EdMap version 1.12 DOOM Map Editor This software package enables users to create or modify maps used in the virtual-reality game DOOM, by id Software. DOOM is a trademark of id Software. id Software will not provide any assistance for EdMap or any map created or modified by EdMap. EdMap was not designed to function with unregistered versions of DOOM. If you like DOOM, and/or want to use EdMap, you must first register your copy of DOOM with id Software. Included in this package are the following files: EDMAP.EXE Run this file to use EdMap EDMAPSYS.EXE The actual program, loaded by EDMAP.EXE EDMAPCFG.EXE Run this to create a config file MAKEWALL.EXE Run this to make the data files for EdMap EGAVGA.BGI Graphics driver (Borland Graphic Interface) HELPINDX.DAT ACTSLIST.DAT FLORLIST.DAT WALLLIST.DAT PTX-6.DAT PTX2s.DAT PTX2s-8.DAT Data files needed to run EdMap EDMAP.TXT This text file BUILDER.TXT README file from IDBSP10.ZIP IDBSP.EXE Node builder, used to make WADs playable WAD_DWD.EXE Utility to convert WADs to what IDBSP uses BUILD.BAT EdMap uses a batch-file driven builder (the builder was made seperate so it wouldn't take memory from maps, and so it could be upgraded if future version come out. To build, EdMap loads command.com and runs the batch file "BUILD.BAT") The following files will be created by EdMap: EDMAP.CFG config file (*.CFG can be created and used) WALLLIST.DAT wall data, made by MAKEWALL PATCINDX.DAT patch data, also by MAKEWALL SESTYLES.DAT sector styles file These files must be present in the current directory when "EDMAP" is typed at the DOS prompt: EDMAP.EXE EDMAPSYS.EXE EDMAP.CFG (or whatever *.CFG is specified) All other files should be in the EdMap directory. Before running EdMap, the MAKEWALL utility must make data files for EdMap to use. MAKEWALL requires the name and path of the DOOM.WAD file. for example: >MAKEWALL C:\GAMES\DOOM\DOOM.WAD This will create WALLLIST.DAT and PATCINDX.DAT in the current directory. EDMAPCFG should also be run to indicate where different files can be found. The DOOM directory is where DOOM.EXE and DOOM.WAD are located. The PWAD directory is the directory where the map files will be saved to and loaded from. The EdMap directory is where the EdMap data files are located. For example, the DOOM directory could be D:\GAMES\DOOM and PWADs could be located in D:\GAMES\DOOM\PWADS and the EdMap file could be in D:\GAMES\DOOM\EDMAP. The three above files would have to be in the DOOM directory if that was where you intended to load EdMap from. EDMAPCFG can be used to create additional config files, which can be specified on the command line when loading EdMap. To load EdMap, type EDMAP at the command prompt while in DOS. Typing EDMAP /? will display the following: | |EdMap v1.12 |DOOM map editor |(c) 1994 Jeff Rabenhorst (araya@wam.umd.edu) | |EDMAP [pwadfile [pwadfile [...]]] [/M:mapname] [/C:filename] [/?] | | [pwadfile [..]] adds wad files. | [/M:mapname] loads specified map into editor. | [/C:filename] specifies config file. | [/dir] lists resources in the specified WAD directory. | [/Q] "Quiet": prevents text after command line. | [/L] Disables auto-loading the latest PWAD. | [/?] (this) help text. | | ex: EDMAP MISSION1.WAD MISSION2 /M:E1M2 /C:MYCONFIG | (file extensions and the "E"&"M" in "E1M2" are optional) | Like DOOM itself, the WAD files update the main DOOM WAD. The last "E1M1" map found in the list is the only "E1M1" used, even if previous WAD files contain the map. WAD files may be added while in the EdMap editor, and one may be loaded automatically; the "Auto-load latest PWAD" option in EDMAPCFG lets EdMap scan the PWAD directory for the "*.WAD" file with the latest timestamp. EdMap will notify you if the map currently being edited is updated by a new PWAD file in the list. EdMap control is centered around the mouse. (A mouse is required to run EdMap) I tried to stuff as many controls onto the rodent as possible. I may have gone overboard, but most controls on the mouse may be substituted by the keyboard ("most"). Here's the controls: While holding the 2nd (right) button: ...drag the mouse to pan around the map. The control is intentionally not propotional; it decreases some as you zoom out. ...hold the 1st (left) button to zoom. Push the mouse up to zoom in, pull back to zoom out. Note that to enable zooming the 2nd button must be pressed first. Using the 1st (left) button: ...tap to snap the mouse cursor to the nearest object of that mode and pick it up (modes are: Vertices, LineDefs(&SideDefs), Sectors, and Things). The object is not "attached" to the mouse; you can drag any object around, then tap the 1st button again to drop the object. ...hold the 1st button and move the mouse in any direction. this will bring up a tiny mode-pad. Mode selection and screen size can be controlled using this pad. release the 1st button while the mouse is on the desired selection. Leave the mouse in the center and the hold is treated as a tap, and you pick up the nearest object (click again to drop the object without moving it). ...while holding the 1st button, tap the 2nd button. This will add an object where the mouse is on the map. In Vertex mode this adds an unattached vertex, can only be used as a marker. In LineDef mode this breaks the line into two halves. In Sector mode this will create a sector. If the mouse is in a sector already EdMap will verify that you wish to create a sector within a sector. (unless you turn that off). In Things mode this will copy the current thing and place it under the mouse. Key commands were made to be short and simple. To make a selection from a menu, press the first letter of the selection you want. To edit a field of data for the current object, press the letter or number associated with that line on the object information bar. general key functions: F1 help F2 save F3 load F4 PWAD list F5 checking F7 tag sector to line F8 align textures / sector styles F9 build / play F10 texture / sprites viewer (The menu does display hot keys on the selection buttons) **** Improvements new to v1.12: If play-skill level 0 is chosen, a panel will prompt for a skill level for play-map. The /dir paramter now lists entry names correctly. Lost souls are now availible (oops! how'd we miss that??).. **** Improvements new to v1.11 Two bugs in auto-stairs fixed: the block-all bit is off, and the step-top texture now uses the correct panel. The center button on 3-button mouses (mice?) should select/ de-select (as pressing enter). this is untested. The File-opening routine has been replaced by code written by Scott Bussinger (Compuserve 72247,2671) EXTEND5.ZIP this allows about 100 additional PWAD files to be used. (100 is impossible, since there are only 27 maps) Some routines have been rewritten in assembler for speed. **** Improvements new to v1.10 Much better error checking; checks for: texture:Missing textures/Hall of Mirrors, Medusa effect: multi-patch on 2S main Tutti Fruitti (1): short texture Tutti Fruitti (2): transparent above/below linedef:Short lines Long Wall Error (LWE) things :heights, in a sector associations:triggers when needed, teleporter destinations begin/end:all starts & one or more end. Errors can be listed or displayed Viewer: views walls, floors, sprites, and patches in the normal DOOM palette. can be used to select textures. On-line help: press F1, help screen is almost always availible. Automatic Stairs: automatically contructs a staircase within or outside any sector. Can be triggered to rise out of the floor. many options, all automatically saved. Automatic Door: like stairs, makes a door. Polygon creation: makes polygon sectors (also adjusts textures) Texture align: aligns textures, either by sector or linedef much better/easier file-handling. Sector resizing and rotating Map-wide editing: lights, X/Y/Z proportions & origin. sector retexturing: press Alt-F8 preferences panel: saves mouse data, verifys, play level, etc. pop-up calculator: If Num-lock is on, so is the calc (almost) new panels, better algorithms (faster, too) easier to use many many other features (too many to list) **** Improvements new to v1.02 Error checking (including, of course, texture checking) Independant batch-driven builder making EdMap more flexible Better process-handling; switches between EdMap/builder/DOOM better "Load Latest PWAD" now scans the PWAD dir for the latest "*.WAD" file Sector deletion Some of the redraw routines were scrapped & rewritten in assembler better menus in full-screen mode (does it look like a NeXT yet?) some other bugs fixed. **** Improvements from v1.01 Reverse mouse buttons now works Reverse panning control More informative load map; dots mark updated levels & "reload" marked. Adjustable grid & snap (by config) Fully supports other map levels, not just E1M1 Faster "enhanced map" redraw Colors in object info bar some other bugs fixed.. **** planned for v1.20: DOOM II and DOOM I support multiple-selecting objects more deletions (Vx,Ld,etc) (other improvements) more error checking? ??direct XMS support: edit huge maps, etc?? ??multi-map save?? **** A few things: To designate sectors to preform actions: go to the line, choose an action (press "0"). press F7(tag sector), then select a sector (click once). *** Notes on the builder: EdMap now loads COMMAND.COM to run the batch file "BUILD.BAT" with the current PWAD name as the only parameter (no extension). The included builder requires a math co-processor (80x87), and EdMap 1.01 ran the builder by name. This version allows those who do not have a math co-processor to install their own builder, and create their own BUILD.BAT file. EdMap passes the patch-WAD filename to BUILD.BAT, so BUILD.BAT must make use of "%1". For example, if you are editing "C:\DOOM\WADS\MYHOUSE.WAD" the batch file would run as if you typed: C> BUILD.BAT C:\DOOM\WADS\MYHOUSE Take a look at the included BUILD.BAT as an example. I, Jeff Rabenhorst (araya@wam.umd.edu), created EdMap for all those DOOMers out there who cant get enough of what could possibly be the greatest game this world has ever seen. I wrote EdMap myself, but I couldnt have done it without some peoples kind contributions: My testing team, especially: Andrew Baker (IdahoNova@aol.com) Johnny Nugnug (jnugnug@nas.com) Jim Westfall (jimbo@eskimo.com) Hank Leukart (ap641@cleveland.freenet.edu) for writing DOOM Specs (DMSPEC13.TXT). EdMap was written using only a copy of DOOM Specs (v1.3) and lots of hours pounding the life out of my keyboard. Tom Neff (tneff@panix.com) for DESIGN11.FAQ. Ron Rossbach (ej070@cleveland.freenet.edu) for the BSP node builder (IDBSP10.ZIP) (see BUILDER.TXT) John Carmack and folks at id for releasing the code for the node builder and info to hack. id Software in general for .. releasing.. something.. hmm.. DOOM!! comments? suggestions? bugs? ..& access to internet: mail me (or write to alt.games.doom, I read it often & my mail gets stuffed fast) araya@wam.umd.edu Like EdMap? Give it to a friend (who has a reg'd copy of DOOM). Don't like it? Tell me what to improve. **** please report bugs/suggestions. -jeff (araya@wam.umd.edu)