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.
| Attributes | Values |
|---|
| rdfs:label
| - Fast doors make two closing sounds
|
| 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.
|
| dcterms:subject
| |
| 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.
|