- Main article: Thing
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 -nomonsters, 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
Artifact items
- Only one of these may be picked up per level, although any additional maps still count against the player's item tally.
Powerups
- Not picked up if the player's armor rating is at least 200%.
- Not picked up if the player's armor rating is at least 100%.
- Not picked up if the player's health rating is at least 100%.
Weapons
- 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
- Not picked up if the player is already carrying the maximum amount of this type of ammo.
Keys
Monsters
- Beginning with version 1.4, Lost Souls neither respawn nor count toward kill percentage.
Obstacles
Decimal
|
Hex
|
Version
|
Radius
|
Sprite
|
Sequence
|
Class
|
Description
|
2035
|
7F3
|
S
|
10
|
BAR1
|
AB+
|
O
|
Barrel
|
70
|
46
|
2
|
10
|
FCAN
|
ABC
|
O
|
Burning barrel
|
43
|
2B
|
R
|
16
|
TRE1
|
A
|
O
|
Burnt tree
|
35
|
23
|
S
|
16
|
CBRA
|
A
|
O
|
Candelabra
|
41
|
29
|
R
|
16
|
CEYE
|
ABCB
|
O
|
Evil eye
|
28
|
1C
|
R
|
16
|
POL2
|
A
|
O
|
Five skulls "shish kebab"
|
42
|
2A
|
R
|
16
|
FSKU
|
ABC
|
O
|
Floating skull
|
2028
|
7EC
|
S
|
16
|
COLU
|
A
|
O
|
Floor lamp
|
53
|
35
|
R
|
16
|
GOR5
|
A
|
O^
|
Hanging leg
|
52
|
34
|
R
|
16
|
GOR4
|
A
|
O^
|
Hanging pair of legs
|
78
|
4E
|
2
|
16
|
HDB6
|
A
|
O^
|
Hanging torso, brain removed
|
75
|
4B
|
2
|
16
|
HDB3
|
A
|
O^
|
Hanging torso, looking down
|
77
|
4D
|
2
|
16
|
HDB5
|
A
|
O^
|
Hanging torso, looking up
|
76
|
4C
|
2
|
16
|
HDB4
|
A
|
O^
|
Hanging torso, open skull
|
50
|
32
|
R
|
16
|
GOR2
|
A
|
O^
|
Hanging victim, arms out
|
74
|
4A
|
2
|
16
|
HDB2
|
A
|
O^
|
Hanging victim, guts and brain removed
|
73
|
49
|
2
|
16
|
HDB1
|
A
|
O^
|
Hanging victim, guts removed
|
51
|
33
|
R
|
16
|
GOR3
|
A
|
O^
|
Hanging victim, one-legged
|
49
|
31
|
R
|
16
|
GOR1
|
ABCB
|
O^
|
Hanging victim, twitching
|
25
|
19
|
R
|
16
|
POL1
|
A
|
O
|
Impaled human
|
54
|
36
|
R
|
32
|
TRE2
|
A
|
O
|
Large brown tree
|
29
|
1D
|
R
|
16
|
POL3
|
AB
|
O
|
Pile of skulls and candles
|
55
|
37
|
R
|
16
|
SMBT
|
ABCD
|
O
|
Short blue firestick
|
56
|
38
|
R
|
16
|
SMGT
|
ABCD
|
O
|
Short green firestick
|
31
|
1F
|
R
|
16
|
COL2
|
A
|
O
|
Short green pillar
|
36
|
24
|
R
|
16
|
COL5
|
AB
|
O
|
Short green pillar with beating heart
|
57
|
39
|
R
|
16
|
SMRT
|
ABCD
|
O
|
Short red firestick
|
33
|
21
|
R
|
16
|
COL4
|
A
|
O
|
Short red pillar
|
37
|
25
|
R
|
16
|
COL6
|
A
|
O
|
Short red pillar with skull
|
86
|
56
|
2
|
16
|
TLP2
|
ABCD
|
O
|
Short techno floor lamp
|
27
|
1B
|
R
|
16
|
POL4
|
A
|
O
|
Skull on a pole
|
47
|
2F
|
R
|
16
|
SMIT
|
A
|
O
|
Stalagmite
|
44
|
2C
|
R
|
16
|
TBLU
|
ABCD
|
O
|
Tall blue firestick
|
45
|
2D
|
R
|
16
|
TGRN
|
ABCD
|
O
|
Tall green firestick
|
30
|
1E
|
R
|
16
|
COL1
|
A
|
O
|
Tall green pillar
|
46
|
2E
|
S
|
16
|
TRED
|
ABCD
|
O
|
Tall red firestick
|
32
|
20
|
R
|
16
|
COL3
|
A
|
O
|
Tall red pillar
|
85
|
55
|
2
|
16
|
TLMP
|
ABCD
|
O
|
Tall techno floor lamp
|
48
|
30
|
S
|
16
|
ELEC
|
A
|
O
|
Tall techno pillar
|
26
|
1A
|
R
|
16
|
POL6
|
AB
|
O
|
Twitching impaled human
|
Decorations
Decimal
|
Hex
|
Version
|
Radius
|
Sprite
|
Sequence
|
Class
|
Description
|
10
|
A
|
S
|
16
|
PLAY
|
W
|
|
Bloody mess
|
12
|
C
|
S
|
16
|
PLAY
|
W
|
|
Bloody mess
|
34
|
22
|
S
|
16
|
CAND
|
A
|
|
Candle
|
22
|
16
|
R
|
31
|
HEAD
|
L
|
|
Dead cacodemon
|
21
|
15
|
S
|
30
|
SARG
|
N
|
|
Dead demon
|
18
|
12
|
S
|
20
|
POSS
|
L
|
|
Dead former human
|
19
|
13
|
S
|
20
|
SPOS
|
L
|
|
Dead former sergeant
|
20
|
14
|
S
|
20
|
TROO
|
M
|
|
Dead imp
|
23
|
17
|
R
|
16
|
SKUL
|
K
|
|
Dead lost soul (invisible)
|
15
|
F
|
S
|
16
|
PLAY
|
N
|
|
Dead player
|
62
|
3E
|
R
|
16
|
GOR5
|
A
|
^
|
Hanging leg
|
60
|
3C
|
R
|
16
|
GOR4
|
A
|
^
|
Hanging pair of legs
|
59
|
3B
|
R
|
16
|
GOR2
|
A
|
^
|
Hanging victim, arms out
|
61
|
3D
|
R
|
16
|
GOR3
|
A
|
^
|
Hanging victim, one-legged
|
63
|
3F
|
R
|
16
|
GOR1
|
ABCB
|
^
|
Hanging victim, twitching
|
79
|
4F
|
2
|
16
|
POB1
|
A
|
|
Pool of blood
|
80
|
50
|
2
|
16
|
POB2
|
A
|
|
Pool of blood
|
24
|
18
|
S
|
16
|
POL5
|
A
|
|
Pool of blood and flesh
|
81
|
51
|
2
|
16
|
BRS1
|
A
|
|
Pool of brains
|
Other
Decimal
|
Hex
|
Version
|
Radius
|
Sprite
|
Sequence
|
Class
|
Description
|
88
|
58
|
2
|
16
|
BBRN
|
+
|
O1
|
Boss Brain
|
11
|
B
|
S
|
20
|
none
|
-
|
|
Deathmatch start
|
1
|
1
|
S
|
16
|
PLAY
|
+
|
|
Player 1 start
|
2
|
2
|
S
|
16
|
PLAY
|
+
|
|
Player 2 start
|
3
|
3
|
S
|
16
|
PLAY
|
+
|
|
Player 3 start
|
4
|
4
|
S
|
16
|
PLAY
|
+
|
|
Player 4 start
|
89
|
59
|
2
|
20
|
none2
|
-
|
|
Spawn shooter
|
87
|
57
|
2
|
0
|
none3
|
-
|
|
Spawn spot
|
14
|
E
|
S
|
20
|
none4
|
-
|
|
Teleport landing
|
- No part of the Icon of Sin is considered a monster by the engine.
- BOSF is used for spawn cubes.
- 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 Spider Mastermind corpses) may not be placed in a level at its outset, but are generated only during gameplay.