Thing types

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Revision as of 16:06, 23 February 2018 by Xymph (talk | contribs) (Doom, Doom II, Final Doom: use sortable tables, describe height)


Main article: Thing
For a single table containing all Things, see Thing types by number.

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)
  • Height - Height, in map units
  • 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:
  • 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

  1. 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

  1. Not picked up if the player already has one, and is already carrying the maximum amount of the corresponding ammo.
  2. 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

  1. 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

  1. 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

  1. Not picked up if the player's armor rating is at least 100%.
  2. Not picked up if the player's armor rating is at least 200%.
  3. 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

  1. BOSF is used for spawn cubes.
  2. No part of the final boss is considered a monster by the engine.
  3. FIRE is used when a spawn cube turns into a monster.
  4. 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.