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authorIan C <ianc@noddybox.co.uk>2011-06-09 13:46:28 +0000
committerIan C <ianc@noddybox.co.uk>2011-06-09 13:46:28 +0000
commita9022b5972dc49d86f617a27940fafe9c4d0e7e7 (patch)
tree61405aa4ade91ed1057f863ddf118ceb38e14f8e /doom.cfg
Initial import of (very old) vidoom sources.
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+# viDOOM - level editor for DOOM
+#
+# Copyright (C) 2000 Ian Cowburn (ianc@noddybox.demon.co.uk)
+#
+# This program is free software; you can redistribute it and/or modify
+# it under the terms of the GNU General Public License as published by
+# the Free Software Foundation; either version 2 of the License, or
+# (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software
+# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+#
+# -------------------------------------------------------------------------
+#
+# $Id: doom.cfg,v 1.31 2000/11/13 16:16:38 dosuser Exp dosuser $
+#
+# Doom config file. The following sections may be present:
+#
+# %INCLUDE_FILES - include other config files
+# %THING_CLASSES - classes of things (ammo, monsters, etc)
+# %LINEDEF_CLASSES - classes of linedefs
+# %SECTOR_CLASSES - classes of sectors
+# %THING_TYPES - details types and IDs of things
+# %THING_FLAGS - details flags and meaning for things
+# %LINEDEF_FLAGS - details flags and meaning for linedefs
+# %LINEDEF_FLAGS_EXTRA - details which flags indicate certain features
+# %LINEDEF_TYPES - details types and IDs for linedefs
+# %LINEDEF_DEFAULTS - default types for linedefs
+# %SECTOR_STYLES - define texturing styles for linedefs
+# %SECTOR_TYPES - details types and IDs of sectors
+# %EMPTY_TEXTURE_NAME - name used for the empty texture
+# %NORMAL_TYPES - values for normal sectors and linedefs
+# %LINEDEF_CHECK_DEFAULT - optional textuire to use filling in missing
+# textures when performing check linedefs
+#
+#
+# The following sections are used to define generalised linedef and sector
+# values. See zdoom.cfg for details:
+#
+# %LINEDEF_GEN_BITMASKS
+# %LINEDEF_GEN_TYPES
+# %SECTOR_GEN_BITMASKS
+# %SECTOR_GEN_TYPES
+#
+#
+# The following only need to appear in the config file for ZDoom if you are
+# to be editing HEXEN format maps. See zdoom.cfg for examples:
+#
+# %HEXEN_ACTION_SPECIAL_CLASSES - action special classes
+# %HEXEN_ACTION_SPECIALS - details action specials
+#
+#
+# Note that some sections allow an edit mode to be defined, to indicate
+# whether this definition is for DOOM or HEXEN edit mode (or both). The
+# currently allowed edit modes are:
+#
+# Doom
+# Hexen
+#
+# If what is being defined applies to more than one mode, these can be
+# seperated with commas.
+#
+
+
+# THING_CLASSES
+#
+# Classes of things. Format is "class name|colour"
+#
+# Colour is defined as a hex number, each byte either R, G or B - 0xRRGGBB
+#
+#
+%THING_CLASSES
+Ammo|0x808000
+Dead Things|0x800000
+Health Items|0x00a000
+Other Items|0xa0a000
+Keys|0x00a0a0
+Monster|0xd01010
+Player Start|0xa000a0
+Scenery|0xa22a2a
+Teleport|0x00a000
+Weapon|0xa0a000
+
+
+# LINEDEF_CLASSES
+#
+# Classes of linedefs. Format is "class name"
+#
+#
+%LINEDEF_CLASSES
+Normal
+Local door
+Remote door
+Ceiling
+Lift
+Floor
+Stair
+Moving floor
+Crushing ceiling
+Exit level
+Teleport
+Light effect
+Special
+
+
+# SECTOR_CLASSES
+#
+# Classes of sectors. Format is "edit mode|class name"
+#
+#
+%SECTOR_CLASSES
+Doom|Normal
+Doom|Lights
+Doom|Damage
+Doom|Damage/Lights
+Doom|Damage/Exit
+Doom|Door
+Doom|Secret
+
+
+# THING_TYPES section. Each lines is "class|name|id|radius|sprite_name"
+#
+# Where class is a class from the %THING_CLASSES section
+#
+# sprite_name can be "-" to incidate no graphics
+#
+%THING_TYPES
+Ammo|Ammo clip|2007|20|CLIPA0
+Ammo|Shotgun shells|2008|20|SHELA0
+Ammo|A rocket|2010|20|ROCKA0
+Ammo|Cell charge|2047|20|CELLA0
+Ammo|Box of ammo|2048|20|AMMOA0
+Ammo|Box of shells|2049|20|SBOXA0
+Ammo|Box of rockets|2046|20|BROKA0
+Ammo|Big cell charge|17|20|CELPA0
+Ammo|Backpack|8|20|BPAKA0
+
+Dead Things|Exploded player|10|20|PLAYW0
+Dead Things|Bloody mess|12|20|PLAYW0
+Dead Things|Pool of blood and flesh|24|20|POL5A0
+Dead Things|Dead player|15|20|PLAYW0
+Dead Things|Dead former human|18|20|POSSU0
+Dead Things|Dead sergeant|19|20|SPOSU0
+Dead Things|Dead imp|20|20|TROOU0
+Dead Things|Dead demon|21|20|SARGN0
+Dead Things|Dead cacodemon|22|20|HEADL0
+Dead Things|Dead lost soul|23|20|SKULJ0
+
+Health Items|Stimpak|2011|20|STIMA0
+Health Items|Medikit|2012|20|MEDIA0
+Health Items|Health potion|2014|20|BON1A0
+Health Items|Spirt armour|2015|20|BON2A0
+Health Items|Green armour|2018|20|ARM1A0
+Health Items|Blue armour|2019|20|ARM2A0
+Health Items|Soulsphere|2013|20|SOULA0
+Health Items|Berserk|2023|20|PSTRA0
+
+Other Items|Invulnerable|2022|20|PINVA0
+Other Items|Invisibility|2024|20|PINSA0
+Other Items|Radiation suit|2025|20|SUITA0
+Other Items|Map|2026|20|PMAPA0
+Other Items|Light amplification goggles|2045|20|PVISA0
+
+Keys|Blue keycard|5|20|BKEYA0
+Keys|Blue skullkey|40|20|BSKUA0
+Keys|Red keycard|13|20|RKEYA0
+Keys|Red skullkey|38|20|RSKUA0
+Keys|Yellow keycard|6|20|YKEYA0
+Keys|Yellow skullkey|39|20|YSKUA0
+
+Monster|Former Human|3004|20|POSSA1
+Monster|Former Sergeant|9|20|SPOSA1
+Monster|Imp|3001|20|TROOA1
+Monster|Demon|3002|30|SARGA1
+Monster|Spectre|58|30|SARGA1
+Monster|Lost soul|3006|16|SKULA1
+Monster|Cacodemon|3005|31|HEADA1
+Monster|Baron of Hell|3003|24|BOSSA1
+Monster|Spider Mastermind|7|128|SPIDA1D1
+Monster|Cyberdemon|16|40|CYBRA1
+Monster|Barrel|2035|16|BAR1A0
+
+Player Start|Player 1 start|1|16|PLAYA1
+Player Start|Player 2 start|2|16|PLAYA1
+Player Start|Player 3 start|3|16|PLAYA1
+Player Start|Player 4 start|4|16|PLAYA1
+Player Start|Deatchmatch start|11|16|PLAYA1
+
+Scenery|Tall techno pillar|48|16|ELECA0
+Scenery|Tall green pillar|30|16|COL1A0
+Scenery|Tall red pillar|32|16|COL3A0
+Scenery|Short green pillar|31|16|COL2A0
+Scenery|Short green pillar with beating heart|36|16|COL5A0
+Scenery|Short red pillar|33|16|COL4A0
+Scenery|Short red pillar with skull|37|16|COL6A0
+Scenery|Small brown pointy stump|47|16|SMITA0
+Scenery|Gray tree|43|16|TRE1A0
+Scenery|Large brown tree|54|32|TRE2A0
+Scenery|Floor lamp|2028|16|COLUA0
+Scenery|Candle|34|16|CANDA0
+Scenery|Candelabra|35|16|CBRAA0
+Scenery|Tall blue firestick|44|16|TBLUA0
+Scenery|Tall green firestick|45|16|TGRNA0
+Scenery|Tall red firestick|46|16|TREDA0
+Scenery|Short blue firestick|55|16|SMBTA0
+Scenery|Short green firestick|56|16|SMGTA0
+Scenery|Short red firestick|57|16|SMRTA0
+Scenery|Evil Eye|41|16|CEYEA0
+Scenery|Flaming skull rock|42|16|FSKUA0
+
+Scenery|Hanging victim, twitching|49|16|GOR1A0
+Scenery|Hanging victim, twitching (let thru)|63|16|GOR1A0
+Scenery|Hanging victim, arms out|50|16|GOR2A0
+Scenery|Hanging victim, arms out (let thru)|59|16|GOR2A0
+Scenery|Hanging pair of legs|52|16|GOR4A0
+Scenery|Hanging pair of legs (let thru)|60|16|GOR4A0
+Scenery|Hanging victim, 1-legged|51|16|GOR3A0
+Scenery|Hanging victim, 1-legged (let thru)|61|16|GOR3A0
+Scenery|Hanging leg|53|16|GOR5A0
+Scenery|Hanging leg (let thru)|62|16|GOR5A0
+
+Scenery|Impaled human|25|16|POL1A0
+Scenery|Twitching impaled human|26|16|POL6A0
+Scenery|Skull on a pole|27|16|POL4A0
+Scenery|Skewerd skulls|28|16|POL2A0
+Scenery|Pile of skulls and candles|29|16|POL3A0
+
+Teleport|Teleport landing|14|16|TFOGA0
+
+Weapon|Chainsaw|2005|20|CSAWA0
+Weapon|Shotgun|2001|20|SHOTA0
+Weapon|Chaingun|2002|20|MGUNA0
+Weapon|Rocket launcher|2003|20|LAUNA0
+Weapon|Plasma gun|2004|20|PLASA0
+Weapon|BFG 9000|2006|20|BFUGA0
+
+
+# THING_FLAGS section. Each line is
+#
+# "edit mode|group|mask1|mask2|name|single flag char"
+#
+# Group indicates whether any flags are mutually exclusive. Group 0 is a
+# special group that indicates that any combination of flags is allowed.
+# Other positive groups indicate that only one from that group number can be
+# selected.
+#
+# The way the masks work is that the flags are ANDed with mask1. The result is
+# then compared for equality with mask2. If the result matches then the flag
+# is set.
+#
+# If later config files define an identical masks, the later definition replaces
+# the earlier one.
+#
+%THING_FLAGS
+Doom|0|0x01|0x01|Skill 1 and 2|E
+Doom|0|0x02|0x02|Skill 3|M
+Doom|0|0x04|0x04|Skill 4 and 5|H
+Doom|0|0x08|0x08|Deaf|D
+Doom|0|0x10|0x10|Deathmatch only|X
+
+
+# LINEDEF_TYPES section. Each line is "class|id|name"
+#
+# Class is one of the classes from %LINEDEF_CLASSES
+#
+%LINEDEF_TYPES
+Normal|0|Normal
+
+Special|48|Scrolling wall
+
+Local door|1|SRm door med 4 - open/close
+Local door|26|SR door med 4 - open/close BLUE KEY
+Local door|28|SR door med 4 - open/close RED KEY
+Local door|27|SR door med 4 - open/close YELLOW KEY
+Local door|31|S1 door med - - open
+Local door|32|S1 door med - - open BLUE KEY
+Local door|33|S1 door med - - open RED KEY
+Local door|34|S1 door med - - open YELLOW KEY
+Local door|46|GR door med - - open
+Local door|117|SR blaze turbo 4 - open/close
+Local door|118|S1 blaze turbo - - open
+
+Remote door|4|W1 door med 4 - open,close
+Remote door|29|S1 door med 4 - open,close
+Remote door|90|WR door med 4 - open,close
+Remote door|63|SR door med 4 - open,close
+Remote door|2|W1 door med - - open
+Remote door|103|S1 door med - - open
+Remote door|86|WR door med - - open
+Remote door|61|SR door med - - open
+Remote door|3|W1 door med - - close
+Remote door|50|S1 door med - - close
+Remote door|75|WR door med - - close
+Remote door|42|SR door med - - close
+Remote door|16|W1 door med 30 - close, then opens
+Remote door|76|WR door med 30 - close, then opens
+Remote door|108|W1 blaze turbo 4 - open,close
+Remote door|111|WR blaze turbo 4 - open,close
+Remote door|105|S1 blaze turbo 4 - open,close
+Remote door|114|SR blaze turbo 4 - open,close
+Remote door|109|W1 blaze turbo - - open
+Remote door|112|S1 blaze turbo - - open
+Remote door|106|WR blaze turbo - - open
+Remote door|115|SR blaze turbo - - open
+Remote door|110|W1 blaze turbo - - close
+Remote door|113|S1 blaze turbo - - close
+Remote door|107|WR blaze turbo - - close
+Remote door|116|SR blaze turbo - - close
+Remote door|133|S1 blaze turbo - - open BLUE KEY
+Remote door|99|SR blaze turbo - - open BLUE KEY
+Remote door|135|S1 blaze turbo - - open RED KEY
+Remote door|134|SR blaze turbo - - open RED KEY
+Remote door|137|S1 blaze turbo - - open YELLOW KEY
+Remote door|136|SR blaze turbo - - open YELLOW KEY
+
+Ceiling|40|W1 mover slow - - up to HEC
+Ceiling|41|S1 mover slow - - down to floor
+Ceiling|43|SR mover slow - - down to floor
+Ceiling|44|W1 mover slow - - down to floor + 8
+Ceiling|49|S1 mover slow - - down to floor + 8
+Ceiling|72|WR mover slow - - down to floor + 8
+
+Lift|10|W1 lift fast 3 - lift
+Lift|21|S1 lift fast 3 - lift
+Lift|88|WRm lift fast 3 - lift
+Lift|62|SR lift fast 3 - lift
+Lift|121|W1 lift turbo 3 - lift
+Lift|122|S1 lift turbo 3 - lift
+Lift|120|WR lift turbo 3 - lift
+Lift|123|SR lift turbo 3 - lift
+
+Floor|119|W1 mover slow - - up to nhEF
+Floor|128|WR mover slow - - up to nhEF
+Floor|18|S1 mover slow - - up to nhEF
+Floor|69|SR mover slow - - up to nhEF
+Floor|22|W1& mover slow - TX up to nhEF
+Floor|95|WR& mover slow - TX up to nhEF
+Floor|20|S1& mover slow - TX up to nhEF
+Floor|68|SR& mover slow - TX up to nhEF
+Floor|47|G1& mover slow - TX up to nhEF
+Floor|5|W1 mover slow - - up to LIC
+Floor|91|WR mover slow - - up to LIC
+Floor|101|S1 mover slow - - up to LIC
+Floor|64|SR mover slow - - up to LIC
+Floor|24|G1 mover slow - - up to LIC
+Floor|130|W1 mover turbo - - up to nhEF
+Floor|131|S1 mover turbo - - up to nhEF
+Floor|129|WR mover turbo - - up to nhEF
+Floor|132|SR mover turbo - - up to nhEF
+Floor|56|W1& mover slow - - up to LIC - 8, CRUSH
+Floor|94|WR& mover slow - - up to LIC - 8, CRUSH
+Floor|55|S1 mover slow - - up to LIC - 8, CRUSH
+Floor|65|SR mover slow - - up to LIC - 8, CRUSH
+Floor|58|W1 mover slow - - up 24
+Floor|92|WR mover slow - - up 24
+Floor|15|S1& mover slow - TX up 24
+Floor|66|SR& mover slow - TX up 24
+Floor|59|W1& mover slow - TXP up 24
+Floor|93|WR& mover slow - TXP up 24
+Floor|14|S1& mover slow - TX up 32
+Floor|67|SR& mover slow - TX up 32
+Floor|140|S1 mover med - - up 512
+Floor|30|W1 mover slow - - up ShortestLowerTexture
+Floor|96|WR mover slow - - up ShortestLowerTexture
+Floor|38|W1 mover slow - - down to LEF
+Floor|23|S1 mover slow - - down to LEF
+Floor|82|WR mover slow - - down to LEF
+Floor|60|SR mover slow - - down to LEF
+Floor|37|W1 mover slow - NXP down to LEF
+Floor|84|WR mover slow - NXP down to LEF
+Floor|19|W1 mover slow - - down to HEF
+Floor|102|S1 mover slow - - down to HEF
+Floor|83|WR mover slow - - down to HEF
+Floor|45|SR mover slow - - down to HEF
+Floor|36|W1 mover fast - - down to HEF + 8
+Floor|71|S1 mover fast - - down to HEF + 8
+Floor|98|WR mover fast - - down to HEF + 8
+Floor|70|SR mover fast - - down to HEF + 8
+Floor|9|S1 mover slow - NXP donut (see note 12 above)
+
+Stair|8|W1 mover slow - - stairs
+Stair|7|S1 mover slow - - stairs
+Stair|100|W1 mover turbo - - stairs (each up 16 not 8) + crush
+Stair|127|S1 mover turbo - - stairs (each up 16 not 8) + crush
+
+Moving floor|53|W1& lift slow 3 - start moving floor
+Moving floor|54|W1& - - - - stop moving floor
+Moving floor|87|WR& lift slow 3 - start moving floor
+Moving floor|89|WR& - - - - stop moving floor
+
+Crushing ceiling|6|W1& crush med 0 - start crushing, fast hurt
+Crushing ceiling|25|W1& crush med 0 - start crushing, slow hurt
+Crushing ceiling|73|WR& crush slow 0 - start crushing, slow hurt
+Crushing ceiling|77|WR& crush med 0 - start crushing, fast hurt
+Crushing ceiling|57|W1& - - - - stop crush
+Crushing ceiling|74|WR& - - - - stop crush
+Crushing ceiling|141|W1& none? slow 0 - start crushing, slow hurt "Silent"
+
+Exit level|11|S- clunk - - - End level, go to next level
+Exit level|51|S- clunk - - - End level, go to secret level
+Exit level|52|W- clunk - - - End level, go to next level
+Exit level|124|W- clunk - - - End level, go to secret level
+
+Teleport|39|W1m tport - - - Teleport
+Teleport|97|WRm tport - - - Teleport
+Teleport|125|W1m tport - - - Teleport monsters only
+Teleport|126|WRm tport - - - Teleport monsters only
+
+Light effect|35|W1 - - - - 0
+Light effect|104|W1 - - - - LE (light level)
+Light effect|12|W1 - - - - HE (light level)
+Light effect|13|W1 - - - - 255
+Light effect|79|WR - - - - 0
+Light effect|80|WR - - - - HE (light level)
+Light effect|81|WR - - - - 255
+Light effect|17|W1 - - - - Light blinks (see [4-9-1] type 3)
+Light effect|138|SR clunk - - - 255
+Light effect|139|SR clunk - - - 0
+
+
+
+# LINEDEF_FLAGS. Each line is
+#
+# "edit mode|group|mask1|mask2|name|single flag char"
+#
+# See the THING_FLAGS section for details of the fields.
+#
+# If later config files define an identical mask1, the later definition replaces
+# the earlier one.
+#
+%LINEDEF_FLAGS
+Doom|0|0x001|0x001|Impassible|I
+Doom|0|0x002|0x002|Block monsters|M
+Doom|0|0x004|0x004|Two-sided|2
+Doom|0|0x008|0x008|Upper unpegged|U
+Doom|0|0x010|0x010|Lower unpegged|L
+Doom|0|0x020|0x020|Secret|S
+Doom|0|0x040|0x040|Blocks sound|B
+Doom|0|0x080|0x080|Not on map|N
+Doom|0|0x100|0x100|Already on map|A
+
+
+# LINEDEF_FLAGS_EXTRA
+#
+# Simply defines which of the LINEDEF flag bits are the ones that indicates
+# certain features. This will probably never change anyhow, but is configurable
+# in case. The format is:
+#
+# <bit for 2-sided-ness>|<bit for impassible>|
+# <bit for upper unpegged>|<bit for lower unpegged>
+#
+# This section MUST appear before LINEDEF_DEFAULTS
+#
+%LINEDEF_FLAGS_EXTRA
+2|0|3|4
+
+
+# LINEDEF_DEFAULTS
+#
+# Defaults to use for linedefs. Should appear after LINEDEF_FLAGS. Format:
+# Name|Flags values
+#
+%LINEDEF_DEFAULTS
+Empty|0x00
+Wall|0x01
+2-sided wall|0x47
+2-sided passable|0x04
+2-sided blocks monsters|0x46
+
+
+# SECTOR_TYPES
+#
+# Defines values and descriptions for the SECTOR special value
+#
+# Format:
+# Edit mode|Class|Id|Long Name|Short Name
+#
+# Long name should be no longer than 60 characters, Short no longer than 30
+# Class is one of the classes from %SECTOR_CLASSES
+#
+%SECTOR_TYPES
+Doom|Normal|0|Normal|Normal
+Doom|Lights|1|Light random off|Random off
+Doom|Lights|2|Blink lights 0.5 second|0.5 blink
+Doom|Lights|3|Blink lights 1.0 second|1.5 blink
+Doom|Damage/Lights|4|Lose -10/20% health & blink lights 0.5 sec|-10/20% & 0.5 blink
+Doom|Damage|5|Lose -5/10% health|-5/10%
+Doom|Damage|7|Lose -2/5% health|-2/5%
+Doom|Lights|8|Oscillating light|Oscillating light
+Doom|Secret|9|Secret|Secret
+Doom|Door|10|Door closes after 30 seconds|30 sec door
+Doom|Damage/Exit|11|-10/20% health - end level if < 11%|Damage/end level
+Doom|Lights|12|Blink lights synchronised 0.5 second|0.5 blink sync
+Doom|Lights|13|Blink lights synchronised 1.0 second|1.5 blink sync
+Doom|Door|14|Door opens after 300 seconds|300 sec door
+Doom|Damage|16|Lose -10/20% health|-10/20%
+Doom|Lights|17|Light random on/off|Random on/off
+
+
+
+# SECTOR_STYLES
+#
+# Sector textureing styles. Note this section is not additive like the
+# other sections (as different DOOMs can have different texture names).
+#
+# Format :
+#
+# Mode|Name|Upper|Middle|Lower|Floor|Ceiling
+#
+# Mode is made up of the following bit fields:
+#
+# Bit 0 - Paint textures on the sidedefs facing into this sector
+# Bit 1 - Paint textures on the sidedefs facing out of this sector
+# Bit 2 - Leave current lower/upper settings
+# Bit 3 - Set upper unpegged if an upper texture is painted
+# Bit 4 - Set lower unpegged if a lower texture is painted
+#
+# If none of bits 2,3 or 4 are set it is assumed that lower/upper unpegged will
+# be cleared on painting those textures.
+#
+@DOOM_LEVEL_STYLE
+
+%SECTOR_STYLES
+0x19|Quarry|ASHWALL|ASHWALL|ASHWALL|MFLR8_2|F_SKY1
+0x19|Fire Quarry|ROCKRED1|ROCKRED1|ROCKRED1|MFLR8_2|F_SKY1
+0x19|Computer Room|COMPTALL|COMPTALL|COMPTALL|CRATOP1|FLAT2
+0x19|Demon Room|MARBFACE|MARBFACE|MARBFACE|DEM1_6|DEM1_5
+
+@END DOOM_LEVEL_STYLE
+
+
+# EMPTY_TEXTURE_NAME
+#
+# The empty texture name. For DOOM this is '-'.
+#
+%EMPTY_TEXTURE_NAME
+-
+
+
+# NORMAL_TYPES
+#
+# The type values used to represent normal sectors and linedefs
+#
+# Format:
+# Value for sectors|Value for linedefs
+#
+%NORMAL_TYPES
+0|0
+
+
+# LINEDEF_CHECK_DEFAULT
+#
+# This controls the linedef F12 checking. Where it finds missing textures
+# it will replace them with this one, rather than asking, unless this section
+# is not defined or is defined to the same value as EMPTY_TEXTURE_NAME.
+#
+# Format:
+# texture_name
+#
+@DOOM_LEVEL_STYLE
+
+%LINEDEF_CHECK_DEFAULT
+ASHWALL
+
+@END DOOM_LEVEL_STYLE