Thing types

ZDoom supports all the thing types of DOOM/DOOM II plus the following:

Type Name
1400 Sector will play sound sequence 0 when it moves
1401 Sector will play sound sequence 1 when it moves
1402 Sector will play sound sequence 2 when it moves
1403 Sector will play sound sequence 3 when it moves
1404 Sector will play sound sequence 4 when it moves
1405 Sector will play sound sequence 5 when it moves
1406 Sector will play sound sequence 6 when it moves
1407 Sector will play sound sequence 7 when it moves
1408 Sector will play sound sequence 8 when it moves
1409 Sector will play sound sequence 9 when it moves
1411 Sector will play whatever sound sequence is specified as the thing's first parameter when it moves
4001 Player 5 start
4002 Player 6 start
4003 Player 7 start
4004 Player 8 start
5001 BOOM point pusher
5002 BOOM point puller
9001 Map spot
9013 Map spot with gravity
9024 Path node (next, delay)
9025 Camera
9026 Spark (first parameter is the number of particles)
9027 Red particle fountain
9028 Green particle fountain
9029 Blue particle fountain
9030 Yellow particle fountain
9031 Purple particle fountain
9032 Black particle fountain
9033 White particle fountain
9044 Teleport destination that remembers its vertical position
9045 Sector is filled with water. When used in a Transfer_Heights control sector, the deep water portion of the real sector will be swimmable.
9046 When activated, increments the number of secrets found and removes itself. The first parameter controls how noisy it is when it does this. When set to 0 or 1, this thing prints the message "A secret is revealed." When set to 0 or 2, it plays the secret sound. If any other values are used, the thing is silent.
9050 Stealth Arachnotron
9051 Stealth Archvile
9052 Stealth Baron of Hell
9053 Stealth Cacodemon
9054 Stealth Chaingunner
9055 Stealth Demon
9056 Stealth Hell Knight
9057 Stealth Imp
9058 Stealth Mancubus
9059 Stealth Revenant
9060 Stealth Shotgunner
9061 Stealth Pistol Guy
9300 Polyobject anchor
9301 Polyobject spawn spot
9302 Crushing polyobject spawn spot
14001-14064 Ambient sounds 1-64 (one for each sound)
14065 Ambient sound 0 or sounds 0-255. In Hexen mode, the first argument of this thing is used to determine the ambient sound that it represents. Thus, it can be used to represent one of 256 ambient sounds. In Doom mode, it always represents ambient sound 0.

If ZDoom encounters any things that it does not understand, it will print a warning to the console when the level loads and transform them into an exclamation mark symbol so that you can see where they are.

In Hexen mode, teleport destinations (types 14 and 9044) are found by their thing ids. In Doom mode, they are still found by looking in a tagged sector.