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WAD

524 bytes removed, 20:34, 30 January 2005
m
Lump order: some formatting and removed scripts since it's a non-required lump
==Lump order==
 
For many lumps, where they're located in the WAD is of no consequence, though there are typically some guidelines to make the file easily readable by other people. For some lumps, however, the location is crucial.
A map in Doom is made up of several lumps, each containing specific data required to construct and execute the map. The first lump gives the internal name of the map. In Doom, this had to be in the format ExMy or MAPxx, where x and y couldn't exceed 4 and 9 respectively (Ultimate Doom), and xx couldn't exceed 32 (Doom 2/Final Doom). Other than defining the name of the map, the lump is usually empty but can contain data. The level name marks the start of this map. In order to work properly, the following lumps must follow immediately after the the level name:
[[Thing|THINGS]]: A lump listing all the Things present in this map, their X, Y, and coordinates, starting angles, type, flags, special, and args. As with all of these lumps, this list will be generated by your level editor and should generally be left alone. Note: The standard Doom format does not contain Z and args.<br><br>[[Linedef|LINEDEFS]]: A list of linedefs, defined by their starting and ending vertices, flags, type, tag, args and front and back sidedefs (if any). Note: The standard Doom format does not contain args.<br><br>[[Sidedef|SIDEDEFS]]: A list of the sidedefs that are linked to the linedefs. These contain the data for what textures appear where on the side of each line, their X and Y offsets, and what sector this side of the linedef belongs to.<br><br>[[Vertex|VERTEXES]]: A list of each vertex in the map, using X and Y coordinates.<br><br>[[SEG|SEGS]]: A list of lines called "segs" that connect to form subsectors.<br><br>[[SSECTOR|SSECTORS]]: A list of subsectors, created by your nodes builder.<br><br>[[NODES]]: The node tree which Doom uses to speed up the rendering process. Similar to a vismap in modern 3D games (Such as Quake 3). Created by your nodes builder.<br><br>[[SECTORS|SSECTOR]]: Defines the floor and ceiling heights and textures, as well as light value, tag, and type of each sector in your map.<br><br>[[REJECT]]: Optionally compiled by your nodes builder, this lump contains data about which sectors are visible from which other sectors. Originally, Doom used this to optimize the game speed by skipping AI routines for enemies whose target was in a rejected sector. Modern machines have no real use for this lump anymore, and so ZDoom has been designed to work even without this lump present. For compatibility purposes, an empty (0-filled) REJECT lump should be included if nothing else. The REJECT lump can also be used to create certain special effects (sectors into which enemies can't see, for example) if modified carefully.<br><br>[[BLOCKMAP]]: Collision-detection information which determines whether objects in a map are touching.<br><br>[[BEHAVIOR]]: Not originally a part of Doom, the BEHAVIOR lump was first used in Hexen and contains the compiled scripts that this map will use. Vanilla Doom and other ports designed for Doom only will crash when this lump is present because Hexen format levels are not compatible with Doom format levels. This lump is always must be present for Hexen format levels. Levels without this lump are Doom format levels.[[SCRIPTS]]: It should contain a text (non-compiled) version of the scripts this map uses, so that other people can learn from your work. If you wish to keep your scripts a secret for whatever reason, you may of course leave this out, but since it is considered a courtesy to the community only way to include it. The name can actually be any name, not just SCRIPTS. Sometimes using tell if a different name map is required to be compatible with utilities that will consider multiple SCRIPTS to be the same lump. Naming them SCRIPT01, SCRIPT02, etc is one way to keep all the names unique and fix that issuein Hexen or Doom format.<br>
<b>Flats, Sprites, and Patches:</b>
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