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"ACT" SOUND - Sound that a monster makes while it wanders around. Demons
growl as they wander around, and former humans breath heavily.
It is named the "act" sound because the names of these types
of sound resource have "act" on the end.
ALTDEATH - A mode of multiplay. It is an enhanced version of the normal
deathmatch, hence it is sometimes
called Deathmatch II. Its extra rules are:
- Commiting suicide loses a frag
- All items except invisibility and invulnerability respawn
after 30 seconds
- Negative (-) frags are possible.
AMBIENT SOUNDS - One of the limits of Doom is that it is not directly
possible to place "ambient" (or "background") sounds in levels. However, it is
possible to do this using the ambient sound special effect.
Small dummy sectors are placed alongside the level; these
are actually "extensions" of actual sectors in the level, but are not physically
"joined" to the level- the player cannot reach them without using the "IDCLIP"
cheat. Monsters are placed in these sectors. When a gun is
shot, the monsters "wake up" and start making their act sounds.
By changing their act sounds, it is possible to create ambient sounds in the level.
However, this does have some disadvantages. Because it replaces the monster sounds,
it is a technique only really suitable for deathmatch
levels. Also, some monsters use sounds that other monsters use. As well as its
own act sound, the lost soul also makes the
Demon's act sound. It is therefore important to choose the right monsters for
the job.
AMMO - There are many different weapons in Doom,
and as a result, some use different ammo than others. The different types of ammo
are given four-letter abbreviations which are used on thestatus bar.
The four different types of ammo are:
ANTI-GRAVITY FIELDS - It is easy to describe an anti-gravity field,
but harder to actually explain how it works. Basically, anti-gravity fields let you
walk on a floor that you cannot see. You "float" in mid air above the floor. This is
done using sectors that "do not belong" in the place where they are. A
Dummy sector is created, and then another sector is created
inside this. These two sectors must be identical, and the
Linedefs that join them must have no textures, or HOM
occurs. The smaller sector (the one inside the dummy sector) is then moved into
the location where the anti-gravity field is required, and is changed in size and
shape to the neccesary size and shape. This sector is now the actual field. Changing
the floor height of this sector to a point higher than the rest of the level will
lift the player upwards when he/she walks over it. However, the dummy sector must be
kept identical to the "field" sector and must not be deleted, or the level will get
messed up.
The higher floor height does sometimes "bleed" out into the surrounding sector,
causing unwanted parts of the sector to be part of the anti-gravity field, and so
lift the player up. The solution to this is simple: another sector (not a dummy
sector) is placed around the "field" sector. The field bleeds into this sector
instead.
This is only one way of creating an anti-gravity field, and is the method that I
use. However, all of the methods use the same principle of sectors that "do not
belong in their place". Anti-gravity fields have many different uses, from lifting
weapons off of the floor, to invisible steps.
ARACHNOTRON - Baby spider mastermind.
He looks just like his Dad :).
He shoots green plasma, which, other than being green, is
identical to what the plasma rifle shoots.
ARCHES - Arches are a clever special effect,
which are really just an optical illusion. They give the illusion of a rounded
arch between two parts of the level. Two sectors have a
smaller sector as a "bridge" between them. The linedefs
joining each sector have the middle texture on each of
their sidedefs as a transparent texture, with a rounded
"arch" shape at the top. The "bridge" sector is then put at a very low light level.
This gives the illusion of an arch. Simple, but effective.
ARCHVILE - Annoying skinny enemy. He uses his magical fire powers to
blow you up, and runs around fraggin' fast! As if all of that
wasn't bad enough, He respawns dead enemies, so you'll have to
shoot yet MORE of your ammo. Attack these guys with care.
ARMOR - Stuff that helps you by stopping you from getting hurt so much. It
can be gained by picking up armor vests,
helmets and some other
items. When you have armor, then yourhealth
will not suffer as badly. It does get damaged, though. Unlike health, you start off
with 0% armor and have to find it.
ARMOR HELMET - It looks kinda' like a little metal dome with a glowing green
bit in the middle. They give you 1% extra
armor, and let you go over your normal 100%.
ARMOR VEST - There are two types: Normal Armor and Megaarmor. Normal ones are
green vests, which give you 100% armor.
Megaarmor vests are blue and give you 200%.
Back to top
AUTOMAP - Your map, which you can use to find your way around the level. You
can toggle between view mode and the Automap by pressing TAB. The
map is empty at the beginning of each level, but will grow as you
walk around the level. You can also pick up automaps of the level,
which show you all of the level, including secret areas! The
different coloured lines on the automap have different meanings;
Red: A wall (or possibly a secret door!)
Brown: A change in floor height.
Yellow: A change in ceiling height: yellow lines do not
neccesarily indicate a door.
Grey: An area that you have not found yet.
BACKGROUND SOUNDS - See AMBIENT SOUNDS.
BACKPACK FULL OF AMMO - It's.. well.. a backpack! It contains loads of ammo,
and also lets you double how much ammo you can carry,
as when you pick it up, you then have two backpacks.
BARREL - A barrel containing green ooze. When you shoot them, they blow up,
which can hurt :).
BARON OF HELL - Brown bodied, pink torsoed, boss monster. They launch green
fireballs at you, and take at least 5 rocket hits to die.
They are the episode 1 bosses(there are 2 on map 8).
BATCH FILES - Batch files are like mini "programs" that type in DOS
commands for you, and have the extension "BAT". They can be run from the
DOS command line by typing their name, eg. BATCH1.BAT
In Doom, Batch files are usually used as a labour-saving device, to run Doom with
a predefined set of Command line parameters . The most common
use is to load Doom with a PWAD. For example:
@echo off
DOOM -FILE %1.WAD
The first line of this file is purely cosmetic, turning off the display of commands.
The second line runs doom with a PWAD specified on the command line. If this file
had the name "WAD.BAT" (a common name), then a PWAD named "ONS.WAD"
could be loaded by typing "WAD ONS", much quicker and easier to type than
"DOOM -FILE ONS.WAD" by far. More advanced Batch files have more options,
such as the ability to load more than one WAD. This is the most basic form.
BESERK PACK - It looks kinda' like a black
medikit. When you pick one up,
the screen goes red, and the fist is selected. Using the
fist,
you can slop your enemies. Note that the beserk is still
effective, even AFTER the red has gone from the screen. You
also get your health put to 100%.
BFG 9000 - Big Fraggin' Gun :). It is the most powerful of all the weapons,
and launches massive balls of green plasma. It has a WIDE area
effect, which makes it great for using on crowds of enemies. It
is difficult to use in deathmatch, as it
is so slow. It runs on Energy cells(CELL),
but uses up 40 at a time. More information on the BFG is available in
The BFG FAQ
BLEED - Little red puff of blood that appears when you shoot a living thing.
They are the "opposite" of puffs.
BLUR ARTIFACT - Any of the various "super-power-ups". These are:
Partial Invisibility Sphere
Invulnerability Sphere
Supercharge Sphere
Megasphere (Doom II only)
BONUSES - Bonuses are things in Doom which you pick up, and gain extra
power or weaponry through. I have built this "tree" of bonuses, where you can find
(probably) any bonus.
BOSS BRAIN - Massive wall on level 30 of Doom II. It is textured with a
"goats-head" texture, and the idea is to shoot rockets into its' exposed
brain. The ultimate boss, it
shoots square boxes that turn into monsters at "spawn-spots".
Note that if you reverse its' "sit" sound
, you get the words
"To win the game you must kill me, John Romero".
BOX OF BULLETS - A green box that contains 50
bullets(BULL) .
BOOM - Boom is TeamTNT's amusingly named
Source port. Rather than adding 'gameplay' features such
Looking up/down and jumping as legacy does, it focuses on
'levelmaking' features, such as water, 3d bridges and conveyor belts.
BOX OF ROCKETS - A UAC crate that contains 5
rockets(RCKT) .
BOX OF SHELLS - A box containing
shotgun shells(SHEL).
BROWN - A PLAYER COLOR
BSP - Binary Space Partitioning. This is the method used by
Doom to have such
a fast, playable game. How BSP works is beyond the scope of this
dictionary, but it requires a lot of data to be created, so that Doom
can run at such a high frame rate. Using a Node builder, the raw level
data is used to form the bsped level data.
BSPED LEVEL DATA - Data formed from the
raw level data. This data is stored
in the entries BLOCKMAP, NODES, REJECT, SEGS, and
SSECTORS.
BUGS - Problems in the Doom engine. There are several well known bugs:
Often there are quite simple
ways of avoiding them.
BULLET(BULL) - Ammo used by the pistol
and the chaingun. It is not a very
powerful type of ammo, but the Zombiemen
and SS Guys carry
clips full of it, so it is freely
available.
CACODEMON - Red, one-eyed ball that floats around. It shoots fireballs at
you, which take away your health pretty damned fast. A single
rocket is usually enough to take out this guy, although if you're
feeling daring, a chainsaw is a good weapon to use on him.
CAMPING - Deathmatch tactic heavily frowned on by most 'match-ers. Basically,
it involves sitting around near a weapon, shooting peole rather
than actually going and looking for them. Camping is a sad tactic,
practised by losers.
CELLS - See ENERGY CELL (CELL)
CFG FILES - See CONFIGURATIONS
CHAINGUN - A fast kind of machine gun. It is weapon number 4. It runs on
bullets(BULL), which is the same ammo that the
pistol uses.
CHAINSAW - Thing you use to cut down enemies with. When you get the chainsaw,
it replaces the fist (except if you get a
beserk pack , then you
can swap between them by pressing 1). The chainsaw is particulary
useful on HEAVY WEAPONS DUDE.
CHAT - Multiplayer feature! It lets you talk to the other players. To talk to
all the players, press 'T' and type. To talk to an individual player,
type the initial letter of their colour(ie. G,I,B or R) and type.
CHAT MACRO - System that lets you type chat messages
fast :). You can specify up
to 10 chat macros in SETUP.EXE. In multiplayer, if you press
T,G,I,B or R, but instead of actually typing anything, hold ALT
and press one of the number keys, it types the message for you!
CHEAT - Special code that helps you by eg. giving you all of the weapons.
You simply type in the code. The cheat codes for Doom are;
IDBEHOLD: Gives you a power up. Type IDBEHOLD and then;
S - Gives you a berserk pack.
V - Gives you an invulnerability sphere.
I - Gives you a partial invisibility sphere.
A - Gives you a computer map.
R - Gives you a radiation shielding suit.
L - Gives you a light amplification visor.
IDCHOPPERS: Gives you the chainsaw.
"Doesn't suck - GM".
IDCLEV: Does a level warp. Type IDCLEV followed by the episode and
then the level number(Doom I) or the MAP number (Doom II).
IDCLIP: Turns on/off no clipping(lets you walk through walls). This
only works in Doom II.
IDDT: Use this while on the map. Use it again, and you can see all
of the things.
IDDQD: Turns on/off permanent invulnerability.
IDFA: Gives you all of the guns and ammo.
IDKFA: Gives you all of the guns, keys and ammo.
IDMUS: Changes the music. Type IDCLEV followed by the episode and
then the level number(Doom I) or the MAP number (Doom II)
for the music.
IDSPISPOPD: Same as IDCLIP, only for Doom I.
IDMYPOS: Gives you your position in the level.
CIRCLE STRAFING - A technique that lets you walk in a circle, while always
facing the centre of the circle. Basically, you bind two
keys in SETUP.EXE to strafe left and right (not strafe on).
You then use these keys in Doom to sidestep one way whilst
turning the other way. Circle strafing is useful in death-
match, as you can circle-strafe around objects, buildings
or people while firing at them.
CLIP - Little grey boxes with yellow tops. Zombiemen
and SS Dudes drop them. They contain 10
bullets(BULL).
COLORS - In multiplayer, different
players are given different colors to make themselves
different from one another and so distinguish themselves from each other.
According to which number player they are in the game, they are given a particular
color:
- Green
- Indigo
- Brown
- Red
The player color determines the player's "name", or what appears as their name
when chat messages are received by other players. It also
determines the letter pressed to contact that player through chat mode: the first
letter of their color is pressed.
COLORMAP - This is a resource in the IWAD which allows light levels. Doom
uses the information in this resource to "map" the colours that
would be drawn onto the screen to darker colours. It also provides
for the invulnerability "white and black" effect, by mapping all
of the colours to monochromatic white and black colours.
COMMAND LINE PARAMETER - A kind of 'Doom command' that is sent to Doom.
Different commands do different things. To send the
command, instead of just typing 'DOOM' when you run
Doom, you type 'DOOM' followed by a '-' and then the
command. For example, if I wanted to start Doom in
developer mode, I would use the 'DEVPARM' parameter;
DOOM -DEVPARM
A list of the main command line parameters follows.
-ALTDEATH Starts Multi-player Doom in Deathmatch II
mode.
-CDROM Uses the DEFAULT.CFG file in C:\DOOMDATA.
Also changes the little disk icon that
appears in the bottom right of the screen
to a CD.
-CONFIG cfg Lets you choose a custom Configuration
file. Doom usually uses DEFAULT.CFG.
You type the '-CONFIG' parameter,
followed by the configuration filename.
eg. DOOM -CONFIG MYCFG.CFG will use
file MYCFG.CFG instead of DEFAULT.CFG
-DEATHMATCH Starts Multi-player Doom in Deathmatch
mode.
-DEVPARM Starts Doom in developer mode. Under
developer mode, you can take screen shots
(F1), and a row of dots at the bottom of
the screen show the frame rate.
-FAST Makes the monsters fast, like in nightmare
mode.
-FILE filename Loads a PWAD into memory when Doom
starts. You type the '-FILE' command
followed by the PWAD filename.
eg. DOOM -FILE DSTARS20.WAD loads
PWAD DSTARS20.WAD
-LOADGAME x Loads from a saved game. Note that
specifying this parameter starts
straight into the game. You type
'-LOADGAME' followed by the game number
(0-5). eg. DOOM -LOADGAME 3 loads from
save game 3.
-NOMONSTERS Lets you play Doom without monsters.
-PLAYDEMO file Plays a demo from a LMP file. You
type '-PLAYDEMO' followed by the
filename minus the '.LMP'.
eg. DOOM -PLAYDEMO MYDEMO would play
the demo in 'MYDEMO.LMP'.
-RECORD file Lets you record a demo LMP. You must
use the '-DEVPARM' command to be able
to use this command. You type
'-RECORD' followed by the filename
minus the '.LMP'. eg. DOOM -DEVPARM
-RECORD MYDEMO will record a demo
called MYDEMO.LMP
-RESPAWN Makes the monsters come back from the
dead after 8 seconds, like in nightmare
mode.
-SKILL x Changes the skill level. Note that using
this parameter will start straight into
Doom. You type the '-SKILL' parameter
followed by the skill level(1-5). eg.
DOOM -SKILL 3 will start the game in
'Hurt Me Plenty' skill level. Note that
skill 0 starts with no things at all,
except the player starts.
-TIMER x Sets a LEVEL TIMER
-TURBO x Enables TURBO MODE
-WARP x y Starts on a level other than E1M1(Doom I)
or MAP01(Doom II). You type the '-WARP'
command, followed by the episode, then
the map(Doom I) or just the map(Doom II).
Note that using this parameter will start
straight into the game! eg.
DOOM -WARP 3 1 warps to episode 3 map 1.
DOOM2 -WARP 25 warps to level 25.
COMBAT SHOTGUN - See SUPER SHOTGUN.
COMPUTER AREA MAP - Picking this item up gives your automap
information on the entire level you are in, including secrets!
CONFETTI - A Doom bug. It occurs if you put a transparency texture on a wall.
The texture becomes distorted, with bits of it 'streaking' and
other bits filled with multi-coloured blobs.
CONFIGURATIONS - The trouble with Doom Deathmatch
is that different players use different configurations of keys, controllers etc. Doom
has a system that allows multiple configurations for different configurations. Configurations
are stored in files with the extension "cfg". Doom normally uses
"default.cfg" to store its settings. However, other configurations
can be stored in different files, eg.
"sf.cfg". These can be used instead of the default configuration using the
"-config" Command line parameter.
Configuration files typically store:
- Doom-environment options (volumes, screen size, anything on the options menu)
- Controller settings (keyboard settings, mouse/joystick button assignments etc.)
- Chat macros
Some new EXE Files based on the Doom source
also hold extra settings relating to the extra options they supply to the Doom environment
in configuration files eg. "autorun"
CONTROLLERS - Controllers are the devices used to navigate through
the game. Doom supports three different controllers: Keyboard,
Joystick and Mouse. Doom also supports
the Logitech Cyberman. Setup allows you to configure these
controllers (ie. what buttons do what) and also choose what controller setup you
want. These are:
- Keyboard Only
- Keyboard and Mouse
- Keyboard and Joystick
However, it is possible to enable all three controllers by editing the
CFG file
CO-OPERATIVE - A mode of multiplay. It is the opposite of deathmatch, as
players are not fighting each other, but are working together
to try and kill all of the monsters and exit the level.
CRUSHING CEILING - Areas where the ceiling go down and crush you. They can be
very dangerous, as they squash you, but also useful, as
they squash enemies too :). There are two types, fast
and slow.
CYBERDEMON - Massive boss monster. He walks around on two legs and launches
rockets fraggin' fast at you! If you have Doom I, warp to E2M8 to see him.
In Doom II, warp to MAP32.
DEATH - Death plays a prominent part in Doom, as the game itself is
about killing people. When you kill a monster, it dies and falls to the floor. The
amount of ammo needed to do this varies from monster to monster. For example, only
a couple of shots from the pistol are needed to kill a
demon,
two shotgun blasts are needed. The tougher enemies need more shots to be killed.
The monsters usually just spend the rest of the level dead on the floor. However,
if Nightmare skill level is being used, the monsters will
respawn after a certain amount of time. Also,
Archviles have the power to ressurrect dead monsters, meaning you have to use up
even more ammo to kill them again
DEATHMANAGER - Text-based program designed to remove the hassle out of
starting Doom Multi-player games. It has far more options
than SETUP does.
DEATHMATCH - A mode of multiplay. It is the opposite of co-operative, as
players are not fighting the monsters together, but are
fighting each other. There are two versions: Deathmatch and
Deathmatch II. In deathmatch, players have all
of the keys, and appear at deathmatch start points that are
dotted around the level, rather than at their player 1/2/3/4
start points.
DEATHMATCH II - See ALTDEATH.
DEMO FILE - A demo is a recording of you playing Doom. It records all of your
movements that you (or other players) make while playing a level,
and records them into a demo file with a ".LMP" extension. Demo
recording mode is initiated by the "-record" command line
parameter and playback with the "-playdemo" command line
parameter(for more information, see "COMMAND LINE PARAMETERS").
DEMON - Short, pink guys who like to eat you :). They have
a hu-uge mouth which they use to eat you with (Harrala) and if they
can't reach you, then they run around, growling occasionally. It is often a good
idea to pick these guys off from a distance with a shotgun (or better).
DEU- DEU stands for Doom Editing Utilities. It was
probably the first ever Doom level editor. However, it is not used a lot nowadays,
as it is very unreliable (prone to scrambling levels without warning) and does
not have anywhere near as many features as a modern level editor. It also requires
a high level of understanding of how levels are actually built, so is difficult to
use.
DEUTEX- DEUTEX is a program which builds WADs. It
stands for DEU's texture companion, and was originally designed
as an "add-on" for DEU. However, it has since gone far beyond this. DEUTEX takes
a text-file which describes how a WAD will be built, and then builds it from other
files which are stored according to category in sub-directories. DEUTEX is useful for
building compilation WADs, as it can take other PWADs containing
the individual levels and combine them (along with graphics,
sounds, etc.) to form one WAD. It can also be used to reliably manipulate WADs, and
has many features.
DM - This has several meanings:
- Abbreviation for DOOM.
- Abbreviation for DEATHMANAGER.
- Abbreviation for DEATHMATCH. eg. GOTHICDM
"DOESN'T SUCK - GM" - Message displayed when you type
IDCHOPPERS.
DOOM - 1st person, 3D Perspective shoot-em up PC game. It is made by id
software, as is its sequel, Doom II.
There are many different versions of Doom. The first version was
released on the 10th of December, 1993. Since then, its many bugs
have been slowly eliminated. The versions are as follows:
DOOMSDAY - 10th December marks Doomsday, the anniversary of the first launch
of Doom.
DOOM 2 - The sequel to Doom. Doom 2 has 32 levels, rather than episodes and
missions. These levels are of a very different design to those in
Doom 1, and Doom 2 also includes extra monsters and features.
DOOM SOURCE - The source code
for Doom is now avaliable on the Internet.
Note that this is a linux(not DOS) version, though the source
code has now been ported to DOS and is being improved by
several groups of people.
DOOR - Doors are like walls, only they open :). Actually, they are more
like ceilings that open. All of the doors in Doom go
up, and usually close after around 6 seconds. Some doors don't close,
others stay open longer, some are open and then close, some don't need
you to open them, some need keys, some are fast and some slow. There
are loads of different types of door in Doom, and they are all slightly
different. Many just open when you go up to them and press space.
DOSDOOM - DOSDOOM is a well-known Doom source port.
It provides features such as: looking up/down, screen sizes etc. It appears to have
similar aims to Legacy, but currently does not have as many
features.
DOUBLE BARRELLED SHOTGUN - See SUPER SHOTGUN.
DUMMY SECTOR - A dummy sector is a sector that
does not actually form part of the level, but is instead used to affect certain
special sector or linedef types. For example, the "pulsating"
light" sector type pulsates between the sector's light level and the lowest light
level of an adjacent sector. Because putting a sector with a dark light level next to
the sector would probably look silly in the level, a dummy sector is used. A tiny
square or triangle(etc.) is placed outside of the level, but is still part of the
sector. Another small sector is joined to it, with a low light level. Therefore,
the light will pulsate down to the low light level, but the sector with the low
light level is not actually seen by the player.
ENDLESS CEILING - The "endless ceiling" trick (as my friends and I
have named it) is a way of making a ceiling look constant, without different light
levels on it. For example, a sector might have a light level of 255, and a sector
inside it might have a darker light level, say, 100. You may not want the ceiling
to appear darker, which is where the endless ceiling trick is used. The ceiling of
the smaller sector is made really high (ie. hundreds of units above the
surrounding ceiling height). However, no upper texture
is given to the linedefs which join these two sectors. The surrounding(and brighter)
light level bleeds over the hole in the ceiling, giving the impression of a constant
light level on the ceiling, but different light levels on the floor. It is important
that the ceiling height of the smaller sector is very high, otherwise its ceiling
may sometimes become visible, spoiling the effect.
ENDOOM - The endoom screen is the text screen shown when you quit Doom. It
is called "ENDOOM" because that is what the resource is named.
ENEMIES - See MONSTERS
ENERGY CELL(CELL) - Ammo for the BFG9000 and Plasma rifle.
EXE FILES - EXE files have the extension "EXE" and form most
of the actual programs on your computer. Your Doom directory is likely to contain at least
one EXE file: ie. DOOM.EXE, DOOM2.EXE (etc.) This is the actual Doom
engine itself, and is what you run when you run Doom. Other EXE files are likely to be
editing programs, such as NWT or DMGRAPH. A more recent Doom directory may also contain
extra versions of Doom, based on a modified version of the Doom
source . Batch files are sometimes used to run the EXE files
indirectly, rather than make the user continually type the same options.
FACE - The face on the status bar reflects how
much health you have. As you wander around the levels, the face
looks around. If you are shot by enemies, he shows his pain and looks at the
direction from which the shot came, useful for locating enemies. He grunts in
acid and grins sometimes when you pick up weapons. As you lose more and more
health, more blood appears on his face, until he is covered in it and his head
is looking down.
FILES - The typical Doom directory is likely to contain several
different files:
FIST - Your fist, and also your least powerful weapon. You always have it,
unless you've accidentally slipped over and cut it off or something,
or have the chainsaw. The chainsaw replaces the fist, so you can't use
it unless you get the beserk pack, which lets you switch between them.
FLASH OF BLACK - See MOIRE.
FLAT - Floor or ceiling texture. Actually, every sector and every room has
a floor and a ceiling texture: the 'sky' textures are just a special
type of 'panning' floor/ceiling texture (although you can't have a
panning texture on the floor and the ceiling). The beauty of the flats
system is that you are not limited to using floor textures on the
floor, ceiling textures on the ceiling. If you wanted, you could
create 'upside-down' Doom, where you have simply taken the original
levels and flipped the floor and ceiling textures, after fiddling
with the floor and ceiling heights a bit.
FORMER HUMAN - A former human is a ZOMBIEMAN,
SHOTGUN GUY or HEAVY WEAPONS
DUDE.
FRAG - A Deathmatch term. The
frag count (for Deathmatch II) is the number of
times you have killed any other player minus the amount of times
that you have commited suicide. To kill another player is called
'getting a frag' because your frag count goes up by one.
GAMMA CORRECTION - Kind of "turns up the brightness". Using gamma-correction
can help you see more. There are five levels: 0-4, and can
be toggled by pressing F11.
GREEN - A PLAYER COLOR
HALL OF MIRRORS - See HOM.
HEALTH - Stuff that keeps you alive. The 'health' box
on the status bar shows you how much health
you have. Also, the littleface on the status bar
reflects your health by how much blood is on it. If the face is
covered in blood and looking down, you are almost dead: it's time
to find some more
health! You start off with 100% health, but can lose it by being
hit by shots from enemies. The amount of health you lose depends on
how much Armor you have. If your health gets to
0%, then you're dead!
HEALTH POTION - These blue bottles give you 1% extra health,
and let you go over your normal 100%.
HEAVY WEAPONS DUDE - Fat former humans with chrome-domed heads. They carry
chainguns, and can become fraggin' annoying if
they are left to keep on shooting (which they will). On the plus
side, they drop chainguns when they die, which can be
useful :).
HELL KNIGHT - Baron of hell's little
brother. They are much less tough, but
are still a formidable threat. They can be distinguished from
Barons of hell because they have brown torsoes, rather than red
ones.
HEY, NOT TOO ROUGH - Skill level 2
HOM - Stands for hall of mirrors. This occurs if you don't have a texture
where you should have one. The area where there should be a texture
is all flickery, with bits of automap, your
gun and other things left behind on it.
HURT ME PLENTY - Skill level 3
ID - The makers of Doom. Pronounced literally, 'id'.
id homepage
I'M TOO YOUNG TO DIE - Skill level 1
IMP - Brown humanoid that walks around with its red mouth open most of the
time. He launches fireballs out of it if you are a distance from them.
He tears you to shreds if you get too close. Fortunately, he is still
pretty weak, and will die after a few pistol shots.
INDIGO - A PLAYER COLOR
INTERPIC - The between level screen shown in Doom II and Doom I Episode 4.
It's a sort of skin texture, with lots of stretched faces and
stuff. It is so named because the resource name for it is
"INTERPIC".
INVISIBLE DEMON - See SPECTRE.
INVULNERABILITY SPHERE - A green floating sphere. When you pick it up, you
become invincible for a short amount of time. During
this time, however, your view will turn to reverse
colour monochrome - your punishment for being tough!
Please note that many people consider the invulnerability sphere
as being unfair in deathmatch (it does not respawn).
IPXSETUP - The program to run Doom over a network. To use IPXSETUP, you must
have the IPX protocol set up. You can have up to 4 players, which
you choose with the command line parameter:
-NODES players
Where players is the amount of players that you are going to have.
IWAD - Internal WAD. Everything that you see and hear in the game is stored
in this massive(14meg up) file. In Doom I, it it DOOM.WAD. In Doom II,
it is DOOM2.WAD. In Heretic it is HERETIC.WAD, and in Final Doom it is
PLUTONIA.WAD or TNT.WAD. Using a WAD editor(eg NWT), you can extract any of
the music, sound effects, wall textures, sprites, levels, and even the
screen that is shown when Doom is quitted from this file.
JOYSTICK - The joystick is one of the three
controllers that Doom supports. It can be enabled through
SETUP. However, it is not often used by deathmatchers, as it is difficult to
use when controlling games such as Doom, and does not offer the same turning speed
that the Mouse offers. Nevertheless, there are still four
different actions that can be assigned to mouse buttons:
KEYBOARD - The keyboard is one of the three
controllers that Doom supports. It is always enabled:
it cannot be disabled, even through editing the CFG file.
Doom allows you to specify many different keys for use in the game. These are:
- Turn right
- Turn left
- Walk forward
- Walk backwards
- Strafe left
- Strafe right
- Strafe On (Strafes when turn keys are pressed)
- Fire
- Run
- Use
KEYS - Some doors in levels need keys for you to open them. There are three
colours of key, and two types. The colours are blue, yellow and red,
while the two types are standard key and skull key. Once you have the
right key, you can go through the associated door(s).
LEGACY - Doom: Legacy is one of the well-known source ports,
which provides features such as: Looking up/down, skins, 32-player
multiplayer with a client/server engine, and a host of other features. See
their web page.
LEVEL - Levels are the various maps that you go through in Doom. In Doom I,
the levels are E1M1 - E3M9. In Doom II, the levels are MAP01 - MAP32.
Levels are defined by having an empty 'header' resource, which is
the name of the level (ExMx or MAPxx), followed by 10 resources which
contain all of the level data. These resources are;
LINEDEFS - Contains all of the linedef information.
SIDEDEFS - Contains all of the sidedef information.
THINGS - Contains a list of all of the things.
SECTORS - Contains sector information.
NODES SSECTORS SEGSContain the BSP data.
REJECT - Contains the reject data.
BLOCKMAP - Contains the blockmap information (provides clipping and
the computer area map).
LEVEL TIMER - Makes the levels end after a certain time limit. This is
done through the -timer Command line switch. For example,
typing DOOM -timer 5 will end each level after 5 minutes. This is useful in
Deathmatch mode to time games. However, it does have
disadvantages. In 32 player level compilations, for example, the secret levels are
skipped. Also, the level timer information is not stored in Demo
files, which can cause Demos to go out of sync.
LIFT - Lifts are floors that go down. Like doors, there are many different
types of lift, some fast, some slow, some need to be activated, others
are automatic. Most go down for around 3 seconds, then go back up.
LIGHT AMPLIFICATION VISOR - Goggles that let you see better. When you pick
them up, you can see everything in crystal clarity.
LINEDEF - A linedef is, basically, either a wall, or a joining point between
two sectors. Walls are called 'one-sided' because they have only
one sidedef, and linedefs that join two sectors are called 'two
sided' because they have two sidedefs. The two ends of a linedef
are defined by vertices.
LINEDEF TAG - This is for tagging sectors to
linedefs. See TAGGING.
LMP FILE - Technically, a .LMP is a lump file, containing a lump
to be put into a WAD. In practice, however, a .LMP file is normally used
to store demos recorded with the "-record" command line parameter,
as LMP is the file extension given to demos by Doom.
LONG WALL ERROR - See LWE.
LOST SOUL - Skull with a fiery hairstyle. He flys around, and looks
reasonably harmless, but will attack you by flying into you. The
super shotgun is a good weapon to use to get rid of him.
Alternatively, shoot him with a pistol and watch him drift away.
LUMP - The information contained in a RESOURCE.
LWE - Stands for Long wall error. This is a Doom bug. It
is caused by having really long(ie. Bigger than 1024) walls. When you have such a
wall, it and other walls in the level 'jump about'.
MANCUBUS - Fat, overweight blob. He has fireball launchers on his arms,
and crys out 'ooaaa' when you shoot him. He is quite easy to
get rid of, but is still quite dangerous.
MEDIKIT - White box with a cross on the side. It helps you by giving you 25%
extra health.
MEDUSA - A Doom bug. If you have a multi-patch(ie.
made of more than one graphic) texture for the middle
texture of a two-sided linedef,
your PC slows to a crawl whenever you see that linedef. It is called
the 'medusa' effect because "it looks like snakes and it turns you
to stone" :).
MEGASPHERE - Like the supercharge sphere,
only more powerful. It is a yellow-brown colour. When you pick it up, you get
200% health and armor.
MOIRE - A Doom bug. It occurs when you have a really high wall. As you move
towards or away from the wall, you get a 'flash of black' for a
moment. This bug is supposedly fixed in v1.666 up.
MONSTERS - There are many different monsters in Doom, these are:
MOUSE - One of the three Controllers that Doom
supports. The mouse is the preferred controller for the best Deathmatchers, as it
allows precision turning and also allows quicker turning than when using the
keyboard alone. Most people use the keyboard and mouse
combination suggested in SETUP. Mouse buttons can be assigned
to any of the following actions:
MOVING FLOOR - A group of sectors that are
triggered by a linedef to move up
and down. The result is a "moving floor", with parts of the
floor higher and lower than others, constantly moving up and
down.
MUS FORMAT - The MUS format is the format that the music in Doom is stored
in. Because it is an irregular format, a program such as
MIDI2MUS is needed to convert .MID files to .MUS files.
MULTIPLAYER SAVEGAMES - Saving your game during Multi-play
is easy: simply choose "Save" from the options menu. Note that
the same slot is used on every PC, so it is advisable to agree
on a saveslot with the other players first.
Loading your savegame is more difficult: this is best handled
using Doom's SETUP or another launch program.
In SETUP, select "Load Multiplayer Savegame" from the main menu,
then enter the appropriate options. You cannot load the savegame
once the game has already commenced!
MULTIPLAYER - One of the revolutionary features of Doom when it was
released was the fact that you could play it Multiplayer. In other words, as well
as battling against monsters, you could also play with/against your friends/enemies.
Multiplayer was provided through two external exe files,
SERSETUP and IPXSETUP. This system
also allowed third party EXE files to be used instead, such as TCP/IP EXEs to allow
you to play over the internet. Internet Doom has only really taken off after the
release of The Doom Source Code.
MUSIC - Every level in Doom has music associated with it. This plays if you
have an Adlib/Soundblaster card or better. You can change the music
being played if you hate it using the IDMUS cheat code.
The music is stored in the IWAD in the MUS format (see entry). The
resource names always start D_. In Doom I, the format is simple -
the resource name is D_ExMy, where x and y are the episode and
mission numbers. In Doom II, the format is more complex - the
resource name is anything beggining in D_ - for example, D_RUNNIN.
NAZI - See SS DUDE
NODE BUILDER - A program that makes the BSPed level data
from your level data, and thus rendering the level playable.
Most node builders are reasonably good, but some node
builders, particulary the ones built into level editors,
create bugs when you play the level. Wall textures can
become garbled, floor textures can bleed and so on.
NIGHTMARE - Skill level 5
NULL MODEM - A method of linking two computers. A null modem cable is a cable
that simply connects between 2 PCs' COM ports. To use this type
of link up with Doom, you use SERSETUP.
ONSLAUGHT - See TEAMONSLAUGHT.
PAIN ELEMENTAL - Cacodemon's big brother. He is brown, he has a skull in his
mouth, and he shoots lost souls. It REALLY IS a good idea to
get rid of these guys, because the lost souls will have you
as a light snack. Alternatively, leave the room, and let the
lost souls have the pain elemental as a light snack.
PARTIAL INVISIBILITY - When something is 'partially invisible', the only part
of it that can be seen by players and monsters is a
dotted silhouette. Spectres are partially invisible,
and players can become partially invisible if they
pick up a partial invisibility sphere.
PARTIAL INVISIBILITY SPHERE - A red sphere with a little pulsating thing in
the middle. When you pick it up, you turn
partially invisible. It isn't really very
useful in single player, but is more useful in
deathmatch. After a while, you flash between
partially invisible and visible, before finally
reappearing for good. Note that many deathmatchers consider the
partial invisibility sphere as unfair.
PC SPEAKER SOUND - A crappy imitation of a digitized sound. Basically, for
every digitized sound in Doom, beginning in "DS", there
is another resource with an almost identical name, only
it begins "DP". These contain PC speaker sounds. PC
speaker sounds are basically bleeps played by the internal
speaker when you don't have a sound card.
PCX FILE - An image file with the extension ".PCX". Doom uses PCX files to
save screenshots. To view screen shots in DOS, I suggest that
you download a shareware copy of Descent II, and use PCXVIEW.EXE, which comes with it.
PISTOL - A very slow, not very powerful weapon. It is weapon number 2. You
always have it when you start the game, or if you restart the level.
It runs on bullets(BULL).
PLASMA - Another word which describes ENERGY CELLS [CELL] .
PLASMA RIFLE - Fast and powerful weapon. It launches purple plasma balls,
which work extremely well on former humans. Because it is
fast and powerful, it is more than suitable for deathmatch.
It runs on Energy cells(CELL).
PLAYER - The player in Doom is who you control, (or who other players
control in multiplayer). There are many different factors which
different players will hold:
PLAYPAL - This is a resource in the IWAD. It contains 14 palettes that Doom
uses. When the screen goes a certain colour, like when you are
hurt, or when you get a radiation suit, Doom changes the screen
palette to one of the ones in this resource.
PUFF - Little puffs appear when you shoot walls or barrels. They are the
opposite of bleeds.
PWAD - Patch WAD. It is basically exactly the same as the IWAD,
except that instead of containing entries for every graphic, level, and sound
in the game, it only contains entries for certain things that are
wanted to be changed. The PWAD system works by telling Doom to use
bits of the PWAD instead of bits of the IWAD. eg. If a PWAD contained
an entry called 'DSRLAUNC', then when the rocket launcher was fired,
Doom would play the sound under that entry in the PWAD, rather than
the one in the IWAD.
QUICKSAVE - Quick-saving is an ingenious system that lets you save your game
quickly, without even selecting a slot! Basically, you press F6,
and Doom asks you to select a slot like you normally would when
choosing "save game". Then, whenever you press F6 again, it
simply saves over that slot. If you press F9, you can also
"quickload".
RADIATION SHIELDING SUIT - A special suit that protects you from acid. When
you get one, the screen goes green.
RAW LEVEL DATA - The data formed by the level editor. This is stored in the
entries LINEDEFS, SECTORS,
SIDEDEFS, THINGS and VERTEXES.
RED - A PLAYER COLOR
REJECT - This is a resource contained in every level. It tells monsters when
they can see and shoot other monsters and players.
REQUIEM - See TEAMREQUIEM.
RESOURCE - A kind of 'Doom file' inside a WAD file. For more information, see
WAD.
RESPAWN - A Deathmatch term. Respawning is when an item or monster reappears
after it has been killed or picked up. Items can be made to respawn
after 30 seconds by using ALTDEATH mode.
Monsters can be made to respawn after 8 seconds by setting the
'-RESPAWN' parameter.
RESPONSE FILE - File containing a list of command line
parameters. Response
files are useful, becuase Doom can only handle something like
10 command line parameters, and if you don't have DOSKEY
installed, you will probably get fraggin' pissed off with
having to type in the parameters over and over again. To
make a response file, you simply make a text file with a
seperate command line parameter on each line. eg.
-FILE DSTARS20.WAD
-SKILL 5
-FAST
-RESPAWN
You then save the file with any name(eg. RESPONSE.TXT) and
instead of typing;
DOOM -FILE DSTARS20.WAD -SKILL 5 -FAST -RESPAWN
You simply type;
DOOM @RESPONSE.TXT
or DOOM @ followed by the filename. Note that you can also
use response files with IPXSETUP and SERSETUP, as multiplayer
will probably be where you find them most useful.
REVENANT - Tall, skeleton-like enemy. He launches guided missiles from
his shoulder-mounted rocket launchers, and punches you really
hard if you get too close. Beware of them!
ROCKET LAUNCHER - A fast, powerful weapon. It is weapon number 5. It launches
rockets, which slop former humans
and other players.
Because it is fast and powerful, it is great for
deathmatch. Be careful, though. If you shoot it into a
nearby wall, it will hurt! It runs on rockets (RCKT).
ROCKETS(RCKT) - Ammo used by the Rocket launcher.
SAVEGAMES - Both Doom and Doom II are very big games, the
kind you're unlikely to finish in one afternoon. Therefore, you
can choose to save your game. Choosing a slot from the "save game"
menu will save your game to that slot. Later on, you can return
to your game straight away, just by choosing "load game" from the
main menu. Voila! Your game is re-loaded!
Savegames are stored in one of 6 files in the Doom directory
which have the extension "DSG" (Doom Save Game). See also:
Multiplayer savegames and
Quicksaves
SARGEANT - See SHOTGUN GUY.
SCREEN SHOT - Taking a 'photo' of the screen and saving it to a file on disk.
to get a screen shot, start Doom with the '-devparm' parameter,
then press F1 to take a picture. The file is saved with a .PCX
extension, ie. DOOM00.PCX, DOOM01.PCX etc. Note that gamma-
correction does not transfer to the .PCX file.
SCREEN SIZE - It is possible in Doom to change the size of the view
window through which you play Doom. Pressing + increases the screen size
while pressing - decreases the screen size. The top two screen sizes are both "full screen", though one
shows the status bar and the other does not. Screen sizes smaller than this have the
extra space filled in with a floor texture.
Setting the screen size is useful for a couple of reasons. Smaller screen sizes
run faster, and so are preferable on slow computers. However, playing on the largest
screen size(full screen, without status bar) allows a player to actually see more
than in the next screen size down (full screen, with status bar). Therefore, this
is often preferred by some players.
SECTOR - Basically, a sector is anywhere that you can walk. All sectors are
polygons, although some have holes cut out of the middle. Sectors
are defined by having several sidedefs with the same sector-
reference. Sectors are vital to Doom, because they let you define
floor and ceiling heights and textures, give light levels to rooms,
and create effects such as pulsating lights and acid.
SECTOR TAG - This is for tagging linedefs to
sectors. See TAGGING.
SERSETUP - The program that comes with Doom that you use to play over a
serial link. A serial link is a modem or null modem connection. If
you're calling, then type SERSETUP -DIAL, followed by the phone
number. eg. SERSETUP -DIAL 0500,567,328 will call 0500 567 328. If
you are being called, you need to set up in 'wait for call' mode.
Just type SERSETUP -ANSWER. If you're connecting via null modem,
just type SERSETUP.
You will also need to specify your COM port. This is another
special command line parameter. You type SERSETUP -COMx, where x
is the number of *your* COM port. eg. To use COM3:SERSETUP -COM3.
SETTINGS See CONFIGURATIONS
SETUP - The program that allows you to configure Doom's more advanced
settings, such as Sound Card and Controller settings. In later
versions, you can specify an alternate .CFG file to default.cfg,
by typing at the command line eg:
SETUP -config sf.cfg
Obviously, replacing sf.cfg with whatever you want.
SHELLS - See SHOTGUN SHELLS(SHEL)
SHOTGUN - A reasonably fast, reasonably powerful weapon. It is weapon number
3. It is good for using close up on humans and imps,
but is of little use
against tougher enemies. It has to be reloaded after each shot, but
is still quite fast. It runs on Shotgun shells(SHEL). It is fairly
easy to get hold of one, shotgun guys carry them. A more powerful
version is available in Doom 2 in the form of the Super shotgun
SHOTGUN GUY - Bald human in black clothing. He carrys a shotgun,
shoots it, and drops it when he dies.
SHOTGUN SHELL(SHEL] - Ammo for the shotguns.
SIDEDEF - A sidedef is the side of a linedef.
Linedefs can have up to 2
sidedefs (a line has two sides, d'ohh!). Sidedefs let you choose
wall textures, and sidedefs are collected together by their
sector references to form a sector.
SKINS - Skins allow individual people in multiplayer.
This cannot be done in the original version of Doom. However, the new
Doom Legacy source port allows skins support, so you can load in your own skins
in Multiplayer and look however you want to!
"SIT" SOUND - No, this is not the noise that the monsters make when they all
sit down and have a cup of tea! It is the sound that the
monsters make when they see you and start to walk around(eg.
The mancubus goes kind of "Rrrrupp" while the former humans
go "Er-oh"). It is so named because all these sounds have the
three letters SIT put on the end of the resource names in the
IWAD.
SKILL LEVELS - The skill levels determine how difficult Doom is.
There are five different skill levels in Doom:
- I'm too young to die
- Hey, Not too rough
- Hurt me plenty
- Ultra-Violence
- Nightmare!
Nightmare is the hardest skill level, generally with a lot of monsters. These
attack at high speed, and respawn after a certain
amount of time!
The skill levels work by removing certain monsters at easier levels, and replacing
(with harder monsters) or adding monsters in more difficult ones. Skill levels
can also be used on weaponry and power-ups, making them only appear at certain
skill levels!
SLOP - What is left after a player or monster is killed with a Rocket
launcher, BFG, Beserk pack,
occasionaly a plasma rifle, or is
telefragged. The thing being slopped explodes, and what is left
resembles a red cocoon shaped object.
SOUL SPHERE - Stupid name for SUPERCHARGE.
SOUND - A sound you hear in Doom. They are all digitised in Doom, at a 11025
sampling rate. All sound resources have "DS" at the beginning, the
remaining 6 letters making a feeble attempt to describe the sound.
There are loads of sounds, from gunshots to the "tink" or phone sound
when you are called in multiplayer.
Note: There are also PC SPEAKER SOUNDS.
SOURCE CODE - See DOOM SOURCE.
SPECIAL EFFECTS - Many of the top level makers use special effects
in their levels, which show their advanced knowledge of level editing. Special
effects usually make use of Bugs or limits of the Doom engine
to enhance levels. The main special effects are:
SPECTRE - Partially invisible DEMON.
SPIDER MASTERMIND - Massive brain with 8 legs. It has a massive face and a
chaingun which it just will not stop firing! This is the
last boss on Doom I, but you can see him in Doom II in
a few places.
STIMPACK - Small medikit. It gives you 10% more
health.
SPISPOPD - SPISPOPD was something which developed on the Internet newsgroups
whilst they were waiting for Doom to be released. It stands for
Smashing Pumpkins Into Small Piles Of Putrid Debris. The basic
thought was, if id gave their next 3D game a less interesting
name (ie. "Smashing Pumpkins Into Small Piles Of Putrid Debris"),
then there might not be so much hype about it!
SS DUDE - The S.S. Dudes are actually out of Wolfenstein, Doom's
predecessor. They are Nazis in blue clothes who shoot chainguns at you. They can
be found in Doom 2's secret Wolfenstein levels (MAP31 and MAP32). When you kill them,
they drop clips.
STATUS BAR - The status bar, as its name suggests, shows your
player's status. It is normally grey and appears at the
bottom of the screen (unless the Screen size is at maximum)
It shows,
- Your Health
- The amount of Ammo left for the weapon
you are currently using
- Which weapons you currently hold (in single-player)
- The amount of frags you have (in multi-player).
- Your face
- How much armor you have.
- Which keys you have.
- The amount of each type of ammo you have, in a compact form.
STRAFING - Doom's name for side-stepping. In Doom, you can bind a key to
activate strafe mode. While you are holding this key, you will
side-step to the left or right when you press the left or right
keys. Strafe mode is deactivated as soon as you release your
strafe key. You can also bind two keys to strafe left or right,
allowing "circle strafing" (see entry CIRCLE STRAFING).
STRAFE RUNNING - A technique which allows you to run faster. By
strafing in
one direction whilst walking forward, you can actually
travel faster than is usually possible by running.
SUPERCHARGE - Blue sphere with a face in it.
It gives you 100% EXTRA health.
SUPER SHOTGUN - A more powerful version of the shotgun.
It is double
barrelled, which makes it twice as powerful, but it also uses
up twice the ammo. It is VERY slow to reload, but is still
great for use in deathmatch. In single player, you can use it
to take down crowds of humans and imps :). It is also weapon
number 3, but you can switch between it and the standard
shotgun by pressing 3 again. It runs on Shotgun shells(SHEL).
TAGGING - This is when a linedef is 'linked' to
a sector. When a linedef is
linked in this way, it is said to be 'tagged' to the sector. To
tag a linedef to a sector, you must give the linedef a sector tag
number (any, as long as you are not already using that number for
another process). You then give the sector that you want to tag the
linedef to a linedef tag of the same number.
Tagging is vital to Doom, as nearly all of the linedef types
require it. Tagging allows you to tell Doom which part of the level
you want to start a crushing ceiling in, or where you want the
player to be teleported to, for example.
TEAMONSLAUGHT - Small WAD making team.
Onslaught homepage
TEAMREQUIEM - WAD making ream. They are best known for the advanced WAD
techniques found in their single-player compilation, Requiem.
TEAMTNT - Large WAD making team. They are most famous for making the levels
for Final Doom. They have also made several other single-player
and deathmatch compilations.
TeamTNT homepage
TELEFRAG - To gain a frag by teleporting
over someone. The person previously
on the teleport spot is turned into slop, whilst the person who
teleported over them survives and gains a frag.
TELEPORTER - Teleporters instantly transport a player from one part of the
level to another. A green flash is seen around the player being
teleported.
The technical details are: the player crosses a teleport linedef, which is
tagged to the destination sector. The player reappears in
the destination sector on a teleport spot. If there is no
teleport spot, they do not teleport.
TELEPORT SPOT - The exit to a teleporter. After
being teleported, the player
being teleported arrives on this spot. It is defined in level
building by a thing.
TEXTURE - Which type of texture? There are FLATS and
WALL TEXTURES.
THING - A thing is any object, or.. thing in the game. This includes player
starts, bonuses and weapons, enemies, obstacles, and any other
object. Things are stored in the THINGS resource in every level.
TITLEPIC - The title screen shown when you start Doom. It is so named because
the resource containing it is named "TITLEPIC".
TNT - See TEAMTNT.
TRANSPARENT DOORS - It is not normally possible to create
doors in Doom which have transparent parts. Putting the
upper texture of a linedef as a texture with transparent
parts results in the Confetti bug. However, it is possible
to create a transparent door. Each side of the door is a sector with a floor height
slightly below the surrounding floor(the door sector remains at the normal height).
The doors are given no upper texture. Normally, this would result in
HOM, but the surrounding lower sectors mean that the door is simply invisible
and totally transparent. To add a texture to the door, the door linedefs are given
a middle(not upper!) texture. This can be a transparent texture, as it is a middle
texture, and is then offset upwards to cover the door. Voila!
TROOPER - Another name for ZOMBIEMAN.
TURBO MODE - Turbo mode allows you to change the speed of your player.
By using the -turbo Command line , you can increase or
decrease the speed of your player. For example,
typing at the command line, DOOM2 -turbo 200 will run doom with your player at
200% of his normal speed (twice normal). Other players will be notified of your
speed increase if you use this option. You can also decrease your speed, eg.
DOOM -turbo 50 will change the speed of your marine to 50%(1/2) normal. The lowest
speed you can go is 20%, while the highest is 400%.
ULTRA-VIOLENCE - Skill level 4
VERTEX - Basically, a vertex is the end point of a
linedef. They exist as points on the map, which join various linedefs together, and
denote the end points. The information for the vertices is stored in the level data in
the VERTEXES resource (this is spelt wrong, the correct plural of vertex is vertices).
VERSION - See DOOM
WAD - Doom levels, sound patches etc usually come in the form of WADs. They
are called WADs because of their file extension - .WAD . There are two
types of WAD - One is the IWAD type(Internal WAD) which is your
DOOM.WAD, DOOM2.WAD, HERETIC.WAD, PLUTONIA.WAD, TNT.WAD or whatever the
big (14meg or bigger) WAD was called that came with your copy of Doom.
Others are PWADs(Patch WAD), which are much smaller, and contain extra
graphics, sounds, levels etc.
Inside every WAD is a list of entries, or resources, similar to
a list of files on a hard disk. In fact, it is similar to a list of
files in more than one way. The resources can be a maximum of 8 letters
long, just like the FAT system. These 'files' inside the WAD can
contain sounds, wall textures, levels, graphics and sprites, music,
-even the screen that appears when you quit Doom is in there!
WAD.BAT - See BATCH FILES
WALL RUNNING - A technique which allows you to run faster. It is possible
because of a bug in the Doom engine. If you strafe run next
to a wall, you can achieve extremely high speeds.
WALL TEXTURE - The picture on a wall. There are three types of wall texture:
upper, lower and middle(normal). Middle textures are used on
walls, or alternatively, it can be used on a two sided linedef
and given one of the 'transparency' textures, so that you can
see a texture on the linedef. Lower textures are the gaps
between a change in floor height, for example, the gap between
two stairs. Upper textures are similar, being the gaps between
a change in ceiling height.
WATER - Through clever exploitation of Doom's limits and
Bugs, it is possible in Doom to create water with depth. It works under the same
principle of the Anti-gravity field, but in reverse.
Instead of making things float above the floor, you make things float below the
floor. The eye-level of the player is lower than normal, closer to the floor texture,
giving the illusion that the player is immersed in water. However, there is a problem
with this: if the player dies while in the water, their eye-level sinks beneath the
floor, and so the result is HOM.
WEAPON - Thing that you use to attack monsters or other players with. You get
8 weapons in Doom, and 9 in Doom II, but you can only use one at a
time :(. You switch between the weapons by pressing the number keys
on the keyboard. These are the weapons, followed by their associated
number keys;
- Fist or
Chainsaw (replaces fist
unless you get the beserk pack, then you can press 1 to
switch between them).
- Pistol
- Shotgun
Super shotgun (Doom II only)
- Chaingun
- Rocket launcher
- Plasma rifle
- BFG9000
- Chainsaw (again)
ZOMBIEMAN - Human with green hair. He is the weakest of all enemies, and
carries a mere pistol with which to defend himself. An easy
target, he drops clips of ammo when he dies.
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