Sector specials

In DOOM mode, these are the same as the sector types used by BOOM with the following four new specials:
21 Light_Phased
22 LightSequenceStart
23 LightSequenceSpecial1
24 LightSequenceSpecial2

In Hexen mode, the sector specials available are:

1 Light_Phasde
2 LightSequenceStart
3 LightSequenceSpecial1
4 LightSequenceSpecial2
These specials deal with phased lighting ("moving lights"). Two different ways to go about doing phased lighting are: automatic, or by-hand. The automatic method is (obviously) more convenient, but the by-hand method is more flexible. Light_Phased is the by-hand special. Place it on a sector, then set the sector's lightlevel to a phase index (0-63). As you place the special on nearby sectors, increment the index for each sector.

Or, to use the LightSequence specials, just place the LightSequenceStart special on a sector. Then, for each additional sector, alternate between LightSequenceSpecial1 & LightSequenceSpecial2. The resulting phased lighting will appear to move toward the sector marked with LightSequenceStart.

For instance, if you wanted phased lighting to flow up a staircase, you could either place Light_Phased on each step, and change the phase index (lightlevel) accordingly. Or, you could place LightSequenceStart on the bottom step (and set that step's lightlevel to something mid-ranged), and then let the game calculate the phase indices for each step by placing the LightSequenceSpecial specials on all other steps. Note that for the LightSequenceSpecial specials to have proper lighting, set their lightlevels to zero, which causes it to use the previous sector's lightlevel. Hence, that "nice value" which was placed on the first step will iterate through all the other steps. If a step's lightlevel is not zero, then that value will filter down to all other steps after it.

26 Stairs_Special1
27 Stairs_Special2
These specials are used by the stair building line specials Stairs_BuildDown, Stairs_BuildUp, Stairs_BuildDownSync, and Stairs_BuildUpSync. The are not used by the Generic_Stairs and Stairs_BuildUpDoom specials, which follow the normal Doom convention for building stairs.

To build stairs using any of the four stair-builders listed above, set the first sector's type to Stairs_Special1. Then alternate between Stairs_Special2 and Stairs_Special1 for the remaining sectors you want in the staircase.

65 dLight_Flicker
66 dLight_StrobeFast
67 dLight_StrobeSlow
68 dLight_Strobe_Hurt
69 dDamage_Hellslime
71 dDamage_Nukage
72 dLight_Glow
74 dSector_DoorCloseIn30
75 dDamage_End
76 dLight_StrobeSlowSync
77 dLight_StrobeFastSync
78 dSector_DoorRaiseIn5Mins
80 dDamage_SuperHellslime
81 dLight_FireFlicker
These are the same sector specials as Doom, except that they are numbered beginning at 65 instead of 1.
201 Scroll_North_Slow
202 Scroll_North_Medium
203 Scroll_North_Fast
204 Scroll_East_Slow
205 Scroll_East_Medium
206 Scroll_East_Fast
207 Scroll_South_Slow
208 Scroll_South_Medium
209 Scroll_South_Fast
210 Scroll_West_Slow
211 Scroll_West_Medium
212 Scroll_West_Fast
213 Scroll_NorthWest_Slow
214 Scroll_NorthWest_Medium
215 Scroll_NorthWest_Fast
216 Scroll_NorthEast_Slow
217 Scroll_NorthEast_Medium
218 Scroll_NorthEast_Fast
219 Scroll_SouthEast_Slow
220 Scroll_SouthEast_Medium
221 Scroll_SouthEast_Fast
222 Scroll_SouthWest_Slow
223 Scroll_SouthWest_Medium
224 Scroll_SouthWest_Fast
These specials scroll the sector's floor in the diraction and speed indicated and also carry anything on it in the same direction. These are intended mainly for compatibility with Hexen levels because they also exhibit the odd Hexen behavior of carrying things faster than they scroll the floor.

BOOM generalized sector bits

The bitfields BOOM uses for generalized sectors are also available, but have been assigned different bits:

Bit Hex Equiv Meaning
8-9 0x0300 Damage amount (see below)
10 0x0400 Sector is a secret
11 0x0800 Friction can be controlled in this sector
12 0x1000 BOOM pusher effects work in this sector

Using the BOOM bitfields, four damage amounts are possible:

Value Use Amount
0 0x0000 No damage
1 0x0100 5 units of damage per 32 tics
2 0x0200 10 units of damage per 32 tics
3 0x0300 20 units of damage per 32 tics