Sectors

Sectors are a group of lines that define an area. Thus the majority of time sectors are enclosed geometric shapes, which can be connected to other shapes. It is not a strict requirement that sectors are closed, however when they are not closed it can result in graphical glitches. Sectors define the moveable area, lighting, room sizes, and floor/ceiling textures. Additional sector properties can be assigned via flags and specials as defined in the subsequent sections. On the original engine, the minimum number of sectors is 2, while the maximum number of sectors is 32,767 (although blockmap and sidedef limits tend to be reached first).

Lighting

Doom 64 is known for its gradient colored lighting, where you can control the color of the ceiling, floors, walls, and even sprites individually and dynamically. This can cause gradients along the walls to simulate light sources and ambient occlusion.

Each sector has five hexadecimal values which define the lighting of the sector: ceiling, top half wall, thing, bottom half wall, and floor. The top half wall and bottom half wall will blend in a gradient along walls. For upper linedefs, there is a flag to flip the gradient direction. Sprites, objects, and things can be colored separately from the walls, floors, and ceilings. This can shade textures specific colors without affecting sprites like a light would.

Sector Flags

Sector flags are settings and properties you can apply to sectors. These tend to affect textures, sounds, and the player. In contrast, sector specials determine lighting effects and instant death for crushers.

Flag Bit Editor Setting Description
0x01 Echo sounds Reverb effect applied to sounds while in sector
0x02 Heavy Echo Sounds Heavy reverb effect applied to sounds while in sector
0x04 Liquid Effect Water effect (floors only). Blends two floor textures together (next texture is selected).
0x08 Sync Specials All flagged sectors sync with unflagged lowest-numbered sector of same special type
0x10 Toggle Fast Scrolling Scrolling floors/ceilings will scroll at twice the speed
0x20 Secret Count as secret when entering this sector
0x40 Damage x5 Damage player x5 (additive with other damage flags)
0x80 Damage x10 Damage player x10 (additive with other damage flags)
0x100 Damage x20 Damage player x20 (additive with other damage flags)
0x200 Hide on Automap Hide sector in automap (hidden in the textured map mode)
0x400 Set Ceiling Scroll Enable ceiling scrolling
0x800 Set Floor Scroll Enable floor scrolling
0x1000 Scroll Left Scroll floor/ceiling west
0x2000 Scroll Right Scroll floor/ceiling east
0x4000 Scroll Up Scroll floor/ceiling north
0x8000 Scroll Down Scroll floor/ceiling south

Sector Specials

Sector specials determine lighting effects and instant death for crushers. In contrast, sector flags are settings and properties that tend to affect textures, sounds, and the player. All light effects are additive to each color channel.

Flag Bit Editor Setting Description
0 Normal (default) No special effect
1 Light Blinks (randomly) Consistent additive light which dims randomly
2 Light Blinks (0.5 sec) Light which brightens every half-second
3 Light Blinks (1 sec) Light which brightens every second
8 Light Glows (normal) Light which fades in and out
9 Light Glows (slow) Light which fades in and out slowly
11 Light Glows (randomly) Light which fades in and out randomly
17 Light Flickers (randomly) Random light brightness flicker
202 Light Strobes (very fast) Very bright light flashes very quickly
204 Light Strobes (slow) Very bright light flashes slowly
205 Sequence Starter Starts a sequence of glowing lights.
206 Light Blinks (2 sec) Light which brightens every two seconds
208 Light Strobes (fast) Very bright light flashes quickly
666 Instant Kill (linedef special 141) Instantly kills any thing which gets crushed

Sequenced Lights (205)

Sequenced lights are used in Staging Area, Altar of Pain, and other levels of the original Doom 64 campaign. These are the "rotating" glowing light effects that appear to travel along sectors. To construct this light sequence, the first sector is an tagged sector with one of the light specials (glowing/strobing/flickering). The next adjoining sector is a sector with the same tag and the 205 Sequence Starter special; this is the start of the light sequence. The subsequent adjoining sectors have incrementally increasing tags (no specials required) where the effect propigates into. All of the double sided linedefs should be pointing towards the sector with the light special. After 16 sectors (including the sequence starter), the effect repeats. See this example WAD to see it in action.