======================================================================
DOOMREFR.TXT Wad Author's DOOM Reference V1.0 by Jim Flynn 
======================================================================
cf. LNDFBYFN.TXT for linedef quick reference sorted by function
cf. LNDFBYNO.TXT for linedef quick reference sorted by number
cf. SECTORS.TXT for sector quick reference sorted by function and number
cf. THGBYTYP.TXT for thing quick reference by thing types
cf. THGBYNUM.TXT for thing quick reference by thing number
cf. LEGEND.TXT for notational information and definitions
cf. NOTES.TXT for the design notes only

This file contains the information in ALL the above files
---------------------------------------------------------------------
CREDITS
---------------------------------------------------------------------
Special thanks to Matt Fell whose DMSPEC16.TXT provided much new
information for this revision, and whose DMSPECS have been invaluable
to wad writers and DOOMers all along.

Thanks to Dr Sleep (aka John Anderson) for providing early
information on the 1.666 linedefs and for advice and encouragement
all along. If you're looking for HERETIC information you want his
HTLDF10.TXT file in Lib 15, *HOT* HERETIC, of the Action Games+ Forum
on CompuServe.

Thanks to Neil Bonner for pointing out the 667 sector tag I was
missing and thereby motivating this current revision.

---------------------------------------------------------------------
LEGEND
---------------------------------------------------------------------
---------------------------------------------------------------------
 Abbreviations
   n. = neighbor
   min = minimum
   max = maximum
   inc = inclusive
   exc = exclusive

 A * appears on the left of any description line that only works for
 DOOM 1.666 engine and above.

 Linedef Description Headers:
 ----------------------------

 Example:
  #    u1  u2 Trig Brief description       Qualifier    Speed Sound
  59    5   7 W1&  Absolute rise 24        T:SEC,DMG    slow  (mover)

 #
  is the linedef function type number 0-143

 u1 and u2 
  are the number of occurrences of a trigger in Doom 1 and 2.

 Trig 
  represents the conditions that cause the function to be activated.

  The trigger symbol may start with "n" if the function does not
  require a sector tag to operate.

  The basic trigger symbol letters are as follows:
 
     S = switch/door, 1st sidedef must be used with spacebar to activate
     W = walkover, only teleport linedefs req. approach from 1st sidedef
     M = monster walkover, activated only by monster walking over line
     G = impact trigger, activated on hit: fists,chain,bullet,shell
     - = no trigger required like animated wall

  The next letter in the trigger symbol is the repeatability of the
  function, "1" for once only (per linedef), and "R" for repeatable.
  This may be - if the repeatability does not apply as for end level.

  The final letter in the trigger symbol can be "m" or "&". The "m"
  indicates that a monster can activate the function. The & indicates
  that once activated, all other functions on the sector are locked out
  even after the "&" function is completed.

 Brief description

  This column attempts to state in English what the function does.

 Qualifer
  
  Which key is required, crusher attribute, texture changes

 Speed

  Rough relative up/down velocity involved in the operation

 Sound

  Name of the sound associated with the action

 Texture Change Descriptions
 ---------------------------

  Texture changes involve copying attributes from another sector to
  the one that is changing. If the sector being copied is based on
  the line triggering the change the description is prefaced with
  "T:" to indicate a trigger model change. This means that the sector
  on the first sidedef of the triggering linedef is the one copied in
  the change. If the sector being copied is based on the sector being
  changed then it is the sector that is on the other side of the
  lowest numbered two-sided linedef in the changing sector. Such a
  change is prefaced with "N:", for a numeric model change.

  The remainder of the texture change description lists the attributes
  copied. "0" means that the changing sector type is set to 0 and only
  the floor texture is copied. "SEC" means that the secret attribute of
  the model sector is copied. "DMG" means that the damage attribute of
  the model sector is copied. Floor textures are ALWAYS copied, Ceiling
  textures, lighting attributes and heights are NEVER copied.

 Floor motion directions
 -----------------------

  Floor linedefs described as "Down to" functions will move the floor
  at the speed indicated if the target height is lower. The height
  change is instantaneous if motion is in other direction. Floor
  linedefs described as "Up to" act in a similar fashion but in the
  opposite direction.

 Door functions
 --------------

  A door function described using commas only works when the door
  is stable in the opposite state to the function. A door function
  described using slashes will work anytime to toggle the
  opening/closing state of the door.
    
=====================================================================
---------------------------------------------------------------------
 Linedef types by function
---------------------------------------------------------------------
CEILING MOVERS: DOORS, CRUSHERS, CEILINGS
-----------------------------------------------------------------
DOORS
---------------------------------------------------------------------
MANUAL DOORS (no sector tag req.):
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------------
1   281 220 nSRm Open/wait 4/close                    med   (door)

26   22  14 nSR  Open/wait 4/close       BLUE KEY     med   (door)
27   26  12 nSR  Open/wait 4/close       YELLOW KEY   med   (door)
28   10   9 nSR  Open/wait 4/close       RED KEY      med   (door)

117 * 0  47 nSR  Fast open/wait 4/close               turbo (blaze)

31   76  45 nS1  Open                                 med   (door)

32   15  40 nS1  Open                    BLUE KEY     med   (door)
34   19  27 nS1  Open                    YELLOW KEY   med   (door)
33   14  24 nS1  Open                    RED KEY      med   (door)

118 * 0   8 nS1  Fast open                            turbo (blaze)

---------------------------------------------------------------------
REMOTE DOORS (requiring sector tag):
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------------
29    1   0 S1   Open,wait 4,close                    med   (door)
63   38  15 SR   Open,wait 4,close                    med   (door)
4     0   1 W1   Open,wait 4,close                    med   (door)
90   21  17 WR   Open,wait 4,close                    med   (door)

103  41  32 S1   Open                                 med   (door)
61    9  36 SR   Open                                 med   (door)
2   114  64 W1   Open                                 med   (door)
86    9   3 WR   Open                                 med   (door)
46   13  22 GR   Open                                 med   (door)

111 * 0   0 S1   Fast open,wait 4,close               turbo (blaze)
114 * 0  51 SR   Fast open,wait 4,close               turbo (blaze)
108 * 0   0 W1   Fast open,wait 4,close               turbo (blaze)
105 * 0  23 WR   Fast open,wait 4,close               turbo (blaze)

112 * 0   4 S1   Fast open                            turbo (blaze)
115 * 0  11 SR   Fast open                            turbo (blaze)
109 * 0  99 W1   Fast open                            turbo (blaze)
106 * 0   6 WR   Fast open                            turbo (blaze)

133 * 0   0 S1   Fast open               BLUE KEY     turbo (blaze)
99  * 0   2 SR   Fast open               BLUE KEY     turbo (blaze)

135 * 0  16 S1   Fast open               RED KEY      turbo (blaze)
134 * 0   4 SR   Fast open               RED KEY      turbo (blaze)

137 * 0   6 S1   Fast open               YELLOW KEY   turbo (blaze)
136 * 0   4 SR   Fast open               YELLOW KEY   turbo (blaze)

50    0   0 S1   Close                                med   (door)
42    6   1 SR   Close                                med   (door)
3     2   9 W1   Close                                med   (door)
75    6   0 WR   Close                                med   (door)

113 * 0   0 S1   Fast close                           turbo (blaze)
116 * 0   1 SR   Fast close                           turbo (blaze)
110 * 0   1 W1   Fast close                           turbo (blaze)
107 * 0   0 WR   Fast close                           turbo (blaze)

16    3   2 W1   Close,wait 30,open		      med   (door)
76    2   0 WR   Close,wait 30,open                   med   (door)

Design Notes:
   1. A door opens when its ceiling rises to the minimum adjacent
      neighbor ceiling height minus 4.
   2. A door closes when its ceiling lowers to the floor height. 
   3. When a door closes on a person or monster the door bounces off
      its head without damage until the party leaves the door sector.
      When a door closes on inventory it is crushed to a bloodspot.
      Inventory placed under a door that starts closed is not crushed
      until the first time the door opens, then closes again.
   4. A few door linedefs do not require sector tags. The sector on
      the second sidedef of the door linedef is the affected sector.
      The first sidedef of the door must be the one spacebar is used
      on. All linedefs with this property are marked as nS1 or nSR
      triggers. ALL other door linedefs require tags.
   5. The faces of the door require upper textures. If the floor of
      the door jamb is above or below the connected floors the faces
      will require lower textures too. Unless a walk-thru wall is
      intended the normal face texture should be - or transparent.
      It is recommended you do not set upper unpegged on a door face,
      especially a secret door face, as it can make it very hard to
      notice even when you have pushed on it.
   6. The sides of the door usually require the lower unpegged flag 
      set and normal textures.
   7. For trouble free doors, inset the door into a void filled double
      wall and make the buffer sector on each side the same height as
      the door texture. Set the transparent linedefs on each side of
      the inset to lower and upper unpegged. This will align
      textures. You'll need upper textures above the insets unless
      the door texture and room height are the same. Making the inset
      wider than the door allows easy use of key identifier textures.
   8. When making doors (especially ones facing outside areas) be
      careful not to specify sky ceilings as this will cause the door
      face to vanish when closed in a poor looking fashion. (Although
      theres probably a terrific puzzle in this effect somewhere <g>).

---------------------------------------------------------------
CRUSHERS
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------
6     0   0 W1&  Start fast (non-fatal)               med    (crush)
77    6   3 WR&  Start fast (non-fatal)               med    (crush)

49    0   1 S1&  Start slow (fatal)                   slow   (crush)
25    0   0 W1&  Start slow (fatal)                   med    (crush)
73   17   6 WR&  Start slow (fatal)                   med    (crush)	

141 * 0   1 W1&  Start slow silent (fatal)            slow   (quiet)

57    0   0 W1&  Stop crusher
74   24  13 WR&  Stop crusher

Design notes:
   1. Fast crush means slow damage, Slow crush means fast damage.
   2. You may wish to set lower unpegged on walls in the crusher sector
   3. You'll need upper textures on the crusher ceiling piston walls and
      lower textures on the crusher floor piston walls - note the
      editor will not warn if you start with the crusher open.
   4. If the means to start a crusher is beyond the crusher then you
      can be irrevocably locked out by turning the crusher off when
      its closed.
   5. A barrel will explode when crushed
   6. Inventory is not damaged by crushing but looks peculiar

---------------------------------------------------------------
CEILINGS
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------
40    4   0 W1   Up to max ceil exc                   slow  (mover)

41    0   0 S1   Down to floor                        slow  (mover)
43    0   0 SR   Down to floor                        slow  (mover)

44    1   0 W1   Down to floor + 8                    slow  (mover)
72    0   0 WR   Down to floor + 8                    slow  (mover)

Design Notes:
    1. If a player/monster is under a non-crushing lowering ceiling 
    it will pause at head height until the entity moves away.
    2. A sector whose ceiling lowers or rises could need upper
    textures around its perimeter that the editor might not warn about.
    3. Use of lower unpegged walls in a sector with a moving ceiling
    can look better as this will prevent the walls from moving with
    it. Same reason door jambs are set lower unpegged.

---------------------------------------------------------------
FLOOR MOVERS: LIFTS,STAIRS,FLOORS
---------------------------------------------------------------
LIFTS
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------
21    1   0 S1   Lower,wait 3,raise                   fast   (lift)
62   51 143 SR   Lower,wait 3,raise                   fast   (lift)
10    1   0 W1   Lower,wait 3,raise                   fast   (lift)        
88   65  51 WR   Lower,wait 3,raise

122   0   0 S1   Fast lower,wait 3,raise              turbo  (lift)
123   0 162 SR   Fast lower,wait 3,raise              turbo  (lift)
121   0   0 W1   Fast lower,wait 3,raise              turbo  (lift)
120   0  58 WR   Fast lower,wait 3,raise              turbo  (lift)

Design Notes:
    1. Placing a lift linedef too close to a door linedef can prevent
    the door from operating. "Too close" is somewhere around 32.
    2. A lift lowers to the minimum adjacent neighbor floor,
    inclusive, at the time it is triggered. If floors are in motion
    around the lift unexpected lower textures may be required around
    its perimeter. It pauses about 3 seconds and then returns to its
    starting height.
    3. Make sure you assign textures behind the lift when it lowers
    as the editor won't usually warn you of these if missing.
    4. The floor height of the lift can be modified by other linedefs
    (ones without the "&" trigger indicator) while retaining lift 
    operation.
    5. A lift does not need any "lift linedefs" bounding it as long
    it has a sector tag associated with at least one lift linedef.
    6. In the 1.2 engine a fireball or rocket fired over a lift could 
    lower it.
    7. A monster standing on a lift edge when it gets higher than
    24 is "stuck" and will not move or fire until the height
    difference becomes less than 24 or it dies. Monster blocker
    flags may be required to prevent this.

---------------------------------------------------------------
STAIRS
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------
7    11   6 S1   Raise 8                              slow  (mover)
8     2   1 W1   Raise 8                              slow  (mover)

127   0   6 S1   Fast raise 16           CRUSH        turbo (mover)
100   0   1 W1   Fast raise 16           CRUSH        turbo (mover)
	        
Design Notes:
    1. A rising stair starts with the triggered step and then
    proceeds to an adjacent sector with the same floor texture that
    is connected by a linedef with first sidedef facing towards the
    previous step. In case more than one such linedef exists, the
    lowest numbered one's second sidedef sector is the next step to
    rise. 99,999 sector tags have no influence on stair rising, they
    only prevent sector collapse in the Id node builder.
    2. A rising stair cannot "cross itself", i.e. if the next step
    to rise has already risen, stair building stops.
    3. A linedef can usually be renumbered higher by splitting it
    and remerging it so the newly created half (usually the highest
    numbered linedef) remains.
    4. Although a rising stair cannot "split" this effect can
    still be achieved thru using disconnected sectors for steps.
    5. Except for the triggered step, the floor heights of the
    steps do not affect the resultant staircase step heights.
    6. A monster standing on a stair edge that becomes higher than
    24 from the sector below is "stuck" and will not move or fire
    until the height difference is less than 24 or it dies. Monster
    blocker flags may be required to prevent this.

---------------------------------------------------------------
FLOORS	        
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
--------------- ------------------------------------------------
58    5   0 W1   Absolute rise 24                     slow  (mover)
92    0   0 WR   Absolute rise 24                     slow  (mover)

15    0   1 S1&  Absolute rise 24        T:0          slow  (mover)
66    0   0 SR&  Absolute rise 24        T:0          slow  (mover)
59    5   7 W1&  Absolute rise 24        T:SEC,DMG    slow  (mover)
93    0   0 WR&  Absolute rise 24        T:SEC,DMG    slow  (mover)

14    1   0 S1&  Absolute rise 32        T:0          slow  (mover)
67    0   9 SR&  Absolute rise 32        T:0          slow  (mover)

140 * 0   1 S1   Absolute rise 512                    med   (mover)

102  14  22 S1   Down to max floor exc                slow  (mover)
45    0   2 SR   Down to max floor exc                slow  (mover)
19   11  22 W1   Down to max floor exc                slow  (mover)
83    0   7 WR   Down to max floor exc                slow  (mover)

71    0  24 S1   Down to max floor exc + 8            fast  (mover)
70    3   2 SR   Down to max floor exc + 8            fast  (mover)
36    8  27 W1   Down to max floor exc + 8            fast  (mover)
98    4   0 WR   Down to max floor exc + 8            fast  (mover)

23   16  12 S1   Down to min floor exc                slow  (mover)
60    0   4 SR   Down to min floor exc                slow  (mover)
38   23  37 W1   Down to min floor exc                slow  (mover)
82    6   0 WR   Down to min floor exc                slow  (mover)

37   31  11 W1   Down to min floor exc   N:SEC,DMG    slow  (mover) [2]
84    0   0 WR   Down to min floor exc   N:SEC,DMG    slow  (mover) [2]

20   13  12 S1&  Up to next floor exc    T:0          slow  (mover)
68    0   2 SR&  Up to next floor exc    T:0          slow  (mover)
22    3  18 W1&  Up to next floor exc    T:0          slow  (mover)
95    0   0 WR&  Up to next floor exc    T:0          slow  (mover)
47    0   2 G1&  Up to next floor exc    T:0          slow  (mover)

18   10   8 S1   Up to next floor exc                 slow  (mover)
69    0   0 SR   Up to next floor exc                 slow  (mover)
119 * 0  13 W1   Up to next floor exc                 slow  (mover)
128 * 0   0 WR   Up to next floor exc                 slow  (mover)

131 * 0   2 S1   Up to next floor exc                 turbo (mover)
132 * 0   0 SR   Up to next floor exc                 turbo (mover)
130 * 0   0 W1   Up to next floor exc                 turbo (mover)
129 * 0   0 WR   Up to next floor exc                 turbo (mover)

101   0   0 S1   Up to min ceil inc                   slow  (mover)
64    0   0 SR   Up to min ceil inc                   slow  (mover)
5     1   3 W1   Up to min ceil inc                   slow  (mover)
91   18   1 WR   Up to min ceil inc                   slow  (mover)
24    1   0 G1   Up to min ceil inc                   slow  (mover)

55    0   0 S1   Up to min ceil inc - 8  CRUSH        slow  (mover)
65    0   0 SR   Up to min ceil inc - 8  CRUSH        slow  (mover)
56    5   0 W1&  Up to min ceil inc - 8  CRUSH        slow  (mover)
94    0   1 WR&  Up to min ceil inc - 8  CRUSH        slow  (mover)

53    0   0 W1&  Move min<->max floor inc             slow  (lift)
87    6   4 WR&  Move min<->max floor inc             slow  (lift)
54    0   0 W1&  Stop moving floor
89   10   5 WR&  Stop moving floor

30    2   2 W1   Rise by shortest outer lower         slow  (mover)
96    0   0 WR   Rise by shortest outer lower         slow  (mover)

9     2   0 S1   Donut function         N:SEC,DMG     slow  (mover) [5]

Design Notes:
     1. Neighbor always refers to adjacent neighbor, i.e. a sector
     with a linedef in common not just a vertex.
     2. Linedefs 37, and 84, Lower to Min Neighbor and Change to
     Neighbor will trash the sector type if no lower neighbor exists.
     3. The number of sectors associated with moving platform linedefs
     is limited in a level to somewhere abouts 24-36 total.
     4. Floors can be blocked from lowering if a monster is squished
     between floor and ceiling. Inventory is usually ok to squish
     but you may catch glimpses of the objects thru non-transparent
     walls from some viewing angles, sometimes.
     5. The normal operation of the Donut linedef (9) depends on the
     walls of the donut having inward pointing first sidedefs.
     6. A sector whose floor lowers or rises could need lower
     textures around its perimeter that the editor might not warn
     about.
     7. A monster standing on a floor edge that becomes higher than
     24 from the sector below is "stuck" and will not move or fire
     until the height difference becomes less than 24 again or it
     dies. Monster blocker flags may be required to prevent this.

---------------------------------------------------------------
OTHER EFFECTS: LIGHTING,TELEPORTERS,END LEVEL,MISC
---------------------------------------------------------------
LIGHTING
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------
139 * 0   2 SR   Light level to 0                           (clunk)
35    3  14 W1   Light level to 0
79    0   0 WR   Light level to 0

138 * 0   2 SR   Light level to 255                         (clunk)
13    4   1 W1   Light level to 255
81    0   0 WR   Light level to 255

17    0   0 W1   Start 1 sec. blinking (type 3)

12    0   0 W1   Light to max n. light exc
80    0   0 WR   Light to max n. light exc

104   2   0 W1   Light to min n. light exc

Design Notes:
     1. Neighbor always refers to adjacent neighbor, i.e. a sector
     with a linedef in common not just a vertex.

---------------------------------------------------------------
TELEPORTERS
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------
39    3   3 W1m  Teleport                                   (tport) 
97  125 411 WRm  Teleport                                   (tport)    

125 * 0   4 W1m  Monster only teleport                      (tport)
126 * 0  20 WRm  Monster only teleport                      (tport)

Design Notes:
    1. Teleporters only work when approached from the 1st sidedef.
    2. The unique tagged sector must contain a unique teleport thing
    3. A teleporter is a linedef, not a square dingus.
    4. Teleporting too soon in coop after your partner can frag them.
    5. Monsters will be blocked if the teleport exit is occupied or
       being crushed. Players can teleport into a down crusher or
       frag a monster or another player by teleporting thru them.

---------------------------------------------------------------
END LEVEL
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------
11   15  19 nS-  End level. Go to next level.               (clunk)
52   19  55 nW-  End level. Go to next level.               (clunk)
51    3   1 nS-  End level. Go to secret level.             (clunk)
124 * 0   4 nW-  End Level. Go to secret level.             (clunk)

Design Notes:
   1. Which level is transited to depends on whether Doom 1 or 2 is
      being played and the mission/map number of the level and
      whether it is a normal or secret exit. Watch out for secret
      exit lindefs when porting Doom 1 to 2 or vice-versa.

---------------------------------------------------------------
MISC
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------
0     0   0 n--  Null tag indicating no function is assigned
48   99 103 n--  Animated wall [1]

Design Notes:
    1. The number of animated wall linedefs is limited per level.

====================================================================
---------------------------------------------------------------------
 Linedef types by number
---------------------------------------------------------------------
---------------------------------------------------------------------
#    u1  u2 Trig Brief description       Qualifier    Speed Sound
---------------------------------------------------------------------
0     0   0 n--  Null tag indicating no function is assigned
1   281 220 nSRm Open/wait 4/close                    med   (door)
2   114  64 W1   Open                                 med   (door)
3     2   9 W1   Close                                med   (door)
4     0   1 W1   Open,wait 4,close                    med   (door)
5     1   3 W1   Up to min ceil inc                   slow  (mover)
6     0   0 W1&  Start fast (non-fatal)               med    (crush)
7    11   6 S1   Raise 8                              slow  (mover)
8     2   1 W1   Raise 8                              slow  (mover)
9     2   0 S1   Donut function         N:SEC,DMG     slow  (mover) [5]
10    1   0 W1   Lower,wait 3,raise                   fast   (lift)        
11   15  19 nS-  End level. Go to next level.               (clunk)
12    0   0 W1   Light to max n. light exc
13    4   1 W1   Light level to 255
14    1   0 S1&  Absolute rise 32        T:0          slow  (mover)
15    0   1 S1&  Absolute rise 24        T:0          slow  (mover)
16    3   2 W1   Close,wait 30,open		      med   (door)
17    0   0 W1   Start 1 sec. blinking (type 3)
18   10   8 S1   Up to next floor exc                 slow  (mover)
19   11  22 W1   Down to max floor exc                slow  (mover)
20   13  12 S1&  Up to next floor exc    T:0          slow  (mover)
21    1   0 S1   Lower,wait 3,raise                   fast   (lift)
22    3  18 W1&  Up to next floor exc    T:0          slow  (mover)
23   16  12 S1   Down to min floor exc                slow  (mover)
24    1   0 G1   Up to min ceil inc                   slow  (mover)
25    0   0 W1&  Start slow (fatal)                   med    (crush)
26   22  14 nSR  Open/wait 4/close       BLUE KEY     med   (door)
27   26  12 nSR  Open/wait 4/close       YELLOW KEY   med   (door)
28   10   9 nSR  Open/wait 4/close       RED KEY      med   (door)
29    1   0 S1   Open,wait 4,close                    med   (door)
30    2   2 W1   Rise by shortest outer lower         slow  (mover)
31   76  45 nS1  Open                                 med   (door)
32   15  40 nS1  Open                    BLUE KEY     med   (door)
33   14  24 nS1  Open                    RED KEY      med   (door)
34   19  27 nS1  Open                    YELLOW KEY   med   (door)
35    3  14 W1   Light level to 0
36    8  27 W1   Down to max floor exc + 8            fast  (mover)
37   31  11 W1   Down to min floor exc   N:SEC,DMG    slow  (mover) [2]
38   23  37 W1   Down to min floor exc                slow  (mover)
39    3   3 W1m  Teleport                                   (tport) 
40    4   0 W1   Up to max ceil exc                   slow  (mover)
41    0   0 S1   Down to floor                        slow  (mover)
42    6   1 SR   Close                                med   (door)
43    0   0 SR   Down to floor                        slow  (mover)
44    1   0 W1   Down to floor + 8                    slow  (mover)
45    0   2 SR   Down to max floor exc                slow  (mover)
46   13  22 GR   Open                                 med   (door)
47    0   2 G1&  Up to next floor exc    T:0          slow  (mover)
48   99 103 n--  Animated wall [1]
49    0   1 S1&  Start slow (fatal)                   slow   (crush)
50    0   0 S1   Close                                med   (door)
51    3   1 nS-  End level. Go to secret level.             (clunk)
52   19  55 nW-  End level. Go to next level.               (clunk)
53    0   0 W1&  Move min<->max floor inc             slow  (lift)
54    0   0 W1&  Stop moving floor
55    0   0 S1   Up to min ceil inc - 8  CRUSH        slow  (mover)
56    5   0 W1&  Up to min ceil inc - 8  CRUSH        slow  (mover)
57    0   0 W1&  Stop crusher
58    5   0 W1   Absolute rise 24                     slow  (mover)
59    5   7 W1&  Absolute rise 24        T:SEC,DMG    slow  (mover)
60    0   4 SR   Down to min floor exc                slow  (mover)
61    9  36 SR   Open                                 med   (door)
62   51 143 SR   Lower,wait 3,raise                   fast   (lift)
63   38  15 SR   Open,wait 4,close                    med   (door)
64    0   0 SR   Up to min ceil inc                   slow  (mover)
65    0   0 SR   Up to min ceil inc - 8  CRUSH        slow  (mover)
66    0   0 SR&  Absolute rise 24        T:0          slow  (mover)
67    0   9 SR&  Absolute rise 32        T:0          slow  (mover)
68    0   2 SR&  Up to next floor exc    T:0          slow  (mover)
69    0   0 SR   Up to next floor exc                 slow  (mover)
70    3   2 SR   Down to max floor exc + 8            fast  (mover)
71    0  24 S1   Down to max floor exc + 8            fast  (mover)
72    0   0 WR   Down to floor + 8                    slow  (mover)
73   17   6 WR&  Start slow (fatal)                   med    (crush)	
74   24  13 WR&  Stop crusher
75    6   0 WR   Close                                med   (door)
76    2   0 WR   Close,wait 30,open                   med   (door)
77    6   3 WR&  Start fast (non-fatal)               med    (crush)
79    0   0 WR   Light level to 0
80    0   0 WR   Light to max n. light exc
81    0   0 WR   Light level to 255
82    6   0 WR   Down to min floor exc                slow  (mover)
83    0   7 WR   Down to max floor exc                slow  (mover)
84    0   0 WR   Down to min floor exc   N:SEC,DMG    slow  (mover) [2]
86    9   3 WR   Open                                 med   (door)
87    6   4 WR&  Move min<->max floor inc             slow  (lift)
88   65  51 WR   Lower,wait 3,raise
89   10   5 WR&  Stop moving floor
90   21  17 WR   Open,wait 4,close                    med   (door)
91   18   1 WR   Up to min ceil inc                   slow  (mover)
92    0   0 WR   Absolute rise 24                     slow  (mover)
93    0   0 WR&  Absolute rise 24        T:SEC,DMG    slow  (mover)
94    0   1 WR&  Up to min ceil inc - 8  CRUSH        slow  (mover)
95    0   0 WR&  Up to next floor exc    T:0          slow  (mover)
96    0   0 WR   Rise by shortest outer lower         slow  (mover)
97  125 411 WRm  Teleport                                   (tport)    
98    4   0 WR   Down to max floor exc + 8            fast  (mover)
99  * 0   2 SR   Fast open               BLUE KEY     turbo (blaze)
100   0   1 W1   Fast raise 16           CRUSH        turbo (mover)
101   0   0 S1   Up to min ceil inc                   slow  (mover)
102  14  22 S1   Down to max floor exc                slow  (mover)
103  41  32 S1   Open                                 med   (door)
104   2   0 W1   Light to min n. light exc
105 * 0  23 WR   Fast open,wait 4,close               turbo (blaze)
106 * 0   6 WR   Fast open                            turbo (blaze)
107 * 0   0 WR   Fast close                           turbo (blaze)
108 * 0   0 W1   Fast open,wait 4,close               turbo (blaze)
109 * 0  99 W1   Fast open                            turbo (blaze)
110 * 0   1 W1   Fast close                           turbo (blaze)
111 * 0   0 S1   Fast open,wait 4,close               turbo (blaze)
112 * 0   4 S1   Fast open                            turbo (blaze)
113 * 0   0 S1   Fast close                           turbo (blaze)
114 * 0  51 SR   Fast open,wait 4,close               turbo (blaze)
115 * 0  11 SR   Fast open                            turbo (blaze)
116 * 0   1 SR   Fast close                           turbo (blaze)
117 * 0  47 nSR  Fast open/wait 4/close               turbo (blaze)
118 * 0   8 nS1  Fast open                            turbo (blaze)
119 * 0  13 W1   Up to next floor exc                 slow  (mover)
120   0  58 WR   Fast lower,wait 3,raise              turbo  (lift)
121   0   0 W1   Fast lower,wait 3,raise              turbo  (lift)
122   0   0 S1   Fast lower,wait 3,raise              turbo  (lift)
123   0 162 SR   Fast lower,wait 3,raise              turbo  (lift)
124 * 0   4 nW-  End Level. Go to secret level.             (clunk)
125 * 0   4 W1m  Monster only teleport                      (tport)
126 * 0  20 WRm  Monster only teleport                      (tport)
127   0   6 S1   Fast raise 16           CRUSH        turbo (mover)
128 * 0   0 WR   Up to next floor exc                 slow  (mover)
129 * 0   0 WR   Up to next floor exc                 turbo (mover)
130 * 0   0 W1   Up to next floor exc                 turbo (mover)
131 * 0   2 S1   Up to next floor exc                 turbo (mover)
132 * 0   0 SR   Up to next floor exc                 turbo (mover)
133 * 0   0 S1   Fast open               BLUE KEY     turbo (blaze)
134 * 0   4 SR   Fast open               RED KEY      turbo (blaze)
135 * 0  16 S1   Fast open               RED KEY      turbo (blaze)
136 * 0   4 SR   Fast open               YELLOW KEY   turbo (blaze)
137 * 0   6 S1   Fast open               YELLOW KEY   turbo (blaze)
138 * 0   2 SR   Light level to 255                         (clunk)
139 * 0   2 SR   Light level to 0                           (clunk)
140 * 0   1 S1   Absolute rise 512                    med   (mover)
141 * 0   1 W1&  Start slow silent (fatal)            slow   (quiet)

---------------------------------------------------------------------
====================================================================
---------------------------------------------------------------------
 Special sector tags (not types, tags!): 
---------------------------------------------------------------------

  0  Tag used to specify no tag assigned. However, a linedef assigned to
     tag 0 (none) will attempt to carry its function out on all 0 tagged
     sectors unless it also has 0 linedef type. This usually causes the
     game to crash and is always weird - don't do it.

 99  Artifact created by bug/feature of Id's BSP that collapses sectors
     that touch and have identical sector attributes. Used to prevent
     this. Has no effect on rising stairs other than this. Not necessary
     at all with Colin Reed's BSP.

 666 In a transition level, when last boss dies - Lower floor to min floor 

 	DOOM I boss = baron, cyberdemon, spider demon
	DOOM II boss = mancubus, keen
	
	If EXM8 and no 666 tag exists level ends on boss death. The
	level cannot be ended on boss death in DOOM II, only Romero
	death <g>.

	A transition level is EXM8 in DOOM I, Map07 and an unknown
	list of others in DOOM II.
 
 667 In a transition level, when last arachnotron dies - Floor rises 64.

 	It is unknown if this tag has any effect or use in DOOM I.

	A transition level is EXM8 in DOOM I, Map07 and an unknown
	list of others in DOOM II.

 999 cf 99.

======================================================================
 Sector Types Reference 
======================================================================
---------------------------------------------------------------------
 Special sector types by function
-----------------------------------------------------------------
---------------------------------------------------------------------
LIGHTING EFFECTS: FLICKER, BLINK, SYNC BLINK, OSCILLATE
---------------------------------------------------------------------
 1    blinks off randomly
17 *  flickers on and off randomly

 2    blink 0.5 second
 3    blink 1.0 second

12    blink 0.5 second, synchronized
13    blink 1.0 second, synchronized

 8    oscillates with 2 second period

 4    -10/20% health AND light blink 0.5 second


  Design notes:
  1. Blink is regular switching between two light levels. Flicker is
     random switching between two light levels. Oscillate is a continual
     smooth transition between two light levels.
  2. Blink, flicker, and oscillate effects all work between the
     level of light programmed for the sector, and the minimum adjacent
     neighbor light level excluding the programmed sector. If there is
     no neighbor or all have higher light level, 0 is used for the second
     light level, except in the case of oscillate which then doesn't work.
  3. All sectors that have synchronized blinking types turn on and
     off at the same time, all over the level. (Is simultaneity
     meaningful in a virtual world?)

---------------------------------------------------------------------
DAMAGE EFFECTS
-----------------------------------------------------------------
 7    -2/5% health/sec
 5    -5/10% health/sec
16    -10/20% health/sec

 4    -10/20% health/sec AND light blink 0.5 second

11    -10/20% health/sec. IDDQD off! On health<11% level ends.

Design Notes:
  1.When -X/Y% damage is shown, X% occurs on Too Young to Die and
    Y% on other difficulty levels, each second in a damaging sector.
  2.Damaging sectors do not hurt monsters.
  3.Like battle damage nukage damage is split between armor and health

---------------------------------------------------------------------
DOOR EFFECTS
-----------------------------------------------------------------
10    30 seconds after level start, ceiling closes like a door.
14    300 seconds after level start, ceiling opens like a door.

Design Notes:
	(none)

---------------------------------------------------------------------
SECRET EFFECT
-----------------------------------------------------------------
 9    Score 1 secret for standing in sector.

Design Notes:
  1. A common error is to mark a room secret and then to split
     another small room or door from it which inherits the secret
     attribute. If the small room is inaccessible (torch alcove e.g.)
     an unreachable secret is created.
  2. Another common beginners error is to confuse this bit with the
     linedef secret bit. This is the one you want for the secrets
     score at the end. The linedef bit prevents a yellow line on the
     map from giving away a puzzle too easily.

=====================================================================
---------------------------------------------------------------------
 Special sector types by number
-----------------------------------------------------------------
 1    random off
 2    blink 0.5 second
 3    blink 1.0 second
 4    -10/20% health/sec AND light blink 0.5 second
 5    -5/10% health/sec
 6    NOT USED
 7    -2/5% health/sec
 8    oscillates 2 second period
 9    Score 1 secret for standing in sector.
10    30 seconds after level start, ceiling closes like a door.
11    -10/20% health/sec. IDDQD off! On health<11% level ends.
12    blink 0.5 second, synchronized
13    blink 1.0 second, synchronized
14    300 seconds after level start, ceiling opens like a door.
15    NOT USED
16    -10/20% health/sec
17 *  flickers on and off randomly

======================================================================
 Thing Reference 
======================================================================
Thing Legend

Header Description
------------------
Thing# Ver Obs Inv Fly Description

Thg#	The type number of the thing.
Ver     Version of DOOM needed to use this object:
                   no mark indicates all versions have this object
	 r         requires registered DOOM or DOOM 2
	 2         requires DOOM 2

Obs	If Obs, then the object cant be walked thru or under or jumped over.
Inv	May be Wpn,Amo,Hlt(h),Arm(or),Key,Itm, or blank for ungettable.
Fly     If Fly, a monster that flys, if Hng a hanging ceiling decoration

Description    Matt Fell's thing description

---------------------------------------------------------------------------
THINGS, by type
(Note that the descriptions below are mostly from Matt Fell's DMSPEC16.TXT).
=====================
STARTS
Thg# Ver  Obs Inv Fly	Description
============================================================================
  -1                	(nothing)
   0                	(nothing)
   1                	Player 1 start (Player 1 start needed on ALL levels)
   2                	Player 2 start (Player starts 2-4 are needed in)
   3                	Player 3 start (cooperative mode multiplayer games)
   4                	Player 4 start
  11                	Deathmatch start positions. Should have >= 4/level
  14                	Teleport landing. Where players/monsters land and face.

=====================
MONSTERS
Thg# Ver  Obs Inv Fly	Description
============================================================================
3004      Obs       	Trooper: regular pistol-shooting zombieman
  84  2   Obs       	Wolfenstein ss: guest appearance by Wolf3D blue guy
   9      Obs       	Sargeant: black armor, shotgunners
  65  2   Obs       	Commando: red armor, chaingunners
3001      Obs       	Imp: brown, hurl fireballs
3002      Obs       	Demon: pink, muscular bull-like chewers
  58      Obs       	Spectre: invisible version of the DEMON
3006  r   Obs     Fly	Lost soul: flying flaming skulls, they really bite
3005  r   Obs     Fly	Cacodemon: red one-eyed floating heads. Behold...
  69  2   Obs       	Hell Knight: grey-not-pink BARON, weaker
3003      Obs       	Baron of Hell: cloven hooved minotaur boss
  68  2   Obs       	Arachnotron: baby SPIDER, shoots green plasma
  71  2   Obs     Fly	Pain Elemental: shoots LOST SOULS, deserves its name
  66  2   Obs       	Revenant: fast skeletal dude shoots homing missles
  67  2   Obs       	Mancubus: big, slow brown guy shoots barrage offire
  72  2   Obs           Commander Keen:	a guest appearance by Billy
  64  2   Obs       	Arch-vile: super-fire attack, ressurects the dead!
   7  r   Obs       	Spider Mastermind: giant walking brain boss
  16  r   Obs       	Cyber-demon: robo-boss, rocket launcher
  88  2   Obs       	Boss Brain: horrifying visage of the ultimate demon
  89  2             	Boss Shooter: Shoots spinning skull-blocks
  87  2             	Spawn Spot: Where Todd McFarlane's guys appear

=====================
WEAPONS/AMMO
Thg# Ver  Obs Inv Fly	Description
============================================================================
2005          Wpn   	Chainsaw
2001          Wpn   	Shotgun
  82  2       Wpn   	Double-barreled shotgun
2002          Wpn   	Chaingun, gatling gun, mini-gun, whatever
2003          Wpn   	Rocket launcher
2004  r       Wpn   	Plasma gun
2006  r       Wpn   	BFG9000
2007          Amo   	Ammo clip
2008          Amo   	Shotgun shells
2010          Amo   	A rocket
2047  r       Amo   	Cell charge
2048          Amo   	Box of Ammo
2049          Amo   	Box of Shells
2046          Amo   	Box of Rockets
  17  r       Amo   	Cell charge pack
   8          Amo   	Backpack: doubles maximum ammo capacities

=====================
HEALTH/ARMOUR
Thg# Ver  Obs Inv Fly	Description
============================================================================
2011          Hlt   	Stimpak
2012          Hlt   	Medikit
2018          Arm   	Green armor 100%
2019          Arm   	Blue armor 200%
2025         (Itm)      Radiation suit - see notes on ! above

DESIGN NOTES:  
Note that 2025, the radiation suit, was an ITEM in version
1.2, but it is not an ITEM in version 1.666 on.

=====================
POWER-UPS (Items)
Thg# Ver  Obs Inv Fly	Description
============================================================================
2014          Itm   	Health Potion +1% health
2015          Itm   	Spirit Armor +1% armor
  83  2       Itm   	Megasphere: 200% health, 200% armor
2013          Itm   	Soulsphere, Supercharge, +100% health
2022  r       Itm   	Invulnerability
2023  r       Itm   	Berserk Strength and 100% health
2024          Itm   	Invisibility
2026          Itm   	Computer map
2045          Itm   	Lite Amplification goggles

DESIGN NOTES:
invulnerability, 2022, and invisibility, 2024,  fail to respawn in
games played with the -altdeath command line option.

=====================
KEYS
Thg# Ver  Obs Inv Fly	Description
============================================================================
   5          Key   	Blue keycard
  40  r       Key   	Blue skullkey
  13          Key   	Red keycard
  38  r       Key   	Red skullkey
   6          Key   	Yellow keycard
  39  r       Key   	Yellow skullkey

DESIGN NOTES:
Skullkeys and keycards of the same color are indistinguishable by the
game engine - only their appearance is different.

=====================
DECORATIONS
Thg# Ver  Obs Inv Fly	Description
============================================================================
2035      Obs        	Barrel; not an obstacle after blown up
  48      Obs        	Tall techno pillar
  30  r   Obs        	Tall green pillar
  32  r   Obs        	Tall red pillar
  31  r   Obs        	Short green pillar
  36  r   Obs        	Short green pillar with beating heart
  33  r   Obs        	Short red pillar
  37  r   Obs        	Short red pillar with skull
  47  r   Obs        	Stalagmite: small brown pointy stump
  43  r   Obs        	Burnt tree: gray tree
  54  r   Obs        	Large brown tree
  41  r   Obs        	Evil Eye: floating eye in symbol, over candle
  42  r   Obs        	Floating Skull: flaming skull-rock

=====================
LIGHTS AND TORCHES
Thg# Ver  Obs Inv Fly	Description
============================================================================
2028      Obs        	Floor lamp
  85  2   Obs        	Tall techno floor lamp
  86  2   Obs        	Short techno floor lamp
  34                 	Candle
  35      Obs        	Candelabra
  44  r   Obs        	Tall blue firestick
  45  r   Obs        	Tall green firestick
  46      Obs        	Tall red firestick
  55  r   Obs        	Short blue firestick
  56  r   Obs        	Short green firestick
  57  r   Obs        	Short red firestick
  70  2   Obs        	Burning barrel

=====================
GORE
Thg# Ver  Obs Inv Fly	Description
============================================================================
  49  r   Obs     Hng 	Hanging victim, twitching
  63  r           Hng 	Hanging victim, twitching
  50  r   Obs     Hng 	Hanging victim, arms out
  59  r           Hng 	Hanging victim, arms out
  52  r   Obs     Hng 	Hanging pair of legs
  60  r           Hng 	Hanging pair of legs
  51  r   Obs     Hng 	Hanging victim, 1-legged
  61  r           Hng 	Hanging victim, 1-legged
  53  r   Obs     Hng 	Hanging leg
  62  r           Hng 	Hanging leg
  73  2   Obs     Hng 	Hanging victim, guts removed
  74  2   Obs     Hng 	Hanging victim, guts and brain removed
  75  2   Obs     Hng 	Hanging torso, looking down
  76  2   Obs     Hng 	Hanging torso, open skull
  77  2   Obs     Hng 	Hanging torso, looking up
  78  2   Obs     Hng 	Hanging torso, brain removed
  25  r   Obs        	Impaled human
  26  r   Obs        	Twitching impaled human
  27  r   Obs        	Skull on a pole
  28  r   Obs        	5 skulls shish kebob
  29  r   Obs        	Pile of skulls and candles
  10                 	Bloody mess (an exploded player)
  12                 	Bloody mess, this thing is exactly the same as 10
  24                 	Pool of blood and flesh
  79  2              	Pool of blood
  80  2              	Pool of blood
  81  2              	Pool of brains
  15                 	Dead player
  18                 	Dead former human
  19                 	Dead former sergeant
  20                 	Dead imp
  21                 	Dead demon
  22  r              	Dead cacodemon
  23  r              	Dead lost soul, invisible (they blow up when killed)

---------------------------------------------------------------------------
THINGS, by number
(Note that the descriptions below are mostly from Matt Fell's DMSPEC16.TXT).
=====================
  -1                	(nothing)
   0                	(nothing)

   1                	Player 1 start (Player 1 start needed on ALL levels)
   2                	Player 2 start (Player starts 2-4 are needed in)
   3                	Player 3 start (cooperative mode multiplayer games)
   4                	Player 4 start
   5          Key   	Blue keycard
   6          Key   	Yellow keycard
   7  r   Obs       	Spider Mastermind: giant walking brain boss
   8          Amo   	Backpack: doubles maximum ammo capacities
   9      Obs       	Sargeant: black armor, shotgunners
  10                 	Bloody mess (an exploded player)
  11                	Deathmatch start positions. Should have >= 4/level
  12                 	Bloody mess, this thing is exactly the same as 10
  13          Key   	Red keycard
  14                	Teleport landing. Where players/monsters land and face.
  15                 	Dead player
  16  r   Obs       	Cyber-demon: robo-boss, rocket launcher
  17  r       Amo   	Cell charge pack
  18                 	Dead former human
  19                 	Dead former sergeant
  20                 	Dead imp
  21                 	Dead demon
  22  r              	Dead cacodemon
  23  r              	Dead lost soul, invisible (they blow up when killed)
  24                 	Pool of blood and flesh
  25  r   Obs        	Impaled human
  26  r   Obs        	Twitching impaled human
  27  r   Obs        	Skull on a pole
  28  r   Obs        	5 skulls shish kebob
  29  r   Obs        	Pile of skulls and candles
  30  r   Obs        	Tall green pillar
  31  r   Obs        	Short green pillar
  32  r   Obs        	Tall red pillar
  33  r   Obs        	Short red pillar
  34                 	Candle
  35      Obs        	Candelabra
  36  r   Obs        	Short green pillar with beating heart
  37  r   Obs        	Short red pillar with skull
  38  r       Key   	Red skullkey
  39  r       Key   	Yellow skullkey
  40  r       Key   	Blue skullkey
  41  r   Obs        	Evil Eye: floating eye in symbol, over candle
  42  r   Obs        	Floating Skull: flaming skull-rock
  43  r   Obs        	Burnt tree: gray tree
  44  r   Obs        	Tall blue firestick
  45  r   Obs        	Tall green firestick
  46      Obs        	Tall red firestick
  47  r   Obs        	Stalagmite: small brown pointy stump
  48      Obs        	Tall techno pillar
  49  r   Obs     Hng 	Hanging victim, twitching
  50  r   Obs     Hng 	Hanging victim, arms out
  51  r   Obs     Hng 	Hanging victim, 1-legged
  52  r   Obs     Hng 	Hanging pair of legs
  53  r   Obs     Hng 	Hanging leg
  54  r   Obs        	Large brown tree
  55  r   Obs        	Short blue firestick
  56  r   Obs        	Short green firestick
  57  r   Obs        	Short red firestick
  58      Obs       	Spectre: invisible version of the DEMON
  59  r           Hng 	Hanging victim, arms out
  60  r           Hng 	Hanging pair of legs
  61  r           Hng 	Hanging victim, 1-legged
  62  r           Hng 	Hanging leg
  63  r           Hng 	Hanging victim, twitching
  64  2   Obs       	Arch-vile: super-fire attack, ressurects the dead!
  65  2   Obs       	Commando: red armor, chaingunners
  66  2   Obs       	Revenant: fast skeletal dude shoots homing missles
  67  2   Obs       	Mancubus: big, slow brown guy shoots barrage offire
  68  2   Obs       	Arachnotron: baby SPIDER, shoots green plasma
  69  2   Obs       	Hell Knight: grey-not-pink BARON, weaker
  70  2   Obs        	Burning barrel
  71  2   Obs     Fly	Pain Elemental: shoots LOST SOULS, deserves its name
  72  2   Obs           Commander Keen:	a guest appearance by Billy
  73  2   Obs     Hng 	Hanging victim, guts removed
  74  2   Obs     Hng 	Hanging victim, guts and brain removed
  75  2   Obs     Hng 	Hanging torso, looking down
  76  2   Obs     Hng 	Hanging torso, open skull
  77  2   Obs     Hng 	Hanging torso, looking up
  78  2   Obs     Hng 	Hanging torso, brain removed
  79  2              	Pool of blood
  80  2              	Pool of blood
  81  2              	Pool of brains
  82  2       Wpn   	Double-barreled shotgun
  83  2       Itm   	Megasphere: 200% health, 200% armor
  84  2   Obs       	Wolfenstein ss: guest appearance by Wolf3D blue guy
  85  2   Obs        	Tall techno floor lamp
  86  2   Obs        	Short techno floor lamp
  87  2             	Spawn Spot: Where Todd McFarlane's guys appear
  88  2   Obs       	Boss Brain: horrifying visage of the ultimate demon
  89  2             	Boss Shooter: Shoots spinning skull-blocks

2001          Wpn   	Shotgun
2002          Wpn   	Chaingun, gatling gun, mini-gun, whatever
2003          Wpn   	Rocket launcher
2004  r       Wpn   	Plasma gun
2005          Wpn   	Chainsaw
2006  r       Wpn   	BFG9000
2007          Amo   	Ammo clip
2008          Amo   	Shotgun shells
2010          Amo   	A rocket
2011          Hlt   	Stimpak
2012          Hlt   	Medikit
2013          Itm   	Soulsphere, Supercharge, +100% health
2014          Itm   	Health Potion +1% health
2015          Itm   	Spirit Armor +1% armor
2018          Arm   	Green armor 100%
2019          Arm   	Blue armor 200%
2022  r       Itm   	Invulnerability
2023  r       Itm   	Berserk Strength and 100% health
2024          Itm   	Invisibility
2025         (Itm)      Radiation suit - see notes on ! above
2026          Itm   	Computer map
2028      Obs        	Floor lamp
2035      Obs        	Barrel; not an obstacle after blown up
2045          Itm   	Lite Amplification goggles
2046          Amo   	Box of Rockets
2047  r       Amo   	Cell charge
2048          Amo   	Box of Ammo
2049          Amo   	Box of Shells

3001      Obs       	Imp: brown, hurl fireballs
3002      Obs       	Demon: pink, muscular bull-like chewers
3003      Obs       	Baron of Hell: cloven hooved minotaur boss
3004      Obs       	Trooper: regular pistol-shooting zombieman
3005  r   Obs     Fly	Cacodemon: red one-eyed floating heads. Behold...
3006  r   Obs     Fly	Lost soul: flying flaming skulls, they really bite
