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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.
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Live Image Caption | - A door in the Forbidden Catacombs
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Singer | - CYBER DIVA, MEIKO and GUMI
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Games | - The Legend of Zelda
- Twilight Princess
- Four Swords Adventures
- Link's Awakening
- Majora's Mask
- Ocarina of Time
- Skyward Sword
- Spirit Tracks
- The Wind Waker
- A Link to the Past
- Oracle of Ages
- Oracle of Seasons
- The Minish Cap
- Phantom Hourglass
- The Adventure of Link
- Four Swords
- FO4, FO4WW
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Name | - Door
- Stone Door
- Wigglehouse Door
- Wood Door
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Caption | - A Door from Ocarina of Time
- A door from The Sims 2: Mansion & Garden Stuff.
- placed doors
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Weight | - ~40 to 50 kg, or 80 to 100 pounds.
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Description | - A locked door, impossible to pick.
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Color | - Green
- #3F393E; color: #E8DA45
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Position | - Inside the confession dial
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Effects | - Form of entrance;lockable
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abstract | - 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 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. 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 story to another. It always has a ladder, a staircase, steps or a rope below to allow passage back up again. Walls appear as white lines on the minimap and the world map, with doors represented by red markers. Players can pass through an open door simply by left-clicking on a location or object on the other side of it, either in the main playing area or on the minimap. See Game controls for more information on moving around and on using less-common pointing devices. The character will walk through the doorway as it is no obstacle at all. A closed door acts as a physical boundary. If it is unlocked, players can open it simply by left-clicking on it. Characters will not open a door automatically, and open doors may close after 300 seconds. Many players find this frustrating, although it may be compared to a gameworld respawn. Doors are special movable game objects and have a respawn clock just like any other object. While a longer delay could be used, the relatively short timer is presumably to cripple simple macros that are unable to open doors. Some doors are locked, but players can often unlock them via the Thieving skill. For example, the entrance to the H.A.M. Dungeon is marked by a locked trapdoor. Players must pick the lock in order to gain access. A lockpick may be useful or even necessary to unlock some doors in this way. Some locked doors can only be unlocked with a key, usually as part of a quest. Players can close an open door by left-clicking on it (notice that the door itself must be clicked on, not the doorway). This can be used to prevent other players or monsters from getting out of a room, effectively trapping them inside. In the past, this could be done maliciously, for example to trap a player in a room with dangerous random events like the evil chicken or a shade, although the discontinuation of those dangerous events makes that no longer a problem. After many complaints from players, any given player can only close a door up to five times in quick succession. After this, they will be greeted with the message: "The door seems to be stuck."If they try to close an open door, they can however still open closed doors. However, some doors, such as the doors in the Piscatoris Fishing Colony and in all banks, cannot be closed by players to avoid locking players out.
- 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 can be opened several different ways. In the older games a character either needed to be carrying a Door Key (an item made specifically for opening doors) or they had to have a Thief unit with a Lockpick item open the door. In later games several other means of opening doors have been created. In the newer games Thieves (and promoted Thieves) no longer need the assistance of the Lockpick item to open a locked door, they can open it themselves without any item. Also a few games feture a staff known as the Unlock, this staff allows the wielder to unlock doors from up to two spaces away. Also in the newer games some doors can be opened by sheer force, a unit can simply walk within range of a door and attack it with one of their weapons, the doors have Hit Points and after a certain amount of damage is done to the door it will simply sing open. Doors are one of the few features of the maps that offer surpises. Since usually you can see most of the enemies before a battle even begins (excluding fog of war maps). Doors however can hide enemy units, treasure chests and many other things within their chambers. Even some bosses hide within locked chambers in certain Fire Emblem games. All considered Doors are one of those often overlooked details in the games that add to it greatly.
- 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.
- 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" ) Captain Picard almost fell out of a turbolift when suddenly the door was missing due to his thoughts. (TNG: "Where No One Has Gone Before" ) The doors to the airlocks of Starbase 74 were large round doors. (TNG: "11001001" ) In late 2364, Admiral Gregory Quinn threw Geordi La Forge through the door of his guest quarters aboard the USS Enterprise-D and the door crashed. (TNG: "Conspiracy" ) When Worf and Data beamed aboard the cryonics satellite and Worf tried to pass a door but was unable because it didn't open for him. Data gave Worf a hint and pushed the door latch. (TNG: "The Neutral Zone" ) The Dremans use a door that vanishes with the wave of a hand. (TNG: "Pen Pals" ) On Makull's homeworld, the doors had to be open by hand. (VOY: "Time and Again")
- 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. Walls appear as white lines on the minimap and the world map, with doors represented by red markers. Players can pass through an open door simply by left-clicking on a location or object on the other side of it, either in the main playing area or on the minimap. See game controls for more information on moving around and on using less-common pointing devices. The character will walk through the doorway as it is no obstacle at all. A closed door acts as a physical boundary. If it is unlocked, players can open it simply by left-clicking on it. Characters will not open a door automatically, and open doors may close after 300 seconds. Many players find this frustrating, although it may be compared to a gameworld respawn. Doors are special movable game objects and have a respawn clock just like any other object. While a longer delay could be used, the relatively short timer is presumably to cripple simple macros that are unable to open doors. Some doors are locked, but players can often unlock them via the Thieving skill. For example, the entrance to the H.A.M. Dungeon is marked by a locked trapdoor. Players must pick the lock in order to gain access. A lockpick may be useful or even necessary to unlock some doors in this way. Some locked doors can only be unlocked with a key, usually as part of a quest. Players can close an open door by left-clicking on it (notice that the door itself must be clicked on, not the doorway). This can be used to prevent other players or monsters from getting out of a room, effectively trapping them inside. In the past, this could be done maliciously, for example to trap a player in a room with dangerous random events like the evil chicken or a shade, although the discontinuation of those dangerous events makes that no longer a problem. After many complaints from players, any given player can only close a door up to five times in quick succession. After this, they will be greeted with the message: "The door seems to be stuck."If they try to close an open door, they can however still open closed doors. However, some doors, such as the doors in the Piscatoris Fishing Colony and in all banks, cannot be closed by players to avoid locking players out.
- 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.
- 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 Metroid Fusion, the security hatches in the BSL station did not require specific weapons to open. Instead, Samus had to unlock each type of hatch in special Security Rooms hidden in various parts of the station. After each type of security hatch was unlocked, they could be opened with any weapon. In Metroid: Other M, doors are either green, red or orange. Green doors are doors that can be opened, red are doors that cannot be opened, and orange doors require a certain action to open. There are also types of Super Missile shields, Seeker Missile Shields, and Missile Shields. Doors now open automatically once unlocked and do not need to be shot, similar to those in the Ceres Space Colony.
- 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. Doors can be locked by selecting "Lock" from the radial menu. To lock the door it must be set as a lockable door in the Toolset. If the "Lock" radial option does not appear, the door cannot be locked.
- 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.
- 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. To date, it is the longest serving companion in the show's canon, having served for 4 and a half billion years. The previous record holder, Handles, served under the Eleventh Doctor for about 900 years. The Doctor: I used to know a trick back when I was young and telepathic. Clearly you can't make an actual psychic link with a door for one very obvious reason: doors are notoriously cross. I mean, imagine life as a door, people pushing past you, all of them knocking, but it's never for you. And you get locked up every night. So, if you are just a little bit nice...Door: [opens] What a slut. Door was eventually overshadowed by national favorite companion Pete.
- 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. By convention, doors are 16 units thick, but any thickness will work. The doorjambs (or doortracks) are the walls exposed at the sides as the door opens. They are usually specified with the lower unpegged bit, which causes them to be drawn from the floor up rather than from the ceiling down as usual. When this bit is not used, the doorjambs move up and down with the door. There are, of course, many textures designed specifically for doors and doorjambs. The precise behavior of a door is dictated by the type field of the linedef that activates it. Some of these linedef types require a key, and the corresponding door is thus locked. By convention, locked doors are bordered with a distinctive frame in the appropriate color. A door does no damage to the player if it closes upon his or her head; neither does it damage monsters. If however a monster or player is killed in a doorway, a closing door will transform its corpse into a pool of blood. Items dropped by monsters, and subsequently trapped beneath a closing door, vanish and are removed from play.
- 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. One of the most common obstacles of the game is the Colored Door. It is just like a regular Door, but to open it the player must use a Key of the same color, Silver or Gold. When the player try to access a colored Door, it declares that the player needs a Key, which if the player has the Key, the Door will open normally. On the walls beside the door to the left and right are signs showing the color of the Key needed to open the door. Another common form of the Door is the Triggered Door. These doors are locked like the Colored Door; however instead of needing a Key to pass through the Door, the player must find the Button that will unlock the Door. These Doors can be open infinitely or for a limited amount of time. The Triggered Door may also require a sequence of Buttons pushed or a specific number of Enemies to be killed before the player can continute. Triggered Doors are recognizable as Doors that require a condition to be met before the Door can be opened. E4M1: the Sewage System has a special door called a Flood Gate. This door is mostly found under Water while other doors are only found on land. There is a Flood Gate found on land as well, though this happens only one time in E4M1.
- 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.
- 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. While The Sims did not include the ability to lock doors, lockable doors were available as custom content. Maxis added the ability to lock doors in The Sims 2: Open for Business and in The Sims 3: World Adventures. Depending on which game is being played and which expansion packs are installed, a locked door may or may not prevent Sims from being aware of what is behind it and wanting to get to it. Door locking is not necessarily all-or-nothing. In The Sims 2: University, playable Sims could knock on a locked Myne Door if the Sim who had claimed it was in the room it led to. The door locking introduced in Open for Business and World Adventures allowed a locked door to be set so that only household members could use it, or so only the selected Sim could use it. In The Sims 3: University Life, it is possible to set doors so that only certain Sims will be able to use them. 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. There is a glitch with both Open for Business and Bon Voyage: sometimes after using a door it will stay open, and never close. This can be annoying, but easily fixed by deleting the door with Moveobjects on and replacing it. In The Sims 2: Apartment Life and The Sims 3: Supernatural , bookcases can be used as hidden doors. Hidden doors are also featured in tombs in The Sims 3: World Adventures. In The Sims 3: Ambitions, firefighters can use an axe to destroy a door.
- 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.
- 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. Shoddy builders who leave a hole of this nature in a wall are punished with the task of fitting the "door" in place, and arduously fixing hinges and handles. Unfortunately since many of the houses that stand today were made after 1936 when due to an alarmingly high rate of accidents with construction workers that had no depth perception, many houses were built with several holes mistaken by the workers to not be so because there was a wall directly in the foreground. This eventually led to the looked down upon habit of using these holes with affixed doors to enter and exit the house which until then had been done by respectable people by climbing in through a hole in either the roof or a tunnel leading in from the outside. Folk legends exist of ghosts who demonstrate the ability to walk through walls. This has been shown in research by Dr. Scepticmuch to be caused not by ghosts, but by living individuals passing through a wall by temporarily displacing the blocking material from the hole. (The reader should remember that Dr Scepticmuch was responsible for the clairvoyance hoax involving "windows", another type of wall-hole he claims to have discovered, which grants the mystical ability to see through walls.) Still, the potential ability for a mortal or wandering spirit to pass through a wall in this manner is a concern for security-minded individuals worldwide.
- 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.
- 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. When a Challenge begins in the room, the door will shut completely and a glowing green question mark will appear on it. Once the challenge is completed, the doors that are intended for use will be reopened like normal. Some doors have dog-like ghosts in them that cause Super Scary Shocks. There is also a a variety of living doors called Haunted Doors who disguise themselves as real doors before they reveal themselves and the actual door closes behind them.
- 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. In Kirby: Canvas Curse, doors are slightly bigger relative to Kirby and have more stars. The final door is replaced by a rainbow canvas that warps Kirby out of the dimension upon contact. A door is also drawn in Paint Panic. In most games, the player must press up to enter a door. In all touch screen-based games (Kirby: Canvas Curse, Kirby Mass Attack, and Kirby and the Rainbow Curse), Kirby enters the door automatically. Usually, certain doors look different than others in the same game, which often denotes a different type of area. For example, in Kirby's Return to Dream Land, doors with orange stars above them lead to secret rooms or even different routes that contain more bonuses than the regular path. Doors simply leading through the levels have the traditional yellow star. Additionally, the final door in each level that serves as its exit looks different; it is much larger with a rainbow aura. Kirby can carry items, like keys, through doors. In Kirby: Planet Robobot, larger doors exist to accommodate Robobot Armor, which cannot fit through normal doors. Some large doors are closed with roll gates, preventing Kirby from entering without the Armor. Roll gate-covered doors do not appear in stages that require use of the Jet and Wheel Modes, as Jet Mode skips doors altogether and Wheel Mode lacks the arms needed to lift roll gates.
- 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.
- 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 made for King Solomon's temple being in olive wood (I Kings vi. 31-35), which were carved and overlaid with gold. The doors dwelt upon in Homer would appear to have been cased in silver or brass. Besides Olive wood, elm, cedar, oak and cypress were used. Source: Wikipedia:Door
- 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. Doors are generally breakable, and won't withstand a lightning bolt or fireball. They can be locked or trapped as well.
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