Sprite Types
(Blood 1.21 / OUWB)

switcheslightingammokeyshealthitemsarmor

power-upsenemiesexplosivesbreakables 1

breakables 2trapsgeneratorssound

0: Decoration

For decorating walls, ceiling and floor (although not recommended) or to create structures with.
Can act as a switch when Push and/or Vector box is set.

1: Player start

Used for Single Player starting positions. It is represented by an orange flag in 3D mode.
Set DATA1 for the player number, values range from 0 to 7.

Insert in 3D mode by pressing ALT+S and then clicking Misc

2: Coop start

Used for Coop starting positions. It is represented by a grey flag in 3D mode.
Set DATA1 for the player number, values range from 0 to 7.

3: Off Marker / 4: On Marker

Used by the SLIDE and SLIDE MARKED sector's blue arrow's head and tail to determine the ON and OFF state.
note: This type is not meant to be placed on the map manually, it is done automatically by the sector type.

5: Axis Marker

Used by the ROTATE and ROTATE MARKED sector as the pivot point.
note: This type is not meant to be placed on the map manually, it is done automatically by the sector type.

6: Lower Link / 7: Upper Link

Vertical teleporter.
Typically used to allow the player to go through a hole in the floor and then falling from a ceiling in another room.

The Lower Link sprite should be placed under the ceiling of the lower room and the Upper Link on the floor of the upper room. The two sectors should be identical in shape and the Link sprites should be in the exact same spot of both sectors. The DATA1 value of both sprites should be identical.

8: Teleport target

Used by the TELEPORT sector as destination marker.
The sprite's angle is the direction in which the player is facing after teleportation.
note: This type is not meant to be placed on the map manually, it is done automatically by the sector type.

9: Upper water / 10: lower water

Vertical teleporter.
Typically used to allow the player to dive through a sector's floor and then swim into another one.

The Lower Water sprite should be placed under the ceiling of the underwater room and the Upper Water on the surface of the above water room. The two sectors should be identical in shape and the two sprites should be placed in the exact same spot of both sectors. The DATA1 value of both sprites should be identical.

11: Upper stack / 12: lower stack

Vertical teleporter.
Typically used to allow the player to fall through the floor into another already visible form above room.

The Lower Stack sprite should be placed under the ceiling of the lower room and the Upper Stack on the floor of the upper room. The two sectors should be identical in shape and the two sprites should be placed in the exact same spot of both sectors. The DATA1 value of both sprites should be identical. Place a mirror texture (#504) on the ceiling of the lower room and floor of the upper room and make sure no other mirror textures can be seen.
Always create a stack in the middle of a sector and keep its shape simple, never let a stack envelope a sector!

13: upper goo / 14: lower goo

Vertical Teleporter.
Similar to Upper Water / Lower Water.

15: Path Marker

Used as way point(s) for the PATH SECTOR type. Read more about Path Sector/Marker here

16: Alignable Region / 17: Base Region

No function.

18: Dude Spawn

Spawns enemies.
Needs a state change to work. Set DATA1 for the dude value. See dude spawn list here

19: Earthquake

Shakes the screen.
Needs a state change to work. Set DATA1 for the strength;

128 = small bump
256 = cannon shooting
512 = medium shake
1024 = maximum shake

Any higher value will only extend the time, not the strength.

20: toggle switch

Dual state switch. The player can Push or Vector the switch to toggle between the ON and OFF state.
The appearance of the sprite will toggle between the set tile and the set tile + 1.

DATA1 = ON sound
DATA2 = OFF sound

Insert in 3D mode by pressing ALT+S and then clicking Misc

21:1-Way switch

Single state switch. The player can Push or Vector the switch once until it is reset to the initial state.
Resetting the state can be done with its waitTime and restState or via the RX channel.
The appearance of the sprite will toggle between the set tile and the set tile + 1.

DATA1 = ON sound
DATA2 = OFF sound

22: combination switch

Multi state switch. The player can Push or Vector the switch to make the sprite cycle through multiple tiles.
It can have many OFF states but only one ON state.

DATA1 = INIT value, 0 equals the first tile, a state change will increase this value.
DATA2 = GATE value, if DATA1 equals DATA2 a trigger will be generated.
DATA3 = LENGTH, the total amount of tiles.
DATA4 = SOUND number.

This type can have different functions;

Adding - counting STATEs from multiple external sources, for example the amount of dead enemies.
Selector - the player must select the right tile for the switch to fire a trigger.
Array - creating a step sequence using parallel switches with each a different DATA2 (ON) value.

23: Padlock (1-shot)

Similar to the 1-Way switch but without a proper reset option.

30: torch

When state is ON a flame will appear above the torch, when OFF it will be a smoke column.
Alternative tilenums are: 554, 560, 564, 570 or 572.

31: candle

When state is ON a halo will appear around the flame.

40: random

No function

41: Sawed off

Sawed-off shotgun with 8 shells.

42: Tommy gun

Tompson submachine gun with 50 bullets.

43: Flare pistol

Flare pistol with 9 flares.

44: Voodoo doll

Obsolete Use 70: Voodoo doll instead.

45: Tesla cannon

Tesla Cannon with 64 charges.

46: napalm launcher

Napalm Launcher with 6 charges.

47: Pitchfork

No function

48: spray can

Obsolete Use 60: Spray can instead.

49: Dynamite

Obsolete Use 62: Bundle of TNT instead.

50: life leech

Life leech with 35 ammo.

60: spray can

Spray can with 48 ammo.

62. Bundle of TNT

One bundle of TNT.

63: Case of TNT

Five bundles of TNT.

64: Proximity Detonator

One proximity detonator.

65: Remote Detonator

One remote detonator.

66: Trapped soul

10 ammo for the Life leech.

67: 4 shotgun shells

4 shells for the sawed-off shotgun.

69: a few bullets

15 bullets for the Tommy gun.

70: Voodoo doll

Voodoo doll with 100 ammo.

72: full drum of bullets

100 bullets for the Tommy gun.

73: tesla charge

32 charges for the Tesla cannon.

75: flares

8 flares for the Flare pistol.

79: Gasoline can

6 charges for the Napalm launcher.

80: random ammo

No function

100: skull key

The Skull key.

101: eye key

The Eye key.

102: fire key

The Fire key.

103: dagger key

The Dagger key.

104: spider key

The Spider key.

105: moon key

The Moon key.

106: key 7

Key 7. Tile can be anything and must be set manually.

107: doctor's bag

100 health portable medkit. Maximum is 100.

108: Medicine pouch

Health plus 50. Maximum is 100.

109: Life essence

Health plus 20. Maximum is 100.

110: Life seed

Health plus 100. Maximum is 200.

111: red potion

Health plus 2. Maximum is 200.
This type must be inserted manually in 3D mode as a decoration sprite with tilenum 517.
In 2D mode use ALT+T to change its TYPE to 111 and use ALT+E to change its status list value to 3.

112: feather fall

The player can jump down from a great height without dying when reaching the ground. Time limit is 30 seconds.
This type must be inserted manually in 3D mode as a decoration sprite with tilenum 783.
In 2D mode use ALT+T to change its TYPE to 112 and use ALT+E to change its status list value to 3.

113: Limited invisibility

Makes the player invisible for a duration of 30 seconds.

114: Invulnerability

Makes the player invulnarable to attacks or any other type of damage for a duration of 30 seconds.

115: Boots of jumping

Allows the player to jump 4 times higher than normal. The player can also jump from a great height down without any damage when reaching the ground. Total usage time is 30 seconds.

116: raven flight

No function (tilenum 828)

117: guns akimbo

Gives another gun for the Flare pistol, Sawed-off, Tommy gun, Napalm launcher and the Tesla cannon.

118: Diving suit

Gives the player a duiving suit. Automatically activated when going underwater. Total usage time is 30 seconds.

119: gasmask

Gives the player protection against gas (a sector with DamageType 5 set in dialog FX... menu).
Can be used underwater as well. Time limit is 30 seconds.
This type must be inserted manually in 3D mode as a decoration sprite with tilenum 831.
In 2D mode use ALT+T to change its TYPE to 119 and use ALT+E to change its status list value to 3.

120: clone

No function (tiles missing, a double skull animation)

121: crystal ball

Enables the player to look through the eyes of the oponent in multiplayer.

122: decoy

No function (tilenum 836)

123: doppleganger

No function (tilenum 853, animated in Alpha version)

124: reflective shots

Deflects attacks from a vector weapons such as the Axe, Sawed-off or Tommygun.

125: beast vision

Makes enemies glow in the dark.

126: shadow cloak

No function (tilenum 768)

127: rage shroom

No function

128: delirium shroom

Makes the screen go blurry for about 8 seconds when picked up.

129: grow shroom

No function

130: shrink shroom

No function

131: death mask

No function (tilenum 683)

132: wine goblet

No function (tilenum 521)

133: wine bottle

No function (tilenum 759, palnum 4)

134: skull grail

No function (tilenum 521)

135: silver grail

No function (picnum 803)

136: tome

No function

137: black chest

No function

138: wooden chest

No function

139: asbestos armor

Protects the player against fire for a duration of 30 seconds.

140: Basic armor

50 points of Body, Fire and Spirit armor.

141: body armor

100 points of Body armor. Protects the player against Vector weapons like Axe, Sawed-off and Tommy gun.

142: fire armor

100 points of Fire armor. Gives resistance to burning from fire and lava.

143: spirit armor

100 points of Spirit armor. Gives resistance to spirit and magic attacks.

144: super armor

200 points of Body, Fire and Spirit armor.

145: Blue team base

Blue team base.

146: Red team base

Red team base.

201: cultist w/tommy

Cultist with a Tommy gun. Set LOCK flag to make enemy invulnerable.
When receiving an ON while dead the enemy will gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

202: Cultist w/Shotgun

Cultist with a Shotgun. Set LOCK flag to make enemy invulnerable.
When receiving an ON while dead the enemy will gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

203: Axe zombie

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

204: fat zombie

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

205: Earth zombie

Set LOCK flag to make enemy invulnerable.
When receiving an ON while dead the enemy will gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

206: flesh gargoyle

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

207: stone gargoyle

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

208: flesh statue

When triggered by Push, Touch or Proximity or when an ON is received it will transform into a Flesh Gargoyle.
Set LOCK flag to block triggering.

209: Stone statue

When triggered by Push, Touch or Proximity or when an ON is received it will transform into a Stone Gargoyle.
Set LOCK flag to block triggering.

210: Phantasm

Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

211: Hound

Hell hound. Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

212: Hand

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

213: brown spider

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

214: red spider

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

215: Black spider

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

216: mother spider

Will continue to spawn babies until a maximum of 10 is reached.
Set LOCK flag to make enemy (Mother spider) invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

217: Gill beast.

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

218: eel

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

219: bat

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

220: rat

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

221: green pod

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

222: green tentacle

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

223: fire pod

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

224: fire tentacle

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

227: cerberus

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

229: tchernobog

Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

230: tcultist prone

Tesla cultist prone. Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

244: sleep zombie

Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

245: innocent

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.
When idle, the innocent can be activated by receiving an ON.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

246: scultist prone

Cultist with Shotgun prone. Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

247: cultist w/tesla

Cultist with Tesla cannon. Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

248: cultist w/dynamite

Cultist with TNT bundle. Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

249: beast cultist

Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

250: tiny caleb

Set LOCK flag to make enemy invulnerable.
Set DATA1 and DATA2 for gib value and send TOGGLE when enemy is dead to make it gib.

251: beast

Set LOCK flag to make enemy invulnerable.
Set Dropitem value to make it drop a weapon/item/key etc. when enemie dies (is going OFF).

400: TNT barrel

Send ON to make it explode. Set LOCK flag to make it invulnerable.

401: armed prox bomb

Armed Proximity bomb. Send ON to make it explode. Set LOCK flag to make it invulnerable.

402: Armed remote

Armed Remote bomb. Send ON to make it explode. Set LOCK flag to make it invulnerable.

403: blue vase

Can be moved around when hit by a weapon or an explosion.

404: brown vase

Can be moved around when hit by a weapon or an explosion.
Is heavier than the Blue Vase so it moves less.

405: crate face

Typically used as a switch.

406: Glass window

Change to type 416: Gib object and set its DATA1 and/or DATA2 for the gib values if it needs to be breakable.

407: fluorescent light

Will break and then spark for a moment when shot.
Is already Vector and Impact sensitive by default so it's not needed to be set manually.

408: wall crack

Is already Impact sensitive by default so it's not needed to be set manually.

409: wood beam

Change to type 416: Gib object and set its DATA1 and/or DATA2 to 3 and/or 4 if it needs to be breakable.

410: spider's web

The BLOCK flag must be set manually.
Will break when shot. Is already Vector and Impact sensitive by default so it's not needed to be set manually.

411: metal grate

Used to block the player. The BLOCK flag must be set manually.
Will break after a few Vector shots and turning the BLOCK flag off so the player can go through.

412: flammable tree

Used to make a tree burst into flames after an Impact.
The tile must be set manually, for example 540, 542, 543 or 545.
Set DATA1=1 if tilenum 547 is used.

413: machinegun

Set waitTime for the duration, minimum value is 6. Can be destroyed by an Impact.
Tile must be set manually; 2178.

414: falling rock

A sprite that falls from a height to the floor and then bounces. Tile must be set manually, for example: 808.
When idle it can be moved around when hit by a weapon or an explosion.

415: Kickable pail

Can be moved around when touched by the player when BLOCK flag is set or hit by a weapon or an explosion.

416: Gib object

A breakable sprite. Is already Vector and Impact sensitive by default so it's not needed to be set manually.
Set DATA1 and/or DATA2 for the gib objects. Read more here
When Proximity trigger is set and the sprite is made invisible, it can act as a continous proximity trigger.
Use an intermediate Combination Switch to slow down the rate of triggering by setting its DATA3 (in 10th of sec.)
The range of detection has a diameter of 1.5 LGZ (largest grid size).

417: explode object

A breakable sprite only by an Impact. Is already Impact sensitive by default. Read more here
When Proximity trigger is set and the sprite is made invisible, it can act as a continous proximity trigger.
Use an intermediate Combination Switch to slow down the rate of triggering by setting its DATA3 (in 10th of sec.)
The range of detection has a diameter of 1.5 LGZ (largest grid size).

427: zombie head

Can be moved around when touched by the player. Similar to the Kickable pail but with a short life span.
A Vector or Impact will destroy it.

450: spike trap

No function.

451: rock trap

No function.

452: flame trap

Set waitTime for the duration, minimum value is 6. Set DATA1 for the flame distance.
Tile must be set manually; 2178. Can be destroyed by an Impact.

454: saw blade

Will hurt player when turned on, make sure its BLOCK flag is set. Sound must be set manually.
Set DATA1 if the blade must be bloody already at startup.

455: Electric zap

Decorative animation. Create a damage sector under it to actually hurt the player.

456: Switched zap

Can be turned ON and OFF by sending a TOGGLE, it also toggles the BLOCK flag.

457: Pendulum

Decorative animation. Create a damage sector under it to actually hurt the player.

458: guillotine

Decorative tile. Create a crushing Z Motion sector to actually hurt the player.

459: hidden exploder

Invisible explosion generator. Typically used to be triggered by the Wall crack. Set waitTime for the delay.
If you need an infinite exploder than use a invisible Fireball Gen as floor sprite pointing downwards.

700: trigger gen

Trigger generator. Set State to ON to activate. Set busyTime for the interval.
Automatically sends a trigger when going ON and OFF.

701: water drip gen

Water drip generator. Set State to ON to activate. Set busyTime for the interval.

702: BloodDrip gen

Blood drip generator. Set State to ON to activate. Set busyTime for the interval.

703: Fireball gen

Send ON to activate. Set busyTime for the interval and waitTime for the duration.

704: Ectoskull gen

No function.

705: dart gen

No function.

706: bubble gen

Bubble generator. Set to ON to activate. Set busyTime for the interval.

707: multi bubble gen

Multiple bubble generator. Set to ON to activate. Set busyTime for the interval.

708: SFX gen

1-shot sound effect generator. Set DATA2 for the sound num. Must receive an OFF to reset, or waitTime = 1.
See sound list here A sound can be tested (pre-listened) by pressing F10 while cursor is on DATA.

709: Sector SFX

Sector sound effect. Should be placed inside the sector.
Use DATA1 and DATA2 for the ON phase and DATA3 and DATA4 for the OFF phase.
See sound list here A sound can be tested (pre-listened) by pressing F10 while cursor is on DATA.

710: Ambient SFX

Ambient sound effect, looped. Set State to ON.
DATA1 = maximum volume range, DATA2 = fade-out range, DATA3 = sound num and DATA4 = master volume.
See sound list here A sound can be tested (pre-listened) by pressing F10 while cursor is on DATA.

711: player SFX

Player sound effect. Typically used for Caleb speaking. Volume is always at maximum. DATA1 = soundnum.
See sound list here A sound can be tested (pre-listened) by pressing F10 while cursor is on DATA.

 

 

 

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