Thing types
From DoomWiki.org
Revision as of 03:26, 9 July 2017 by Xymph (talk | contribs) (→Obstacles: update thing names that differ too much from how DEU/DeePsea/SLADE3 call them)
Main article: Thing
For a single table containing all Things, see Thing types by number.
Contents
Doom, Doom II, Final Doom
These tables include the following columns.
- Decimal - Type number, in decimal
- Hex - Type number, in hexadecimal
- Version - First Doom version that thing appears in:
- S - Shareware
- R - Registered
- 2 - Doom II
- Radius - Radius, in map units (note that the map "footprint" of a Thing is square, not round, so this is the distance from the center to the midpoint of an edge)
- Sprite - First four letters of the name of all sprite graphics
- Sequence - For animated sprites, default pattern through which the animation progresses. "+" indicates that certain gameplay developments (such as a monster being shot) may interrupt this pattern with additional graphics
- Class:
- A - Artifact item. Counts toward ITEMS percentage at the end of a level
- P - Pickup. Player can pick the thing up by walking over it
- W - Weapon
- M - Monster. Counts towards kill percentage, hidden when using the nomonsters parameter, respawns in Nightmare!
- O - Obstacle. Players and monsters must walk around
- ^ - Hangs from ceiling, or floats if a monster (aside from Commander Keen, who does not move; dead monsters, excepting lost souls, fall to the floor when killed)
- Description
Monsters
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
68 | 44 | 2 | 64 | 64 | BSPI | AB+ | MO | Arachnotron |
64 | 40 | 2 | 20 | 56 | VILE | AB+ | MO | Arch-vile |
3003 | BBB | S | 24 | 64 | BOSS | AB+ | MO | Baron of Hell |
3005 | BBD | R | 31 | 56 | HEAD | A+ | MO^ | Cacodemon |
72 | 48 | 2 | 16 | 72 | KEEN | A+ | MO^ | Commander Keen |
16 | 10 | R | 40 | 110 | CYBR | AB+ | MO | Cyberdemon |
3002 | BBA | S | 30 | 56 | SARG | AB+ | MO | Demon |
65 | 41 | 2 | 20 | 56 | CPOS | AB+ | MO | Heavy weapon dude |
69 | 45 | 2 | 24 | 64 | BOS2 | AB+ | MO | Hell knight |
3001 | BB9 | S | 20 | 56 | TROO | AB+ | MO | Imp |
3006 | BBE | R | 16 | 56 | SKUL | AB+ | M1O^ | Lost soul |
67 | 43 | 2 | 48 | 64 | FATT | AB+ | MO | Mancubus |
71 | 47 | 2 | 31 | 56 | PAIN | A+ | MO^ | Pain elemental |
66 | 42 | 2 | 20 | 56 | SKEL | AB+ | MO | Revenant |
9 | 9 | S | 20 | 56 | SPOS | AB+ | MO | Shotgun guy |
58 | 3A | S | 30 | 56 | SARG | AB+ | MO | Spectre |
7 | 7 | R | 128 | 100 | SPID | AB+ | MO | Spiderdemon |
84 | 54 | 2 | 20 | 56 | SSWV | AB+ | MO | Wolfenstein SS |
3004 | BBC | S | 20 | 56 | POSS | AB+ | MO | Zombieman |
- Beginning with version 1.4, lost souls neither respawn nor count toward kill percentage.
Weapons
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
2006 | 7D6 | R | 20 | 16 | BFUG | A | WP1 | BFG9000 |
2002 | 7D2 | S | 20 | 16 | MGUN | A | WP1 | Chaingun |
2005 | 7D5 | S | 20 | 16 | CSAW | A | WP2 | Chainsaw |
2004 | 7D4 | R | 20 | 16 | PLAS | A | WP1 | Plasma gun |
2003 | 7D3 | S | 20 | 16 | LAUN | A | WP1 | Rocket launcher |
2001 | 7D1 | S | 20 | 16 | SHOT | A | WP1 | Shotgun |
82 | 52 | 2 | 20 | 16 | SGN2 | A | WP1 | Super shotgun |
- Not picked up if the player already has one, and is already carrying the maximum amount of the corresponding ammo.
- Not picked up if the player already has one.
Ammunition
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
2008 | 7D8 | S | 20 | 16 | SHEL | A | P1 | 4 shotgun shells |
2048 | 800 | S | 20 | 16 | AMMO | A | P1 | Box of bullets |
2046 | 7FE | S | 20 | 16 | BROK | A | P1 | Box of rockets |
2049 | 801 | S | 20 | 16 | SBOX | A | P1 | Box of shotgun shells |
2007 | 7D7 | S | 20 | 16 | CLIP | A | P1 | Clip |
2047 | 7FF | R | 20 | 16 | CELL | A | P1 | Energy cell |
17 | 11 | R | 20 | 16 | CELP | A | P1 | Energy cell pack |
2010 | 7DA | S | 20 | 16 | ROCK | A | P1 | Rocket |
- Not picked up if the player is already carrying the maximum amount of this type of ammo.
Artifact items
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
2015 | 7DF | S | 20 | 16 | BON2 | ABCDCB | AP | Armor bonus |
2023 | 7E7 | R | 20 | 16 | PSTR | A | AP | Berserk |
2026 | 7EA | S | 20 | 16 | PMAP | ABCDCB | AP1 | Computer area map |
2014 | 7DE | S | 20 | 16 | BON1 | ABCDCB | AP | Health bonus |
2022 | 7E6 | R | 20 | 16 | PINV | ABCD | AP | Invulnerability |
2045 | 7FD | S | 20 | 16 | PVIS | AB | AP | Light amplification visor |
83 | 53 | 2 | 20 | 16 | MEGA | ABCD | AP | Megasphere |
2024 | 7E8 | S | 20 | 16 | PINS | ABCD | AP | Partial invisibility |
2013 | 7DD | S | 20 | 16 | SOUL | ABCDCB | AP | Supercharge |
- Only one of these may be picked up per level, although any additional maps still count against the player's item tally. In multiplayer it is possible to pick another after dying and respawning.
Powerups
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
2018 | 7E2 | S | 20 | 16 | ARM1 | AB | P1 | Armor |
8 | 8 | S | 20 | 16 | BPAK | A | P | Backpack |
2012 | 7DC | S | 20 | 16 | MEDI | A | P3 | Medikit |
2019 | 7E3 | S | 20 | 16 | ARM2 | AB | P2 | Megaarmor |
2025 | 7E9 | S | 20 | 16 | SUIT | A | P | Radiation shielding suit |
2011 | 7DB | S | 20 | 16 | STIM | A | P3 | Stimpack |
- Not picked up if the player's armor rating is at least 100%.
- Not picked up if the player's armor rating is at least 200%.
- Not picked up if the player's health rating is at least 100%.
Keys
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
5 | 5 | S | 20 | 16 | BKEY | AB | P | Blue keycard |
40 | 28 | R | 20 | 16 | BSKU | AB | P | Blue skull key |
13 | D | S | 20 | 16 | RKEY | AB | P | Red keycard |
38 | 26 | R | 20 | 16 | RSKU | AB | P | Red skull key |
6 | 6 | S | 20 | 16 | YKEY | AB | P | Yellow keycard |
39 | 27 | R | 20 | 16 | YSKU | AB | P | Yellow skull key |
Obstacles
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
47 | 2F | R | 16 | 16 | SMIT | A | O | Brown stump |
70 | 46 | 2 | 16 | 16 | FCAN | ABC | O | Burning barrel |
43 | 2B | R | 16 | 16 | TRE1 | A | O | Burnt tree |
35 | 23 | S | 16 | 16 | CBRA | A | O | Candelabra |
41 | 29 | R | 16 | 16 | CEYE | ABCB | O | Evil eye |
2035 | 7F3 | S | 10 | 42 | BAR1 | AB+ | O | Exploding barrel |
28 | 1C | R | 16 | 16 | POL2 | A | O | Five skulls "shish kebab" |
42 | 2A | R | 16 | 16 | FSKU | ABC | O | Floating skull |
2028 | 7EC | S | 16 | 16 | COLU | A | O | Floor lamp |
53 | 35 | R | 16 | 52 | GOR5 | A | O^ | Hanging leg |
52 | 34 | R | 16 | 68 | GOR4 | A | O^ | Hanging pair of legs |
78 | 4E | 2 | 16 | 64 | HDB6 | A | O^ | Hanging torso, brain removed |
75 | 4B | 2 | 16 | 64 | HDB3 | A | O^ | Hanging torso, looking down |
77 | 4D | 2 | 16 | 64 | HDB5 | A | O^ | Hanging torso, looking up |
76 | 4C | 2 | 16 | 64 | HDB4 | A | O^ | Hanging torso, open skull |
50 | 32 | R | 16 | 84 | GOR2 | A | O^ | Hanging victim, arms out |
74 | 4A | 2 | 16 | 88 | HDB2 | A | O^ | Hanging victim, guts and brain removed |
73 | 49 | 2 | 16 | 88 | HDB1 | A | O^ | Hanging victim, guts removed |
51 | 33 | R | 16 | 84 | GOR3 | A | O^ | Hanging victim, one-legged |
49 | 31 | R | 16 | 68 | GOR1 | ABCB | O^ | Hanging victim, twitching |
25 | 19 | R | 16 | 16 | POL1 | A | O | Impaled human |
54 | 36 | R | 32 | 16 | TRE2 | A | O | Large brown tree |
29 | 1D | R | 16 | 16 | POL3 | AB | O | Pile of skulls and candles |
55 | 37 | R | 16 | 16 | SMBT | ABCD | O | Short blue firestick |
56 | 38 | R | 16 | 16 | SMGT | ABCD | O | Short green firestick |
31 | 1F | R | 16 | 16 | COL2 | A | O | Short green pillar |
36 | 24 | R | 16 | 16 | COL5 | AB | O | Short green pillar with beating heart |
57 | 39 | R | 16 | 16 | SMRT | ABCD | O | Short red firestick |
33 | 21 | R | 16 | 16 | COL4 | A | O | Short red pillar |
37 | 25 | R | 16 | 16 | COL6 | A | O | Short red pillar with skull |
86 | 56 | 2 | 16 | 16 | TLP2 | ABCD | O | Short techno floor lamp |
27 | 1B | R | 16 | 16 | POL4 | A | O | Skull on a pole |
44 | 2C | R | 16 | 16 | TBLU | ABCD | O | Tall blue firestick |
45 | 2D | R | 16 | 16 | TGRN | ABCD | O | Tall green firestick |
30 | 1E | R | 16 | 16 | COL1 | A | O | Tall green pillar |
46 | 2E | S | 16 | 16 | TRED | ABCD | O | Tall red firestick |
32 | 20 | R | 16 | 16 | COL3 | A | O | Tall red pillar |
48 | 30 | S | 16 | 16 | ELEC | A | O | Tall techno column |
85 | 55 | 2 | 16 | 16 | TLMP | ABCD | O | Tall techno floor lamp |
26 | 1A | R | 16 | 16 | POL6 | AB | O | Twitching impaled human |
Decorations
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
10 | A | S | 20 | 16 | PLAY | W | Bloody mess | |
12 | C | S | 20 | 16 | PLAY | W | Bloody mess | |
34 | 22 | S | 20 | 16 | CAND | A | Candle | |
22 | 16 | R | 20 | 16 | HEAD | L | Dead cacodemon | |
21 | 15 | S | 20 | 16 | SARG | N | Dead demon | |
18 | 12 | S | 20 | 16 | POSS | L | Dead former human | |
19 | 13 | S | 20 | 16 | SPOS | L | Dead former sergeant | |
20 | 14 | S | 20 | 16 | TROO | M | Dead imp | |
23 | 17 | R | 20 | 16 | SKUL | K | Dead lost soul (invisible) | |
15 | F | S | 20 | 16 | PLAY | N | Dead player | |
62 | 3E | R | 20 | 52 | GOR5 | A | ^ | Hanging leg |
60 | 3C | R | 20 | 68 | GOR4 | A | ^ | Hanging pair of legs |
59 | 3B | R | 20 | 84 | GOR2 | A | ^ | Hanging victim, arms out |
61 | 3D | R | 20 | 52 | GOR3 | A | ^ | Hanging victim, one-legged |
63 | 3F | R | 20 | 68 | GOR1 | ABCB | ^ | Hanging victim, twitching |
79 | 4F | 2 | 20 | 16 | POB1 | A | Pool of blood | |
80 | 50 | 2 | 20 | 16 | POB2 | A | Pool of blood | |
24 | 18 | S | 20 | 16 | POL5 | A | Pool of blood and flesh | |
81 | 51 | 2 | 20 | 16 | BRS1 | A | Pool of brains |
Other
Decimal | Hex | Version | Radius | Height | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|---|
11 | B | S | 16 | 56 | none | - | Deathmatch start | |
89 | 59 | 2 | 20 | 32 | none1 | - | Monster spawner | |
1 | 1 | S | 16 | 56 | PLAY | A+ | Player 1 start | |
2 | 2 | S | 16 | 56 | PLAY | A+ | Player 2 start | |
3 | 3 | S | 16 | 56 | PLAY | A+ | Player 3 start | |
4 | 4 | S | 16 | 56 | PLAY | A+ | Player 4 start | |
88 | 58 | 2 | 16 | 16 | BBRN | A+ | O2 | Romero's head |
87 | 57 | 2 | 20 | 32 | none3 | - | Spawn spot | |
14 | E | S | 20 | 16 | none4 | - | Teleport landing |
- BOSF is used for spawn cubes.
- No part of the final boss is considered a monster by the engine.
- FIRE is used when a spawn cube turns into a monster.
- TFOG is used while a teleporter is operational.
A certain number of additional objects (such as spawn cubes, rockets in flight, and spiderdemon corpses) may not be placed in a level at its outset, but are generated only during gameplay.