
		    ͻ
		          UNOFFICIAL HERETIC v1.0        
		       LINEDEF Tags, SECTOR Specials     
		           and THING Definitions         
		    ͹
		                 version 1.0             
		    ͼ

				  by Dr Sleep
			      (John W. Anderson)

		       E-mail: 76132.3415@compuserve.com
			      drsleep@hooked.net


     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: 76132.3415@compuserve.com

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.
