EIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII?
                   ?      UNOFFICIAL HERETIC v1.0        ?
                   ?   LINEDEF Tags, SECTOR Specials     ?
                   ?       and THING Definitions         ?
                   IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII?
                   ?             version 1.0             ?
                   EIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII?

                                 by Dr Sleep
                             (John W. Anderson)

                      E-mail: [email protected]
                             [email protected]


    My thanks to Jim F. Flynn for tag conventions used in his "DOOM 1 and 2
    LINEDEF TYPES,"  Matt Fell for insight provided in "The UNOFFICIAL
    DOOM SPECS," Joost Schuur for HEU v1.0, and especially the anonymous
    author of  HERE.SPEC. Also, thanks to Christopher Paul Boduch for
    initiating " A Completely Unofficial Guide to 'Heretic: City of the
    Damned,' version 1.0."

-------------------------------------------------------------------------------
LINEDEF TAGS
-------------------------------------------------------------------------------

Trigger (TR) letters defined:

D - Special DOOR trigger, no sector tag required. Acts on 2nd SideDef's sector.
S - SWITCH trigger. First SideDef must be activated with space bar.
W - WALKOVER trigger. <NOTE: TELEPORT LineDefs require crossing 1st SideDef.>
G - IMPACT trigger. Activated when line is hit <fist, weapon>.

xR - Repeatable
x1 - Non-repeatable

*denotes item that appears in Registered Version only

-------------------------------------------------------------------------------
Doors
#      TR      Brief Function Description
-------------------------------------------------------------------------------
<No Sector Tag required:>

26     DR      Open Door (closes after 6 seconds)              Blue Key
27     DR      Open Door (closes after 6 seconds)              Yellow Key
28     DR      Open Door (closes after 6 seconds)              Green Key
 1     DR      Open Door (closes after 6 seconds)
32     D1      Open Door (stays open)                          Blue Key
33     D1      Open Door (stays open)                          Green Key
34     D1      Open Door (stays open)                          Yellow Key
31     DR      Open Door (stays open)
46     GR      Open Door (stays open; other weird effects)     impact

<Requires Sector Tag:>

63     SR      Open Door (closes after 6 seconds)
29     S1      Open Door (closes after 6 seconds)
90     WR      Open Door (closes after 6 seconds)
 4     W1      Open Door (closes after 6 seconds)
100     WR      Fast Open Door (closes after 6 seconds)
61     SR      Open Door (stays open)
103     S1      Open Door (stays open)
86     WR      Open Door (stays open)
 2     W1      Open Door (stays open)
42     SR      Close Door
50     S1      Close Door
75     WR      Close Door
 3     W1      Close Door
76     WR      Close Door (opens after 30 seconds)
16     W1      Close Door (opens after 30 seconds)


------------------------------------------------------------------------------
Lifts/Moving Floors
#       TR      Brief Function Description
------------------------------------------------------------------------------

62     SR      Lower Lift (rises after 3 seconds)
88     WR      Lower Lift (rises after 3 seconds)
10     W1      Lower Lift (rises after 3 seconds)
87     WR      Start Moving Floor (up/down every 5 seconds)
53     W1      Start Moving Floor (up/down every 5 seconds)
89     WR      Stop Moving Floor
54     W1      Stop Moving Floor

------------------------------------------------------------------------------
Floors
#       TR      Brief Function Description
------------------------------------------------------------------------------
**Raise**

69     SR      Raise Floor to Ne. Floor
18     S1      Raise Floor to Ne. floor
68     SR      Raise Floor to match Ne. floor, texture and type
20     S1      Raise Floor to match Ne. floor, texture and type
22     W1      Raise Floor to match Ne. floor, texture and type
95     WR      Raise Floor to match Ne. floor, texture and type ?
47     G1      Raise Floor to match Ne. floor, texture and type ?
 5     W1      Raise Floor to match Ne. ceiling/floor ?
66     SR      Raise Floor up 24
15     S1      Raise Floor up 24
92     WR      Raise Floor up 24
58     W1      Raise Floor up 24 <32?>
93     WR      Raise Floor up 24 and match Ne. texture and type
59     W1      Raise Floor up 24 and match Ne. texture and type
67     SR      Raise Floor up 32 and match Ne. texture and type
14     S1      Raise Floor to 32 <64?> above Ne. floor
96     WR      Raise Floor to 72 <short texture> above Ne. floor
30     W1      Raise Floor to 100-128 <short texture> above Ne. floor
101     S1      Raise Floor to match Ne. ceiling
91     WR      Raise Floor to match Ne. ceiling
24     G1      Raise Floor to match Ne. ceiling
65     SR      Raise Floor to 8 below Ne. ceiling
55     S1      Raise Floor to 8 below Ne. ceiling
94     WR      Raise Floor to 8 below Ne. ceiling
56     W1      Raise Floor to 8 below Ne. ceiling

**Lower**

45     SR      Lower Floor to match Ne. floor
60     SR      Lower Floor to match Ne. floor
102     S?      Lower Floor to match Ne. floor ?
83     WR      Lower Floor to match Ne. floor
19     W1      Lower Floor to match Ne. floor
23     S1      Lower Floor to match lowest Ne. floor ?
82     WR      Lower Floor to match lowest Ne. floor ?
38     W1      Lower Floor to match lowest Ne. floor ?
84     WR      Lower Floor to match Ne. floor, texture and type
37     W1      Lower Floor to match highest Ne. floor
85     WR      Lower Floor, raise ceiling
70     SR      Set Floor to highest Ne. floor <fast lower floor>
64     SR      Set Floor to highest Ne. floor <fast lower floor>
71     S1      Fast Lower Floor
98     WR      Fast Lower Floor
36     W1      Fast Lower Floor
21     S1      Lower Floor (rises after 3 seconds to Ne. ceiling)
 9     S1      Lower Floor, raise Ne. floor and match outer texture

-------------------------------------------------------------------------------
Ceilings
#       TR      Brief Function Description
-------------------------------------------------------------------------------

43     SR      Lower Ceiling to floor
41     S1      Lower Ceiling to floor
72     WR      Lower ceiling to 8 above floor
44     W1      Lower ceiling to 8 above floor
40     W1      Raise ceiling to match Ne. ceiling

-------------------------------------------------------------------------------
Crushers
#       TR      Brief Function Description
-------------------------------------------------------------------------------

73     WR      Slow Crushing Ceiling
74     W1      Stop Crushing Ceiling
77     WR      Fast Crushing Ceiling
57     W1      Stop Crushing Ceiling
49     S?      Crushing Ceiling (rises ?)
25     W1      Lower Ceiling to 8 above Ne. floor, then raise
 6     W1      Lower Ceiling to 8 above Ne. floor, then raise (fast)

-------------------------------------------------------------------------------
Stairs
#       TR      Brief Function Description
-------------------------------------------------------------------------------

 7     S1      Raise Stairs (8 pixels)
 8     W1      Raise Stairs (8 pixels)
107     S1      Fast Raise Stairs (16 pixels)
106     W1      Fast Raise Stairs (16 pixels)

-------------------------------------------------------------------------------
Teleports and Exits
#       TR      Brief Function Description
-------------------------------------------------------------------------------

97     WR      Teleport to sector
39     W1      Teleport to sector
11     S1      EXIT Level
52     W1      EXIT Level
51     S1      Exit to SECRET LEVEL
105     W1      Exit to SECRET LEVEL

-------------------------------------------------------------------------------
Lighting
#       TR      Brief Function Description
-------------------------------------------------------------------------------

81     WR      Light Level goes to 255
13     W1      Light Level goes to 255
79     WR      Light level goes to 0
35     W1      Light level goes to 0
78     WR      Light level goes to minimum Ne. light level
104     W1      Light level goes to minimum Ne. light level
80     WR      Light level goes to maximum Ne. light level
12     W1      Light level goes to maximum Ne. light level
17     W1      Start strobing lights

-------------------------------------------------------------------------------
Texture Scrolling
#       xx      Brief Function Description
-------------------------------------------------------------------------------

48     xx      Scroll Left
99     xx      Scroll Right

===============================================================================
-------------------------------------------------------------------------------
SECTOR SPECIALS
-------------------------------------------------------------------------------
Sector Types
#       Type            Brief Function Description
-------------------------------------------------------------------------------

 6     Ceiling         Crush & Raise
 4     Damage          Lava Flow
16     Damage          Lava (Heavy)
 5     Damage          Lava (Light)
 7     Damage          Sludge
10     Door            Close in 30 seconds
14     Door            Raise in 5 minutes
15     Friction        Low
 2     Light           Fast Strobe
 1     Light           Flickering
 8     Light           Glowing
 3     Light           Slow Strobe
13     Light           Synch Strobe (Fast)
12     Light           Synch Strobe (Slow)
 9     Secret Area     Credit if discovered

-------------------------------------------------------------------------------
Scrolling Sectors
#       Action          Direction
-------------------------------------------------------------------------------

21     Scroll          East (slow)
22     Scroll          East (normal)
23     Scroll          East (fast)
26     Scroll          North (slow)
27     Scroll          North (normal)
28     Scroll          North (fast)
31     Scroll          South (slow)
32     Scroll          South (normal)
33     Scroll          South (fast)
36     Scroll          West (slow)
37     Scroll          West (normal)
38     Scroll          West (fast)

       Scrolling specials scroll the floor texture and push the player in a
       particular direction.<1>

------------------------------------------------------------------------------
Wind
#       Action          Direction
------------------------------------------------------------------------------

40     Wind            East (weak)
41     Wind            East (normal)
42     Wind            East (strong)
43     Wind            North (weak)
44     Wind            North (normal)
45     Wind            North (strong)
46     Wind            South (weak)
47     Wind            South (normal)
48     Wind            South (strong)
49     Wind            West (weak)
50     Wind            West (normal)
51     Wind            West (strong)

       Wind specials push objects that are flagged to be affected by wind:
       players, pods, ethereal bow (Player1 and Player2 side shots),
       Hellstaff (Player1), Undead Warrior green axes, Weredragon fireballs,
       Ophidian wimpy shots, Ironlich fire column, and Gargoyle Leader
       fireballs.<1>

===============================================================================
-------------------------------------------------------------------------------
THINGS
-------------------------------------------------------------------------------

Weapons and Ammo
#       Type            Description
-------------------------------------------------------------------------------

2005    Weapon          Gauntlets of the Necromancer
2001    Weapon          Ethereal Crossbow
53     Weapon          Dragon Claw
2004    Weapon*         Hellstaff
2003    Weapon*         Phoenix Rod
2002    Weapon*         Mace
10     Ammo            Wand Crystal            (Elven Wand - light)
12     Ammo            Wand Geode              (Elven Wand - heavy)
18     Ammo            Ethereal Arrows         (Crossbow - light)
19     Ammo            Ethereal Quiver         (Crossbow - heavy)
54     Ammo            Claw Orb                (Dragon Claw - light)
55     Ammo            Energy Orb              (Dragon Claw - heavy)
20     Ammo*           Lesser Runes            (Hellstaff - light)
21     Ammo*           Greater Runes           (Hellstaff - heavy)
22     Ammo*           Flame Orb               (Phoenix Rod - light)
23     Ammo*           Inferno Orb             (Phoenix Rod - heavy)
13     Ammo*           Mace Spheres            (Mace - light)
16     Ammo*           Pile of Mace Spheres    (Mace - heavy)

       <NOTE: There is no Elven Wand #, since this is the default weapon.>

-------------------------------------------------------------------------------
Equipment
#       Type            Description
-------------------------------------------------------------------------------

 8     Artifact        Bag of Holding
30     Artifact        Morph Ovum
34     Artifact        Time Bomb
23     Artifact        Wings of Wrath
32     Artifact        Mystic Urn (heal all wounds)
82     Artifact        Quartz Flask (heal serious wounds)
81     Artifact        Crystal Vial (heal light wounds)
75     Artifact        Shadowsphere
84     Artifact        Ring of Invulnerability
85     Artifact        Shield1 (Silver)
31     Artifact*       Shield2 (Enchanted)
35     Artifact        Map Scroll (all map)
36     Artifact*       Chaos Device (random teleport)
86     Artifact        Tome of Power
33     Artifact        Torch
79     Artifact        Key Blue
73     Artifact        Key Green
80     Artifact        Key Yellow

-------------------------------------------------------------------------------
Decorations
#       Type            Description
-------------------------------------------------------------------------------

44     Blob            Barrel
47     Blob*           Brown Pillar
28     Blob            Chandelier                      *NB
76     Blob            Fire Brazier
51     Blob*           Hanging Corpse
94     Blob            Blue Key Statue
95     Blob            Green Key Statue
96     Blob            Yellow Key Statue
48     Blob            Moss1                           *NB
49     Blob            Moss2                           *NB
27     Blob            Serpent Torch
26     Blob            Hanging Skull 35                *NB
25     Blob            Hanging Skull 45                *NB
24     Blob            Hanging Skull 60                *NB
17     Blob            Hanging Skull 70                *NB
29     Blob            Small Pillar
40     Blob*           Stalactite (large)
39     Blob*           Stalactite (small)
38     Blob            Stalagmite (large)
37     Blob            Stalagmite (small)
87     Blob*           Volcano                         *NB
50     Blob            Wall Torch                      *NB

2035    Thingy          Pod
43     Thingy          Pod Generator

74     Teleport        Glitter
52     Teleport        Glitter Exit
14     Teleport        Main

       Most blob things are <bl>ocking <ob>jects, exceptions marked *NB
       (non-blocking: meaning, you can walk over, under, or through item).

       Teleport Glitter is placed on top of teleporters (duh).

-------------------------------------------------------------------------------
Enemies
#       Type            Description
-------------------------------------------------------------------------------

66     Monster         Gargoyle
 5     Monster         Gargoyle Leader
68     Monster         Golem
69     Monster         Golem Ghost
45     Monster         Golem Leader
46     Monster         Golem Leader Ghost
64     Monster         Undead Warrior
65     Monster         Undead Warrior Ghost
15     Monster         Disciple
70     Monster*        Weredragon
90     Monster*        Sabreclaw
 6     Monster         Ironlich
 9     Monster*        Maulotaur
92     Monster*        Ophidian
 7     Monster*        D'Sparil
56     Monster*        D'Sparil Spot

-------------------------------------------------------------------------------
Player Starts
#       Type            Description
-------------------------------------------------------------------------------

 1     Start           Player 1
 2     Start           Player 2
 3     Start           Player 3
 4     Start           Player 4
11     Start           Deathmatch

-------------------------------------------------------------------------------
Sounds
#       Type            Description
-------------------------------------------------------------------------------

*Ambient*

1202    Sound A1        Waterdrip
1203    Sound A1        Slow Footsteps
1204    Sound A1        Heartbeat
1205    Sound A1        Bells
1208    Sound A1        Laughter
1209    Sound A1        Fast Footsteps
1200    Sound A2*       Scream
1201    Sound A2*       Squish
1206    Sound A2*       Growl
1207    Sound A2*       Magic

       Ambient sounds are placed anywhere on a level to add them to the
       ambient sound list. They then play randomly in the background.<1>

*Environment*

42     Sound E1        Wind
41     Sound E2*       Waterfall

       Environment sounds are tacked on to world objects that need noise.<1>

===============================================================================
-------------------------------------------------------------------------------
ACKNOWLEDGEMENTS
-------------------------------------------------------------------------------

Description Conventions

       Since many usages of LineDef tags in HERETIC are identical or similar
       to those in DOOM 1.666, I have used descriptions that most accurately
       convey what the tag does. I am deeply indebted to Jim F. Flynn for his
       definitive list of "DOOM 1 and 2 LineDef Types" by number and function
       and have employed (read stolen) his description conventions, since they
       seem to me to be the most clear and reasonable. I believe that these
       descriptions are similar enough to those used by Matt Fell in his
       excellent series of "Unofficial DOOM Specs" as well, so there shouldn't
       be too much confusion.

       I didn't go into as much detail as Jim or Matt did in their documents,
       so I highly recommend that one read those files in order to achieve a
       more comprehensive understanding of the uses of LineDef Tags and Sector
       Specials.  I'm much better at organizing than investigating, so I've
       more or less culled this list from others that I have seen here and
       there on the Internet (particularly the ones I've already mentioned
       herein).

       I did test all of these descriptions, but a few of the LineDef tags are
       a bit baffling and seem to have multiple functions, depending on the
       circumstances. I assume all responsibility for any errors herein,
       unless you plan on sueing me for some reason -- in which case, any
       errors you find must surely be your own.


Minor Critique

       I would be most interested in seeing the damage specs, if anyone has
       bothered to investigate this.  Herein lies my only criticism of HERETIC
       it is exceedingly difficult to determine which weapon is the all-around
       best, since there doesn't seem to be a significant incremental increase
       in fire-power (aside from the Phoenix Rod, which is similar to DOOM's
       Rocket Launcher) among the various weapons.  Except for the Phoenix Rod
       and the Mace, all of the weapons discharge energy rather than
       projectiles.  It seems to me,   for instance, that the Ethereal
       Crossbow is the all-around best weapon -- much as the Shotgun is in
       DOOM -- as it actually seems to do more damage to lesser creatures such
       as Gargoyles, Golems, and Warrior Knights than does, say, the Hellstaff
       or Mace.  (The Dragon Claw is more powerful, I admit, but I find the
       noise it makes annoying<g>).  Augmented with the Tome of Power, I find
       the best all-around weapon to be the Hellstaff, since it not only has
       a powerful energy burst, but rains fire as well (neato).  The Phoenix
       Rod is next to useless <IMHO> when augmented by the Tome of Power (at
       least in Deathmatch: I mean, who's going to stand still long enough for
       you to toast them with a flame-thrower, eh?); other than that, it's a
       much-desired weapon.

       I'd welcome some feedback on this subject at my preferred e-mail
       address: [email protected]

Revisions

       Well, none yet; but I do intend to update this document as often as
       more information comes to light. Please send me e-mail with any
       corrections, additions, suggestions, etc. I would be most grateful.

Distribution and Permission

       You MAY distribute this document anywhere and everywhere you like, as
       long as you DO NOT change a single word of it. You MAY, of course,
       incorporate any of the data herein along whatever lines or conventions
       you like in your own documentation. You are not required to mention me,
       because I didn't invent this stuff: I'm only documenting it. But if
       you want to give me any credit, please do so by all means. I love
       seeing the good name of Dr Sleep bandied about (charitably, of course).

--------------------------------------

<1>     From the HERETIC SPECS (filename here.spec, author unknown). I have
       cribbed quite shamelessly from these specs for THINGS, WIND and SECTOR
       SCROLL specials. If anyone knows who the author is, let me know so that
       I may properly thank him and give him the appropriate credit.

--
Dr Sleep
[email protected]