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Doors are interactive objects in the game Cheese Dreams: New Moon and in the game's demo.

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  • Doors
  • Doors
  • Doors
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  • Doors are interactive objects in the game Cheese Dreams: New Moon and in the game's demo.
  • Like all technology created by the various factions of the Halo Universe, the doors they create for various purposes represent their general design styles in many ways.
  • Doors can be seen in (almost) every House, Guildhall, Shop etc. You can't always enter them, sometimes a Key, door-right, interaction with a NPC, finishing a Quest or something like that required.
  • Doors can be seen in (almost) every House, Guildhall, Shop etc. You can't always enter them, sometimes a Key, door-right, interaction with a NPC, finishing a Quest or something like that required.
  • Doors is an element which allows its user to open and close things.
  • Doors Operating System, also known as Microhard Doors is a series of software operating systems which are created and produced by Micro Hard and Soft. It was first introduced in September 1990 during the interval of an auction. It was soon launched the following day and was officially made an operating system by public demand. It has overtaken other successful operating systems such as Peach Inc. in the UnitedTerra, but is the other way round in the USA. It was developed in late Colonial Antarctica and based around other projects such as "Doors 9x", there were many versions on after. Doors 2008 is still the most popular version (released in 2002), but Doors 7 rumors are around the corner.
  • The doors are a piece of scenery found in many buildings of Gielinor. Players can open or close it or examine it. Doors are sometimes used to block and keep enemies or players away.
  • Doors are blocks used for protection, and are controlled mainly by The Player.
  • Doors, also known as Gates, Barriers or Doorways, were a recurring feature of the Legacy of Kain series seen in every title and frequently used to separate different areas. Doors were a simple barrier, often opened and breached through simple actions, although some required unlocking or opening through the use of Switches or other mechanisms.
  • A Door is a simple mechanism that can be opened or closed using the right mouse button. It will be opened towards the the player is facing when he/she opens the door. Doors must have a block below and above them to be placed, and if one of these blocks are removed after placement, the door will be removed along with it. To place a door, left click either the upper or lower attachment point. The door will open to the east or west direction depending on the direction the player is facing when opening the door.
  • Doors are objects used in Mapmaker. Doors are inserted between 2 open tiles. They can be programmed to be locked or unlocked, or require a key to open it. The doors can be programed to open with any of four color keys: red, blue, yellow or green. In the TimeSplitters Future Perfect Mapmaker, additional options are available, such as the door automatically closing or not closing after being opened, the door becoming automatically locked or remaining unlocked upon closing, and the option to have the door operated remotely via a switch.
  • One of the doors being shut or opened. File:SFXBible 12478.ogg The sound emitted when attempting to activate the door or lights after they have been disabled. File:Error.ogg
  • Doors are effective barriers against an enemy who has to destroy them to get through. Your creatures, however, are able to go through your doors at will. This makes a good set of doors a very useful addition to the well-protected Dungeon.
  • Doors play a large role in The Dark Tower Series as they allow for transportation between distant places or even between worlds. There are two types of Doors: magical ones left over from the Prim and man-made ones made by the Old Ones. Examples of magic Doors are the ones that Roland Deschain found along the beach of the Western Sea and drew his ka-tet from. Man-made doors could be found in Fedic and Castle Discordia. Also, one of the most important doors was the Unfound Door, that Susannah Dean used to get back to an alternate New York City and also marked the Dark Tower.
  • The Doors' eponymous first album was released in the US by Elektra Records in January 1967, together with a single taken from it, "Break On Through (To The Other Side)". The single made little impact nationally but was on the playlist of KMEN in San Bernardino during Peel's final weeks there, and remained in the station's charts after his departure in February. On Radio London, he played tracks from the first LP, which was released by Elektra in the UK at about the same time he renamed his late-night programme the Perfumed Garden. Although the Doors initially lacked the cult status of their Elektra labelmates Love, they achieved much greater commercial success, with their single "Light My Fire" (a Peel "climber" and Fab 40 hit on Radio London, but not in the official UK charts) topping the
  • Doors are one of the most used objects in levels and maps. There are three kinds of these objects. One of them acts like a real door, where you can go through it. The other two act more like barriers. To see more information on each door, click the links below. Doors promote one of the most useful glitches in N. If either a locked door or a trap door are touching an open exit, your ninja can just touch the door without opening it and the game will recognize it beating the level. This is useful for levels that are annoying and have a number of switches in it, like 37-3: Cubish. * 37-3: Cubish
  • When approaching a door, players will invariably ask for a description, which you can easily improvise if such details have not been worked out already. Once the door has been described, characters usually listen for sounds coming from the other side before they attempt to open it. In a properly planned game, you will have already decided whether the door is latched, locked, or bolted. Otherwise, you can determine this as necessary using a D6. Latched doors may be opened automatically. Locked doors must either be unlocked with the right key, picked, or broken down.
  • As Kintaria is basically a dimension parallel to ours there are certain ways to get there. There are many doors leading into Kintaria but relatively few leading out. This may be due to the semi-extreme circumstances under which these doors are created. You see, it takes a great deal of power and will to create a door leading out of Kintaria and even greater power and will is needed to create a door that swings both ways.
  • If a door led to the bedroom of a child that is unable to be scared, then it is declared "dead" and is immediately destroyed using a shredder, leaving only the doorknobs intact (although it's revealed at the end of the first film that the door's remains can still be put back together and therefore repairing it instantly). Doors can also be destroyed if dropped from a great height (such as the one Randall dropped from a conveyor belt in the door vault, prompting Mike and Sulley to enter it immediately before it is smashed, and the door leading to the Trailer Son and Mom's trailer and hence Randall's defeat) or overloaded with an unusually strong scream (such as the door leading to the cabin as a result of Mike and Sulley scaring several human adults).
  • История дорзов в основном не включает в себя ни одного подлинного факта, и состоит фактически только из фантазий, сплетен, слухов, домыслов, мифов, сказок, анекдотов и галлюцинаций. Главным божеством дорзов был Король Ящериц (дорсск. Lizard King), которому они приносили в жертву зёрна кофе. Так впервые был открыт бодрящий эффект этих растений, когда кофе съели жрецы.
  • Doors can be opened in Decayed of Zombies by walking into them. If the door is locked, you'll have to find the proper key to go to it, and use it when facing the door. Some doors are special, and require stepping on a switch to open. Other doors require you to press CTRL while facing them. Any door, except the variant that requires to be CTRLed, will stay opened for a short amount of time, allowing more than one player to go through it.
  • I was adopted. I never knew my real mother; rather, I knew her at one time but I left her side when I was too little to be able to remember. I loved my adopted family though. They were so kind to me. I ate well, I lived in a warm and comfortable house, and I got to stay up pretty late. “You have a good nap?” Janice said teasingly as she ruffled up my hair. I just shook my head away and snorted in a manner that clearly expressed that I was teasing back with her. “Don’t you snort at your mother like that!” said my father gruffly with authority. He shut the door behind him and hung up his coat.
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