Changes

From DoomWiki.org

WAD

2 bytes removed, 18:44, 7 February 2005
m
Map data lumps
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 Z 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.
*[[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.
*[[SSECTORS]]: A list of subsectors, created by your nodes builder.
*[[NODES]]: The node tree which Doom uses to speed up the rendering process. Similar to a vismap in modern 3D games (Such such as Quake 3). Created by your nodes builder.
*[[Sector|SECTORS]]: Defines the floor and ceiling heights and textures, as well as light value, tag, and type of each sector in your map.
*[[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.
*[[BLOCKMAP]]: Collision-detection information which determines whether objects in a map are touching.
*[[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 must be present for Hexen format levels since it is the only way to tell if a map is in Hexen or Doom format.
 
===[[Flat]]s, [[Sprite]]s, and [[Patch]]es===
1,117
edits