About: Door   Sponge Permalink

An Entity of Type : dbkwik:resource/TGVw_48bfxR4O_s_eW_eZQ==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

This is a Defense item that can be constructed into the game world which will save over server restarts. It has 1 hit-point.

AttributesValues
rdf:type
rdfs:label
  • Door
  • Door
  • DooR
  • Door
  • Door
  • Door
rdfs:comment
  • This is a Defense item that can be constructed into the game world which will save over server restarts. It has 1 hit-point.
  • Doors are portals that appear throughout the game, transporting Fancy Pants into other places. They also appear in menus, transporting Fancy Pants (and the player) to the stated menu above said door.
  • A bug in 3.11c, (confirmed in 3.13p4), allows doors to remove large rocks. By surrounding the rock with fences, then building and deconstructing a door on the rock tile, it disappears. Doors can be [o]pened and [c]losed with their respective commands. Doors must be closed before they can be deconstructed.
  • A Door in Diablo series is generally, like in real life, a moveable obstacle that gives access to another area, often a room or a chamber. All doors can be opened by clicking on them. Most monsters cannot open doors, but the player's minions can. Doors are often used as bottleneck points to split enemies and fight them one by one.
  • Doors can be used as an entryway. You can open/close by click it and lock/unlock it by dragging the correct key from the inventory, to the door. Doors can be made from Carpentry and Masonry.
  • Door is a stage partition that can be opened to gain access to other areas by actors and players in levels. There are many different types of doors and names for each of them.
  • A door or a doorframe is a piece of scenery found in most buildings of Gielinor. Players can open or close it or examine it. Doorframe has no examine message but closed one says The door is shut. Some doors require a to open. Doors are sometimes used to block and keep enemies or players away.
  • A fixed device that blocks an opening unless opened and sometimes has a lock. Also known as a "gate" or "portcullis". Some portals act like doors, but most don't. Some doors have fixed devices on the inside to open them without a lock, these devices are usually levers. Many doors are only for decoration and do not lead to anything. The door into Arcatraz (an instance wing of Tempest Keep) is made of energy beams, but it can be unlocked with Lockpicking.
  • A door is the gateway to the other side of it. Therefore, it symbolizes opportunites, paths, and hope.
  • A door is a structural fixture applied to a building that is designed to lock a house inside and separate the inside of a house from the outside. They are in almost every building.
  • Doors are represented by + when closed, and - or | when open, depending on whether the door is in a vertical or horizontal wall, respectively. Doors are distinct from drawbridges and trap doors.
  • A Door is terrain that functions like a wall unless it is open. An open door is ignored. A door becomes open if, at the end of any character’s turn, a character is adjacent to it. It remains open until no character is adjacent to it at the end of a turn.
  • Doors are a type of flammable tile (locked doors are unaffected by fire; only unlocked doors burn). They can be found throughout the dungeon. They block the Hero/ine & enemy's field-of-view. There is an iron key for each locked door, at a given depth. Once the Hero/ine reaches depth2, there will be hidden doors that are not initially revealed, and need to be Searched. Door designs change as the Hero/ine descends deeper into the dungeon.
  • Door eli ovi(a) on joka puolella RuneScapea. Niitä ja portteja käytetään paikkojen sisäänpääsyyn, ja ne ovat yleisiä questeissa.
  • House of four doors Doors are typically considered things that people bump into, without realizing it. Then, ten hours later, they realize that they have a bruise on their shoulder from bumping into the door. But they didn't realize it at the time. Therefore, they continued to watch Cantonese soap operas.
  • The Door is a method of barring entry to an area and allowing only players, Villagers and (only in Hard Mode), Zombies to enter an area. Doors are crafted with 6 of their material; there are two types, Wood and Iron. They are largely the same, but there are two major differences. As of 1.8, both types of door are stackable and each type of wood has a separate door design, but oak kept the original design.
  • Doors are settlement object in Fallout 4 and its add-on Wasteland Workshop.
  • Doors and rooms are the building blocks of metarooms and worlds. While rooms define the open spaces within a metaroom, doors define the boundaries of those spaces. Any edge where two rooms meet consists of a door. Doors have a permeability attribute (set by DOOR; called "door open value" and set by RMND in C2) which governs whether or not an object can pass through them. Creatures and other agents use this attribute in combination with their own attribute (SIZE in C2, PERM in C3) to determine whether they can travel through a room boundary into a connected room.
  • Doors in S.C.O.U.R.G.E. are usually of the heavy wooden kind and easy to spot. They can be opened and closed by clicking on them. Some doors are locked; they can be opened either by using a spell like Dori's Tumblers or finding and flipping the lever that keeps them locked. A special kind are secret doors which are indistinguishable from a wall at first, but are highlighted in green should you detect them while walking by. They can then be used just like normal doors.
  • Doors are found in the Subspace Emissary to teleport the player into another room. Doors are usually red in color with a pointy top, with blue light shining out from the edges. Doors act as a checkpoint in the Subspace Emissary. When the player runs out of stocks(i.e. game over) and continues, he/she will appear next to the door that the player had last entered. Doors also help increase the player's clear percentage. All the doors in all the levels must be entered.
  • Doors are recurring objects in The Legend of Zelda series. A door is a movable structure used to open and close off an entrance, typically consisting of a panel that swings on hinges or that slides or rotates inside a space. Some doors found in dungeons are barred or chained, and requires Link to complete a goal within the room in which he is stuck to 'unlock' the door and advance. Doors may lead to new rooms, some of which are not on the Dungeon Map until Link opens them.
  • A fixed device that blocks an opening unless opened and sometimes has a lock. Also known as a "gate" or "portcullis". Some portals act like doors, but most don't. Some doors have fixed devices on the inside to open them without a lock, these devices are usually levers. Many doors are only for decoration and do not lead to anything. The door into Image:Bc icon.gifArcatraz (an instance wing of Tempest Keep) is made of energy beams, but it can be unlocked with Lockpicking.
  • A door is a way to go through a wall. Only players can open and close doors. But some of them are locked, and maybe a key will open them. Some doors are actually Gates of Expertise, and have certain requirements to be opened. Other mysterious doors are ones that say "The door seems to be sealed against unwanted intruders." These doors are involved in various quests, and cannot be opened until you have either started or completed the quest for that particular door. Many doors have mailboxes behind them, and can only be opened once you have completed the Postman Quest.
  • A door is a way to go through a wall. Only players can open and close doors. But some of them are locked, and maybe a key will open them. Some doors are actually Gates of Expertise, and have certain requirements to be opened. Other mysterious doors are ones that say "The door seems to be sealed against unwanted intruders." These doors are involved in various quests, and cannot be opened until you have either started or completed the quest for that particular door. Many doors have mailboxes behind them, and can only be opened once you have completed the Postman Quest.
  • Door was the Door at Wigglehouse from December 1997 until January 1999. He was first seen in The Wiggles Movie as the tertiary antagonist, and was later seen in TV Series 1 as the main antagonist. He required people who entered (including The Wiggles themselves) to do "The Test", and asked them the password. He had a very unpleasant attitude with the Wiggles and their guests. He doesn't look nor sound nor act friendly, and has a sarcastic tone. In the Wiggles Movie, he did not open on his hinges, but instead let people in by tearing off the front of Wigglehouse. In TV Series 1, he received a doorknob so he could open on his hinges. He was replaced with Flora Door in TV Series 2.
  • Earth research modules were equipped with large circular doors which reminded the scientists to follow the contamination protocol. (ENT: "Regeneration") Starfleet doors normally had labels indicating the location of the room, the deck and the room number. (TNG: "Encounter at Farpoint" , "The Outrageous Okona" , "Genesis" et al.) Groppler Zorn of the Bandi had the entrance of his office equipped with a door made out of wood. The door was destroyed by Commander William T. Riker and Data when they forced the entry. (TNG: "Encounter at Farpoint" )
  • Door was a longtime companion of the Twelfth Doctor, who loyally opened itself every time the Doctor asked it to, for approximately 4 and a half billion years. The only other companion to open themselves to the Doctor more than this is Amy Pond, however the Doctor only occasionally obliged her. Door first appears in Series 9, Episode 11, Heaven Sent. It returned for an encore performance in Series 10, Episode 4, Knock Knock. What a slut. Door was eventually overshadowed by national favorite companion Pete.
  • Most doors are roughly square, lightly-purple, and wooden with four square panels. Some doors are rounded at the stop (such as the doors in the Lighthouse, the Diner and to Baron's Quarters). They will automatically close and become barricaded by Thorns whenever somebody enters though it. This is their idle state. When a door is open, the other side is completely hidden in pure darkness.
  • A door is a panel or barrier, usually hinged or sliding, that is used to cover an opening in a wall or partition going into a building or space. A door can be opened to give access and closed more or less securely. The term door is also applied to the opening itself, more properly known as the doorway. Doors are nearly universal in buildings of all kinds, even crypts or caverns where people normally wouldn't be there, allowing passage between the inside and outside, and between internal rooms. When open, they admit ventilation and light, but also allow any hostiles to see you.
  • The buildings in Al Kharid and the Kharidian Desert have a curtain that serves in place of a door. A trapdoor is a similar concept, except that it allows passage vertically downwards from one storey to another. It always has a ladder, a staircase, steps or a rope below to allow passage back up again.
  • A Door or a Gate is an entrance (or exit) in a wall or fence, which sometimes acts as a passage through a physical boundary. It could be an entrance into a city, into a building, into a room, or into a field (especially when outdoors). The names of particular doors or gates may include an adjective or other qualifier. For example, the guards' entrance to the Black Knights' Fortress is marked by a sturdy door.
  • Doors as the name suggests are simply doors. In the game's maps they appear as locked and usually require some means to open them. What lies behind most doors are usually hidden by rooves that appear over the area behind the certain door until it is opened. Behind the doors are usually Treasure Chests (which also require certain means to open) and often extra enemies are hidden within the locked chambers as well.
  • Doors must be placed on walls, as their function is to allow Sims to pass through walls. All doors are automatic; they open as a Sim approaches and close shortly after the Sim has gone through. Some doors have male and female versions, and do not allow Sims of the opposite sex to go through, though they do not appear to affect NPCs. These doors are often used to construct single-sex bathrooms on community lots. If an object such as a ceiling light occupies the space a door opens through, it may act to keep the door from closing. Moving the object may allow the door to close.
  • The earliest records are those represented in the paintings of the Egyptian tombs, in which they are shown as single or double doors, each in a single piece of wood. In Egypt, where the climate is intensely dry, there would be no fear of their warping, but in other countries it would be necessary to frame them, which according to Vitruvius (iv. 6.) was done with stiles (sea/si) and rails (see: Frame and panel): the spaces enclosed being filled with panels (tympana) let into grooves made in the stiles and rails. The stiles were the vertical boards, one of which, tenoned or hinged, is known as the hanging stile, the other as the middle or meeting stile. The horizontal cross pieces are the top rail, bottom rail, and middle or intermediate rails. The most ancient doors were in timber, those ma
  • Many doors are covered with Blast Shields, which must be destroyed with a certain type of weapon before the door itself can be opened. The most common blast shield is the Red Blast Shield, which requires a Missile to open (in the original Metroid, and Super Metroid they had to be opened with 5 missiles). In Super Metroid, on board the Ceres Space Colony, there are doors that automatically open if someone is nearby. They do not require to be shot to open. They do appear to have a fail-safe protocol and automatically lock themselves, seen during the battle with Ridley.
  • In Kirby & The Amazing Mirror, they are replaced by Mirror Doors, which act exactly like a regular door, but resemble mirrors and can sometimes lead Kirby to different worlds. An enemy, Mirra, is sometimes seen around a Mirror Door, and must be defeated before Kirby can enter. Sometimes, both types of doors are hidden by Star Blocks, and other times Kirby needs to pound a stake to break down walls and reveal doors.
  • Doors in Doom, Heretic and Strife only go up and down (In Hexen, more flexible doors can be made using Polyobjects). This is because the NODES tree is prebuilt and not modified at runtime, and thus all lines must stay in the same place (when the map is viewed from above). A closed door is constructed as a thin rectangular sector whose ceiling and floor are both at the same height as the neighboring sectors' floors. When the door is opened, its ceiling moves up at a controlled rate to four units below the lowest adjacent ceiling.
  • Door (Latin: Dora.) A sign of poor workmanship in the construction of a wall, a door is a wooden or polystyrene rectangle (or, less commonly, an oblong) used to cover a large gap or hole which is a common occurrence even in the modern age of computer generated house design. It is also famously known as that which a dog is perpetually on the wrong side of, it is also known as the wall pussy. As of 1234 BC, it was estimated that about 112% of doors led to Narnia.
  • A door is an object which is used as an obstacle between two different parts of an area. It can simply be closed, locked, and/or trapped. Locked doors can be unlocked with a key, picked, bashed open, or opened with a spell. If the character has the key, left click on the door or select "Use" from the radial menu. Select "Lockpick" and "Bash" from the radial menu on any locked door. Spells can also be used to open doors. Some spells can damage and even destroy doors; destroyed doors are opened automatically. The knock spell unlocks most doors without damaging them.
  • File:Quake1.gif <default>Door</default> Health Will gib when health is Attack Damage Drops [Source] A Door in Quake is a wall that opens as the player gets close. Enemies can also use doors. The Doors will close after a certain amount of time has passed in which nothing has moved. A door will not close if something that moves is standing between the doors. Doors are themed based on the levels they are found in. The Base door is pictured above.
sameAs
Level
  • 200(xsd:integer)
dcterms:subject
Alternative Linked Data Views: ODE     Raw Data in: CXML | CSV | RDF ( N-Triples N3/Turtle JSON XML ) | OData ( Atom JSON ) | Microdata ( JSON HTML) | JSON-LD    About   
This material is Open Knowledge   W3C Semantic Web Technology [RDF Data] Valid XHTML + RDFa
OpenLink Virtuoso version 07.20.3217, on Linux (x86_64-pc-linux-gnu), Standard Edition
Data on this page belongs to its respective rights holders.
Virtuoso Faceted Browser Copyright © 2009-2012 OpenLink Software