Long wall error refers to a bug which occurs when incredibly long linedefs are present in a level. Such lines may appear to shift back and forward as the player moves relative to them.

  • The effect can only be seen on incredibly long walls (greater than 1024 units) composed of a single linedef. Greater lengths accentuate the effect more. The problem can be avoided by breaking long walls into multiple linedefs.


The effect is caused by loss of precision in calculations internal to the game's rendering engine. Doom internally uses fixed-point arithmetic to perform calculations, for speed.

  • As these fixed-point numbers have a limited range, incredibly long walls can cause a loss of precision, leading to the wall being rendered at the wrong location.

Credits and acknowledgements Edit

  • The great moderator at Doom Wiki for letting me use this info. Thanks! :)

Links Edit