damage is split between health and armor (if any)

Sources