Beginning with the Doom II engine, moving walls and ceilings (e.g. doors, lifts, rising stairs, crushers) may be either normal or "blazing": blazing sectors rise or fall much more rapidly than normal sectors. When the player closes a blazing door by walking up to it and pressing "action" (the space bar in vanilla Doom), the expected sound effect (DSBDCLS) is heard. When a blazing door is allowed to close by itself, however, the same sound effect is played twice.
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rdfs:label
| - Fast doors make two closing sounds
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rdfs:comment
| - Beginning with the Doom II engine, moving walls and ceilings (e.g. doors, lifts, rising stairs, crushers) may be either normal or "blazing": blazing sectors rise or fall much more rapidly than normal sectors. When the player closes a blazing door by walking up to it and pressing "action" (the space bar in vanilla Doom), the expected sound effect (DSBDCLS) is heard. When a blazing door is allowed to close by itself, however, the same sound effect is played twice.
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dcterms:subject
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abstract
| - Beginning with the Doom II engine, moving walls and ceilings (e.g. doors, lifts, rising stairs, crushers) may be either normal or "blazing": blazing sectors rise or fall much more rapidly than normal sectors. When the player closes a blazing door by walking up to it and pressing "action" (the space bar in vanilla Doom), the expected sound effect (DSBDCLS) is heard. When a blazing door is allowed to close by itself, however, the same sound effect is played twice.
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