_HLP <<------ this line must be here --
*
*          This is the Online Documentation for DeeP.
**
**  >>> ---------  Use DeeP to view and print it. ----------  <<<
**
**  Use DeeP to print this to a File to process in a word processor.
**  See Readme.1st and Readme.DOC for instructions.
*
**  To receive the Registered version of DeeP:
**
**  1. Register Online with CompuServe :
**
**           DeeP (GO SWREG ID = 5392 )
**
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**
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**
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**
**     Call Today and start your new adventure as
**     a DOOM , HERETIC, HEXEN, STRIFE  or Duke Nukem 3D author.
**
**************************************************************************
**
**  Sensor Based Systems, Inc.
**  17010 NE 190th ST
**  Woodinville, WA 98072-8237         (206) 827-8794
**
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**----------------------------------------------------------------
||Introduction        Introduction and Registered Benefits
**----------------------------------------------------------------
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r    `y└──────────────────────────────────────────┘ `

x    `B               +Duke Nukem 3D+               `
x    `B          DOOM+HEXEN+HERETIC+STRIFE          `
x    `r          DoomEnhancedEditorProgram          `
x    `y                                             `
x    `G        If you Registered, Thank You!        `
x    `y     See ORDER.FRM for Order Information     `
x    `y                                             `
x    `y     Register Online with CompuServe for     `
x    `G         DeeP (GO SWREG ID = 5392 )          `
x    `y                                             `
x    `y   Browse the Latest & Greatest Version at   `
x    `y                                             `
x    `B        http://www.wolfenet.com/~sbs         `
x    `y                                             `
x    `y         ``rSensor Based Systems, Inc. ``x         `
x    `y         ``r17010 N.E. 190th St        ``x         `
x    `y         ``rWoodinville, WA 98072-8237 ``x         `
x    `B               (206) 827-8794                `
x    `y          75454.773@COMPUSERVE.COM           `
x    `y                                             `


      `rDOOM   ` levels are named E#M#  (#=number)
      `rHERETIC` levels are named E#M#
      `rDOOM II` levels are named MAP##
      `rHEXEN  ` levels are named MAP##
      `rSTRIFE ` levels are named MAP##

r `y             Please DO NOT distribute             `
r `b      the REGISTERED or LITE Version of DeeP      `
r `x Report software piracy to the SPA 1-800-388-PIR8 `
r `y          Thank you for your support.             `
r `x          See -Next Page- for all the             `
r `y   Additional Features in Registered Versions     `

          DOOM and DOOM II are trademarks of id.
  HERETIC and HEXEN are trademarks of Raven Software.

       Duke Nukem 3D is a trademark of 3D Realms.

p     `yDeeP` is a trademark of Sensor Based Systems

a     `                                            `
a     `w  All the Help is available at this Level  `
a     `w                                           `
a     `w          F1 is Help in EDIT mode          `
a     `w H (at command) is Help on loading options `
a     `                                            `
b     `y                                           `
b     `y     Please read the Note/Definitions      `
b     `y         for general guidelines.           `
b     `y      Review Testing Notes under File.     `
b     `y                                           `

p     `y                                           `
p     `y Additional Features in Registered Version `
p     `y                                           `


y1. `bNo forced ``rabout screen `so you start faster.

y2. `bTEST DOOM, HERETIC or HEXEN` levels directly
    without exiting.

y3. `bNO LIMIT on File Sizes`. The Shareware and LITE
    versions are limited to around 800 LineDefs and
    1200 Sidedefs for levels. Clipboard files are
    limited to around 100 LineDefs.

y4. `bConvert Textures DOOM->HERETIC->HEXEN->STRIFE`

y5. `bExport All Textures/Sprites/Flats/ for drawing`

y6. `bCut, Paste and Merge` different textures and
    Flats using the ClipBoard, the Shareware version
    clears the Clipboard each time.

y7. `bCut, Paste and Merge` different PWADS using the
    level ClipBoard, the Shareware version clears the
    Clipboard each time.

y8. `bPRINT Maps ``bfor any size level.

y9. `bEdit and Save ` `rup to 80 levels ` at the
    same time. The Shareware and LITE version process
    only 5.

y10.`bGroup and Replace ``rup to 80 levels ` at the
    same time. The Shareware and LITE version do none.

y11.`bAdd/Replace textures/sounds/graphics and save
    them automatically.

    The Shareware and LITE version displays external
    textures but will not save files with additional
    items.

y12.`bBuild a New IWAD with ``rup to 80 levels `.
    The Shareware and LITE version do none.

y13.`bThing percentage replace`. This is useful to
    add new weapons to old DOOM levels by converting
    just some to new weapons and monsters.

y14.`bThe latest online help and docs.`

y15.`bDiscounted Upgrades (see ORDER.FRM)!`

p`y                                                    `
p`y This document's goal is how to use DeeP for        `
p`y editing PWADS. It is a reference guide with some   `
p`y suggestions for making levels.                     `
p`y                                                    `
p`y        It is organized for use in F1 Help.         `
p`y You can read this file but it does not flow from   `
p`y one section to to next. We recommend that you      `
p`y browse the file for command information and tips,  `
p`y realizing it doesn't read like a novel <g>.        `
p`y                                                    `

p`y                                                    `
p`yBe sure to test your system for basic compatibility.`
p`yPlease review all the README files for suggestions. `
p`y                                                    `
p`yWe try to catch all the typos, but there may be some`
p`y     areas we didn't catch! So be sure to test!     `
p`y                                                    `


b   `y                                           `
B   `y            Note/Definitions               `
b   `y                                           `


x`ydirname / lump`

 The names in the WAD file are in a "directory". Each
 level is assigned a name, for example, E1M1 is the
 first level in DOOM or HERETIC and MAP01 is the
 first level in DOOM II or HEXEN.

 Pictures, sound, and level entries are more examples
 of directory entry names.

 `bLumps` is another name for PWAD directory names.


p    `y                                           `
p    `y           WAD file description            `
p    `y                                           `


 DOOM store its information about each of the levels
yin `rWAD` files. DeeP edits these files.

 There are two types of WAD files.

x                 `yIWAD File`

 The main file, DOOMx.WAD, contains all the infor-
 mation about the graphics, sound, level maps, etc.
 for the game. This file is an `bIWAD` file. There
 is one IWAD file. Each game has its own file. The 
 names HERETIC.WAD, HEXEN.WAD and STRIFE.WAD 
 reflect the names for those games. (The shareware
 versions have a number added).

 It is in the current directory when DOOM is run.

x                 `yPWAD File`

 DOOM supports additional files that `bpatch` the
 IWAD file, hence PWAD. It contains updates for the
 IWAD file.

 PWAD files created by DeeP contain an updated map of
 a game level. PWAD files can be called anything, but
 it's nice to call them `bsomelvl.WAD` where somelvl
 is any name you like.

 DOOM must be told to load a PWAD file. The -FILE
 parameter does this. It is added after you type
 `bDOOM`.

 Example : `bDOOM -file myown.wad -warp level#`
          (level# represents a number)


p   `y        What makes up a Level              `


 The best way to learn the details that follow is to
 play a level, see what happens and then examine the
 level with DeeP. Start with the first level and
 work your way up.

 There's a lot of information, but each step is
 pretty simple. Learn from other levels the "tricks"
 used to get those spectacular scenes.

 Print the file TUTORIAL.DOC and depending on your
 game, load file DOOM1TUT.WAD, DOOM2TUT.WAD  or
 HEXENTUT.WAD to learn the basics of WAD files and
 how to make them using DeeP. The HEXEN version
 has a simple script (see HEXENTUT.ACS).

 SCRIPTS.WAD contains an introduction to HEXEN 
 scripts (see SCRIPTS.ACS).
 
 DEEPEXAM.WAD is a simple level that is readily made 
 using the predefined Objects and easy LineDrawing in 
 DeeP.

p`yIf you want to make a quick level just to see what`
p`y this is all about, select Help from the top menu `
p`y      bar and select Quick Start Tutorial.        `

 It helps to use the Grid when designing a level. The
 Grid makes it easy to align everything and maintains
 the sizes that work best for wall and ceiling
 textures (explained later). A grid size of 8 is
 recommended for most work. Use a larger grid when
 making large starting areas. 

 A level is created from smaller components, much
 like a house is built from 2x4's, nails and siding.
 Here's the names of the parts you will be using.

 The five components are Vertices, LineDefs,
 SideDefs (a part of LineDefs), Sectors and Things.

 This drawing illustrates each of the parts:

    1. V : Vertexes (the x's )
    2. L : LineDefs (the lines between them)
    3. S : Sector   (all 4 lines belong to a Sector)
    4. X : Things   (any creature, decoration)

         x──────────┬──────────x  
         │                     │  
         │                     │
         ├─    X              ─┤ L 
         │                     │
         │ S (this whole area) │  
         │                     │  
         x──────────┴──────────x  

    The ─┴─ in the lines show the direction of the
    first side of a LineDef (called SideDef1), which 
    will be explained later.


x                 `yVertices`

 Vertices are x,y coordinates on a map. DOOM maps are
 2 dimensional. The height comes from Sectors, as you
 will soon see.

 Vertices are used as the starting and ending points
 of LineDefs (next). These are the `bdots` on the map
 in Vertex mode. Vertexes are usually NOT created by
 themselves (as in DEU), but rather are created
 automatically when you draw lines. 


                  `bDoom Units`

 A `bDoom Unit` is the name we give the coordinates
 numbers and the distance between two vertices. Just
 a made up name, but everyone asks "what do those
 numbers mean?"


x                 `yLineDefs`

 LineDefs "glue" two vertexes together.

 LineDefs are the lines in the map. These lines
 define the borders of a Sector or the location of a
 trigger that you walk across.

 Bear with me a bit on Sectors. For now think of a
 Sector as the room or area where you are fighting
 for your life. A more precise definition about
 Sectors is later, so keep on going and come back
 and review this area again. I think it will be
 clearer the 2nd time (if you didn't get stuffed
 by the monsters).

 Each LineDef has a starting vertex and ending
 vertex. This is similar to putting two dots on a
 piece of paper and connecting them to draw a line.

 These lines end up being walls you see in the game.
 The walls have at least one side and to be seen,
 require a texture graphic.

 Transparent LineDefs do not need any texture, since
 they are invisible. A common use is for a `btrigger`
 activated when you walk across the LineDef. When you
 walk across the LineDef, it behaves like a tripwire.
 A transparent LineDef has a texture of `b-`, which
 is none. 

 A `btrigger` causes the Sector assigned to it to move
 up or down according to the type of LineDef. These
 cause the special effects as you blunder into
 things. (See Sector and LineDef tags below.)

 Another common use of transparent LineDefs is to 
 highlight an area or simulate lighting. You can draw
 letters in the "sand" or anything else you dream of.
 There are no walls, so all you can see is the floor
 and ceiling. If the floor and ceiling are different
 from the surroundings, they "stand out" (these are 
 the Sectors that you see "stand out", coming up 
 soon).

 It may help to stop here and edit a level, mess
 around with the different modes and see all the
 possibilities. The first level is suggested, since
 it doesn't have as many things going on and is easy
 to test since it's the first level.

 If the wall can be viewed from both sides we need to
 describe the second side also (for example, a room
 within another room that you can walk around and
 enter through a door).

 These sides are called `rSideDefs.` The first side
 is called SideDef1 and the second SideDef2 (isn't
 this amazing).

 The SideDef1 side of the LineDef is the side with
 the line sticking out of it in Vertex and LineDef 
 edit modes.


b       `y All LineDefs go the same Direction `
b       `y       (Most of the time)           `

 The line sticking out from the side, should be the
 same for all 1-sided LineDefs. Normally the arrows
 point in the clockwise direction for rooms and the
 opposite for an object in a room (see stair help).

 LineDefs with two sides may go in either direction
 and be mixed in direction. If you have textures
 that like to "follow" you, try flipping the LineDef
 (do not flip the SideDefs yet!).


x                 `ySideDefs`

 SideDefs "glue" LineDefs to Sectors. They represent
 each `bside` of a LineDef.

 A LineDef must have at least one SideDef. The
 SideDefs supply 2 more parts to finish the 3D
 definition:

 1. The wall textures (the way the wall looks)
 2. A Sector reference number. The Sector referenced
    gives us floor/ceiling textures and heights

 When ALL the SideDefs (of LineDefs) form an enclosed
 area and share the `bSAME` Sector reference number, we
 see a Sector. If other areas use the same Sector
 number reference (which is perfectly fine), they all
 light up in Sector Edit mode too.

 SideDefs also "glue" to all the textures.

 There are three possible texture locations for a
 SideDef: `bupper, normal and lower`, representing
 what you see above, straight ahead and below your
 field of view. 
 
 The upper and lower textures are used when the floor 
 and ceiling of adjacent sectors vary in height.

a`yUpper Texture` : Texture you can see above the
 ceiling of a Sector.

a`yNormal Texture`: Texture you see between the ceiling
 and floor of a Sector.

a`yLower Texture` : Texture you can see below the floor
 of a Sector.

 If everything was the same height, you would only
 need normal. (A boring level, yes? But you'll have
 to make a few of these first to get the hang of it 
 all<g>)


x                 `ySectors`

 Sectors "glue" Ceiling and Floor Textures together 
 and define a Bottom (floor) and Top (ceiling).

 A Sector appears visually on the map when 3 or more
 LineDefs connect together to form an enclosed area.

 A Sector appears similar to a room or an area within
 a room but is by itself not the area.

 Sectors determine the ceiling and floor height and
 the ceiling and floor textures (the last part to get
 the 3D look of a level).

 A Sector adds the depth to the LineDef/SideDef
 connections. A Sector can be shared by many LineDefs
 that form independent areas, lending the same
 floor/ceiling heights and textures to those areas.

 So don't think of a Sector as being the actual room
 (sorry about their choice of words) since it can
 describe many rooms and areas.

 When you see more than one area "light" up in Sector
 edit mode, it signifies the same sector is used to
 describe the highlighted LineDefs.

 Special Sector information (damage/secret?) is also
 available.

 Sectors are the only structure that move UP/DOWN in
 DOOM. Lifts, Staircases, Doors, are all specially
 defined Sectors. If you recall, the SideDefs connect
 all the LineDefs together to the same sector. So the
 area described by the LineDefs/SideDefs is the area
 that will move.

 The LineDef+SideDefs look at the Sector types you
 used and acquire the property you assigned. So if
 it's Damage, all the LineDefs with that Sector
 assigned have health damage. If it says to move up,
 they all move up, even areas that are not where you
 are!! (If they have the same Sector.)

 Sector give the room the final touch by varying the
 light intensity (or flicker) you can dramaticly
 change the ambience of an otherwise bland room!  

 In HERETIC there are even more things you can do.
 The floor can scroll, you can have a nice breeze
 blowing (throws off the aim of shots) and to top
 it off, you can make it slippery too!

 A short note:

 There is one thing not obvious right now, (if this
 is your first trip in editing), but when you make
 floors and ceilings that move, you have to imagine
 the movement and supply textures for those areas
 that will become "visible" when the Sector moves
 up or down. If a floor moves up, you need a Lower
 Texture to pop up as it rises and if the ceiling
 Lowers, an Upper Texture has to slide down with
 it.

 DeeP automatically checks for this if the same
 Sector does not move both up AND down.  Stairs are
 also ignored.  HEXEN can have scripts which can
 do `banything`, so of course that makes it
 impossible for DeeP to tell if textures are
 required for HEXEN if the action is script driven.

p`yPlease See Sector Not Closed in Check for more `
p`y              information.                     `



x                 `yThings`

 Things are the objects that lend the final touch to
 a level.

 Weapons, enemies, ammo, keys and decorations are
 visible Things. The places where players start the
 game and Teleport landings are also called things.

 If you place too many Things in a level, you may not
 be able to save games. A very large level with too
 many  monster Things will crash DOOM.  700+ is a
 caution point.

 You can display a picture of the ALL the things on
 the Map by pressing T again after you are in Thing
 edit mode (you get there by pressing T or selecting
 from a menu).

 The display can be interrupted at any time by pres-
 sing any key. After the first display all the
 images are cached for improved performance.


p     `y            HOM errors            `

 Hall of Mirror errors are what you get when some-
 thing is messed up in your level. It looks like
 you're replicated a zillion times and the world
 won't stop turning.

 We didn't invent this cute name. Matt Fell, the
 author of the unofficial DOOM specs mentions it.
 (Review his document for technical information.)

 Here are some common causes for HOM and others:
 (Some of the terms are discussed in other areas, so 
 please review the rest of help.)

 1.  You forgot a texture (easy to fix)

 2.  Transparent Wall, 2-sided wall using a texture
     with more than 1 patch. Also called 'Medusa
     Effect' - Looks like snakes and turns you to
     stone (can also produce 'Tutti Frutti').

 3.  'Tutti Frutti', an attempt to display part of
     a Texture not covered by a texture Patch. Weird
     sparkles (typically pinks and greens, thus
     'Tutti Frutti'). Typically caused by new 
     textures.
     
     The largebar grate textures cause this if
     displayed on too short a wall. Textures can also
     "project" in a false dimension, which can
     be fixed by unpegging them.

 4.  A LineDef is shared by 2 sectors, but the
     2-sided flag is not set (F10 menu will fix).

 5.  A LineDef/Sector is sticking its nose across
     another LineDef/Sector (move it back).

 6.  Too many 2-sided LineDefs are visible from any
     point (limit increased in 1.666 and later to
     128) or too many 1-sided LineDefs (256).

 7.  The Sector heights are messed up. 

 8.  A node building error. Rearrange the area,
     change the node depth, force a node line or use 
     a different nodebuilder (see Node Depth).

 9.  You have textures where they are not required.

 10. If you see a "flash" you may have too many
     different upper textures visible in the line of
     sight. For example, creating stairs with over
     16 steps with different ceiling heights may 
     produce this symptom.

     Areas with large numbers of directly visible
     walls are the most prone to this error. This
     also gives visi-plane overflows!

     Reduce the numbers of LineDefs visible by 
     combining two or more LineDefs into 1 (delete 
     the vertices splitting them) or block the area
     from sight.

 11. DOOM has an error (especially DOOM, see stairs).


p   `y       Sector and LineDef tags             `

 A `bTag` number is a number that is used to connect
 LineDefs and Sectors. The connection is required so 
 that the LineDef knows what Sector you're talking
 about.

 Question: If you have a switch that you want to
 use to operate a door, how will Doom know what door 
 to operate?
 
 Answer: You give the LineDef with the switch a
 number and give the door Sector the SAME number.

 These numbers are called `bTags`. Tag numbers have
 nothing to do with anything else.

 The tag in a LineDef is called a Sector Tag. It
 refers to a tag number in a Sector. The tag number 
 in the LineDef and the Sector are the same.
 
 The tag in Sector is called a LineDef tag. It refers
 to the tag number in a LineDef. The tag number in
 the Sector and the LineDef are the same.

 Each Tag number is unique, that is, it is not used
 by any existing LineDef/Sector. 
 
 1. You can have one LineDef tag point to multiple 
    Sectors. Then all the Sectors move as specified 
    by the LineDef type.
 
 2. Two or more LineDefs can point to the same Sector.
    A typical use has one LineDef lower the floor and 
    another LineDef to raise the floor. Typically you
    see these as switches.
 
 For now we are assuming you are starting from
 scratch. So the first available number (on a new 
 level) is 1, the next 2,3, and so on. You can skip
 around if you like. 
 
 The menus automatically show you a free number in 
 one of two ways:

 1. With the (##). In other words, the number '##' 
    within the () is not used anywhere.

 2. As f##,u##  The 'f##'is not used anywhere and the
    'u##' is the last number you used. This also
    applies for HEXEN PolyIds and Thing Tids.

 HEXEN mode automatically assign Tags, PolyIds and
 Tids as appropriate. Door Tags for types 12 and 13
 are not assigned, since they are optional if the 
 linedef is directly connected to the door sector.

 Once you give the LineDef this tag number (Sector
 Tag), go to the Sector with the Door (or anything
 that works with "tags", and give it the same Tag
 number (LineDef Tag). This connects the LineDef to
 the Sector.

 Use the Search for LineDef/Sector tag to locate a
 tag number if you forgot where you used it.

 In LineDef mode, a LineDef with a tag shows the tag
 number and the Sector number it is connected to in-
 between the (). The Sector also lights up in Red.

 In Sector mode, a Sector with a tag shows the tag
 number and the LineDef number it is connected to
 inbetween the (). The LineDef also lights up in Red.


p     `y            HEXEN LineDefs            `

 In HEXEN, the LineDefs can be programmed to vary the
 height, speed, delay, etc.  This is noted in the
 description as +tag-speed-height..etc.  DeeP has
 some default values, but you have to suppy the tag
 if required and adjust the parameters for your
 level. Tags, PolyIds and Tids are automatically
 assigned the next free number, with Doors excepted
 as noted above. Use the Edit LineDef Special option
 to override any of the 5 parameters.

 If a LineDef already has upper bit values to set
 repeatable, etc, DeeP does not override the
 settings.  In addition, if you select a LineDef
 type but do not change it, that is you pressed
 enter (repeating the current LineDef type
 definition)  none of the LineDef settings are
 changed. This is a safety to prevent DeeP from
 overriding any special flags you may have set.

 LineDefs with Scripts, display as Light BLUE (you 
 can change the color).

 Please refer to HEXSPECS.DOC for more detailed
 information.


p   `y            MAP Object Colors               `

 When an object is selected (by Left clicking) it
 will change color and the object select count
 (upper right top line) is increased by one. Refer
 to this to keep track of your work.

 Things with the same color are all the same type.

 LineDefs of different colors signify tags or
 possible texture problems. Look at the information
 displayed on the bottom texture boxes to tell.

 Press F1 help in the Mouse/Line Color option menu
 for detailed color information.

 All the same Sectors will turn Yellow, so you can
 readily spot where they are used. Red indicates an
 Tagged Sector/LineDef relation or an error in the
 SideDef where it appears.

 See Color Options (press F1 in that menu ) for a 
 definition of all the colors on the map.


p          `y                               `
p          `y  Design and Shaping of Areas  `
p          `y                               `

 Note: This is an overview of design and shaping.
 Review each command for specific instructions.

 You should have a `bPLAN` before you start drawing.
 This will minimize the amount of work you have to 
 do. Even for first time users, decide what area you
 are going to modify and what your goal is. 
 
 We suggest modest goals and don't try to immediately
 make doors and teleports. Instead, make a room 
 larger and extend the walls some. Learn about the
 difference between walls with only 1 side and those
 with 2 side. For example, on 1-sided walls you can
 use any of the textures, but on 2-sided walls use
 only the textures that say "TRANSPARENT".

 Note: There are always exceptions. They only work 
 using special construction tricks. For now, keep it
 simple. If discover a level that violates the rules, 
 first make sure that it really works, then try it
 yourself. If it fails, the other guy was lucky or
 you forgot to do it EXACTLY the same.
 
 You can change your mind, but it's like building
 a house. If after you build a house and you decide
 the bathroom doesn't belong there, you have to tear
 it all down along with some adjoining structures, so
 you can see the mess you might get into!

 Any intricate design is made in LineDrawing mode.
 LineDrawing mode can be entered at any time by
 by pressing Ctrl+D or quick Double right mouse click
 and select Drawing mode. In Vertex mode a quick
 double left Mouse click also works.

 Draw clockwise for rooms and counter-clockwise to
 make objects in rooms.

 Intelligent Inference Drawing (IID) examines the
 context of the area you draw in. When it does this,
 most of the details, such as Sectors and SideDefs
 are made for you as you progress.  

 In the next stage you start tuning your level by
 changing the heights of floors and ceilings. At this
 step, you have to add textures for the walls that
 are exposed from differences in heights. DeeP can
 automatically supply missing textures, but this is
 only for beginners. It has no idea what the scene
 should look like, so use the check instead and make
 it as you intended.

 You can also create predefined shapes such as 
 rectangles, polygons, stairs and teleports using
 the F9 (Object) menu. This is called `bTOOL` mode.
 There are also Pools, Pedestals/Boxes, Windows and
 Teleport pads available.

 `bTOOL` mode is productive for both the beginner and
 the expert. It gets rid of the busy work and gets
 you to the creative part of your design quicker!

 
 In `bTOOL` mode, the objects can be drawn to size 
 and dragged placed anywhere by using a combination 
 of mouse buttons and keys. The interactive feature
 of all the Tools makes it easy to create the object
 where and how you want it.

 Press F1 help when using the Tool for more details.

 Objects made using the Object menu are meant to be
 SEEN and have most of the required textures when 
 created. You may have to supply additional textures
 depending on the final heights of everything. The 
 check menu can do this automatically.

 Rectangles and polygons made from the Mode menu (or
 from quick double Right clicking mouse menu), are
 meant to supply floor and ceiling textures for 
 Room effects. They are created as 2-sided with no
 textures when made inside an exisiting Sector.

 These can be made into objects if you change the 
 floor and ceiling heights and add the required 
 textures.

 Design and shape areas after they are made by drag-
 ging the vertex points (using the right mouse
 button) to any location. This is the most flexible.

 Areas are shaped in LineDef and Sector mode (coming
 up soon). In LineDef mode lines are dragged and in
 Sector mode areas are dragged and shaped.


p              `y                     `
p              `y  Texture GuideLines `
p              `y                     `

 Please select Texture Defaults (F5 choose textures) 
 and press F1.


x `y                 End of Section                 `

**---------------------------------------------------
||Calculator          Calculator for +, -, *, and /
**---------------------------------------------------
b                 `y                 `
b                 `y DeeP Calculator `
b                 `y                 `

 Press `bA` to access the popup calculator from the
 main edit screen.

 You can also press `bA` inside any number prompt.

 DeePs calculator is simple and straight forward.
 Numbers and operators are entered one after the
 other. Precedence of processing is first come,
 first serve. The default operator is +.

 The last operator is repeated if no operator is
 given.  For example, 3 6, means add 3 to 6, since
 + is the default.  3 * 6 means multiply 3 by 6
 since * (multiply) is the last one.

 Enter the numbers and operators one after the
 other.

 The operators are:  + = add
                     - = subtract
                     * = multiply
                     / = divide

 More examples:

   1024 - 256       Subtract 256 from 1024.
   256 * 2          Multiplies 2 times 256.
   12 /2 + 40 -12   12 divided by 2, then add
                    40 and then subtract 12.
   -512 64          Subtract 64 from 512 since
                    - is last operator (-576).
   -512 +64         Add 64 to -512 (-448).


x `y                 End of Section                 `

**---------------------------------------------------
||F1edit              Overview of Commands and Edit Screen
**---------------------------------------------------
b                `y                   `
b                `y DeeP Editing Help `
b                `y                   `

x     `y DeeP assumes you have DOOMx version 1.9 `

  DeeP edits DOOM, DOOM II, HERETIC, HEXEN and STRIFE
  It can convert the maps from one to any of the
  others!

  STRIFE support is preliminary. The game appears to
  be "hard" coded in places, so for example, the same
  Thing acts differently on different maps. You need
  to make an IWAD to test the shareware version of
  STRIFE.

a           `w Attention PENTIUM Users    `

  Use the `bmouse` to pan the Map. Use the [ and ]
  keys to set the pan delay and keep the map from
  moving too fast!

  You can also reduce the map movement increment.
  This makes the map move in smaller steps and is
  very smooth on fast systems.

  Press F5 and select MAP options. Set the scroll
  amount. The default is 20, try 10 for starters.

  There are THREE ways to use the mouse to scroll the
  map:

  1. The default scrolls the map when the pointer
     reaches the edges of the screen.

  2. If you set ButtonEdge ON in the alt+F5 option
     menu, you have to push a mouse button to scroll
     the map. When the cursor changes to a split
     circle, press a mouse button. Release the
     button to stop scrolling. Many users prefer this
     on fast systems.

  3. You can also use Scroll Lock to keep the map 
     from moving and then use the Ctrl+Right mouse 
     button to Pan (or press both buttons)!

  The PageUp/Down OR the `bcursor keys (option set in
  `balt+F5 screen)` also move the Map.

p `yIf you want to make a quick level just to see what`
p `y this is all about, select Help from the top menu `
p `y      bar and select Quick Start Tutorial.        `

p `y Print this help to a File to process with any    `
p `y       word processor as a text file.             `

a    `w                                           `
a    `w NOTE: For HEXEN, you may have to replace  `
a    `w some scripts to play DEATHMATCH, etc. The `
a    `w scripts are coded for specific polyobjects`
a    `w and you will get polyobject errors!!      `
a    `w                                           `
a    `w If HEXEN crashed your PC clock will no    `
a    `w longer time correctly!!  The screen saver `
a    `w may run way to fast and mouse timing may  `
a    `w be incorrect.                             `
a    `w                                           `
a    `w HEXEN must have a BEHAVIOR resource.      `
a    `w Please review HEXSPECS.DOC to see how     `
a    `w to program the different LineDefs and     `
a    `w Things. It is quite different!            `
a    `w                                           `

a    `w   Converting a level from DOOM to HEXEN   `

  You convert a level from one game to the other, by
  placing DeeP in the appropriate Game first. For
  example, lets start in HEXEN mode by opening the
  Project HEXEN.PRJ.  Now we read in any old DOOM
  level (or HERETIC). 

  The next step is to fix all the textures.  You can
  manually Search/Replace each one or you can use the
  automatic fix textures feature using the F10 menu.

  Next fix all your things!!  In HEXEN mode, all your
  LineDef and Sector types are reset.  In the other
  modes they are left as is, but you do have to make
  changes from DOOM->HERETIC. So please run the error
  checker, it will tell you what to change.


a            `y   Map Scroll Limits   `

  The maximum scroll in any direction is slightly
  less than the "edge" of the map in that direction.
  This "brick" wall prevents the map from flying off
  your screen.

  If you are making a very large area, reduce the
  zoom or extend the area after you make it as large
  as you can. The new area automatically extends the
  scroll limits, so you can make it bigger again.

  The maximum safe `bDoom Unit` X / Y size is about
  8000 x 8000. This is pretty large!  This includes
  a large amount of detail inside this boundary.

  Simple maps can be larger. The product of the
  length of X times Y can't exceed approximately
  536 million.

  32k x 32k never works. 16k x16k works for simple
  maps.

  If you scroll to the edge and magnify with Auto
  Center turned off, you may loose sight of the map!

  Press alt+Z or alt+X to get your bearings again.


a            `y    Map Centering     `

  The center of the map should be at approximately
  0,0. If you let the center drift off center and
  you have a very large map, the magnification limit
  at the edges is less than at the center! Lines may
  draw incorrectly. Just reduce the Zoom.  This
  usually is only a problem at a Zoom greater than
  4000 and is directly related to map size and
  coordinate location.


a              `y                  `
a              `y Hot Area Editing `
a              `y                  `

  Rather than add a zillion more "hot" keys, DeeP's
  HOT area editing allows direct interactive editing 
  of all those flags and more!

  You activate the area by placing the mouse cursor
  in the area and pressing the left mouse button. 
  The "flag" hot spots eliminate having to learn a 
  zillion key combo's, just point and click!

  Press the shift key (or turn auto-follow off) to
  keep DeeP focused on the object currently displayed
  in the bottom information boxes.


  Here's a list of how and what the available HOT 
  areas do:

  1. Enter full screen browsing mode:

     In the graphical display of Textures, Flats, 
     Maps, and Sprites, place the cursor in the
     graphic displayed. These displays also have a 
     message informing you that "F1=browse". Full 
     screen browsing mode is entered when you left
     click inside the graphic.

  2. Interactive flag editing: 
  
     In LineDef and Thing mode, the flags displayed 
     on the bottom are easily edited. Click on the 
     flag boxes as desired. They change color as
     applicable. If multiple objects are selected,
     they all get changed. Is that easy or what?

  3. Direct access to specific menus:
     
     The other areas in the bottom information boxes
     are also HOT. They "shortcut" to the menu
     applicable for your choice. For the textures 
     shown, they directly access the texture for that
     SideDef. Click on the Type and the type menu
     comes up. Experiment to see what suits you.
     
     Same goes for those extra HEXEN arguments. Mouse 
     click in the screen argument area and they pop
     right up.

     If multiple objects are selected, they all get 
     changed.


y            `b                       `
y            `b Function Key Commands `
y            `b                       `


a`yF1`   Display Help on current topic.

      There are three levels of Help available.

      Use the PageUp/PageDown, Up/Down arrow keys or
      the mouse scroll bar to page the help.

a     `w1. Main Help screen (this one)`

a     `w2. Top Menu Bar Help          `

      Context sensitive Help for all items on the top
      menu bar. Select the menu item and press F1 to
      see detailed help for each selection.

a     `w3. Object / Command Help      `

      Context sensitive Help for the first sub-menu
      that comes up when Enter is pressed in any of
      the edit modes. Press Enter (or press mouse
      button 2 once) to edit the object and then
      press F1.

      Press F1 within many commands.

      Each item is explained in more detail in the
      context sensitive help section.

      You can view ALL the help at once by selecting
      Help on the top menu bar and then select
      `bAll Help`.

a`yF1`   Enter browser mode as noted. You can also
      left click with the mouse in a picture area.

a`yF2`   Save level in a PWAD file.

a`yF3`   Save As... Reassign level of a map.

a`yF4`   Search/Change for Object.

a`yF5`   DeeP options menu

a`yF6`   Hexen Development menu

a`yF7`   spare

a`yF8`   Miscellaneous Operations.

a`yF9`   Insert standard shapes.

a`yF10`  Check Level for errors.


a`yAlt+F1` Screen Saver, key press stops

a`yAlt+F2` Save Level and always build Nodes

a`yAlt+F3` DOS Shell Exit

a`yAlt+F4` Exit (same as Esc)

a`yAlt+F5` Set Main Options (sound, grid, etc.)

a`yAlt+F6` Spare

a`yAlt+F7` Spare

a`yAlt+F8` Save with Reject Mask
 

a`yShift+F1`  Test Level (one file only)

a`yShift+F2`  Edit a different Level

a`yShift+F3`  Create a new level from scratch

a`yShift+F4`  Reset all PWAD files read

a`yShift+F5`  Read a new PWAD file

a`yShift+F6`  Reset 1 PWAD file read

a`yShift+F10` Toggle map scrolling method

x            `y                      `
x            `y Special Key Commands `
x            `y                      `

a`yEsc`

   1. Exit without saving changes if you are not in
      any submenu. You are only warned if changes
      were not saved. Cancel if you want to save your
      changes.

   2. Exit any submenu. If any item was selected, it
      is saved. You can also click the right mouse
      button to exit.

   3. Cancel any current active drag object.

      The objects are returned to the starting
      locations.

      All the objects selected are still active. You
      can restart dragging by clicking the Right
      mouse button again. Press `bC` to clear the
      object selection.

   4. Cancel any current active Scale/Rotate object.

      The objects are returned to the starting
      locations.

   5. Cancel any current active Tool object;
      Rectangle, Polygon and Stairs.


a  6. `wIns` when any LineDrawing mode is active: 
      The last LineDef is NOT drawn to close the 
      polygon (if it is missing).

      Line Drawing mode is reset to the next area to
      draw. Press Esc again to exit LineDrawing mode.

a`yIns`

a  `wThing mode` : Insert a new Thing at the current
   cursor position. Copies the last selected object
   or insert a default object (see Edit F1 help).

a  `wVertex mode`: Starts Line drawing mode for
   creating Vertices, LineDefs and Sectors.

   In Vertex mode a quick Double left Mouse Click
   also enters LineDrawing mode.

   You can always start drawing from any mode by 
   pressing Ctrl+D or quick Double right mouse click
   and select Drawing mode. 

   The map display from other modes changes to show 
   you the Vertex locations. If you scroll or size 
   the map, the map displays as it does in Vertex
   mode. 
   
   When you exit LineDrawing mode, the display 
   automatically returns to the original mode.

   Tool LineDrawing mode is the work horse for 
   drawing areas!

   Press the Left mouse button to start creating
   Vertexes and LineDefs. You can start on top of an
   existing Vertex. That's the way you connect
   Sectors. (Also see Mouse buttons.)
   
   You can also trace on top of other LineDefs to 
   make them 2-sided if they go in opposite
   directions.

   If the level is already correct, that is, if you
   run the F10 check level, there are no errors,
   DeeP will correctly identify your existing areas
   and adjust the details of sector and sidedef
   assignments automatically. 

   When the level has incorrect references (which  
   result in miscalculations) or if DeeP miscal-
   culates the correct SideDef/Sector references, it 
   is easy to fix them in LineDef edit mode. 

   Placing a Vertex right on top of an existing
   LineDef splits the LineDef at the location of the 
   new Vertex. This is how you can quickly make
   Door sides (see Misc Help).

   It is not possible to create only 1 Vertex.
   (What are you going to do with 1 vertex?)

   If you select 2 vertexes and then press Ins, a 
   LineDef is created connecting the 2 vertices.
   No Sidedefs or Sector is made. You are then
   asked if you want to Split the Sector or make
   a 2-sided LineDef.  


p         `ySplit Sector / 2-sided LineDef`

   After you create a single LineDef (from only 2
   vertexes) a prompt automatically comes up asking
   if you want to split the sector or make the Line-
   Def 2-sided. Choose exit to do nothing, but be
   sure to come back and fix it!

   `bSplitting` a Sector takes the area on one side of 
   the line just created and assigns all LineDefs
   a new Sector number (this is automatically 
   created and is a copy of the original one).

   In this manner you can quickly change an area and
   make the new (or old) sector have a new behavior
   without changing the rest of the area.

   The "split" LineDef has to be drawn following the
   conventions for Sectors. So follow the flow of the
   existing area. A message will come up if it fails
   for any reason.

   `b2-sided Linedef`s are commonly used for "triggers"
   to activate a Sector somewhere else when you walk
   across them.

   Do NOT split a sector if you don't know what that
   means right now. It will get very confusing!


p                  `yFinish/End`

   There are 4 ways to finish a Line/Side/Def/Sector:

   1. Press the Right button to close the last
      LineDef (if you haven't made a complete loop).
      A new SideDef1 is created for each line drawn
      and they all share a new Sector .

      You connect two sectors by sharing a LineDef
      (you trace over an existing LineDef), the
      shared LineDef is automatically made 2-sided.

      Tracing over an existing LineDef is automatic
      if you think ahead a bit and end up where the
      last LineDef made automatically will "cross"
      over the existing LineDef.

   2. Press Shift+Right button to close the last
      LineDef (if you haven't made a complete loop)
      and EXTEND an area if Sector Join is OFF.

      A new SideDef1 is created for each line drawn
      and they all share the SAME Sector as the one
      used by the LineDef shared.

      The opposite is true, if Sector Join is ON.

      (Draw over only 1 LineDef).

   3. Press the `bIns` key to do everything you did
      in 1 above. The difference is, any LineDef you
      traced over is NOT made 2-sided. You do this if
      the LineDef is being traced over because you
      are making a Door.

      Door sides (the thin part) are normally 1-
      sided, so you don't want the process to make it 
      2-sided. If you forget, you have to eliminate
      the SideDef2 created. You delete SideDef2 by
      changing the reference number to -1 (that's 
      deleting it).

   4. Press the `bEsc` key to do everything you did
      in 1 except the LineDef is not automatically
      closed.


a  `wLineDef mode`: All the LineDefs you selected that
   are 1-sided, will be made 2-sided with a new
   sector assigned. Do not select any LineDefs that
   are already 2-sided.

   If you want to define an existing area that has
   mostly 1-sided LineDefs, but one of them is
   2-sided, remove the 2nd SideDef from the offender
   (set the reference to -1), then select all (now)
   1-sided LineDefs, press `bIns` and a new area is
   created with its own new Sector.

a  `wSector mode`: Creates a new sector. Look at F10
   number of sectors (minus 1) to get the new sector
   number. Use this to create a new sector for an
   area ahead of time.

   It is safer (since you can't accidently delete) to
   change the sector reference in SideDefs to this
   new Sector. The old sector is purged when you do
   the final Check on the Level (always do the
   complete Check). You won't need to do this very
   often (rarely as you get better).

a`yShift`

   Prevent auto-object selection temporarily
   (see `rShift+A` for permanent setting)

a`yShift+Tab`

   Switch to the previous editing mode.

a`yShift+PageUp`

   Immediately Increase Sector ceiling height          
   (Sector Edit mode only)

   Immediately Increase Thing height           
   (HEXEN Thing mode only)

a`yShift+PageDown`

   Immediately Decrease Sector ceiling height
   (Sector Edit mode only)

   Immediately Decrease Thing height.
   (HEXEN Thing mode only)

a`yShift+Home`     

   Immediately Increase Sector floor height
   (Sector Edit mode only)

a`yShift+End`      

   Immediately Decrease Sector floor height
   (Sector Edit mode only)

a`yDel`

   Delete the current object(s).
   (See next for Vertex mode variation).

a`yshift+Del`

   For Vertex mode only, deletes the opposite
   of Del (see VertexDel Join option, alt+F5)

a`yshift+Enter`

   Edit the current object directly. Bypasses
   intermediate menus so you can edit the
   object directly.

a`yCtrl+Enter`

   LineDef mode, Edit the current object flags 
   directly. Bypasses intermediate menus so you can 
   edit the object flags directly.

a`yEnter`

   Edit the current object. Same as Right mouse
   button.

a`yTab`

   Switch to the next editing mode. If objects are
   marked, they remain marked with both forms of
   tabbing.

a`ySpace`

   In Map display mode, toggles the move/scroll speed
   from slow to fast. Set the Map scroll speed in F5
   Map options.

   In Tool Mode (Rectangle, Polygon, Stairs, Rotate)
   toggles the scale increment size between 1 and .01
   and the angle increment from 4 to .04.

a`yArrows`

   Normal Edit mode: 
   
   Move the cursor position (and Map if on an edge).
   If the Cursor Key move Map option is chosen, these
   keys move the Map instead (see alt+F5 menu).

   Up/Down select entry in Menus.

   In Tool modes changes values as appropriate.
   (Press F1 in the Tool for help).

a`yHome`

   In Edit moves the Map Right (no Cursor key option).

   In Menus, moves to the first item.

   In Help, moves to the top.

   In File name entry moves to the beginning of text.

   In Tool modes changes values as appropriate.

a`yEnd`

   In Edit moves the Map Left (no Cursor key option).

   In Menus, moves to the last item.

   In Help, moves to the bottom.

   In File name entry moves to the end of text.

   In Tool modes changes values as appropriate.

a`yPageUp`

   Move the Map Down (no Cursor key option).

   In menus, moves down.

   In help, moves up a page.

   In Tool modes changes values as appropriate.

a`yPageDown`

   Move the Map Up (no Cursor key option).

   In Menus, moves up.

   In Help, moves down a page.

   In Tool modes changes values as appropriate.

a`yScroll Lock`

   Turn on/off the auto scroll feature (the map moves
   when you touch the edges of the screen).

   If Scroll Lock is on, it keeps the screen from 
   moving when you accidently touch the edges. Use
   the Ctrl+Right mouse button to Pan.


x            `y                        `
x            `y Character Key Commands `
x            `y                        `

a`~`    3D Preview

   Display a 3D view of the map. See 3DView for more
   help.  (Unshifted ~ also works, just can't show
   in this help.)

a`y+-`  Zoom in or out (change the map scale)

   Zoom levels range from 50 to 16000 scale. Use the
   `bZ` command for instant zooming (see below).

   If you hold and press the + or - keys, inter-
   mediate zoom levels are skipped and the final
   zoom level is shown. For example, if you press and
   hold the + key, the map zoom to the maximum level.

   Experiment with this to find the optimum "hold"
   time for your system.

a`y[ ]`  Change the map scroll speed delay

   Delay ranges from 0 to 500 in 10 ms increments.

   Value is displayed on the bottom line.

a`y< >`  Enter Scale/Rotate mode (except for Things)

   All objects selected can be rotated by pressing
   the `b<` and `b>` keys and scaled by pressing the `b+` and
   `b-` keys. To move the map, use the cursor keys.

   Press the space bar to toggle between an increment
   of 1 and 4.

   This rearranges objects by spinning them around
   (rotation angle) or moving them closer/ further
   apart (scale).

   Press C or  Esc to cancel the changes.

   Press and hold the Right Mouse button to move the
   Map.

   You can also rotate by using the mouse.

   Left click or press Enter to accept the changes.

   The Angle/Scale Value is displayed on the top.

   TIP: After you create an object it is automatic-
   ally selected. For example, after you create a
   stair all the LineDefs are selected. You can
   scale/rotate all of them or drag them right away!

a`y< >`  Change Thing direction

   Interactively change the direction of Things.

a`y/`    Toggle Snap-To-Grid

   Automatically snaps objects to the active grid.
   Also set by the top menu button (s). See Grid
   command for a discussion.

a`y\`    Toggle AutoCenter

   Automatically centers the map either on the
   current object or on the current cursor location 
   when zooming using the +/- keys.
   
   The bottom line displays a cursor symbol when 
   cursor AutoCenter is active and a cross hair when
   object AutoCenter.

a`yshift+A`    Toggle default auto-object selection

   Enables individual object selection. (This was `rA`
   but many accidently pressed it and had no idea how
   to fix it.)

   Auto object selection selects an object as soon
   as the cursor moves close to it. The bottom line
   displays a symbol when Auto Object is active.

   You may wish to turn this off if when you want to
   edit objects by clicking the picture(s) displayed
   on the bottom of the display.

   Pressing the Shift key temporarily disables auto-
   object selection!

a`yA`    Bring up calculator

   You can also press A in any box that requests
   number for input. Press F1 in the calculator for
   more information.

a`yB`    HEXEN only, Jump to a Tid or LineID

a`yC`    Clear all selections and redraw map

   Cancel any current active drag, rotate or
   Tool command.

   The objects are returned to the starting
   locations.

   Holding the Left mouse button for over 2/10* of
   a second and then releasing it also clears.

   *Change the delay in Zoom/Mouse/Map options under
   Edit.

   All the objects selected are cleared.

   This also cancels Vertex insert mode. NO SideDefs
   or sectors are created!

a`yShift+C`  Set ceiling height in Sector mode

a`yF`        Repeat last Find or Change

a`yShift+F`  Set floor height in Sector mode

a`yG`        Change the grid scale +
a`yShift+G`  Change the grid scale -


   A grid is a series of squares on the screen. They
   are visible if the grid is not hidden. Use H to
   view/hide.

   A grid size that result in a screen size of less
   than 2 pixels is never shown. When the 2 pixel
   limit is reached, the visible grid fluctuates in
   size and changes to dark-gray.

   If Snap-to-Grid is active (see /) and the grid
   size is not 0, each vertex coordinate is rounded
   to a multiple of the grid. For example, if a
   vertex has coordinates of x=121, y=22 and the grid
   size is 8, the final coordinates are : x=128, y=24.
   That example was for Vertex mode.

   Tool mode also snaps to the grid. So you will see
   the objects "jumping" on the screen as you move.

   In the Line and Sector editing modes, coordinates
   are only shifted in increments of the grid. To
   force them into alignment would cause a lot of
   grief (Vertices could be overlaid)!

   Grid is use recommended when linedrawing. It auto-
   matically aligns objects the grid (if Snap-to-Grid
   is active). When using the Tools you may wish to
   turn it off ( / key command) to make the object
   more controllable. Also when performing some
   detail work, such as placing vertices on top of an
   existing line, it is easier if Snap-to-Grid is OFF.

   If the original LineDef or Sector was not aligned,
   switch to Vertex mode to align each Vertex.

   TIP: If you have a Sector object and you want to
   force it into the grid coordinates (meaning the
   vertices will "snap" to points) do the following:

   1. Select the Sector by left clicking (in Sector
      Editing mode of course).

   2. Switch to LineDef mode (L), now all the
      LineDefs are selected.

   3. Switch to Vertex mode (V), now all the Vertexes
      are selected ready for your commands!

   Note: you have to `bmove` past 1/2 the grid size
   to make it snap, so move "too far" and move back.

   A grid size of 8 is recommended for most work. Use
   a larger grid when making beginning large areas or
   when making Teleports (for floor texture align-
   ment).

a`yCtrl+G`

   Set grid scale to 0.

a`yShift+Ctrl+G` 

   Enter any Grid Scale. This is for advanced
   users who also supply custom textures.

   This feature lets you copy architectural
   drawing easily by setting the same scale.

   We don't recommend using this if you are not
   familiar with texture alignment problems you
   can encounter with your own grid size.

a`yH`    Toggle display grid (hides the grid)

a`yShift+H` Set ceiling/floor height Sector mode   

a`yI`    Toggle display object information

   Show the information bottom bar while editing.

   Show texture pictures while editing.

   Speeds up display and shows more of the Map.

a`yshift+I` Toggles bottom display from all to none.

a`yJ`    Jump to a specific object #.

a`yK`    Bring up thing masK menu. Select the items
   you want to display by clicking on the boxes.

a`yL`    Switch to the LineDefs/SideDefs editor.

a`yM`    Mark/unmark current object (select)

   If you don't have a mouse, select an object by
   pressing `bM`. Move the cursor over the object
   until it lights up then press `bM`.

   To unselect it, press `bM` again.

a`yN`    Jump to the next object.

a`yO`    Copy group of objects selected.

   After all the objects have been selected, position
   the cursor to the target location and then press
   `bO` to make a copy. After the copy completes you
   can `bdrag` the copy some more using the Right
   mouse button.

   In LineDef and Sector modes, `bshift+Left button`,
   `bO` and `bCtrl+C` are all the same.

a`yP`    Jump to the previous object.

a`yR`    Toggle display ruler

a`yshift+R`  Refreshes screen display only

a`yS`    Switch to the Sectors editor.

a`yT`    Switch to the Things editor.

   If you press T when you are already in THING mode,
   the display switches to display the actual Sprite!
   Press T again to switch back to plain circles.

   Any key press interrupts the display so you don't
   have to wait for a complete screen to fill up.
   If you accidently stopped the display, press
   C(lear) to redisplay.

a`yV`    Switch to the Vertexes (vertices) editor.

a`yshift+Z`    Rezoom back to area prior to Zoom-to-
   Window (see Left mouse button select +Z).

a`yZ`    Zoom IN/OUT instantly.

   Zooms according to the limits set in speed options
   under Edit/Options. Instantly centers the object
   selected at the zoom value you selected.

a`yX`        X align both sidedefs, texture check
a`yShift+X`  X align both sidedefs, no texture chk
a`yShift+Y`  Y Align both sidedefs
  
   Note: If the 2nd sidedef of all the LineDefs
   selected does not exist, the 2nd align stops with
   an error message.

a`y1...0`  Set Edit ZOOM level from 1 to 10 directly
      (100 to 1000)

a`y    0`  In menus with numbers, exit the menu.

a`yalt+1`  LineDef mode, edit sidedef1    
           Creates the sidedef is none is preset.
a`yalt+2`  LineDef mode, edit sidedef2    
           Creates the sidedef is none is preset.

a`yalt+X`  Center the Map at current size.

a`yalt+Z`  Zoom to Extents.

  Make the map fit the screen.


x`yNOTE : Detailed explanations of the Cut, Copy,    `
x`y       Paste are available in the Edit submenu.   `

a`yCtrl+B`  View the contents of Clipboard.

  Things are shown as X's only.

a`yCtrl+C`  Copy objects.

  Copy the selected objects to the `bClipBoard`. For
  the Registered version, you can use this to Merge
  different levels together.

  You should always try to get complete objects, that
  is, they should form a closed loop.

a`yCtrl+D`  Enter Line Drawing mode.

  In any mode, you can draw/create new lines.

a`yCtrl+M`  Mirror the object(s) selected

  Mirrors the selected object(s) to the current
  cursor location. A copy of the original object is
  also placed in the `bClipBoard`.

  You should always try to get complete objects, that
  is, they should form a closed loop.

a`yCtrl+N`  Normalize LineDef or Sector. 

   If in LineDef mode sets the LineDef type to Normal
   and the tag to 0.

   If in Sector mode sets the Sector type to Normal
   and the tag to 0.

a`yCtrl+T`  Automatic Taggging.

  Automatically assigns tags.

  In LineDef edit mode, you select the LineDef(s)
  to connect to a Sector.  In Sector Mode, you
  select the Sector(s) to connect to a LineDef.

  1. Select the LineDef(s) or Sector(s) to tag. 
  2. Press `bCtrl+T`
  3. The Edit mode switches as appropriate.
  4. Move the cursor to the LineDef or Sector
     to have the same tag.
  5. Press the `bleft` mouse button. The same
     tag number now connects both!

a`yCtrl+V`  Paste objects.

  Copy the objects in the `bClipBoard` buffer to the
  current cursor location.

  Please see the discussion in the Edit submenu for
  guidelines when Pasting or Mirroring objects.

a`yCtrl+X`  Cut objects (same as Del).

  Deletes all the selected objects. The type of
  objects deleted vary by Edit mode. A copy of the
  object is placed in the `bClipBoard`.

a`yCtrl+Z`  Undo, restore level to prior state.

  There is only one level of Undo. If you repeat
  the command, it flips between the new and prior
  states.


x             `y                       `
x             `y   Top Menu Buttons    `
x             `y                       `

 The five buttons on the top bar represent:

a`y+`    Same as + command (zoom)

a`y-`    Same as - command (zoom)

a`yc`    Same as C command (clear)

a`y#`    Same as G command (grid)

a`yh`    Same as H command (hide grid)

a`ys`    Same as / command (Snap-to-Grid)


x             `y                       `
x             `y  Bottom Menu Symbols  `
x             `y                       `

  On the bottom left there is a box with up to
  3 symbols and the word `bDelay`.

  1.  The first symbol has indicates if the
      level has had any changes.
      a. Blank      = none
      b. T+X        = Texture/Thing changed.
      c. Triangle   = Geometry changed.

  2.  The second symbol shows the status of the
      AutoCenter option.
      a. Blank              = not active
      b. Square with cross  = object center active
      b. Cursor symbol      = curser center active

  3.  The third symbol shows the status of the
      Auto Select option.
      a. Blank      = not active
      b. Rectangle/ = active

  4.  The value after Delay indicates the time
      in milliseconds to delay refreshing the
      screen with a new map when scrolling (see
      `b[]` command).


x       `y                               `
x       `y Mouse buttons in MAP editing  `
x       `y                               `

a       `w Left Button has multiple uses `

a`yLeft` button

 1. Mark/unmark the current object (select/unselect)
    Quickly press the Left button to mark or unmark
    object(s).

    Marked objects (speaker clicks and the object
    changes color) are all changed as a group when
    you make changes.

    The right side of the top menu bar shows the
    total number of objects currently selected.

 2. Create selection box.

    If the Left button pressed and held down for over
    2/10* of a second, Select box mode is entered.

    *Change the delay in Zoom/Mouse/Map options under
    Edit.

    Move the mouse to change the size of the outline
    you see to encompass all the objects you want
    selected/marked.

    All the currently selected objects are cleared
    when you enter Select mode and the new objects
    in the Selection box are now active.

    All these objects can now be edited at once or
    moved/copied.

    If you do NOT have additive select active (see
    shift+F5 options), then pressing the Left mouse
    button for a long duration and then releasing
    it, is a quick way to clear current selections!

 3. Zoom-to-Window  

    If the Left button pressed and held down for over
    2/10* of a second, Select box mode is entered.

    *Change the delay in Zoom/Mouse/Map options under
    Edit.

    Move the mouse to change the size of the outline
    you see to encompass all the objects you want
    to Zoom in on.

    While pressing the Left button, press Z.  

    To return back to the windows state prior to this
    command, press shift+Z.

 4. Add an object (same as Ins key).

    For Vertex and Things only, Quickly press the
    left mouse button twice in a row.

    For Things : Add a Thing of the current type.

    For Vertex : Start Line Drawing Tool.

 5. Enter Browser mode as noted with F1=Browse.
    Left click on the graphic shown.


a     `y  What does Selecting an Object do  `

   Each time you click an object it is added
   to a list of selected objects. When you edit
   any of the objects in the list, all the objects
   selected receive the edit changes. Similarly, if
   you drag or copy when the cursor is over one of
   the objects in the list, all the objects are
   dragged or copied.

   You do `bnot` have to click to edit only one
   object. Move the cursor over the object to edit.
   When you see that it is selected, press Enter
   (or press the Right button quickly), select the
   options in the sub-menu and press Escape (or
   click the Right button) when you are done to exit.

   Similarly for copying or dragging only one object,
   make sure the object is automatically selected and
   press `bO` for copying it or press the Right
   button and hold down to drag.

   To unselect an object, click on it again or press
   `bC` to clear all.

   If you have turned Auto Select off by using the
   `bshift+A` command, no objects are automatically 
   selected as you roam the map. Turn it back on if 
   you want to edit as described above.

a`yLeft` button Direct Picture Editing

   Left clicking the Sector, LineDef or Thing picture
   displayed on the bottom, pops up the corresponding
   object images/texture selection menu.

   This is a fast method of adjusting the final look
   of a level!

   Only the object displayed is changed. Additional
   objects you may have selected are ignored.

   You may wish to temporarily turn Auto Select of to
   keep the same object displayed on the bottom.

a`yLeft` button Insert Vertices

   If you quickly* click the Left mouse button twice,
   `bIns` mode as described next is automatically
   entered. You may prefer this to pressing the Ins
   key.

   Press the Left button after you press `bIns` in
   Vertex mode to create Vertices for LineDefs.

   *Change the delay in Zoom/Mouse/Map options under
   Edit.

a`yshift+Left` button  (LineDef and Sector see `wCtrl+C`)

   Copies the current selected object(s) to the
   current cursor location.

   In LineDef and Sector mode, `bshift+Left button`,
   `bO` and `bCtrl+C` are all the same.

a`yshift+Left` button  (Vertex Mode Only)

   Splits the LineDef near the cursor location in
   half.

a`yctl+Left` button    (see `wCtrl+M`)

   Mirrors the current selected object(s) to the
   current cursor location.

   A mirrored object is created as if a mirror
   was placed at the current cursor location.

   `bCtrl+Left Mouse button` and `bCtrl+M` are the
   same.


a       `y Right Button has multiple uses `

a`yRight` button

 1. Edit the current/selected object(s).

    Quickly press the Right button to edit the
    current object(s).

 2. Drag the current/selected object(s).

    If the Right button is pressed and held for over
    2/10* of a second, drag mode is entered.

    *Change the delay in Zoom/Mouse/Map options under
    Edit.

    All the selected object(s) are dragged.

    Drag the object(s) selected by pressing the Right
    mouse button (and holding it down) and at the
    same time moving the mouse to the desired loca-
    tion. Release the Right mouse button to place it.

    If you have a group of objects selected (either
    by individually selecting them with the Left
    mouse button or using the Left Mouse drag
    selection box), they are all dragged at the same
    time.

    If you press and hold the Right mouse button when
    you are over a `rNew object` (it "lights" up) and
    it is not in the current select list), the new
    object is dragged and all the prior ones are
    dropped.

 3. Drag tool object.

    When creating a Rectangle, Polygon or Stair from
    the Tool menu (not from Objects), pressing the
    Right mouse button drags the object over the map.

    In rotate mode, the Right mouse button drags the
    whole map .

 4. Change Edit mode.

    Quickly* clicking the Right mouse button brings
    up a sub-menu that allows you to change Edit
    modes.

    Select a new mode or Right click to exit.

    *Change the delay in Zoom/Mouse/Map options under
    Edit.


a`yRight` button Insert Vertices/LineDefs

   Press the Right button to stop inserting vertices
   and drawing LineDefs in Vertex mode (see above).
   The LineDefs are automatically closed. Press `bEnd`
   if you do not want to close the LineDefs.

   In this mode only, `rShift+Right` button connects
   the area drawn to the Sector whose LineDef you
   have shared. Use this to extend areas using the
   same Sector. (The opposite is true if Sector Join
   is ON.)

   (Draw over only 1 LineDef).


a`yShift+Right` button   (see `wDel`)

   Delete the selected object(s).

   For Vertex mode only, the Vertex and all connected
   LineDefs are Joined OR if the VertexDel Join
   option is turned OFF, the Vertex and all connected
   LineDefs are deleted (see VertexDel).

a`yCtrl+Right` button

   Start Map panning using the mouse. You can release
   the Ctrl key after you start.  Release the mouse
   button to stop.

a`yLeft+Right` button

   Alternatively, you can press the left mouse
   button and then quickly press the right mouse
   button to start panning.

   Release the buttons to stop. (Use C to
   clear any object selected).

a     `yRealtime Map Panning and Zoom Notes`

   After panning is starting, realtime Zoom is
   active. Click the Left button to increase,
   Right button to decrease. Press both buttons
   down to stop zoom.


x            `y                        `
x            `y Mouse buttons in Menus `
x            `y                        `


a`yLeft` button

   Select the current name or number when
   the mouse is in the objects window.

a`yRight` button

   Cancels the currently selected menu when
   clicked outside the area.


x                `y                 `
x                `y Menu Selections `
x                `y                 `

 Items from a menu can be selected three different
 ways:

y`b1.` Use the arrow keys to select the option and press
    Enter.

y`b2.` `ba.` For menus without numbers in front, press the
    highlighted character (and nothing else).

y   `bb.` For menus with numbers in front, press the
       number (and nothing else).

y`b3.` Use the mouse to select the item. Move the mouse
    cursur to the line and click the left button.

 To cancel the selection, press Esc or click the
 right mouse button.


a              `y                     `
a              `y Automatic Selection `
a              `y   Difficulties      `
a              `y                     `

 The first thing to do is increase the Magnification
 using the +/- keys, Z or the numbers. This makes it
 easier to see, the mouse movement is easier to 
 control and DeeP automatically narrows the "search"
 for something.

 If you have automatic object selection turned on
 (`bshift+A`), objects automatically get selected 
 when you get close to them. Some Sectors may be 
 difficult to select if they have irregular shapes.

 Switch to LineDef mode, select a LineDef and switch 
 back to Sector mode. You can also Jump to a Sector
 (or any object) with the `bJ` command.

 If you have extra Sectors in one location, you will
 also have trouble, but in that case you have to
 delete the extra Sector.  Run F10 Check to get rid
 of the extras automatically.


x `yPlease review the F1 help for each subject.`

x `y                 End of Section                 `

**---------------------------------------------------
||EXE                 Help Options when loading DeeP
**---------------------------------------------------
b          `y                                `
b          `y Help Options when loading DeeP `
b          `y                                `


x`yDeeP`  [-n]
      [-m <MainWadFile> ]
      [-prj <ProjectFile> ]
      [-f <PwadFiles>...]
      [-p <dospath>]
      [-v <mode>]
      [-d new   ]

yThe `b-` commands are used for overrides when you
ystart `bDeeP`. The name surrounded by the parenthesis
y`b(..)` followed by `b=` is the long form of the name.

 If no () are shown, it's the same name.

yAll the overrides are `bPERMANENT` and do not need to
 be entered again each time (except for -n).

 All of these options can be set with altF5, this is
 for those that like to do it this way also and also
 to support different environments via custom batch
 files.

 Example :

y`b-MAIN c:\Doom2\DOOM2.wad` defines the main IWAD.

y`b-n` (noload)

    Temporarily suppresses automatic DeeP restart.
    This clears all prior PWAD file names and all
    file additions. Used to start over again!

    Use this in the Shareware and LITE versions to
    CLEAR all the current levels you have read so you
    can start over again if you've exceeded the file
    limit of 5!

    The `bReset All Files` option under File in Edit mode
    also resets all file additions to none.

    (See automatic restart options under Edit.)


y`b-m`   (main)  C:\DOOM2\DOOM2.WAD

    Name/location of the main IWAD file. This file
    determines DOOM/DOOM II, HERETIC or HEXEN
    support. .

    This path also determines the location of
    DOOM, DOOM2, HERETIC, HEXEN or STRIFE .exe when
    testing a level (registered only).

    If you play DOOM, DOOM II, HERETIC, HEXEN and
    STRIFE, you may wish to create a batch file for
    each version using the -PRJ option to point to
    different main IWAD files.

    You must have created the projects ahead of time
    (of course).  This lets you quickly start DEEP in
    the right mode. You can always switch modes
    within the editor of course, but this makes it
    quicker on startup.

    Modify and make a copy of the batch file used
    to execute DEEP (DEEP.BAT) if you desire pre-
    defined automatic starts in the right game.

    In one batch file you might enter:

y   `bDeeP -prj DOOM1.PRJ %1...  `
    (for DOOM)

    and in the second batch file enter:

y   `bDeeP -prj DOOM2.PRJ %1...  `
    (for DOOM II)

y   `bDeeP -prj HERETIC.PRJ %1...`
    (for HERETIC)

y   `bDeeP -prj HEXEN.PRJ %1...  `
    (for HEXEN)

y   `bDeeP -prj STRIFE.PRJ %1...  `
    (for STRIFE)

    Each time you change the name of the IWAD file,
    it is saved in xxxxx.PRJ. Thus if you start DeeP
    and do not override with a -m doom.wad command,
    the last name you used is automatically read.

y`b-f`  (file) file1.wad file2.wad ...

    Add patch wad files to load. If no path is
    specified, a path is added (see PATCH).

    The `b.wad` extension is automatically added
    if no `b.` is used. (This also erases all prior
    saved PWAD information, i.e, it does a -n.)

y`b-p`  (path) C:\DOOM2\WADS

    Set the default path for reading and saving files
    and for DIR (registered).

y`b-prj` C:\...\yourprj.PRJ

    Set the default project to use on startup.  The
    default is the last one used.

y`b-v` # (video)

    Set the default video mode number (resolution).
    This is also set in the alt+F5 menu.

    Experiment with this to see if your monitor is
    readable at higher resolutions ( 800x600 looks
    nice on many 15" monitors ).

    Values for #:

    1=640x480, 2=800x600, 3=1024x768, 4=1280x1024

    If the video driver detects an error, the
    resolution is reset to 640x480.


y`b-d` new (driver)

    Change the video driver. Use this if the VESA
    driver does not work. Select the driver that
    describes your video card. If the video card is
    not listed, try to determine the chipset of the
    video card.

    Also use UNIVBE to try to emulate VESA! Find the
    latest version (5.1) if 5.0 does not work.

    Note: This also makes DeeP automatically
    recalibrate the mouse timer value (F5 option).

x `y                 End of Section                 `

**---------------------------------------------------
||File                Save File, Build Nodes, Test...
**---------------------------------------------------
b                  `y              `
b                  `y File [Alt+F] `
b                  `y              `

p                  `y DeeP / DPMI  `


 Be sure to test before saving from DeeP! Please read
 README.DOC and README.1ST.

 Normally if DeePBSP fails, DeeP will ask if you want
 to restore your prior file. Reply Y to restore your
 prior file.

 If a failure is not detected or you do not restore
 the level, you will get the message on returning
 that the file you saved is not a WAD file. The file
 is probably -0- in length. Copy the ~DeeP.wad or
 ~HeeP.wad back to the name you wanted so you now
 again have a copy of the last level you changed.
 (This is what the automatic restore does.)

 DeePBSP will fail if you have overlapping vertices-
 LineDefs, so be sure to run the check for this in
 DeeP.

x      `y Node Building Design considerations `

 If the manner in which you build 2-sided objects is
 not correct, you may get "floating" floors and
 barriers.  These types of errors are not caught by
 the error checker, since 2-sided LineDefs have too
 many valid combinations.

 Basically, when you build an object, you should try
 to have all the LineDef sidedefs (side1 or side2)
 all facing the same direction, either all in or all
 out. Failure to follow this guideline, may introduce
 node conflicts. So if you have this type of problem,
 examine the structure(s) surrounding the problem!

 Use the final build mode (nodes are + numbers,
 usually 4 to 8) for HEXEN.

 Use TURBO mode (- numbers, usually -4 to -8) for
 quick developement on slower machines or for
 experimenting with nodes for HEXEN.

 You can also vary how the first node line is
 selected. Press F5, select Node options and press
 F1 for more details.

 Note : Sometimes LineDefs are drawn and configured
 "incorrectly" on done on purpose to achieve a
 special effect. Play the level to see if there it
 was done on purpose? No too unusual anymore.


 The following information is to see if you may have
 an incorrect option in your system that is slowing
 down DeePBSP.

 Most of your PWADs should build in less than 30
 seconds. For reference, MAP14 (DOOM2) or E1M5
 (HERETIC) should take no longer than 5 seconds on
 a DX486/33 in TURBO mode and 14 seconds in FINAL
 mode.

 No, final is not 3 times slower, it just depends
 on the level. An average difference is about 2, 
 but it's so fast it hardly makes any difference. 

 We use TURBO for lighting fast test turnaround and 
 FINAL for the final stages. FINAL does a better
 job of balancing the node tree. This is important
 on large levels or slower machines. 
 
 For faster processors, the time taken is propor-
 tional to the increase in speed. A DX2/66 is about 
 2.5 seconds and a DX4/100 is about 2.0 seconds
 (depends on wait states).
 
 A SX486/33 (no coprocessor) is about 80 seconds.
 As you can see, a mathco really helps!

 If your system is not within 5 seconds of this 
 value, you probably did not shadow and cache your
 system BIOS. This is a big hit on all your work! 

 One system took over 1 minute, due to just this one 
 error!!


a               `y File Name Length `

 The largest path name for any file is 42 characters!
 This includes the drive specification "C:\".
 
 For example: C:\DOOM2\DeeP is 13 characters long.

 The default path is always added to any file you 
 read or write, so don't forget to count it.

y`bNew Level`

 Erases all information so you can create a level
 from scratch.

 It is suggested to increase the screen refresh delay
 to at least 50ms (see [] commands) to keep the map
 from flying all over the place. You may also want to
 set this for small levels or if you are running a
 very fast system. Or you may find the "EdgeMap"
 scrolling option easier (see alt+F5 options).

y`bOpen PWAD`

 Read a new wad patch file. The default directory is
 set by the "patch" option. If not set, the default
 follows DOS rules (usually where you started DeeP).

 The level edited is automatically set to the first
 one found.

y The characters `b.WAD` are automatically appended
y if no `b.` is found.

p`yRegistered only`

 A file may contain only sound, sprite or texture
 texture modications. These can be saved with any
 level with the `bG`roup command.

 Up to 56 files may contain levels and 10 more for
 additional sound/texture/sprite modifications. If
 you do not use the 56 levels for Maps,then the rest
 can be used for more sound/textures/etc.

y`bEdit Level`

 Select a different existing level to edit.

y`bSave`

 Save the level as a PWAD file. Enter the name of the
 file, including the complete path. If no path is
 given, the file is stored in your current directory.
 Press Esc or Cancel to not do anything.

 If a file has been Read in with the same save name
 it is renamed with the .BAK extension.

 If you save to an existing name, but that file has
 never been read, the file is overwritten.

 DeePBSP should be run if you have changed any of the
 map's geometry. You can ignore this if you do not
 intend to play right now, but want to go to bed
 (it is late).

p`yThe Shareware` version saves up to 5 files with
 different names. The .BAK name counts as a name.
 If you read in 5 levels and save using a different
 name, the maximum is exceeded.

p`yThe Registered` version saves up to 56 files and
 directly saves a grouped PWAD.

p`yClear the REJECTS`

 This prompt does not appear on a save if the
 CLearReject option is set (see alt+F5). It always
 appears if you force a node build.

 If you do not clear, the existing REJECT information
 is copied. This is OK for slight tinkering with
 existing DOOM levels, but not recommended for big
 changes.

 The REJECTS are not always cleared to give you
 freedom to experiment easier. (DeePBSP only copies
 REJECT data to make this easy.)

 If you have a level that crashes, yet you can't find
 anything wrong, try using the forced BUILD nodes
 command and clear the REJECT to `bFF`. If your level
 no longer crashes, you need to run a REJECT program
 or reduce the number of enemies.

p`yDeePBSP` will work on any PWAD file, just remember
 that it `bdoes not` clear the REJECT. DeePBSP will
 fix many levels built by other node builders that
 have `bHOM` errors.

 It is almost 100 percent reliable. It works with all
 the original levels. Be sure you run the complete
 check on a level before you build nodes!  See the
 Node Depth/Node Line options for varying the BSP
 output.

 Some errors we've had in the past, turned out to be
 DOOM coding errors (such as exceeding the number of
 visible SideDefs). Even DOOM II will get the message
 "exceeded number of visible planes" (or something
 like that) for some monster levels we've built or if
 we create too many steps in a spiral staircase.

 The limit is 128 for 2-sided LineDefs (they can have
 a different floor and ceiling "inside"). It was less
 on earlier versions of DOOM.

 If you get visi-plane overflows, build a "floor to
 ceiling wall" to restrict your line of sight in the
 area that caused the problem. You can also reduce
 the number of LineDefs. The most common mistake made
 is to build too good a "circle" with the polygon
 tool.  Make it less perfect and it will work!

 If you run into `bHOM` errors, reduce the number of
 LineDefs and simplify the area. Play the level and
 see where you can reduce the number of visible level
 differences without making a big impact.

 Use the Grid feature when possible to minimize
 problems.

y`bSave As new level`

 Save the level with a different level number.
 Select the level and the rest is the same as above.

y`bSave with RejectMask`

 You are given the following options:

a`wReject Mask`

a`wSkip every`  How many to fill with Pattern.
a`wPattern   `  Pattern to fill the rest with.
                 255 selects all (0xFF).

 Clear to 255 (`bFF) or any pattern you like for
 TESTING or to have random fun.

 Once you change either value from the default value
 of 0, this prompt appears each time you build nodes.
 To get rid of the prompt change it back to 0/0.

 A skip value of 0, writes all the pattern.

 A skip value of 1, writes one "00" then your
 pattern, "00", pattern, etc. This is 50% pattern
 coverage.

 A skip value of 2, writes two "00" then your
 pattern, etc, this is 33% coverage.

 The Pattern also controls which sectors get
 activated. For example 15 (`b0F`) with a skip of 0
 is also 50% coverage in a different way.

 This is useful to debug your level. With FF, you
 can wander around the level with all the monsters
 and yet you do not have to fight them off all the
 time (most of the time).

 In addition, this is a check to see if the enemies
 are causing problems in your level.

y`bSave/Compile Hexen Menu  F6`

 This is a submenu with all the HEXEN specific level
 building options. You can press F6 to immediately
 open this HEXEN development menu.

 Press F1 in the submenu for more information.

y`bReset All Files`

 Erases all PWAD information and resets ALL levels
 to the main IWAD.

y`bReset 1 File`

 Erases the PWAD information for this file and
 resets all levels that used this file to the main
 IWAD.

y`bRead Project`

 Switches to the game and files defined by the
 project.  This is how you go from editing DOOM to
 editing HERETIC or HEXEN.  It loads all files and
 options active the last time the project was open.

 For HEXEN, this is a powerful way to keep track of
 Scripts and MAPINFO details automatically.

y`bRead Texture Group`

 Reads in a set of predefined texture defaults.

y`bBuildNode`

 Save the level and always rebuild nodes.

 If you changed the Reject, the SaveRejectMask
 prompt will also appear.

y`bBuildNodeAs`

 Save the level with a different level number and
 always rebuild nodes.

 If you changed the Reject, the SaveRejectMask
 prompt will also appear.

y`bSave Lump in a file    `

 Saves any PWAD (IWAD) entry to a file.  All control
 information is removed. For example, you could use
 this to save MAPINFO (as above) and the result is
 the same as the Save MAPINFO command.  SNDINFO is
 also another text file.

y`bSave Lump in a PWAD    `

 Saves any PWAD (IWAD) entry to a PWAD file. All
 control information is kept.

 Copies the data in the object lump and makes
 it into a PWAD file named `byourname.WAD` con-
 taining the object's name and data.

 WadFile now contains the object in the format for
 use by DOOM/HERTIC/HEXEN or DeeP. You can then read
 this file in as a replacement for the Directory
 Entry or Lump.

 The existing `bName` (or lump) represents an
 existing directory entry in any of the WAD files
 you have read.

 `byourname.WAD` is any valid file name and will be
 overwritten if it exists.

 You cannot use the same name as any PWAD you have
 read already.

 `bnewName` is the name to give the directory entry.
 This is a quick way to export data from one WAD to
 another.

 You can "borrow" textures between different versions
 by renaming the texture patchname (lump name) from a
 name that doesn't exist in one to a name that does
 exist in the other. For example, if you save the
 HEXEN lump name W_354 and rename the lump DOOR15_1,
 you can read that file into DOOM II and then the
 DOOM II door is replaced by the HEXEN door (of
 course you should use the Texture Color conversion
 command for this to get the colors changed).

 You use this as follows:

   a. In the File Menu Reset all the Files/Levels.
   b. Read in some PWAD you want to use replacement
      textures in.
   c. You read in all the textures you borrowed
      using the PWAD file names you gave them (as
      described above).

 If you have lots of texture files, you will exceed
 the file limit of 56. The solution is to read in 56
 textures at a time and then group them into a new
 file.

 Then you use only 1 file for all 56. You can repeat
 this process again and now have 112 textures in a
 file, etc.

 You can add exactly as many entries as there are
 entries to start with. In other words, you can
 double the size.

 You can do as many replacements as there are entries
 (of course).

 DOOM, HEXEN, HERETIC and STRIFE each have
 different color palettes, so the color of a DOOM
 texture will not display correctly in one of the
 other games (and visa versa), although you can
 swap textures as described. Use the texture
 conversion option to convert colors!

y`bSave Lump as a PCX file `

 Saves any graphic entry as a PCX file. If the entry
 does not display as a graphic, you cannot save it.

y`bSave and Group Files   `

p`yRegistered only`

 Group (or combine) all PWAD files together in one
 file. When you `BRead` in more than one PWAD file,
 you can combine them into one big PWAD. After you
 have grouped a bunch of files into one file, read
 the grouped file back in for a new working copy.
 The new grouped file replaces all the prior files
 you loaded automatically.

 What might not be obvious is that this command
 replaces `bANY` entry.  Common examples are Sound,
 Sprite and Texture lumps. The general rule is
 simple, `BALL` PWADs you read in are combined into
 one PWAD.  These entries can replace any lump name
 from sounds to demos.

 The most common use is for combining many levels
 into one PWAD. This makes it easy to play all your
 favorite levels at once without ending the game.
 Of course, each PWAD has to have a unique level
 number.

 Example : You have created 3 levels called
 SLIDE11.WAD, STORM12.WAD and GLORY13.WAD some
 time in the past (ok, you spent the last 4 week-
 ends making them). Read all 3 of them using the
 Read command under File.

    1. SLIDE11.WAD
    2. STORM12.WAD
    3. GLORY13.WAD

 Select Group Comand to combine them all.

 To replace levels in a `Bgrouped` PWAD with
 different (new) levels:

    1. Read the grouped PWAD (the levels it contains
       are shown).
    2. Read in another PWAD with the level you want
       to replace. (If the PWAD does not have the
       correct level number yet, read it in first
       and then SaveAs choosing the level you want.)
    3. Group the PWAD again choosing a different name
       than what you started with (otherwise you
       would destroy the very file you are copying
       from).

    To edit levels in a `Bgrouped` PWAD :

    1. Edit the level you want to change.
    2. Save using the same name as before and copy
       ALL the data when prompted.

    You can also edit and save each one as
    individual files (the way you created them to
    start with). The same original name can be used.
    This also lets you reassign the level identi-
    fication, for example, from MAP03 to MAP11.

    Example : Assume you read MIXEDBAG.WAD and
    change SLIDE11.MAP  (level = MAP11).

    1. `BEdit MAP11` make the changes desired.
    2. Save the level as SLIDE11.WAD (any name you
       like of course).
    3. `BGroup as MIXEDBAG.WAD` and now you're done!

    Group reads the information in the files, not
    what's in memory. That's why you have to save
    them again (not a bad idea if you changed the
    levels to keep from getting confused, we do).

    All levels that do not belong to the Master WAD
    file are written to the `bwadfile` selected.

y   For the best backup `bSave` modified level(s)
    with their own names before you group all the
    levels!.

y`bTest Level`

p`yRegistered only`

 Load DOOM(II) or HERETIC and play a level you
 have saved (also `bShiftF1`).  This tests only the
 level defined by the current file active.

y`bTest all leVels`

p`yRegistered only`

 Load DOOM(II) or HERETIC and play a level you
 have saved (also `bCtrl+F1`).  This tests the level
 of the current file active AND loads all PWAD files
 you have loaded.  This can be any type of PWAD.

 If you must have the older version of DOOM 1, turn
 the Response File option off (1.9 is ok).


a  `                                            `
a  `w DOOM/HERETIC/HEXEN can thrash your memory,`
a  `w either due to DOOM errors or mistakes in  `
a  `w your Level or Hardware problems!          `
a  `w                                           `
a  `w HEXEN messes with the timer tick and your `
a  `w PC clock will no longer time correctly    `
a  `w if HEXEN crashes!! In DeeP the mouse will `
a  `w not click correctly and the screen savers `
a  `w will run way too fast.                    `
a  `w                                           `
a  `w If you are using 0 Dram wait states, you  `
a  `w may have problems!                        `
a  `w                                           `
a  `w We therefore recommend to cold-boot (push `
a  `w the reset switch every once in a while to `
a  `w minimize unexpected failures in DOOM,     `
a  `w HERETIC, HEXEN or DeeP!                   `
a  `w                                           `

 The parameters -file yourfile.wad -warp xx
 are automatically created. You may enter up to 80
 additional characters.

 Enter or change the testing options to what you
 normally use. These are saved for the next time.

 If you experience testing problems, make sure you
 have a least 1 wait state in your Dram.

 Type any external PWADs you want added FIRST,
 followed by your normal test options. The
 additional PWADS add extra graphics and sounds
 to your level (do not enter your test level).

 For example: (all on one line, can't do here)

a`w CHOOKV23.WAD CHKSTUFF.WAD `
a`w -skill 3 -nomonsters      `

 DeeP can also automatically load all the PWADs you
 have read in when testing (Ctrl+F1 shortcut).

 If you have DOOM and it's 1.666 or later, turn on
 the Response File option. This allows you to bypass
 the limitation of how much information you can pass
 to DOOM from DeeP (DOOM II, HERETIC and HEXEN are
 automatic).

 Upon exit, you return to DeeP and everything is
 restarted if you set the option to reload (see Edit
 help).

a                  `wCheat Codes`

 Search for Cheat or in normal Edit mode, select the
 CheatCodes index.


y`bPrint`

p`yRegistered has no limit on print file size.`

  Print the level to printer or a file (see below).

  A file is saved in the current DeeP directory
  or default path.

  You can type in any legitimate path name, for
  example, C:\mymaps\map01.hgl

  Press F1 help in the print menu for more info.

y`bNodeVieweR`

  This was made for our internal use and left in so
  you can see all those pretty nodes<g>.

  For HEXEN, viewing the nodes is a must to be sure
  the node segments do not split an area for polygon
  objects (swinging doors, etc.).  You should always
  try to keep lines aligned in the same plane to
  keep the number of nodes down. If you have a
  problem you can slide the area around or draw some
  "extra" stuff to force the nodes to take a 
  different path.  MAP01 in HEXEN is a good example
  next to the sliding doors.

  Press F1 for the options available.

y`bDOS Shell`

  Shells to DOS temporarily. Type "exit" to return to
  DeeP.  Be careful not to start DeeP twice nor start
  any of the games!!

  For this command to work properly, you require 
  either a PATH= to your COMMAND.COM or a SHELL= 
  in CONFIG.SYS.

  For example:

     PATH=C:\DOS 
     - or -
    shell=c:\dos\command.com c:\dos\ /e:1024 /p

y`beXit`

  Exit the editor. Warns you if changes have been
  made and you have not saved the file. 


x `y                 End of Section                 `

**---------------------------------------------------
||CheatCodes          Cheat codes for all
**---------------------------------------------------
p            `y                     `
p            `y  DOOM cheat codes   `
p            `y                     `

 During play, type the codes in with the keyboard.
 A message displays on the top showing the cheat mode.

 I = DOOM only
 II= DOOM II only

y`bidbehold`  Displays a menu on the top line,
      enter: S = strength
             V = Invulnerability
             I = Partial Invisibility
             A = Full AutoMap
             R = Anti-radiation suit
             L = Light amplification visors

y`bidchoppers`  Chainsaw
y`bidclev##`    Warp (episode/mission)
y`bidclip`    IIWalk through walls
y`bidspispopd` IWalk through walls
y`biddqd`       God Mode
y`biddt`        Toggles Automap (in automap)
y`bidfa`        Full Ammo
y`bidkfa`       Full Ammo, weapons, keys, armor
y`bidmus##`   IIChange music (episode/mission)


p          `y                       `
p          `y  HERETIC cheat codes  `
p          `y                       `

 During play, type the codes in with the keyboard.
 A message displays on the top showing the cheat mode.

y`bkitty`       Walk through walls
y`bravmap`      Shows entire map (map mode)
y`bmassacre`    Kill all monsters on level
y`bskel`        All keys
y`brambo`       All weapons, ammo, armor
y`bquicken`     GOD mode
y`bponce`       Full health
y`bshazam`      Weapon Power Up
y`bengage##`    Warp (episode/mission)
y`bgimme`       Menu, select item and quantity

                a = Ring of Invincibility
                b = Shadowsphere
                c = Quartz Flask
                d = ?
                e = Tome of Power
                f = Torch
                g = Time Bomb Ancients
                h = Morph Ovum
                i = Wings of Wrath


p          `y                     `
p          `y  HEXEN cheat codes  `
p          `y  (Registered Only)  `

 During play, type the codes in with the keyboard.
 A message displays on the top showing the cheat mode.

y`bcasper`         Walk through walls
y`bmapsco`         Shows entire map (map mode)
y`bwhere`          Coordinate display
y`bbutcher`        Kill all monsters on level
y`bnra`            All weapons +full health/armor
y`bconan`          No weapons
y`bsatan`          GOD mode
y`bclubmed`        Restore Health to 100
y`blocksmith`      All keys
y`bsherlock`       All puzzle pieces
y`bindiana`        25 of each artifact
y`bdeliverance`    Pig mode

y`bpuke##`         Script (01-99), runs script
y`bvisit##`        Warp (01-41)
y`bshadowcaster#`  Change character classs (0,1,2)

y`bticker`         Frame rate counter
y`bmartek`         Type in 3 times to die!
y`bnoise`          Sound debug
y`binit`           Restart level


p              `y                      `
p              `y  STRIFE cheat codes  `
p              `y  (Registered Only)   `
p              `y                      `

 During play, type the codes in with the keyboard.
 A message displays on the top showing the cheat mode.

y`bomnipotent`     GOD mode
y`bboomstix`       All weapons
y`bjimmy`          Most keys
y`bpumpup`         Gives powers
y`bgripper`        No sliding
y`belvis`          Walk through walls
y`bstonecold`      Kill all enemies
y`bdonnytrump`     Get 300 gold
y`blego`           Get another Sigil piece
y`brift##`         Warp to level ##
y`bgrp`            Show map position
y`bspin##`         Switch music track## [-1-10]


p              `y                      `
p              `y  STRIFE cheat codes  `
p              `y  (Shareware Only)    `
p              `y                      `

 During play, type the codes in with the keyboard.
 A message displays on the top showing the cheat mode.

y`bibgod`          GOD mode
y`bstuff`          GOD mode, guns, open, 100% health;
                   repeatable; +10% health
y`bkillem`         Kill all enemies on level
y`bguns`           All weapons +full ammo, 200% armor
y`bopen`           All keys (repeatable); 3 modes:
                   none-> regular keys->special keys
y`bmoney`          All cash and artifacts; max 100
                   artifacts.
y`bstic`           Stealth boots (side effect: tic)
y`blistit$`        Toggle/get power up
                   $=  B Berserk
                       I Invisibility
                       M Mask
                       H Health  50/50/20
                       P Backpack
                       S Up Stats
                       T Targeter
y`bspirit`         Walk through walls
y`bgoto#`          Warp to level
y`bmoveme#`        Teleport to map spot
y`ibrain`          Toggle AI
y`bilive`          Toggle auto use health (F5)
y`btic`            Display fps dots (fps =70/(dots+1)
y`bidmypos`        Display coordinates/angel hex
y`bidmus##`        Switch music track## [-1-10]


x `y                 End of Section                 `

**---------------------------------------------------
||HexenMenu           HEXEN scripts/compile development
**---------------------------------------------------
b              `y                   `
b              `y Hexen Development `
b              `y                   `

 Set the name and location of the text editor using
 alt+F5 options.

y`bCompile Script       `

 Compiles the named script using the dynamically
 loaded DEEPACC compiler. The object name is the
 source name with a trailing ".O" added.

 This always replaces the current BEHAVIOR object
 name with the same name as your script file, but
 the ending 2 characters are ".O".

 Use the "Save with new Behavior" in the File menu
 to save the new object with your PWAD.

y`bEdit Script          `

 Edits the named script file using the DOS or similar
 editor.

y`bEdit&Compile Script  `

  Edit and Compile a script as above.

y`bDeCompile Script     `

 DeCompiles the named MAP using the dynamically
 loaded DEEPACC decompiler.

y`bEdit MAPINFO         `

 Edits the named text file using the DOS or similar
 editor.

 Use the "Save with new MAPINFO" to save the new
 object with your PWAD.

y`bSave MAPINFO in file `

 Extracts the current MAPINFO and writes it to a
 file. This is a text file you can edit as noted
 above.

y`bEdit SNDINFO         `

 Edits the named text file using the DOS or similar
 editor.

 Use the "Save with new SNDINFO" to save the new
 object with your PWAD.

y`bSave SNDINFO in file `

 Extracts the current SNDINFO and writes it to a
 file. This is a text file you can edit as noted
 above.

y`bSave with new beHavior `

 Save the level with a new HEXEN ACS script file
 compiled using dynamic DEEPACC script compiler.

 The script object file read replaces the current
 BEHAVIOR resource for the level you are editing.

 Press F1 help in the command for more information.

y`bSave with new Mapinfo  `

 Save the level with a new HEXEN MAPINFO text file
 you have created. The text file read replaces the
 current MAPINFO resource.

 Press F1 help in the command for more information.

y`bSave with new Sndinfo  `

 Save the level with a new HEXEN SNDINFO text file
 you have created. The text file read replaces the
 current SNDINFO resource.

 Press F1 help in the command for more information.


x `y                 End of Section                 `

**---------------------------------------------------
||PrintMap            Printing Maps
**---------------------------------------------------
b                `y               `
b                `y Printing Maps `
b                `y               `

p`yThe Registered version prints any size map.`

 The map printed is exactly the same as currently
 displayed on the screen for any resolution (please
 refer to portait printing note).

 You can zoom and get the zoomed MAP print. Use the
 Zoom-to-Window to get the exact section printed!
 (Hold the left button down and start drawing the
 selection box around the area. Then while still
 pressing the left mouse button, press Z.)

 All maps print the level as shown on the screen with
 three variations. Each type is automatically
 selected by the edit mode (Things, LineDefs,
 Sectors).

y`bThing mode  ` 

  Things are shown with an X on the map. If you 
  enabled Thing numbers or descriptions, these
  will print too.

y`bLineDef mode` 

  Two-sided LineDefs are printed darker.

y`bSector  mode`

  Prints just the map.

y`bGrid Lines`

 If the grid is turned on, it is superimposed over
 the map at the grid size active.

 There is a minimum grid size determined by the
 current scale. This is to prevent printer memory
 problems and to keep the map readable. If your
 printer gets a memory full error, please increase
 the grid size. Printing to a file and then letting
 another program print it can solve some memory
 problems. Be aware, however, that these programs
 do not always accurately interpret HPGL commands
 and print lines at the wrong thickness, especially
 the grid (looks real ugly!).

 There are three additional options when printing:

y`bLandScape`

  This is the default. Clicking it OFF prints in
  portrait mode.

  In portrait mode the map is slightly elongated,
  but makes a long map print with more printing space
  for descriptions.

  Slide the map over to the left of the screen to
  get the map to print correctly on the paper.

y`bNumberThings`

  Places the thing number next to each thing.

y`bThing Desc`

  Places a maximum 10 character description next to
  each thing.

y`bText 2X`

  When you print a full size map, the printing might
  be unreadable. Normally select 2X to make it twice
  as large. Experiment to suit your printer and
  taste.

y`bLD Line Specials`

  Print any non-zero linedef special on the map. This
  does NOT print if Things are also printed. (It
  won't be readable!)


x             `yPrint Operation`

 If you have an HP printer that supports the HPGL
 language, you can print directly to the printer.
 If the printer prints characters and numbers
 (e.g.,PD12,55), the printer does NOT support HPGL.

 If your printer doesn't work directly, chose a file
 for output. Then import it into Word for Windows as
 an HPGL (.HGL) graphics file.

 Set the page to Landscape and maximize the margins.
 Use Insert Picture to put the map in a word
 document, importing as HPGL of course.

 You can then print the file from Word, using
 Windows' print drivers for your printer.

 You need Word's graphic import filter for .HGL
 installed (one of the options on Word setup 6.0a
 graphic filters). Download an upgrade for FREE from
 Microsoft if you have 6.0. (See Word's About Screen
 for the version number).

 NOTE: If the map is very large, Word's import filter
 does not scale correctly. Left click to select the
 Map, then drag the right edge to the right margin.

 This has been tested with Word 6.0a and Paint Shop
 Pro and Corel PhotoPaint. Corel is pretty lousy.
 If you know of others, let us know and we'll include
 it here.

 On some computers, you may get an error after
 printing for a while. The message is out of our
 control, just reply Y to retry. If you are out of
 paper, put some more paper in!

 We can't control this right now, it's a dumb
 compiler problem, it won't tell us there is problem
 with printing!

x `y                 End of Section                 `

**---------------------------------------------------
||Edit                Edit Clipboard, Copy, Paste...
**---------------------------------------------------
b                  `y              `
b                  `y Edit [Alt+E] `
b                  `y              `


x                `y ClipBoard Buffer `
x                `y    Undo Buffer   `

  There are two buffers available:

  1. The `bClipBoard` buffer contains a copy of
     the last object Copied, Mirrored, Deleted
     or a copy of your last PWAD read in using
     the "Open Clipboard PWAD" command.

  2. The `bUndo` buffer contains a copy of the
     level prior to performing any command that
     changes the level.

 Note: The following Ctrl+ commands are the same
 as used in MS Word and other programs. This
 makes it easy to remember for those familiar
 with those programs, however, if you have never
 used them, it may appear "strange". The keys are
 grouped next to the Ctrl key and are easy to
 combine for most of us <g>.

a`yCtrl+Z`  Undo, restore level to prior state.

  There is only one level of Undo. If you repeat
  the command, it flips between the new and prior
  states. 
  
  Most commands that change the map geometry make
  a copy of the level before the change is made.


a`yCtrl+X`  Cut objects (same as Del).

  Deletes all the selected objects. The type of
  objects deleted vary by Edit mode.

  A copy of the object is placed in the `bClipBoard`.

  Vertex mode: Depending on the VertexJoin Del option, 
  either deletes the vertex and joins the connected 
  LineDefs or deletes the vertex and all LineDefs
  using the vertex (set in alt+F5 option).

  LineDef mode:

    Delete the linedef and all vertexes if the 
    vertexes are not in use by any other Linedef.

  Sector mode : 
  
    Delete a Sector, all the linedefs and vertices 
    (as above) that reference the sector(s).

    Things are also deleted if the Move Things option 
    (alt+F5) is turned on.

    Teleport Things are always deleted when in Sector 
    mode.
 
  All the deleted items are put in the `bClipBoard`
  buffer. If you immediately change your mind, use 
  Ctrl+Z to undo the delete. If you have done other
  changes, but have not reused the paste buffer, you
  can use Ctrl+V to paste the object back, although
  you may have to "connect" some part manually.

a`yCtrl+C`  Copy objects  (same as O)

  Copy the selected objects to the `bClipBoard`.

  You should always try to get complete objects, that
  is, they should form a closed loop (see Paste
  below).

  Teleport Things are always copied when in Sector
  mode.
  
  If you move (by dragging) a Teleport landing Sector
  (destination), you need to be sure that the
  Teleport thing stays with the Sector. For HEXEN
  this is not important, assuming you like the spot
  already chosen.

  If you are not in Sector mode or if the drag Things
  option is not enabled, Teleport things are NOT
  moved. The F10 check will catch this as a missing
  Teleport thing.

  In LineDef and Sector mode, `bshift+Left button`, 
  `bO` and `bCtrl+C` are all the same.

  In Sector mode, Things are also copied if the
  Move Things option (alt+F5) is turned on.


a`yCtrl+V`  Paste objects

  Copy the objects in the `bClipBoard` buffer to the
  current cursor location.  The current cursor
  location is snapped to your current Grid size if
  snap-to-grid is turned on.

  Use `bCtrl+B` to view the contents of the ClipBoard
  buffer.

  Place the mouse where you want the pasted object(s)
  to appear, then press Ctrl+V.

  The objects can be pasted inside an existing sector
  or placed in a new area. The resulting object Line-
  Defs are adjusted according to the destination
  sector. Briefly, DeeP automatically corrects or
  deletes the appropriate information to make your
  pasted object legitimate, yet still provide for
  easy modification. Normally Sector mode is desired
  to make "whole" areas. Sector mode always grabs all
  the required "parts". LineDef mode is OK to use,
  just be sure to finish off any partial areas.


  1. Placing objects in an existing sector.

     Be careful that the COMPLETE object(s) is
     enclosed by the destination sector (actually the
     LineDefs surrounding the object(s). If some
     parts stick out, the resulting object may have
     incorrect LineDefs (Sector references in
     SideDefs)!

     The exterior LineDefs of the object(s) are
     adjusted to point to the destination sector.

     If no exterior SideDefs exist, none are
     added. To add them later, select them and press
     Ins. A new Sector is created for the SideDefs
     added. DeeP does not match the area you are in,
     since it's much less work to match the sectors
     than it is to add new sector references. While
     the LineDefs are still selected, Right mouse
     click (or press enter) in LineDef mode select
     the sidedef and then enter the correct Sector
     reference number.  All are instantly fixed.
     If you were planning to make a new area, the
     Sector is there, ready to use!

     You can also use Add 2nd SideDef, but this
     tries to match sector numbers on both sides.


  2. Placing objects in a new area (no sector is
     there).

     The exterior LineDefs of the object(s) have the
     SideDefs deleted as required, since no exterior
     sector is present anymore. This one can present
     the most amount of "fixing" required if the
     source object is in pieces.

  NOTE : If you somehow fool DeeP into thinking that
  you are in a Sector and you are not, move to an
  area to outside the boundaries of the Map. Paste or
  Mirror there and then drag the objects back. This
  can happen if you have partial construction else-
  where in the level. (Can also work in reverse, it
  detects no Sector and you think there is!)

  If you Paste/Mirror where DeeP thinks there is a
  Sector, but you meant for it to be a new area, the
  Exterior LineDefs are not correct. Same thing for
  the opposite case.

  If you surround them by a new area, then you are OK.
  All you have to do is change the outside LineDefs
  (sidedef) sector references to your new sector. But
  if that's true, you should have made the target
  area first and then Pasted into the area!


a`yCtrl+M`  Mirror the object(s) selected

  Mirrors the current selected object(s) to the
  current cursor location (also see Paste).

  A mirrored object is created as if a mirror
  was placed at the current cursor location.

  There are 8 possible mirror forms of an object.
  An imaginary box is drawn around the object(s)
  to mirror. The boundaries of the box decide what
  form the mirrored object is to take.

  Suggestion: Before you mirror an object, check 
  the level otherwise you will copy the object,
  defects and all.

  In Sector mode, all the LineDefs with the same
  sector are mirrored. 

  In LineDef mode, only the LineDefs marked are
  mirrored. Sectors are created as required. It
  is possible that the area is "not closed" since
  you can select incomplete areas.

  `bCtrl+Left Mouse button` and `bctl+M` are all
  the same.


a              `y                       `
a              `y  Paste / Mirror Notes `
a              `y                       `

  For some situations manual correction is necessary.
  The most common one occurs if 2-LineDefs point to
  each other, for example:

              │ sd2a   sd2b │
             ─┤             ├─
              │ (sector 3 ) │

  Assume the sd2a is some sidedef2 that points to 
  sector  3 and sd2b is another sidedef2 also 
  pointing to sector 3. If you copy the LineDefs that
  contain those those sidedefs, DeeP may think that
  sd2a and sd2b are OK since they both point to the
  same sector.  

  This is not always correct on outside boundaries.
  If they came from a section that looked like this:

      ┌─────────────────┬──────────────────┐  
      │     Some Sector /LineDef area      │  
      │                                    │
      │          ┌──────┴──────┐           │
      ├─         │    sd2c     │          ─┤
      │          │             │           │  
      │         ─┤sd2a     sd2b├─          │
      │          │             │           │  
      └────┴─────┘ (sector 3 ) └─────┴─────┘

  In the above example, sd2a, sd2b, sd2c were 
  originally a separate area all sharing the same 
  sector 3.  DeeP will fix sd2c, since no sector
  3 is found looking "South", but sd2a and sd2b look
  OK (as mentioned earlier).

  If the source object (in the Clipboard or from the
  selected objects for Mirror) is not complete, that 
  is, some parts (LineDefs) are missing, DeeP 
  attempts to determine what to do. 

  If the object(s) selected have an open area between
  their own LineDefs (such as a spiral stair), they
  will appear as a "good" sector to DeeP, as noted
  above, but that sector was originally the sector 
  that the object(s) came from.

  So adjust as required, by deleting those areas that
  DeeP could not determine as valid or ADD the 
  missing sector by completing the pasted object(s) 
  and correcting the LineDefs and Sector references.


y`bAdd Object` (Same as `bIns` key)

 If you insert multiple Sectors at the same location
 they are deleted when you run the Xref check (if
 you never use them.

 New Sectors use the default values you set in 
 Texture defaults.

 Also refer to the documentation of the `bIns` key 
 for some more information.


x         `y    Ins Vertex mode    `
x         `y   Line Drawing Tool   `

 This creates the LineDefs/SideDefs/Sectors for a
 level.

 You can start Line Drawing Mode three ways:

 1. From Vertex mode, quickly double click the left
    mouse.
 2. Pressing Ctrl+D from any mode.

 3. Quick double right click and select LineDraw.

 Insert Mode continues until you stop it with the
 Right Mouse button (the normal method), press the 
 `bEsc` or `bIns`key. If have made some lines already,
 press either of these again to exit.

 LineDefs, SideDefs and Sectors are automatically
 created.  


 There are two variations in Vertex mode:

 `b1`. If 1 or no vertex is selected, press the Left 
    mouse button to create Vertices/LineDefs.

    if 1 vertex is selected, the next vertex is auto-
    matically connected to the one selected. Use this 
    method to connect multiple areas. 
    
    Draw over an existing LineDef of the old area to
    automatically make the old LineDef 2-sided and 
    make the new sector share the same character-
    istics as the one you are connecting to.

    Each time the Left button is pressed a Vertex and 
    a LineDef is created (if you have 2 or more 
    vertices).

a           `y Joining Areas `

    If you are joining areas, move the cursor over an 
    existing vertex in the area to join. Make it
    select (bottom box shows it and the vertex lights 
    up/sound) and then press the left button. The 
    existing vertex is now selected and joined to the
    priorvertex.

    Go over the existing LineDef to make it 2-sided 
    somewhere in your creation path.

    If you miss, manually move the vertex by dragging 
    it on top of the other one (stop insert mode
    first by pressing the Right Mouse button).

    The current grid is used to align vertices
    (Snap-to-Grid active).

    A grid of 8 is recommended. Move an existing
    vertex to make it line up if you can't match 
    because the grid misaligns it.

a           `y Splitting Lines `

    If you place a vertex directly on top of an 
    existing line, the line is automatically split.

    The line turns color (default RED) and shows the
    line as split. If the line did not turn color and
    the "arrows" did not appear at the when the 
    vertex was created, you "missed" the LineDef.

    Increase the Zoom, adjust the grid or snap-to-
    grid as appropriate.  If the LineDef is on the
    grid, snap-to-grid should be on. If the LineDef
    is off the grid, turn snap-to-grid off.  You
    should also set the grid size to match the area.

 `b2`. If exactly 2 vertexes are selected, a new 
    LineDef connecting the two is created. Insert 
    mode automatically ends.

    This is mostly used for odd situations where 
    you are connecting two separate areas or you 
    are fixing a mistake.


 Press the Right button to stop inserting. The last 
 two open vertices are connected, creating the last 
 LineDef to close. The SideDefs and Sector is 
 automatically created (unless you turned Auto Insert 
 Sector OFF).

 If you do not want the LineDefs closed, press the 
 `bEsc` key.

 A check is made to see if any obvious overlaps exist.
 The check can be turned off in Edit Options for 
 faster operation.

 If you press `bC`, the command is immediately 
 stopped and no SideDefs and Sector are created.

 When creating an area, you should end up with all 
 the LineDefs forming a complete loop. All the arrows 
 should point the same way.

x              `y Rooms and Objects `

 Rooms:

 Draw Rooms clockwise. An inner New sector is created.
 All the LineDefs are 1-sided.

 Objects:

 Draw Objects inside a room counter-clockwise. The 
 room Sector is assigned to the LineDefs made. 
 
 If you do this outside a room, a brand new Sector is 
 assigned. If SmartDraw is enabled, the LineDefs are
 automatically flipped to clockwise, since normally
 that's how they should be for a Room. DeeP assumes
 you made a mistake and fixed it for you. If you
 don't want it to do this, turn SmartDraw off and
 DeeP will assume you know what you are doing!

 You will fix this of course. This results in a 
 Sector not closed message if you forget.

 Flip the LineDef (F8 Misc menu) to correct any 
 errors.

 LineDefs that do not loop result in Sector not 
 closed messages. Also LineDefs that butt heads 
 (they do not all go the same direction) also cause 
 Sector not closed errors (if not 2-sided).

 If the ends do not touch, use method 2 above to 
 connect the opening or select one of the vertices 
 and drag it on top of the other one. Reply yes to 
 merge them together (works only if you haven't 
 turned the check off).

 If you want to Insert Sector for the inner portion, 
 complete the unfinished area by selecting all the 
 LineDefs (or outline a complete `bclosed area`). 
 Then switch to LineDef mode (press `bL`) and press 
 `bIns` again to create SideDefs and a Sector for the 
 inner area. Now all the LineDefs are 2-sided.


x               `yIns LineDef mode`

 In LineDef mode when a group of LineDefs are
 selected and you press `bIns` a new Sector is 
 created and one SideDef in each LineDef is bound to 
 this Sector. The edit mode will switch to editing
 Sectors.

 Normally, SideDef1 already exists, so it adds
 SideDef2 to all the sides and makes the LineDefs 
 2-sided with no textures.

 If SideDef1 did not exist, it adds SideDef1 and
 nothing else.


x              `yIns Sector mode`

 Use this to create a new Sector that you are going
 to manually reference with a SideDef or to replace 
 a Sector that was manually deleted in the SideDefs 
 and now you want it to have a different sector.

 This is normally done, when you can't change the 
 existing Sector, since it is shared by other 
 enclosed areas (you would change all of them), 
 so a new one is created.

 The LineDef/ SideDefs involved are manually changed
 to point to the new Sector.

 Select and modify LineDefs by using the Del key to 
 get rid of Sectors/SideDefs you don't want and add 
 new ones back in by pressing Ins. You may also want
 to change the references to SideDefs or Sectors to 
 -1, the same as deleting them, with the advantage
 that you can tailor each individually without any 
 danger of loosing it all!


x               `yIns Thing mode`

 A new Thing matching the current object selected is 
 created.


y`bDelete Object`

 Same as `bDel` key. Press the Del key again to 
 confirm the deletion.

 For Vertex mode only, the Vertex and all connected 
 LineDefs are Joined OR if the VertexDel Join option
 is turned OFF, the Vertex and all connected
 LineDefs are deleted (see VertexDel).


y`bClear Selection`

 Same as pressing C to clear or hold the Left mouse 
 button down for about 1/2 a second.

y`bThing Filter Mask  K`

 Clear/Mark the boxes to display or not display the
 items shown.

 The mask also controls the Things selected by a
 selection box drawn around the Things.

 Press F1 help in the command for more help.


a  `wAll the options below are saved in the file  `
a  `wDeeP.CHK and appropriate Project and Texture `
a  `wconfiguraton files. These files are automat- `
a  `wically created the first time you start DeeP.`
a  `wDelete this file if it gets damaged somehow. `


y`bOpen ClipBoard PWAD `

  Places the contents of the PWAD read into the
  clipboard (including Things). This data can be
  copied with the Paste (Ctrl+V) command.

y`bview ClipBoard   Ctrl+B`

  Displays an image of the current object(s) in the
  clipboard (including Things). This is the data
  copied with the Paste (Ctrl+V) command.

y`bView/PCX Export Sprites          `

  Display any Sprite in the IWAD file.
  Use the +/- keys to Zoom.

  Any sprite can be exported as a PCX file. Press
  the Export button.

y`bView/PCX Export All Graphics     `

  Display any Graphic in the IWAD file.
  Use the +/- keys to Zoom.

  Any graphic can be exported as a PCX file. Press
  the Export button.

y`bview PCX Images Ctrl+F7`

 Displays screen shots made while playing the game.
 The PCX viewer is made for 256 color PCX files only.

 Press F1 for more information in the command.

y`bview Active Files     `

 Display all files read in.

y`bview Lump Contents    `

 Displays the contents in HEX and character for any
 IWAD/PWAD entry. You can print just the current page
 displayed or the complete file.

y`bSave and make an IWAD  `

p`yRegistered only`

  Build a new main WAD file (all umpteen megabytes)
y replacing levels with any PWAD you have `bRead`.

y`bConvert File into PWAD `

 Copies the data in a File and makes it into
 a PWAD file containing the directory entry name
 (lump name) selected and File data.

y`bFile` is any existing file with data in a
 format usable by DOOM/HERETIC/HEXEN.

 The resulting name cannot be the same name as any
 PWAD you have read already.

y`bLumpName` represents a directory entry name. If
 you intend to replace a directory entry with this
 file, choose an existing directory name.

 This is useful only if File is in the correct
 format for use by DOOM. You can then read this
 file in as a replacement for DirEntry.


y`b Texture Composite Viewer `

 Use this feature to select the actual Lump name when
 you replace textures or want to draw on a texture.

 Briefly, the textures in the games consist of one or
 more "patches" or pieces.  DOOM and DOOM II had many
 composite textures.  This was cut down quite a bit
 in HERETIC and HEXEN. The original purpose was
 probably to save disk space.

 Press F1 for more information after selecting this
 option.


y`bConvert Textures`

 Registered only

 Converts all textures read from PWADs to the
 palette required by the current game. This means
 you can lift textures from DOOM/II and give
 HERETIC and HEXEN a lift (you can go the other
 way too).

 Press F1 for more information after selecting this
 option or see ConvertTextures.

 Note : Please see `bColorMatching` for controlling
 the palette matching process.

y`bExport all Textures   `

  Saves all the textures into one separate file
  (advanced). Optionally this includes the TEXTURE1,
  TEXTURE2 and PNAME entries. Leaving the latter out
  makes it less confusing when you read (open) the
  file later for conversion.

  The TEXTUREx and PNAME lumps control the names of
  textures and what lumps belong to what texture
  names. If the TEXTUREx and PNAME entries are
  included and you read this file in, they override
  your current game TEXTURE and PNAME entries. The
  message about incorrect texture defaults appears.
  Ignore this message in this condition.

  You don't have to make this file if you just want
  to customize a few texture patches.

  If you just want to change a few patches, use the
  save Lump to a PWAD command, selecting only the
  patches you wish to change. Then either group these
  patches (after you modify them) with your level or
  all them in the -FILE command when you play you
  level.

  For example, DOOM -FILE MYLEVEL.WAD -MYTEXTUR.WAD

  This command can be used to create:

  1. A file containing all the textures you want
     to convert from one game to another.

  2. A file containing all the texture you want
     to modify using the ADD drawing mode.

  For example, if you are in DOOM mode, entering
 `this command creates a file containing all the
  DOOM textures.  You then put DEEP into HERETIC
  mode (by reading a HERETIC project), read in
  this file and then choose texture convert from
  the file menu to convert these textures to HERETIC
  colors.

  If you want to draw on the textures, open the
  file just created and then select Draw on Any
  Graphic.


y`bExport all Flats  `

  Saves all the floor and ceiling graphics into one
  separate file (advanced). Use this to create a
  file with all these graphics so you can modify them
  using "Draw on Any Flat" command or any other
  program.

  All the Flat lumps have to be together for DOOM to
  recognize your changes in an external PWAD. The
  special entries F_START and F_END are automatically
  copied.


y`bDraw on Any Graphic  `

  You can draw on any wall texture, sprite or other
  graphic following the "texture" storage format.
  This includes many other graphic symbols, such as
  the fonts, logos and special screen display 
  symbols.


y`bDraw on Any Flat  `

  You can draw on any floor or ceiling texture. They
  have a special storage format.


y`bSave Palette to a File `

 Save the current PLAYPAL entry to a text format file
 compatible with the PaintShopPro (or any JASC
 enabled) graphics drawing program.  Makes it a snap
 to instantly match the palette exactly.


y`bLoad Options/Etc Alt+F5 `

 Changes the default values for the video resolution,
 files, and various startup options. Press F1 in this
 selection to see more help.

y`bSet DeeP Options    F5 `

 Select from the options show below.
 Press F1 in this selection to see more help.

x `y                 End of Section                 `

**---------------------------------------------------
||GraphicViewExport   Save graphics as a PCX file
**---------------------------------------------------
b               `y                   `
b               `y PCX file creation `
b               `y                   `

 You can create PCX files at various locations in
 DeeP.

 1. Save Lump as a PCX file in the File menu. This
    selects any texture or flat graphic and lets you
    create a PCX file.

 2. View/PCX Export Sprites in the Edit menu. This
    selects only Sprites.

 3. View/PCX Export All in the Edit menu.  This
    selects only "texture/sprite" type graphics.
    Flats are ignored.

 4. In the Duke Nukem 3D menu, you can export the
    graphics from the .GRP or TILESxxx.ART files.


x `y                 End of Section                 `

**---------------------------------------------------
||Options             Set DeeP Options
**---------------------------------------------------
b              `y                   `
b              `y DeeP Option Menu  `
b              `y                   `


a`yTexture Defaults `

 Changes the default values for wall, floor, ceiling
 textures for the different type of objects and floor
 and ceiling heights. (Press F1 within the selection
 for more information).

a`yNode Building Defaults `

 Changes the default values for DeePBSP, the nodes
 builder. Press F1 in this option for details.

a`yProject Options  Alt+F5 `

 Select your main editing files projects and
 settings. Press F1 in the option for more
 information.

a`yHighest Drive to use `

 Limits drive selection. Press F1 in the option
 for more information.

a`yMouse Options `

 Sets the mouse sensitivity, timing and button
 delay values.

a`yZoom Options `

 Changes the default values for Zoom. A Zoom
 increment/decrement value of 0 uses the same
 scaling as prior versions of DeeP.

a`yMap Options `

 Sets the speed of the map scroll, sensitivity
 range for selecting objects and gap to allow
 before vertices are close enough to "merge".

a`yMenu Color Settings `

 This sets the colors for the menu displays, the
 mouse and dialog boxes. Press F1 in the Color Option
 menu for more information.

a`yMap Color Settings  `

 This sets the colors for map display. Press F1 in
 the Color Option menu for more information.

a`y Main Palette Colors `

 Select and set the color value for the primary color
 selections. This changes the values available in
 Mouse/Line Colors above.

 Press F1 help in Palette menu for more information.

a`y Color Matching      `

 Color matching is used to control the algorithm for
 matching the colors from one palette to another.
 When you read a PCX file or translate the textures
 from one game to another, you are converting colors.
 This option lets you vary the results.

 Press F1 help in the Color Matching menu for more
 information.

x `y                 End of Section                 `

**---------------------------------------------------
||TextureP            Texture Defaults
**---------------------------------------------------
b              `y                   `
b              `y Texture Defaults  `
b              `y                   `


 Changes the default values for wall, floor, ceiling
 textures for the different type of objects and floor
 and ceiling heights. For HEXEN, the door and lift
 speeds and delays are also here, although these
 values are automatically updated as you change them
 in making a level.

 Save these defaults to a different name by selecting
 the alt+F5 menu, selecting Set Texture Group and
 entering a new name.

 The value for the Floor/Ceiling increment is used
 when the PageUp/PageDown keys are used in the number
 boxes for ceiling and floor heights. The values are
 increased/decreased by this amount.

 Edit these to suit your taste. When you follow a
 theme, you may want to make the defaults follow your
 main idea. For example choose stone defaults for a
 castle theme.

 The textures values for DOOM are for DOOM II. Adjust
 the values for DOOM.

 Any textures can be used for walls with only 1-side.
 For walls with 2-sides, you have to be careful if
 you use textures on BOTH sides.

 Textures come in 2 flavors, single patch and multi-
 patch.  All textures start out (of course) as a
 graphic. If a texture is made from only 1 graphic,
 it is suitable for use anywhere.

 A texture made from a composite of other textures is
 called multi-patch. That means that a combination of
 graphics combine to make the texture you see. If you
 use the Picture command (end DeeP graphic mode and
 enter the character mode prompt) you see ALL the
 raw graphic elements of DOOM/HERETIC.

 Some of the textures look just like the walls
 textures, but the name is not the same. If the
 graphic is exactly the same, then that graphic is
 a single-patch for that texture.

 If you examine the others, you'll see that by
 combining them, you have the other textures. These
 composites are multi-patch textures.

 The texture selection box displays the number of
 patches for a textures to help you decide if the
 texture is suitable.

 The default textures are all 1-sided to keep
 beginners out of trouble with textures. Bad textures
 cause weird colors and a "freezing" of action. If
 you run the Check option, it will tell you where you
 have problems automatically.

 You can choose textures made up from a combination
 of other textures (patches), but you have to be
 careful not to use them where you have textures on
 both sides of a wall.


a                     `y Ceiling `

 The ceilings for objects are only used if you are
 making a Room. This is an object that is not inside
 an existing area. If an object is made inside an
 existing area, the current ceiling is used.


a                     `y F_SKY1 `

 F_SKY1/F_SKY is a special texture name results in the 
 SKYx textures used for upper Textures and Ceilings.

 When you create predefined Teleports objects, DeeP
 looks for this name. If F_SKY1 is used, the Teleport
 ceiling is also set to F_SKY1, not the default value.
 

a                  `y Texture Sizes `

 The floor and ceiling textures align on a 64x64 
 grid. Most of the time you don't care. When you make
 small areas, the way the texture appears is decided
 by how it aligns on the grid. 

 So for teleports, they look best if they align 
 perfectly on a 64x64 grid.

 Walls have similar guidelines. Use the X-axis 
 (left to right) texture alignment to minimize the 
 number of "lines" in a wall. For short walls it can 
 make a big difference how good the walls look. 
 Stairs are a good example.
 
 This is a judgement call and takes some experience 
 to decide. This is normally done when you are
 finishing a level. One of the detailing steps!

 Top to bottom (Y-axis) alignment is trickier, but
 made a lot easier with interactive texture align-
 ment. You can see the textures drawn with the offset
 directly on the screen!

 The simplest is to try and Unpeg the upper or lower 
 texture (see the Unpegged discussion in LineDefs).

 For 1-sided LineDefs: 

 1. Normal textures are always drawn from the top down.

 2. Unpegged textures are drawn from the bottom up.

 For 2-sided LineDefs: 

 1. Unpegging the Upper texture draw the texture from 
    the top down. Normally they are drawn from the
    bottom up.

 2. Unpegging the lower texture draws the Lower 
    texture from the bottom up. Normally they are 
    drawn from the top down. In some situations, the
    DOOM engine adds its own "height" offset before
    drawing the texture. We are almost done making
    all this automatic too.


x `y                 End of Section                 `

**---------------------------------------------------
||UserTools           Set User Tool Names
**---------------------------------------------------
b               `y                 `
b               `y User Tool Menu  `
b               `y                 `

 You can define up to 4 tools for your use. The first
 two tools are shared by ALL projects. Tools 3 and 4
 are specific for the project active.

 The name of the tool can be any legitimate name.
 Typical names are EDIT.COM, MYBATCH.BAT, SOME.EXE
 and so forth.

 Successful execution of the tool depends on
 available memory and compatibility with DeeP's
 DPMI mode. Test out your tools right away to see
 if they are compatible.



x `y                 End of Section                 `

**---------------------------------------------------
||ChkOptions          Map Checking Options
**---------------------------------------------------
b             `y                      `
b             `y Map Checking Options `
b             `y                      `


a`y Upper Textures `

    Check to see if any Upper textures are missing.

a`y NormalTextures `

    Check to see if any Normal textures are missing.

a`y Lower Textures `

    Check to see if any Lower textures are missing.

a`y X offsets `    

    Check to see if X offset exceed texture limits.

a`y Y offsets `   

    Check to see if Y offset exceed texture limits.

a`y Multi-Patch `

    Check to see if texture has more than 1 patch.

a`y Sector Closed 1`
              
    Check to see if all linedefs match.

a`y Sector Closed 2`
              
    Check to see if all SideDef references match.

a`y Thing in Sector `
              
    Check to see if all Things are in sectors.

a`y Things on Top `
              
    Check to see if all Things are on top of each
    other.

a`y Check Tags `
              
    Check to see if that LineDefs have tags where
    required and that a matching Sector is found.



x `y                 End of Section                 `

**---------------------------------------------------
||SetupOptions        Setup & Edit control options
**---------------------------------------------------
b      `y                                    `
b      `y Setup & Edit control Options altF5 `
b      `y                                    `


 The following options are toggled as shown:

 In the display boxes, Red = ON, White = OFF.

x`y                Options                   `

a`ySound Selection`

  Sound when object is selected.

a`ySound Errors   `

  Sound when an error occurs.

a`yLineDef Split  `

  Perform a check to see if any vertices are on top
  of a LineDef every time Vertices move. Disabling
  this speeds up editing large levels at the risk of
  missing mistakes you might make.

  An overlap check for Vertices is always done.

a`ySelect Object0 `

  Select object 0 the first time.

a`yAdditive Select`

  Add currently selected objects to all in the
  current select box.

a`yAuto Start     `

  Automatically restart DeeP in Edit mode,

  Use -n when loading to temporarily suppress.

a`yAuto Load      `

  Automatically reloads the last PWADs you were
  editing.

  Use -n when loading to temporarily suppress.

a`yGrid Dashed    `

  Set grid lines to be dashed or solid lines.

a`ySelect Dashed  `

  Set select box lines to be solid or dashed.

a`yCache Textures `

  Activate this to speed up the display of textures.
  You should have at least 5MB free when you start
  up. Turn this OFF if you run out of memory.

  The first time the textures are displayed there is
  some delay, subsequent displays use the resident
  copy.

  If you use up the memory for textures, the Thing
  display will not have any left. So if you display
  things in picture mode on the map, you may not want
  to cache textures if you have limited memory.

  Any texture over 32,768 is not cached. There are
  a few of those. This compromise lets more "small"
  textures be resident, rather than a few "big"
  ones.


a`yThick Lines    `

  Increase the line thickness to 3. Useful when you
  use large monitors at high resolutions or use a
  white background.

a`yResponse File  `

  When testing, create a response file. This is
  always done for DOOM II and HERETIC. DOOM 1.666 and
  later also supports this. The default is a response
  file, since the older versions have more problems,
  so most are newer?

 (See Testing help under File help).

a`yVertex Arrows`

  Places direction arrows in Vertex Mode.

a`ySnap Cursor`

  Cursor automatically follows menus.

a`yExpert Mode`

  Turn this ON to not have confirmations for deleting
  anything nor a warning when you flip SideDefs. Be
  careful to catch loose fingers <g>.

  Sector create and merge error messages also do not
  appear! So be sure you check your work.

a`yThing Picture `

  Display a picture of all Things in any edit mode.
  The type of Thing (circle or picture) is set by the
  last setting in `bT` display. See what you like!
  The default is a cross.

a`yMenu Nesting`

  Keeps menus displayed until you quit by pressing
  Esc or clicking the Right mouse button.

  If you turn this OFF, all of the menus, except for
  Things, exit after you select one item. This
  behavior is similar to DEU. You may wish to switch
  this back and forth, especially if you are
  "touching" up a level.

a`yShowDrawLength`

  Displays the length of each line in LineDrawing
  mode next to the cursor.

  OFF displays no line length. The length is also
  displayed in the upper left corner.

a`yTexture Display`

  Wall textures are displayed on the right side if
  this is turned off.  Experiment to see which way
  you prefer to see the textures.

a`yCeiling Display`

  Ceiling textures are displayed on the right side if
  this is turned off.  Experiment to see which way
  you prefer to see the textures.

a`yButtonEdge move Map`

  Turn to ON if you want to press a mouse button to
  move the MAP when the cursor is at the edge of the
  screen.

  The default is OFF and the screen moves when you
  reach the edges.

  You can also switch between either mode by
  pressing `bShift+F10`. This toggles from one mode
  to the other.

  Note: If the ScrollLock key is turned on, the
  mouse cursor never scrolls the map.

B             `y VideoMode `

a`y 1  640x480 `
a`y 2  800x600 `
a`y 3 1024x768 `
a`y 4 1280x1024`

  Sets the video resolution desired.

  If your video board does not support the resolution
  and the video driver is able to detect this, the
  resolution is reset to 1 (640x480).

  The video driver is changed by loading Deep -D new.


B           `y File Locations `

  You can use the cursor, Home, Delete and End keys
  to edit the name.

a`y 5 Set Project Name  `

  This selects the type of game you want to edit.

  Be sure to use the correct Project for the type
  of game you are editing.

  There are 5 predefined project names:

    DOOM1.PRJ   = DOOM (original or Ultimate)
    DOOM2.PRJ   = DOOM2
    HERETIC.PRJ = HERETIC
    HEXEN.PRJ   = HEXEN
    STRIFE.PRJ  = STRIFE

  Press F1 help when selected for more information.

a`y 6 MainWAD File  `

  Enter the location and name of the IWAD file.

  For example: `bC:\DOOM2\DOOM2.WAD` for DOOM2.

  The maximum length is 43 characters!

  Press F1 help when selected for more information.

a`y 7 Save Path `

  The default Drive and Directory path choosen
  when you read or save files.

a`y 8 Paste Path `

  The default Drive and Directory path choosen
  when you read into the paste buffer using the
  Open Clipboard PWAD command.

  You can manually type over the drive:\directory
  when you read or save, this is the default if no
  entry is made.

  The maximum File path length is 26 characters!

  Press F1 help when selected for more information.

a`y 9 Set Texture Group `

  This step creates a Texture Group file for all the
  current texture defaults.

  Press F1 help when selected for more information.

a`y A Script Editor `

  This sets the path and name of the HEXEN text
  editor for scripts, MAPINFO or SNDINFO.

a`y B Duke Nukem 3D `

  This sets the path and name of the Duke Nukem 3D
  DUKE3D.GRP file. The Duke Nukem 3D menu requires
  this file.

a`ySector Join`

  This is for Vertex LineDef drawing mode only.

  If this option is ON, when you draw over an
  existing LineDef the Sector used by that LineDef
  is extended to the new area drawn.

  Press shift+Right Mouse button to override the
  setting.

  When this option is OFF, the opposite is true.
  Even if you draw over an existing LineDef, new
  Sectors are always created.

  To override this setting, press shift+Right Mouse
  button to join to the existing Sector.

 (Draw over only 1 LineDef).

a`yVertexDel Join`

  This is for Vertex mode only.

  If this option is ON, the Del key deletes a vertex
  and joins the two LineDefs (on each side of the
  vertex) into one.

  If no LineDef is connected to the vertex, the
  vertex is always deleted.

  If this option is OFF, the Del key deletes all
  LineDefs connected to the vertex.

  Press shift+Del to perform the opposite of this
  setting. For example, if Join is set, press
  shift+Del to delete the Vertex and the LineDefs,
  rather than joining them.

a`yEnable Undo`

  Normally you would not change this. This sets
  support for the Ctrl+Z Undo command.

  If you have a HUGE level, only 4MB of RAM and who
  knows what else, you may have to turn the Undo OFF
  so you have enough memory for other stuff.

a`yMove Things`

  Turn this ON if you want Sector copies and deletes
  to also copy and delete the Things in the Sector(s).
  This takes a bit longer, depending on the machine
  and level size.

a`yDrag Things`

  Turn this ON if you want Sector Dragging or
  rotating to also move the Things in the
  Sector(s). This takes a bit longer, depending
  on the  machine and level size.

  Only Things in the same sector(s) you are
  dragging or rotating are selected. If you have
  sectors within sectors, select them ALL to drag
  all Things!!

  Sector that are indirectly connected do not have
  the Things moved. Those are the LineDefs that
  "slant" with the Sector when you move.

  Things are also moved if you rotate Sectors (using
  the < > keys).

  NOTE : If LineDefs are incorrectly drawn with
  incorrect SideDef references (also called "sector"
  not closed"), Things may not be selected. There
  are also some cases that may "miss" a thing due
  to integer rounding errors.

a`ySmartDraw  `

  Turn this OFF if you are drawing areas where the
  Intelligent Inference Drawing (IID) code is
  flipping your LineDefs and you want them as drawn.

  This occurs when DeeP determines that all SideDef1s
  do not point to a matching sector and thus
  concludes that you must have drawn it backwards.

  This is normally a correct assumption, but being
  smart can also make it stupid, so this option is
  here just in case!

  In addition, Smartdraw checks for correct SideDef
  Sector references and attempts to automatically
  correct them. If you are trying for special
  effects, you may wish to turn this off, although
  it's probably easier to just manually force
  "tricks" when desired.


a`yClearReject`

  Turn this OFF if you want to always answer the
  Clear Reject prompt.  You may want to do reply No
  to the prompt if you have a level that has a good
  REJECT (which took some time) and the changes you
  made will not change anything.

  You can always temporarily override by using the
  Build Nodes option when you save. The prompt always
  appears when forcing a node build.

a`yGroupSave  `

  Turn this ON to always save grouped PWADS.
  No prompt will appear.

a`yTool Continue`

  Turn this OFF to end Tool mode after one object
  object (Rectangle/Polygon/etc.) is created.

  ON keeps the Tool active so you can make more
  objects of the same type.

a`yShowDragLength`

  Displays the length of up to 30 LineDefs when
  dragging in LineDef or Vertex mode. This provides
  instant feedback on the length of the line(s)
  dragged, making is very easy to set the length
  precisely.

  Use the F5 MAP option to change the maximum number
  of lines displayed. The default is 3.

  Turn this OFF if you do not want to see lengths
  displayed.

a`yCursorKeys move Map`

  Turn to ON if you want the cursor keys to move
  the MAP instead of the Home/End/Page keys.

  The default is OFF and these keys move the mouse
  cursor.

a`y3D Buttons`

  Turn this OFF if the 3D buttons don't look good on
  your monitor.


x `y                 End of Section                 `

**---------------------------------------------------
||HighestDrive        Highest Drive to automatically check
**---------------------------------------------------
b             `y                       `
b             `y Highest Drive Setting `
b             `y                       `

 This setting is used in systems with network drives,
 "changer" CDROMs or with BIOS additions for E-IDE
 support.

 The DeeP default automatically checks for all drives
 in the open dialog boxes. If you are connected to a
 network or have one of the CDROM changes, it can
 take a long time to select all the drives. Any
 number greater than 3, restricts the selection to
 the number of drives entered.

 The number corresponds to the alphabetical drive
 letter as follows: 3=C, 4=D, 5=E, 6=F, 7=G and so
 on.  The minimum number of drives always includes
 A, B and C (3).

 You can still manually select any drive (even past
 the limit) by entering the fully qualified name in
 the filename selection box.

 For example, N:\CDROM1\PLAY.WAD

 Some E-IDE addons do not identify the number of
 logical drives correctly (e.g., Promise 2300+).
 Enter a number greater than or equal to the number
 of logical drives on your system.

 Similarly, SCSI software drivers may not properly
 identify themselves. Directly enter the drive+
 directory+filename in the main name selection to
 select the file.


x `y                 End of Section                 `

**---------------------------------------------------
||ZoomMouse           Zoom/Mouse/Map/Node/Color Options
**---------------------------------------------------
b         `y                               `
b         `y  DeeP Options accessed via F5 `
b         `y                               `


x           `y Node Building Options `

a`yFinal Nodes `

  HEXEN usually requires FINAL mode and most DOOM/
  HERETIC levels are OK in TURBO mode. Experiment
  to see what works best for you. FINAL mode also
  does a better job of balancing the node tree.
  This helps performance on large levels.

a`yTurbo Nodes `

  Use TURBO mode nodes built for rapid development.
  They normally built at least twice as fast as
  final.

a`yNode Depth 1-20`

  For some Maps, vary this value to try to fix
  "barrier" problems you may encounter with large
  levels or disappearing walls. This is usually
  cause by 2-sided lines drawn clockwise instead
  of counterclockwise.

  A lower value is recommended (like 4) to start
  with. Also try the two ways of building nodes,
  TURBO vs FINAL as well as controlling the
  location of the first node line (see below).

  Changing the angle of LineDefs also can fix
  problem areas. Try to make vertex points align
  with other vertices if possible.

  A different nodebuilder using a different
  formula, may also fix the problem. This is
  fairly unusual, although has been observed.
  WARM is one recommended alternative, but not
  BSP1.2.


x             `ySplitting the MAP`

  The default value method evaluates the first node
  location according to the Node Depth algorithm.
  NONE of the options below are selected. Normally
  you do not select any of the splitting options.

  Sometimes, the algorithm can be helped along by
  YOU by specifying in which direction the first
  node should be split.

  The following values are valid:

a`yAuto Split `

  Let DeePBSP automatically decide which way to
  split your level (suggested as the first choice
  when starting to playing around with this).

a`yHorizontal Split `

  Force DeePBSP to split your level horizontally

a`yVertical Split `

  Force DeePBSP to split your level vertically


  There are two advantages to customizing the value
  for your levels:

  1. You can "see" the level and know that some odd
     shape is misleading the first split. Hence,
     with your insight you can sometimes improve the
     node balance which can result in faster play for
     large levels.

  2. For HEXEN, this gives you an easy way to vary
     the nodebuilder. By varying the location of the
     first node, it is possible to avoid HEXEN
     polyobject subsector errors.

  To get an idea of how your level stacks up, use
  the node viewer option under the File menu. This
  also gives you node statistics by pressing F1
  twice.

a`yShow NodeBuild`

  Turn this ON (RED) to display the nodebuilding
  screen.

  Turn OFF (WHITE) to not clear the screen and not
  show the progress display.


x              `y Mouse Options `

a`yMouse Sensitivity`

 Set how fast the cursor moves. First time is the
 original value.

a`yMouse Click Speed`

 Sets the double click speed in Milliseconds (ms).
 This also determines how long a button has to be
 held to enter drag or select mode.

 Increasing this, makes "selection" slower.
 Experiment to fit your click style.

a`yMouse Timer Value (*#)`

 This is the timer calibration value dynamically
 assigned by DeeP the first time it was installed.

 If you get a new system, you should set to Timer
 value to 0 and then DEEP will recalibrate to your
 new system.

 You can also change the value here.  For example, if
 you started with a 486DX/33, the number is around
 3000.  If you later upgrade to a 486DX4/100, the
 number should be about 6000. A P100 is around 13000.
 Manually adjust the number higher if have a faster
 processor to get response times that suit you.  A
 good test is the "About DeeP" screen under Help on
 the top menu bar. The monsters should cycle
 smoothly.

 The (*#) represents any adjustment required to keep
 the number below 32768.  High end machines may have
 a value greater than 1.

x              `y Zoom Options `

a`yLower Zoom`

 The lower zoom limit when Z is pressed.

a`yUpper Zoom`

 The upper zoom limit when Z is pressed.

a`yLower - Key zoom`

 The lower zoom limit for `b- key` zooming.

a`yUpper + Key zoom`

 The upper zoom limit for `b+ key` zooming.

a`yZoom Increment when scale is < 1000 `

 When the scale is less than 1000, amount to change
 the map size when the +/- zoom keys are pressed. A
 value of 0 uses the prior automatic scaling.

a`yZoom Increment when scale is >= 1000 `

 When the scale is greater than or equal to 1000,
 Amount to change the map size when the +/- zoom
 keys are pressed. A value of 0 uses the prior
 automatic scaling.


x              `y Map Options `

a`yMap Scroll Speed Fast`

 Determines the amount the map moves when the cursor
 touches the edges (or if ButtonEdge is enable, when 
 the button is pushed at the edge). This is the Fast
 speed. Pressing the space bar toggles between this
 speed and the slow speed below/

a`yMap Scroll Speed Slow`

 Just like the Fast speed above, except this is the
 slow value.

a`yObject Select Range`

 Determines the sensitivity to selecting objects
 near the cursor.

a`yOverlap Tolerance`

 Determines the number of Doom unit variance to allow
 before two points are considered to have the same
 coordinates. Default = 3.

 Decrease if you are creating very tight areas.

 It is normally impractical to make it 0, since you
 have to be EXACTLY on top of a vertex to make it
 overlap. This allows some leeway to make it easier
 to merge vertices.

a`yLower Grid`

 The minimum grid size.

a`yUpper Grid`

 The maximum grid size.

a`yShowDragLength Limit`

 When ShowDragLines is enabled (alt+F5), sets the
 maximum number of lengths to display at one time.

 Select a number that suits your style and monitor.

a`yXalign Minimum`

  The minimum valid value for Xalignment.  Normally
  this is -255 since the maximum texture width is
  256, thus alignment past this is not required.

  If you are using textures wider than 256, increase
  this number.

a`yXalign Maximum`

  The maximum valid value for Xalignment.  Normally
  this is 255 since the maximum texture width is 256,
  thus alignment past this is not required.

  If you are using textures wider than 256, increase
  this number.

a`yYalign Minimum`

  The maximum valid value for Yalignment.  Normally
  this is -127 or more since the maximum texture
  height is normally 128. Alignment past the texture
  height usually makes no sense.

  The default value is -255 for compatibility with
  existing levels. We suggest making it -127.

  There are some "special" effects that require an
  exception.

a`yYalign Maximum`

  The maximum valid value for Yalignment.  Normally
  this is 127 or less since the maximum texture
  height is normally 128. Alignment past the texture
  height usually makes no sense.

  The default value is 255 for compatibility with
  existing levels. We suggest making it 127.

  There are some "special" effects that do, for
  example, the "bar door", a door made from bars
  that rises, normally not possible. It also
  requires a special construction technique!

a`yRuler Radius`

 Set the radius for the ruler. Three rectangles are
 drawn. Starting with the value given, each inner
 rectangle is 1/2 the prior size. A size of 0 is no
 rectangle.

a`yThing Fill Pattern`

 You can change the pattern display of the Things to
 one of the following values:

 │  0 │ Thing Color Transparent
 │  1 │ Solid fill
 │  2 │ ---
 │  3 │ ///
 │  4 │ ///, thick lines
 │  5 │ \\\, thick lines
 │  6 │ \\\
 │  7 │ Light hatch
 │  8 │ Heavy crosshatch
 │  9 │ Interleaving lines
 │ 10 │ Widely spaced dots
 │ 11 │ Closely spaced dots

a`yBeep Browse Freq`

 Speaker beep frequency as you move the cursor across
 the map and different items select (color changes to
 Yellow).

a`yBeep Select Freq`

 Speaker beep frequency when you select an item with
 the left mouse button (color changes to Green).

a`yBeep Error Freq`

 Speaker beep frequency when an error message appears.


x              `y Menu Color Options `

 Lets you set most DeeP items to a color of your
 choice. Press F1 in the option for more help.


x              `y Map Color Options `

 Lets you set most DeeP map colors to your idea of
 what looks good. Press F1 in the option for more
 help.

x             `y Main Palette Colors `

 Lets you change the basic colors shown in Color
 Options to any color choice. Press F1 in the option
 for more help.


x `y                 End of Section                 `

**---------------------------------------------------
||Colors              Menu and Map Color Options
**---------------------------------------------------

b          `y                            `
b          `y Menu and Map Color Options `
b          `y                            `


a`yMouse          `

 The color of the mouse. You must restart DeeP to see
 the change.

a`yMouseEdge      `

 Select the color of the mouse edge (note as above).

a`yMenu Color     `

 The background color for all menus.

a`yMenuHilite     `

 Select the color of the menu hilight character(s).

a`yButtonColor    `

 The color of buttons for all menus.

a`yButtonActive   `

 Select the color of the button when it is active.

a`yDragging       `

 The color for dragged objects.

a`ySelect Box     `

 The color of the select box.

a`yHiLight        `

 The color for automatic hilighting of active objects.

a`yInsertVertex   `

 The color of lines inserted.

a`yVertex Square  `

 The color of Vertex dot.

a`yGrid           `

 The grid color.

a`yRuler          `

 The ruler color.

a`y2-Sided LineDef`

 The color of 2-sided LineDefs.

a`y1-Sided LineDef`

 The color of 1-sided LineDefs.

a`yBackGround     `

 The screen background color.

 If you change the background color, be sure to
 change the color of the LineDefs so they show up
 (and any others as appropriate). For example if
 you make the background white, then the 1-sided
 should be black and the 2-sided darkgray.

a`yBackGround Things`

 The screen background color when displaying Thing
 pictures in Thing mode. Switch to any color you like.
 Normally a lighter color displays better, but each
 to their own taste.

a`yBackGround ThingLines`

 Color of 1-sided lines when Things pictures are
 displayed. They will be invisible unless this is set.

a`ySecret`

 The color of secret areas.

a`yInvisible`

 The color of invisible LineDefs.

a`yMonster Block`

 The color of LineDefs that block monsters.

a`ySound Block`

 The color of LineDefs that block sound.

a`yTagged Line/Sector`

 The color of LineDefs/Sectors that are tagged.

a`yNot Normal Line`

 Color of any LineDef with some type of attribute
 other than normal.

a`yScripts`

 Color of any LineDef with a HEXEN script type.

a`yBad Tag`

 The color of LineDefs/Sector with missing tags.

a`yNot Normal Sector`

 Color of any Sector with some type of attribute
 other than normal.

a`yMainMap Browser `

 Color of browser map background for levels in main
 file (IWAD). Quick visual cue to indicate that the
 level is the default level.

a`yMainMap Browser Lines `

 Color of browser map lines for levels in main file
 (IWAD).

a`yPWADMap Browser `

 Color of browser map background for levels in addon
 file (PWAD). Quick visual cue to indicate that the
 level is an added level.

a`yPWADMap Browser Lines `

 Color of browser map lines for levels in addon file
 (PWAD).

a`yTop/Misc Info Box `

 Color of background for Top/Bottom menu lines and
 information for Tools.

a`yMenu Info Heading `

 Color of background for Menu information boxes.
 (Some are always WHITE).

a`yMenu List Boxes   `

 Color of background for Menu List boxes.

a`yMenu List Box Text `

 Color of text for Menu List boxes.

a`yDialog Box Active `

 Color of active box in Menu dialogs.

a`yDialog Box List   `

 Color of background in Menu dialog list.

a`yTeleports         `

 Color of Teleport LineDefs in LineDef mode.

a`ySector Heights    `

 Color of Sector Lines that are a different height
 in Sector mode.


y`b      Default Color Settings              `

 SelectColor       = CYAN
                     color for selection box
 DragColor         = RED
                     color for dragging
 MouseColor        = YELLOW
                     color of mouse
 MouseColorEdge    = BLACK
                     color of mouse edge
 MenuColor         = LIGHTGRAY
                     color of menus
 MenuHiLite        = YELLOW
                     color of menu hilight char
 InsVertexColor    = YELLOW
                     insert vertexes line color
 VertexColor       = LIGHTBLUE
                     color for vertex
 HiLightColor      = YELLOW
                     color of hilight active
 GridColor         = LIGHTGRAY
                     color of grid
 1-sided LineDef   = LIGHTGRAY
                     color of default lines
 2-sided LineDef   = WHITE
                     color of lines with 2 sides
 BackGround        = BLACK
                     color of background
 BackThingColor    = DARKGRAY
                     color of background things
 BackThingLines    = BLACK
                     color of 1-sided lines
 SecretColor       = DARKMAGENTA
                     secret area
 InvisibleColor    = ORANGE
                     invisible lines
 MonsterBlockColor = DARKGREEN
                     monster can't pass
 SoundBlockColor   = DARKRED
                     sound can't pass
 TypeTagColor      = LIGHTGREEN
                     linedef has a type + tag#
 LineTypeColor     = LIGHTMAGENTA
                     linedef has a type/no tag
 TagBadColor       = LIGHTRED
                     linedef has no type/wtag
 SectorSpecialColor= LIGHTCYAN
                     sector is "special" type
 RulerColor        = MAGENTA
                     color of ruler
 ButtonColor       = LIGHTGRAY
                     color of buttons normal
 ButtonColorActive = LIGHTGRAY
                     color of buttons when pushed
 MainMap Browser   = WHITE
                     color of IWAD browser map 
 MainMap BrowserLine=DARKGRAY
                     color of IWAD browser lines 
 PWADMap Browser   = LIGHTBLUE
                     color of PWAD browser map 
 PWADMap BrowserLine=BLACK   
                     color of PWAD browser lines
 Top/Misc Info Box  = WHITE
                     color of top/bottom menu boxes
 Menu Info Heading  = YELLOW
                     color of menu heading boxes
 Menu List Boxes    = LIGHTCYAN or LIGHTGREEN
                     color of menu list boxes
 Menu List BoxesText= BLACK
                     color of menu list boxes


 Note : The following colors are used when
 browsing the map and are fixed:

 Matching LineDef/Sector tags = LIGHTRED
 All object selections        = GREEN

x `y                 End of Section                 `

**---------------------------------------------------
||Palette             Palette Colors
**---------------------------------------------------

b                 `y                `
b                 `y Palette Colors `
b                 `y                `

 When a color is selected, the `b+` and `b-` keys set
 30 levels of Gamma Correction.

 The correction is for ALL colors. Use this to
 brighten your display as required.

 Adjust the colors after Gamma Correction is applied
 to make the appearance of the menus suitable for
 your monitor.

 It also changes those not directly set anywhere else.
 If you get lost, delete DeeP.CHK and start over.
 When you delete DeeP.CHK, DeeP reinstalls and
 recreates all basic files again.

 Press F1 when indicated in the square color panel
 (appears after you press enter/click to change a
 color) and all the colors are shown at once.

 Record your favorite settings here
 (print it out):

    Black       =
    Blue        =
    Green       =
    Cyan        =
    Red         =
    Magenta     =
    Brown       =
    LightGray   =
    DarkGray    =
    LightBlue   =
    LightGreen  =
    LightCyan   =
    LightRed    =
    LightMagenta=
    Yellow      =
    White       =
    Gray        =
    DarkerGray  =
    DarkRed     =
    DarkGreen   =
    DarkBlue    =
    DarkMagenta =
    Orange      =
    LightBrown  =
    Extra choices for anything you like.......
    LightMaroon =
    LightYellow =                 (none for strife)
    LightCyan2  =
    LighterGreen=
    LighterRed  =
    LighterGray =

x `y                 End of Section                 `

**---------------------------------------------------
||Filter              Thing Filter Mask
**---------------------------------------------------
b               `y                    `
b               `yThing Filter Mask  K`
b               `y                    `

 All boxes together decide the Things to display.
 Except for deaf, if the box is not active, that
 item is not shown.

 HEXEN : Deaf and Dormant select ONLY ENEMIES that
 are Deaf or Dormant. Other types are ignored.

 The mask also controls the Things selected by a
 selection box drawn around the Things.

 Mark the boxes to display and clear the boxes to
 not display the items shown.

 The selection has three separate criteria for DOOM
 and HERETIC and five separate criteria for HEXEN.

 To select a Thing, it must pass the selections
 choosen for each set of criteria.

 Example1 (DOOM and HERETIC):

    1. Select a skill level.
    2. Select ONLY deaf (enemies only).
    3. Select the thing classification.

    If you mark skill level 1, deaf, and only Enemies,
    all deaf enemies for skill level 1 display.

 Example2 (HEXEN):

    1. Select a skill level.
    2. Select Single or Cooperative.
    3. Select ONLY deaf,dormant (enemies)
    4. Select if Fighter,Mage,Cleric.
    5. Select the thing classification.
    6. Select PolyObjects (see below).

    If you mark skill level 1, Enemies, Fighter and 
    then mark Single Player, then only all enemies
    for skill level 1, Fighter class and Single 
    Player display (deaf/dormant were not marked).

 HEXEN's has three additional filter options to help
 keep track of PolyObjects, MapSpots and all Tids 
 when coding scripts.

 1. PolyObjects can display only PolyObjects. Turn
    the Player/Tele/Mapspot flag ON and then turn
    all the other options OFF, leaving only Poly
    Objects ON.

    Turn Number Poly/Map/Tid ON to see the number
    displayed onscreen.

 2. MapSpots can display only MapSpots. Turn
    the Player/Tele/Mapspot flag ON and then turn
    all the other options OFF, leaving only MapSpots
    Objects ON.

    Turn Number Poly/Map/Tid ON to see the number
    displayed onscreen.

 3. Number Poly/Map/Tid.  This numbers the above with
    the PolyId or Tid number respectively.  It also
    displays the number of all other Tids onscreen.


x `y                 End of Section                 `

**---------------------------------------------------
||Search              Search Menu Options
**---------------------------------------------------
b                 `y                `
b                 `y Search [Alt+S] `
b                 `y                `


x`yFind/Replace`  F4

x                     `y  Find  `

a`yLineDef Type`

 Find any LineDef type.

 Use this when converting a DOOM level to DOOM II or
 a DOOM II level to HERETIC.

a`yLineDef Tag`

 Find LineDef with the tag entered.

 The list shows all the LineDef tags and the sectors
 that use them. The search will show the LineDefs.

a`ySector Type`

 Find any Sector type. Use this when converting a
 DOOMx level to HERETIC.

a`ySector Tag`

 Find Sector with the tag entered.

 The list shows all the Sector tags and the
 LineDefs that use them. The search will show the
 Sectors.

a`yThing Id`

 Find any thing object.

a`yThing Tid`

 HEXEN only, find any thing Tid.

a`yThing PolyId`

 HEXEN only, find any thing PolyId.

a`yLineDef LineId`

 HEXEN only, find any LineDef Id.

a`yLineDef Arguments`

 HEXEN only, find from 1 to 5 LineDef arguments
 at the same time.  Really helpful for script
 trouble shooting.

a`yFloor Texture Name`

 Find any Floor/Ceiling texture.

a`yWall Texture Name`

 Find any Wall texture.

x                    `y  Replace  `

a`yReplace Thing`

 Find any Thing object and replace it with a
 different one. The percent replace option, replaces 
 the percent Things matching. Use this to add new 
 Things from DOOM levels converted to DOOM II or just
 for fun.

a`yReplaceFloorTx Name`

 Search for any Floor/Ceiling texture and replace it
 with a different one.

a`yReplaceWall Tx Name`

 Search for any Wall texture and replace it with a 
 different one.

a`yRepeat last Change or Find`

 Perform the last command again to find the next 
 match.


a`yNext Object (N)`

 Go to next object.

a`yPrev Object (P)`

 Go to previous object.

a`yJump to Object #  (J)`

 Go to a specific object number.

a`ySearch Help Ctrl+F2`

 Enter a string to search for in the Help.

 Press F3 to look for the next match in the Help
 (while the Help Screen is displayed).

x `y                 End of Section                 `

**---------------------------------------------------
||Mode                Edit Mode Cmds, Definitions, Tools
**---------------------------------------------------
b                 `y               `
b                 `y Modes [Alt+M] `
b                 `y               `


           Changes current editing mode

a       `                                  `
a       `y   Thing Mode          T         `
a       `y   LineDef & SideDef   L         `
a       `y   Vertices            V         `
a       `y   Sectors             S         `
a       `                                  `
a       `y   Rectangle Tool      Ctrl+R    `
a       `y   Polygon   Tool      Ctrl+P    `
a       `y   Stair     Tool      Ctrl+A    `
a       `                                  `
a       `y   Next Mode           Tab       `
a       `y   Last Mode           Shift-Tab `
a       `y   3D Preview          ~         `
a       `                                  `

y       `                                  `
y       `x  When shifting modes using Tab  `
y       `x  or Shift-Tab, all selections   `
y       `x  you have made stay active.     `
y       `                                  `
y       `x  Using one of the Letters to    `
y       `x  switch modes, may lose the     `
y       `x  current selection if it's not  `
y       `x  the same as using the Tab      `
y       `x  command.                       `
y       `                                  `
y       `x  Tab is only for T,L,V,S        `
y       `                                  `

 Please see ? help in the beginning for basic
 definitions of the above objects.

x               `y   Tools   `

  All the tools create the type of object inter-
  actively on the screen.

  Rectangles or Polygons drawn directly from the
  mouse sub-menu draw different LineDefs compared to
  those drawn from the Object menu selected from the
  top menu bar.

  1. Shapes drawn from the mouse submenu:

     Tool shapes drawn inside existing areas make
     2-sided LineDefs with no textures.

     Tool shapes drawn outside existing areas make
     1-sided LineDefs with normal textures.


  2. Shapes drawn from the top Object menu:

     Regular Tool shapes drawn inside existing areas
     make 1-sided LineDefs with normal textures.

     Tool shapes drawn outside existing areas make
     1-sided LineDefs with normal textures.


  Move the Mouse to change the angle or size. Press
  F1 when using the Tool to see the appropriate
  commands to size the object.

  The Left mouse button is used to accept the object
  as drawn. `bEnter` also accepts the object.

  The Right mouse button drags the object on the map
  after it is shown. If no object is drawn yet, the
  right button cancels the Tool command.

  `bEsc` or `bC` also cancel the command.

  BE CAREFUL when making MANY SIDES! Sometimes you
  will get a visi-plane error. This is inconsistent
  and varies on when/how/where you play in the map.
  (Somewhere around 128).

  So sometimes it will play fine and sometimes it
  doesn't. Just depends on the sequence of events
  (a coding error in DOOM and HERETIC?)

  You should probably limit yourself to around 32
  stair steps and test those beyond that. We have
  built 200 steps, but the rest of the area was
  fairly empty. So try it and see what happens. The
  effort will be worth it.


x      `y   LineDef & SideDef   L         `

 The following 2 character abbreviations are
 used in the LineDef type descriptions:

 The first letter :

 `bD` Door       - a door, duh..
 `bS` Switch     - a switch, same..
 `bW` Walk       - walk across to activate
 `bG` Gun        - shoot to activate

 The second letter :

 `bR` Repeatable - works every time
 `b1` One time   - works only once


 The following abbreviations are used in the
 shortened type name :

 `bO`  Door stays open
 `bC`  Door closes after 4-6 seconds
 `bF`  Door opens fast
 `bS`  Stays open when shot
 `bCe` Floor rises until it reaches the ceiling
 `bNe` Floor rises/lowers until it reaches floor
    height of adjacent (Neighbor) Sector.
 `bT`  Same as Ne, but the texture and type of
    Sector are also changed.
 `b<>` Modifiers for Ne, Ce and T to indicate
    where the it stops, < means below a
    floor and > means above a ceiling.
 `b+-` Modifiers for Ne and Ce to indicate
    where the it stops, - means below lowest
    and + means above a highest ceiling.

x `y                 End of Section                 `

**---------------------------------------------------
||Misc                Rotate, Align Texture, Flip,...
**---------------------------------------------------
b              `y                       `
b              `y Miscellaneous [Alt+I] `
b              `y                       `


 The options available vary according to the editing
 mode. The second option is the same for all editing
 modes.

a2. `yFind First Free Tag `

    Locates the first tag number that has not yet
    been used in this map. This always automatically
    shows when you enter a new tag as the number
    between ().

  The rest of the options vary by mode as follows:

x                    `yThings Mode`

a1. `y  Rotate and Scale Thing(s) `

    Move marked Things by the degree of rotation and
    a percentage scale.

    This is the same as `b< >` which is a quicker way
    to Enter Scale/Rotate mode.


x                   `yVertices Mode`

a1. `y  Rotate and Scale Vertices `

    Move marked Vertices by the degree of rotation
    and a percentage scale.

    This is the same as `b< >` which is a quicker way 
    to Enter Scale/Rotate mode.

a3. `y  Delete Vertex and join LineDef(s) `

    Deletes the marked vertex and joins Linedef(s) 
    that were previously connected to the vertex.

    If the VertexJoin option is enabled, the Del key
    does the same thing.

a4. `y  Merge several Vertices into one `

    Same as #3 above, with multiple Vertices.

a5. `y  Add LineDef & Split Sector `

    You must mark exactly TWO Vertices from the SAME 
    Sector before calling this command. This adds a
    LineDef and a new Sector.

    See Vertex Ins mode for a second way to do this.

    LineDefs/SideDefs Mode can also split a sector
    In LineDef mode, draw a LineDef from one side to
    the other. When you end by pressing the Right
    mouse button, DeeP asks if you want to split the
    Sector or make the LineDef 2-sided.

x             `yLineDefs & SideDefs Mode`

a1. `y  Rotate and Scale LineDefs `

    Move marked LineDefs by the degree of rotation
    and a percentage scale.

    This is the same as `b< >` which is a quicker way
    to Enter Scale/Rotate mode.

a3. `y  Split LineDef (add new Vertex) `

    Splits the selected LineDef(s).

a4. `y  Split LineDefs and Sector `

    Splits the selected LineDefs by adding a vertex 
    at the midpoint, connecting the new Vertices with 
    a LineDef which divides the original Sector.

    See Vertex Ins mode for a second way to do this.

a5. `y  Delete LineDefs and join Sectors `

    Removes the selected two-sided LineDef(s) that
    divide Sectors and makes them into a single 
    Sector.

a6. `y  Flip LineDef and Swap SideDefs `
       
    Flips the LineDef(s) start and endpoints.

    Also swap the SideDefs. This reverses the 1st and
    2nd SideDefs. This alters the Sector references, 
    what was on one side is now on the other side. 

    Normally, you wouldn't do both, unless you have
    big plans in mind. DEU does both at the same 
    time, so that's why it's here.

a7. `y  Swap LineDef SideDefs (Ctrl+S)`

    Swaps SideDef(s) 1 and 2. This swaps the Sectors 
    assigned to each side, so check that the Sectors 
    match correctly!

    This is the same as `bCtrl+S`.

a8. `y  Flip LineDef Vertex Only (Ctrl+F)`

    Flips the LineDef(s) start and endpoints.

    This is the same as `bCtrl+F`.

a9. `y  Align Textures (Y offset) `

    Align the textures on the Y offset. The first
    LineDef selected is used as the reference point.

    This is for vertical (up->down) Y alignment. Any 
    textures that have the upper or lower texture
    unpegged are ignored.

a10.`y  Align Textures (X Offset) `

    This is for horizontal (left->right) X alignment.

    Select a group of LineDefs that follow each other. 
    Select in the direction the arrows point. The
    exact sequence doesn't matter, but the direction
    arrow of each LineDef has to go to same. 

    Each LineDef can connect to only 1 other LineDef 
    at the start or end of the line. You can't have 
    an "intersection" selected.
    
    The first one in the "chain" gets the initial 
    offset value. The first one is the one you can
    SEE. The beginning has no arrow. The last LineDef 
    in the list has the arrow.

    If the LineDefs form a complete loop, the one the
    cursor is positioned on is is the first one
    aligned, i.e., it gets the first offset value.

    The 2nd SideDef is aligned in reverse, but still 
    selected the same way. The sequence is auto-
    matically reversed. The last LineDef selected is 
    the first one aligned. They all flow in reverse
    of the 1st SideDef sequence.

    Textures can be checked for Identical Names or
    the names of the textures are ignored and are
    not compared.

    If you ignore checking textures for the same 
    name, each time the texture name changes, the
    alignment offset is reset to 0 if you answer yes 
    to the prompt that appears or the offset 
    calculations continue.

    This is the sequence of texture selection:

    1. If no Normal textures is found the Upper 
       texture is used.

    2. If no Upper texture is found the Lower 
       texture is used.

    LineDefs with no textures are ignored and the 
    offset is reset 0.


a11.`y  Make Door from 4 LineDefs `

    You can also use the Object menu to make a pre-
    defined Door, if you prefer or Make a Door from
    a Sector (see Sector mode menu below).

    Select 4 LineDefs that will be come the 4 Door
    sides and then activate this function.

    The LineDefs, Ceiling height, textures, etc., are 
    modified accordingly.

    The 4 LineDefs are required to be 4 types as 
    shown below. The * represents the arrow or the
    direction of the LineDefs.
                    
    The 4 LineDefs butt heads at the *.

                         L1
         *────────────────┴───────────────
         │                                │
         ├─ L4                        L2 ─┤
         │                                │
          ────────────────┬───────────────*
                        L3

          L1 and L3 are counter clockwise.
          They should be at least 1-sided. At
          the end they are made 2-sided.

          L2 and L4 are 1-sided and clockwise.

p    `y Working with 4 Existing LineDefs `

    If you have 4 existing LineDefs, but one of the
    Door sides is oriented in the wrong direction,
    use Misc Flip LineDef to fix.

    Don't mess with the sides. They should be going 
    in opposite directions already, like in a hall.
    If you flip them, you may have to fix what they 
    connect to also!

    It doesn't matter if all the SideDefs exist 
    already or not.

    1. Go into LineDef mode and select the 4
       LineDefs L1, L2, L3, L4
       (Left mouse click them one at a time.)

    2. Select Misc, Create Door from 4 LineDefs.

    3. You are done!


p    `y Working with No Existing LineDefs `

    We're going to assume you have a hallway already
    and want to put a door in it.

    This is what you have so far, it doesn't matter
    where they start or end.

    ...────── L1──────────────────────────>...

      some hallway

    ...<───── L2──────────────────────────...

    Snap-to-grid normally helps place the vertex on
    top of a LineDef. However, if the LineDef runs
    at a slant, it may be easier to turn snap-to-grid
    off (/) so you can place it wherever you want it.

    It's also suggested to run at a minimum Zoom of
    1000 to make it easier to align!

    Go into LineDraw mode (press Ctrl+D or quick
    double right click and select LineDraw):

    1. Place your first vertex right on top of L1
       where you want the door by pressing the Left
       mouse button.

       Move over to the left (width of door) and
       Left click again to place the second Vertex.

       This is what is should look like now:

                          v2  v1
       ...────── L1────────<──┼──<────────────>...

       If you did it correctly, the line turned Red
       and you have ┼ since the split line goes to
       the Right and you drew to the Left.

       This is OK. The same thing happens again in
       the next 2 steps.

    2. Now move down from v2 and down to L2. Press
       the Left mouse button on top of the line to
       create vertex v3.

       Here's where you should be:

                          v2  v1
       ...────── L1────────<──┼──<────────────>
                           │ a
           some hallway  d─┤
                           │ b
       ..<────── L2────────<──────────────────...
                          v3

    3. Now move to the right from v3 and line up with
       v1 and press the Left mouse button.

       Here's where you should be:

                          v2  v1
       ...────── L1────────<──┼──<────────────>
                           │ a
           some hallway  d─┤
                           │ b
       ..<────── L2────────>──┼──>────────────...
                         v3   v4

    4. Now click the Right Mouse Button to finish
       the area. You do not need to draw back to v1,
       that's done by itself. (If you did draw back,
       it will work too!).

       Right Click again to exit LineDraw mode if
       you have nothing else to draw.

       The final result (see how the sides turned
       out OK):

                         v2  v1
      ...────── L1────────>──┬──>────────────>...
                          │  a  │
          some hallway  d─┤     ├─c
                          │  b  │
      ...<───── L2────────<──┴──<────────────....
                         v3  v4

    5. Go into LineDef mode and select the 4 LineDefs
       a,b,c,d:
       (Left mouse click them one at a time.)

    6. Select Misc, Create Door from 4 LineDefs.

    7. You are done!

    The method shown, automatically picks up the
    correct reference sector from a or b, the ones 
    we drew on top of, so the bottom of the Door 
    Sector is correct.

a12.`yMake Stair from 2 LineDefs`

    Select 2 LineDefs that will be come the Stair 
    sides and then activate this function. The 
    LineDefs, Ceiling height, textures, etc., are 
    modified accordingly.

    The word `bBOTTOM` indicates the bottom of the 
    stair default. Reply Y to the next prompt to make 
    the bottom the TOP!

    Enter a negative value to make the stairs go down. 
    This is similar to reversing the stair direction,
    but the steps are created for going Down instead
    of Up.

    Check that the stair did not overlay some
    existing area. Sometimes you need to fix the
    final sector, if the steps end up overlaying an 
    existing LineDef.

    The TOP of the stair changes the floor height of
    the old Sector! So anything that that connects to 
    the old sector should be raised to match the new 
    floor. Make the stairs first to avoid extra work.


x                   `ySector Mode`

a1.`y  Rotate and Scale Sectors `

    Move marked Sectors by the degree of rotation and 
    a percentage scale.

    This is the same as `b< >` which is a quicker way 
    to Enter Scale/Rotate mode.

    This will NOT move the "Things" in the sector. 
    After rearranging the Sector, you may have to go 
    into Things mode and select them and do the same 
    rotation/adjustment on them.

a3.`y  Make lift from Sector `

    Select the Sector that is to become the lift and
    then activate this function. The LineDefs,
    textures, etc... are modified accordingly.


a4.`y  Make Door from Sector `

    You can also use the Object menu to make a pre-
    defined Door, if you prefer or Make a Door from
    4-LineDefs (see LineDef mode above).

    Select the Sector that will be come the Door and
    then activate this function.

    The Sector choosen should be between 2 other 
    Sectors. The original layout should resemble the
    following:
                        a
  ...──────────────>────┬───>──────────────...>
        sector     │ sector │     sector      
          1     d ─┤    2   ├─ c    3     
                   │        │
  <...─────────────<────┴───<──────────────....
                        b
    Please note:

    1. LineDefs a and b are 1-sided. 
    2. LineDefs c and d are 2-sided.
    3. All the linedefs go clock-wise.

    If you do not have it exactly as shown, messages
    appear telling you what's wrong. The most common
    one is forgetting to have one only 1 sidedef for 
    a and b. The resulting message explains that you
    have too many door sides.
                             

a5.`y  Distribute Floor heights `

    This takes the difference in floor heights 
    between the first and last Sector selected, 
    divide it by the number of sectors in between and 
    then distribute the result across the floor 
    heights of the inbetween Sectors in the order 
    selected.

    This is useful for setting floor heights on
    stairways.

    You should start with the sector that has the 
    lowest floor desired and end with the sector with 
    the highest floor.

    Do NOT accidently move the cursor when you select
    this option or you may select a Sector and get 
    out of the sequence chosen!

a6.`y  Distribute Ceiling heights `

    This takes the difference in ceiling heights 
    between the first and last Sector selected, 
    divide it by the number of Sectors in between and
    then distribute the result across the ceiling 
    heights of the in-between Sectors in the order 
    selected.

    This is useful for setting ceiling heights on 
    stairways.

    You should start with the sector that has the 
    lowest floor desired and end with the sector 
    with the highest floor.

    Do NOT accidently move the cursor when you select
    this option or you may select a Sector and get 
    out of the sequence chosen!

a7.`y  Distribute Sector Lighting `

    This takes the difference in lighting between the 
    first and last Sector selected, divide it by the 
    number of Sectors in between and then distribute
    the result across the lighting of the in-between 
    Sectors in the order selected.

    This is useful for setting gradual changes in
    lighting in moving from area to area.

    You should start with the sector that has the 
    lowest lighting desired and end with the sector
    with the most lighting.

    Do NOT accidently move the cursor when you select 
    this option or you may select a Sector and get 
    out of the sequence chosen!

a8.`y  Merge Sectors `

    Takes all the Sectors selected and makes them ALL
    the same number (the first one). If they are 
    different heights, you may have to fix the 
    textures in the SideDefs.

    This useful for making areas share the same 
    Sector if they already share the same character-
    istics (and anything else you may think of <g>).  


x `y                 End of Section                 `

**---------------------------------------------------
||Object              Rectangle, Stairs, Teleports...
**---------------------------------------------------
b            `y                          `
b            `y Object Insertion [Alt+O] `
b            `y                          `

 Basic Rectangle, Polygons, and Stairs are made
 much easier using the new interactive drawing
 Tool for these objects.

 After the menu values are supplied, press the
 Left Mouse button to start drawing. Press the
 Left mouse button again to accept the object as
 show. Then repeat or press the Right Mouse button
 to stop (or press Esc, Cancel, L, S, T or V ).

 Rooms and objects created by the different methods
 available in DeeP vary in the default number of
 sides (SideDefs) and textures created. This area
 discusses those made using the Object menu.

 The default Object (wall) made using the Object
 menu has only 1 SideDef when drawn inside an 
 existing Room and has textures. The other objects
 (see below) have 2-sides.
 
 Objects inside a Room drawn using the `bMode` menu
 selection (or the one you get when you quickly Right 
 Mouse click) always are 2-sided with no textures.

 For all of these objects, you enter interactive Tool
 mode. You can alter the dimensions originally chosen
 by pressing +, -, cursor keys, PageUp/Down, Home/End,
 Ins/Del depending on the object. 

 Press and hold the Right Mouse button to drag the 
 Tool anywhere on the Map.

 Press F1 after entering Tool mode to see the various
 key choices.


 A  `rRoom`   is outside a Sector.
 An `rObject` is inside a Sector.

 You can change your mind about whether you are 
 making a Room or Object after you start by moving
 the cursor into or out of a sector.  
 
 Teleports and Doors must be inside a sector to work.

 No part of the created object may cross any existing
 lines. After the object is made you can Drag the 
 object (hold the right mouse button) to the correct 
 location and release the button to place it.

 Failure to move the object results in Sector not 
 closed messages.

 Some unusual shapes can result in sector not closed
 messages or can result in incorrect sector assign-
 ments in tool drawing modes. If you visually
 inspect the are and find no mistake, you're OK,
 it's just a byproduct of using integer arithmetic.

 We compromised between speed and accuracy. SX
 systems suffer in floating point performance, plus
 it takes a LOT longer to be exact.


x        `yROOM - Outside A Sector`

a`yInsert a Rectangle`

 Enter the beginning width and height (length) of the
 rectangle. After the selection is made, you enter 
 interactive Rectangle drawing with the default
 values selected. 
 
 You can change them. Press the Left mouse button 
 to accept the object and DeeP automatically inserts 
 the Vertices, LineDefs+SideDefs, and Sector where
 shown.

 This is adding a rectangular room.

 NOTE: After you exit this Tool, if you press "Ins"
 for the new selected rectangle, a new Sector is 
 created outside the rectangle and the walls are 
 made transparent.

 This makes it 2-sided. You are responsible for
 making the Sector references match up. That is, 
 you have to match the Sector number of SideDef2 to 
 the "other" room you have to create around it.


a`yInsert a Polygon (N-sided)`

 Enter the beginning number of sides and radius of 
 the polygon. After the selection is made, you enter 
 interactive Polygon drawing with the default
 values selected.
 
 You can change them. Press the Left mouse button 
 to accept the object and DeeP automatically inserts 
 the Vertices, LineDefs+SideDefs, and Sector where
 shown.

 You can create anything from a triangle to a 64 
 sided polygon.

 This is adding an N-sided room.

 NOTE: If you press "Ins" after inserting the
 polygon, a new Sector is created outside the
 polygon and the walls are made transparent.

 This makes it 2-sided. You are responsible for
 making the Sector references match up. That is, 
 you have to match the Sector number of SideDef2 
 to the "other" room you have to create around it.

p              `y                    `
p              `y  Plain Wall        `
p              `y  Sunken Pool       `
p              `y  Pedestal/Box      `
p              `y  Light Box         `
p              `y  Wall Window       `
p              `y  Teleport Exit     `
p              `y  Teleport Entrance `
p              `y                    `


b            `yOBJECT -Inside A Sector`

 The following additional options are available for
 both Rectangle and Polygon (Pool value).

 Options 1, 2, and 3 make a 2-sided object for you.


a`y 0 = Plain Wall `

     A wall or column

a`y 1 = Sunken Pool `

     A recessed floor area

a`y 2 = Pedestal/Box `

     A podium or a box

a`y 3 = Light Box `

     A pedestal hanging from the ceiling and a
     pedestal on the floor.

a`y 4 = Wall Window `

     A wall with a window slit.

a`y 5 = Teleport Exit `

     A 64x64x8 pad with the LineDef type set to
     Teleport. In LineDef mode, connect all the
     LineDefs to a destination by setting the LineDef 
     Sector tag number to a Teleport Entrance Sector. 
     The one made with 6 would work!


x             `y HEXEN Teleports `

     HEXEN only: The Teleport Thing type 14, etc. use
     "Tid" instead of a Sector. Make the Thing "Tid"
     (tag id) the same as the LineDef Tid number. 
     This connect the LineDef to the teleport 
     location.  You can have 4 different kind of 
     teleport Thing destinations:

     1. Normal teleport
     2. Teleport glow
     3. Map Spot
     4. Map Spot with gravity

     In addition, "anything" with a matching Tid is
     a legitimate teleport destination.  This can 
     make for some interesting stuff!  For example, 
     you can teleport to a monster. Normally, you
     should use the ones listed above, but moving
     enemies make for interesting teleports, eh?
   

x`y 6 = Teleport Entrance `

     A 64x64x8 pad with a Teleport Thing inserted. 
     In Sector mode, connect using the LineDef tag
     number to a Teleport Exit LineDef. The one made
     with 5 would work!

     HEXEN only: This is different for HEXEN, tele-
     port Thing Tids determine the destination.

 The Depth/Height, sets how deep a pool is and how 
 high a pedestal is. The maximum amount you can walk 
 over is 24 (HEXEN can jump to 64).  The same value 
 is used to set the light box size and pedestal
 combo.  

 Ignore the Depth/Height for a Plain Wall (0) or 
 Teleports. Teleports always start at 8. You should
 not go over 24 if you want to walk on top of them.
 Of course you can have ones you jump into from a
 higher level. In addition, make sure the teleports
 align on a 64x64 grid, otherwise the texture may
 not be what you wanted.

 We suggest you make each of these objects in a 
 sector, see what they look like and then modify the 
 sector heights to see what you can do.

 One nice effect is to make a Pool (fairly large,
 512,512 and then insert a Pedestal inside of it. 
 You can also insert Pedestal on top of Pedestal 
 and you get a nice spire!


y`bInsert a Rectangle`

 Same as outside a Sector, but the first SideDefs
 will be set to the Sector they are contained in. 
 Think of this as inserting a rectangular pillar.

 NOTE: If you made a Plain Wall (0), pressing "Ins" 
 after inserting the rectangle creates a new Sector
 inside the rectangle and changes the walls to
 transparent. This makes it 2-sided.

 Use this to define a new area inside a Sector.

 If you don't you'll get sector not closed!


y`bInsert a Polygon (N-sided)`

 Also the same as outside a Sector, but the first 
 SideDefs are set to the Sector they are contained
 in. Think of this as inserting an N-sided pillar.

 NOTE: If you made a Plain Wall (0), pressing "Ins"
 after inserting the polygon creates a new Sector 
 inside the polygon and changes the walls to 
 transparent.

 This makes it 2-sided. You are responsible for 
 making the Sector references match up.


p                `y                `
p                `y Teleporter Pad `
p                `y     Notes      `
p                `y                `

 After you make a Teleporter pad you must connect the
 Teleport to the appropriate LineDef(s) or Sector. 

 For HEXEN, you connect the LineDef Tid to the a 
 teleport Thing with the same Tid as noted above.

 (You don't have to use the premade pads to teleport,
 any LineDef/Sector combination can teleport, this is
 a quick way to do it all- the Lights also look nice!)

 1. Teleport Exit

       -- DOOM, HERETIC, STRIFE only --

    a. Give "destination" `bSector Tag`.
    b. Go to the destination Sector and give it
       a `bLineDef Tag` that is the same Tag
       number you said the Sector Tag would be.
    c. Place a teleport Thing in the sector
       where you will materialize (done automatically
       for you in Teleport Entrance).

       -- HEXEN only --

    a. Give "destination" `bTid Number`.
    b. Go to the destination Sector and insert one
       of the teleport Things and assign a 
       `bTid` that is the same Tid number you assigned
       to the Linedef.
    c. Place a teleport Thing in the sector
       where you will materialize (done automatically
       for you in Teleport Entrance).

 2. Teleport Entrance

    a. Give "source" `bLineDef Tag`.
    b. Go to the source LineDef(s) and give it
       a `bSector Tag` that is the same Tag
       number you said the LineDef Tag would be.

    Adjust the Sector heights and texture to
    suit your design.

 3. Use the Pedestal feature to custom design your
    own pads.

    Make a pedestal, don't raise it more than 24
    above the floor, otherwise you can't step on it!
    (HEXEN can jump to 64).

    Change the floor texture to the Teleport look
    (or anything you like).

    Finish using the same stuff as in 1. above.


r                `yStairs are Special`

 This discusses stairs created as a separate object. 
 Making a stair from 2 LineDefs is different from 
 what follows.

 Stairs are always created inside a Sector.
yThe `rbottom` step connects to this Sector for 
yreference. You need to complete the `rtop step` by 
 connecting it the Sector desired.

 Switch to Vertex mode and place the last 2 vertexes 
yon the `rLineDef` desired and reply yes to the split
 LineDef message.

 You can also do this by dragging the stair on top of 
 the LineDef you want it to connect to.

 Finish by changing the LineDef just created by the
 split to point to the Sector of the last step 
 ( Sector reference ).

y`bWhenever you make more than 16 steps, be on    `
y`bthe lookout for HOM errors. You are creating   `
y`ba large number of 2-sided lines with varying   `
y`bSector hieghts. It depends on the surroundings.`

y`bInsert a Door`

 Enter the width and height (length) of the Door and 
 DeeP automatically inserts the Vertices, LineDefs, 
 SideDefs, and Sector at the current pointer location.
 Everything is made for a Door.

 Drag the Door over where you want it. Rotate it as
 required or drag the vertices. The easiest way to 
 connect it to a hallway is to select the door ends 
 and drag them on top of the hallway LineDef one at 
 a time.

 If everything is aligned on the grid then snap to 
 grid helps you. If not, turn snap off.

 Fix any missing textures as apppropriate. This 
 displays on the bottom panels as "missing".


y              `bBe sure to move a ``rRoom`
y              `bstair out of the Sector.`

x `y                 End of Section                 `

**---------------------------------------------------
||PredefinedDoor      Predefined Door
**---------------------------------------------------
b                `y                 `
b                `y Predefined Door `
b                `y                 `


 A predefined Door is one of the four ways you can
 make a door. The other 3 ways are :
 1) from 4-linedefs
 2) from a sector
 3) completely from scratch

 The predefined door makes a "finished" door that you
 drag into place after you make it. When you make the
 door, you must make sure that it is placed inside
 the enclosed area where you want the door. In other
 words, you can't make it in another area and then
 drag it somewhere else.  The reason this won't work
 is that DeeP precalculates all the Sector references
 and if you move it from one area to another, they
 will all be incorrect (resulting in Sector not
 closed messages).

 Here's what you do to "finish" the prefab door:

 After you make the Door, drag the 2 edges (a and b)
 shown below, over on top of each side A and B so
 they merge.


          │                          │
          │    ┌───────┴────────┐    │
          ├─A  ├─ a   door   b ─┤  B─┤
          │    └───────┬────────┘    │
          │                          │

          A and B are 1-sided LineDefs!
                  -and-
          a and b are 1-sided LineDefs!


 If you have the door going from top to bottom, you
 drag the top and bottom, for example:

                ───────┬────────
                       A
                     ┌─┬─┐
                     │ a │
                     │   │
                     │   │
                    ─┤   ├─
                     │   │
                     │   │
                     │ b │
                     └─┴─┘
                       B
                ───────┴────────

x `y                 End of Section                 `

**---------------------------------------------------
||Check               Check for Errors (Sector Not Closed)
**---------------------------------------------------
b                  `y               `
b                  `y Check [Alt+C] `
b                  `y               `

 When using the following diagnostics, if an error is
 listed, press return to continue checking or press
 Esc to select the problem object.

 These diagnostics are warnings. It is possible to
 deliberately do it "wrong" to get some special
 effect, e.g., floating objects, transparent stairs,
 and "bar" doors. Some of the checks can be disabled
 using the Check Option selection on the bottom of
 this menu.

 If you are converting from DOOM II to DOOM or from
 DOOM to HERETIC or visa-versa, be sure to replace
 any incompatible LineDefs!  HEXEN conversion always
 erase all LineDef and Sector types.

 Use Search to find and decide what will work almost
 the same.

 Always run the complete check before you test the 
 level!


a1. `yNumber of Objects`

 Gives a count of all the objects in a level. The
 last five are built by the DeePBSP node builder.

 The amount of bytes needed to store the information
 in a PWAD file is rounded to the nearest Kbyte).

 The next screens display Things information to help 
 you evaluate the playability of the level for the 
 different skills.


a2. `yCheck if all Sectors are closed`

 Test all Sectors and make sure they are closed. 
 If they are not closed it reports the number of the 
 unclosed Sector. There are some circumstances when a 
 Sector is technically not closed, but if you can
 never reach it, no problem occurs. Some DOOM levels,
 for example, MAP14, have many of these.

 The Sector not closed message can also mean you have 
 two (or more) LineDefs/Sectors in the same location. 
 Please run the Xref check to automatically find 
 these!

 Remember, the final test is playing the level!
 If the area not closed causes trouble, you
 must fix it.

p            `y                          `
p            `y Sector Not Closed Errors `
p            `y   Most Likely Causes     `
p            `y                          `

x   `yNOTE : See drawing at the end for how a Sector` 
x   `y       should look.                           `

 a. You have 1-Sided LineDefs and they do not all go 
    the same direction. This is easy to see and 
    understand.

 b. The Sector reference used in the SideDef does not
    match an opposite LineDef/SideDef that uses the 
    same Sector.

    Remember, we are trying to mimic a real 3-D room.
    If you look at a "real" room and place yourself
    next to a wall, what do you see when you look at
    the wall facing you?

    You see the floor and ceiling "connecting" to
    that wall. If the opposite wall did not have the
    same floor and ceiling (it had the floor and
    ceiling of the bathroom and you are in the living
    room) you have a "sector not closed". Simple!

    All the walls in a Room must have the same sector
    number describing the same floor and ceiling!
    
    You get errors by drawing and deleting areas and
    therefore implicitly changing the SideDefs (which 
    contain the Sector numbers) and nothing matches
    anymore.

    As an experiment, go to a good existing level and
    change 1 of the SideDefs to be a different Sector, 
    and you will get the infamous "not closed" 
    message.

    You fix this by changing the reference Sector for 
    the SideDef in LineDef edit mode. So fix the
    error you made above to see that this really 
    works.

    Sometimes Sector errors are visible as a "gap" in
    sector display.

    If you see a "red" Sector, you have no sector 
    defined at all at that spot (if it's not a tag)!

    A quick recap:

    The enclosed area (room) described by the SideDefs
    must all use the same Sector number for the side
    that points to the room.

    For an object in a room, the "outside" wall of 
    the object should be the same Sector number as
    the Sector (or room) that it is contained in.

    Look at the SideDefs and compare the Sector
    reference numbers used. As you follow the Line-
    Defs,look at the bottom display and view the
    Sectors active.

    For an object, (the LineDefs point out), Sector
    numbers must match the Sector of the immediate
    area (room) the object is in.

 c. 2-sided LineDefs that are do not make a complete
    are (you forgot to finish it or perhaps they were
    all supposed to be deleted) can mislead the
    routine into reporting totally different Sectors
    as not closed. This is a tough one to spot, since
    the error is not at all where you are looking. 

    Sectors at about 90 degrees to the line-of sight
    are good candidates.

 d. In some rare instances, there is not enough 
    accuracy in the math-coprocessor to determine
    the Sector. Examinine the Sector pointed to. If
    you see a "good" Sector on both sides of the
    problem area, then everything is OK. This is 
    fairly rare, so be sure to check the rest.
    (No level in DOOM, DOOM II,HEXEN or HERETIC has 
    this problem.)


p            `y                          `
p            `y How a Sector should Look `
p            `y                          `

 Here is how all Sectors should look. Exceptions to
 this drawing are possible for special effects,but
 this is for experienced users only!

 a. L1 through L4 represent 4 LineDefs. 

 b. The ─┴─ represents the SideDef1 side of the
    LineDefs.

                      L1
            ┌──────────┬──────────┐  
            │                     │
            │         22          │  
         L4 ├─ 22             22 ─┤ L2  
            │         22          │  
            │                     │  
            └──────────┴──────────┘
                      L3

 The rule is simple. All SideDefs that are opposite 
 one another, have the same Sector number.
 
 So all the "22"s indicate that all the SideDef1s of 
 all the LineDefs have a Sector number of 22. 
 
 If for example, L1 had a Sector number of 33 (any
 number but 22), then L1 would get a "Sector not 
 closed error".

 If a LineDef is 2-sided, then it could be SideDef1
 or SideDef2 that has to have the Sector reference
 numbers match. 
 
 To illustrate, we use the same picture again, but
 now some of the LineDefs are 2-sided and the ─┴─ is 
 not always pointing inwards.

                      L1
            ┌───────────┬───────────┐  
            │          22           │
            │                       │  
        L4 ─┤ 22  <- SideDef2 -> 22 ├─ L2  
            │                       │  
            │          22           │  
            └───────────┴───────────┘  
                      L3

  Now we carry this concept one step further with an
  "object" within a "room" and you should have a
  better idea of how to trouble shoot.
  
    ┌────L5───────────┬─────────────────┐
    │                55    (outer)      │
    │                                   │
    L8               55                 │
    │       ┌──L1─────┬─────────┐       L6
    │       │        22         │       │
    │       L4                  L2      │
    ├─55  55├─ 22   (inner) 22 ─┤55  55─┤
    │       │                   │       │
    │       │        22         │       │
    │       └──L3─────┴─────────┘       │
    │                55                 │
    │                                   │
    │                55                 │
    └─────L7──────────┴─────────────────┘  

  The inner area is the same one as before, 
  consisting of LineDefs labelled L1, L2, L3 and L4.
  All the SideDef1 sides reference Sector 22. 
  
  All the LineDefs in the "inner" area are now
  2-sided. The SideDef2s (the outside) of the 
  inner rectangle all have a Sector reference of 55.
  The LineDefs are labelled L5, L6, L7 and L8.

  If you look at the outer rectangle, you'll notice
  that all the SideDef1s have the SAME Sector number,
  55. This matches the Sector number of the inner 
  rectangle SideDef2s.  In this example, you can
  match up the SideDef1s with the SideDef2s, but
  as shown earlier, this can vary.

  That's it, it's that simple!  You just have to 
  match the sides of LineDefs with the sides of the
  "other" LineDef sidedef and make sure that the
  Sector numbers match up.

a3. `yCheck cross references`

 Verify the integrity of the level and help locate
 possible problem areas.  This helps locate orphaned 
 SideDefs, etc. It will also remove extraneous 
 LineDefs if there are two LineDefs between the same 
 Vertices. Ditto for duplicate Vertices.

a4. `yCheck SideDef Textures`

 Report any SideDefs that may need to have a
 Normal/Upper/Lower texture defined.

 If the texture can never be seen, a missing texture
 causes no problems.

 In some cases textures are deliberately omitted to
 build an "invisible block".  If this is not your
 level, check the level out first before changing.

 It also checks to see that normal textures for 
 2-sided LineDefs have only 1 patch.

 2-Sided LineDefs with textures containing more than 
 1 patch slows the game to a crawl and causes the
 'Medusa Effect' - Looks like snakes and turns you to
 stone.

 Textures with multi-patches that are side-by-side
 are OK.

 This also checks for floors and ceilings that move.
 For example, a floor that moves UP exposes a lower 
 wall (so requires a texture there) and a ceiling 
 that moves DOWN exposes an upper wall (which 
 requires a texture). 
 
 Sectors that move both Up and Down are not checked.
 So if you activate the Up/Down moving Sector and 
 you get HOM, add the texture missing!

 It is possible design an area where a Sector moves
 only after another neighboring Sector has moved. 
 Remember, if no neighbor floor or ceiling is higher 
 (or lower) then a Sector with a LineDef type of 
 "move to next higher/lower", the Sector will not 
 move since there is nothing higher/lower.

 If there is no neighboring Sector that can move, 
 this is a design error. If, however, there is a
 neighboring Sector that moves due to another LineDef 
 type action, after this neighboring Sector moves it 
 becomes an eligible neighbor target of the original
 Sector.  So if the end result of the moves is no
 difference in heights, no texture is actually
 required (is this all clear as mud?)

 DeeP will report a missing texture that cannot occur
 since the Sector will not move until an adjacent
 Sector moves. Adding the texture normally does not  
 matter.

a5. `yCheck Texture Names`

 Report any texture names which are not found in the 
 current DOOM/HERETIC/HEXEN IWAD file.  The names are 
 different for DOOM, DOOM II, HERETIC and HEXEN.

a6. `yCheck Thing Names/Doors/Sectors`

 First check Player/Deathmatch start and see if
 there are enough and if they are valid.

 Report any Thing names which are not found in the 
 current game IWAD file.  The names are different 
 for DOOM, DOOM II, HERETIC and HEXEN.

 Check for Things outside of Sectors. It's possible
 in rare instances to misreport the sector.

 Check for Enemies/Players on the same skill level
 on top of each other.

 Check for Enemies/Players stuck to a wall. This 
 depends somewhat on the Thing. Some things can be
 partially stuck and can "free" themselves. If you
 keep the outside "circle" away from the walls, you
 should always be OK.

 Check for any Sector with an Enemy/Player that is 
 lower than the the height required.

 Check for all keyed Doors and see that keys of that
 color exist in the level.

a7. `yCheck LineDef Types/Tags`

 Report any LineDef types that are not known to DeeP.

 Make sure Sector tags are present when required! A 
 missing Sector tag (tag is 0 and it shouldn't be)
 can crash DOOM/HERETIC/HEXEN.

 Report LineDefs with tags that do not require them.
 If you reset to 0, the sectors they referenced will
 complain about a missing tag, but that's ok since
 they should be set to 0 also. Recheck to make sure
 some other LineDef isn't using that tag!

 Tags 99 and 999 (99 DOOM I) were originally used to fix 
 stair problems? Tags 666 and 667 denote special 
 endings for the level they are in.

 Id could have used this!

 DeeP assumes that you are running the later versions
 of DOOM. There are no more differences between DOOM 
 and DOOM II LineDefs. 

a8. `yCheck Sector Types`

 Report any Sector types that are not known to DeeP.

 List any Sectors with tags that do not have a
 matching LineDef with the same Tag number. This is 
 OK, if you removed them as noted above in the 
 LineDef Tag check. Otherwise, it indicates left-over
 useless tags.

 Use this when converting between DOOM types or
 HERETIC to find the differences.

a9. `yCheck (5,6,7,8)Texture,Things,LineDefs, `
    Sectors.

 Self explanatory!

aA. `yCheck (2,3,4 )SectorsClose, Cross-Ref, `
     Missing.

 Self explanatory!  Should always be run to prevent
 Node building errors.

aB. `yCheck (2 ... 8)all of the above`

 Self explanatory!  Always run this to be sure.

aC. `yCheck for textures not required`

 Checks for textures not required. This makes it 
 easier to edit the level. 
 
 Although these textures do not affect the game, it 
 is potentially confusing to see have textures where
 none have to be.  See note below for rising stairs.

aD. `yAutomatic fix missing Textures`

 Check for differences in heights and determines if 
 there should be a texture. Use the current default
 textures. If the wall doesn't show, it can be left
 alone, but it doesn't hurt to put it in.

aE. `yAutomatic fix Texture names`

 A quick way to convert DOOM to DOOM II. Uses
 the current default textures.

 Will also convert to each of the games from DOOM
 to HERETIC/HEXEN or any combination thereof.

aF. `yAutomatic remove Extra Texture names`

 Removes all textures not required. This makes it
 easier to edit the level. 
 
 For HEXEN, be careful since the the LineDefs can
 not be not checked for any script movement!

 Sometimes these textures affect the display of
 textures and it is potentially confusing to see
 textures where none are required.

x                `y Rising Stairs `

 Rising Stairs always require a lower texture. DeeP
 does NOT currently determine all the Sectors that
 belong to the rising stair to exclude them from the
 check.

 For this reason, you should Answer N to exclude the
 lower texture from the check.

 When rising stairs are present, lower extra
 textures are not removed.

 Don't forget that scripts in HEXEN could be causing
 movement that DeeP cannot see!


aG. `ySet Check Options`

 Enable or disable some of the checks. This is
 normally done if you have built a level with
 the "special" effects mentioned earlier.


x `y                 End of Section                 `

**---------------------------------------------------
||Things              Edit Thing Type and Flags
**---------------------------------------------------
b                   `y            `
b                   `y Edit Thing `
b                   `y            `

 For the boxes you may either use the mouse and click
 the box or enter the character displayed in the box
 to activate.

 The box labelled `bClear/Set Skills` controls how
 the flags are changed. If you don't understand what
 follows right now, just don't change that box, OK?

 If the "Clear/Set Skills" box is OFF (white), ALL
 the selected Things are set to the flag values shown
 on the screen. What you see is what you get.

 If the Clear/Set Skills box is ON (BLUE), the
 way the flags are changed depends on the color
 of the box. The boxes cycle through 4 colors:

r`wRED`   = No change. Original state of flag on entry.
         Leaving it in this state does NOT change
         this setting anywhere.

x`wWHITE` = No change. Original state of flag on entry.
         Leaving it in this state does NOT change
         this setting anywhere.

b`wBLUE`  = Set Flag. This flag position is set in
         ALL the Things selected. All the other
         flags in the Things are not changed.

x`wBLACK` = Clear Flag. This flag position is cleared
         in ALL the Things selected. All the other
         flags in the Things are not changed.

 `bHexen Appears` flags can also be changed in
 "Clear/Set Skill" mode.

 When you switch the state of the "Clear/Set Skills"
 pay attention to the COLOR of the flags. For
 example, if you set the Clear/Set option (BLUE),
 change some flags (some are BLUE, some are BLACK)
 and then switch the "Clear/Set Flag" again without
 exiting, notice that ALL the BLACK flags turn to
 WHITE and all the BLUE flags turn to RED.  These
 are now the current flags. If you clicked OK now,
 these values are stored.

 If you do not exit yet, but switch the "Clear/Set
 Flag" again (to BLUE), the flags once again toggle
 between colors. So you can switch between modes,
 just pay attention to COLORS.


a`yAngle`

 The initial direction or orientation of the object.
 You can also use the `b< >` keys in Thing mode to
 quickly change object(s) direction.

a`ySkill`

 Sets the skill level for when objects will appear.
 You can make it harder (for hard levels of course)
 and reduce the difficulty for the beginners by
 reducing the number of monsters and increase the
 weapons.

 Make monsters deaf so you can sneak up on them!

 Levels designed for death match can also have
 different things.

a`yHEXEN Appears`

 For HEXEN only, sets the player class and type of
 game for which the object will appear.

 Refer to the file HEXSPECS.DOC for more details.

y`bFighter      `
y`bCleric       `
y`bMage         `
y`bSingle Player`
y`bCooperative  `
y`bDeathMatch   `


a`yThing Height`

  For HEXEN only, this sets the initial height a
  Thing is above the floor when the game starts. For
  some objects, gravity will make them "fall" for
  others they float higher.

a`yThing PolyId`

  The PolyId number refers to polyobjects.  Like a
  "tag" this connects the 3000/3001/ and 3002 items
  together. Only Poly objects activate this option.


x                      `yNote`

 If you turn on NET, the thing will only appear on
 NETWORKED games! So do not click this box if you
 want the thing to be there in a regular game (not
 HEXEN).

a`yClear/Set Skills`

 When this entry is active, the skill of all the
 Things are set as described above.

a`yChange All Angles`

 When this entry is active, the angle of all the
 Things selected is changed. If "Clear/Set Skills"
 is active, only the angle of the current Thing
 can be changed.

 When not active, the angle of only one Thing is
 changed.

 Use this as a safety feature so you don't accidently
 change all of the selected objects.


a`yChange Type`

 Select the type of thing, monster, player, 
 decorations, etc.

x `y                 End of Section                 `

**---------------------------------------------------
||SpawnThings         Spawn Thing (HEXEN)
**---------------------------------------------------

b                  `y             `
b                  `y Spawn Thing `
b                  `y             `

 This is for HEXEN only.

 The Things presented in this list are used for the
 Thing-Spawn and Thing-Projectile LineDefs.

 The Tid represents the Tid of a Thing MapSpot or 
 MapSpot with gravity where the Thing is created.
 
 The Angle sets the original angle the Thing faces. 
 Use the angle numbers shown in the online help box.

 For Projectile LineDefs, the arguments set the Speed
 of the projectile and how fast it travels to the 
 ground (vspeed).













x `y                 End of Section                 `

**---------------------------------------------------
||LineDefs            LineDef Edit Type and Flags
**---------------------------------------------------
b                `y                 `
b                `y LineDef Editing `
b                `y                 `

x`yEdit LineDef Flags`

 Describes basic rules about the LineDef. Controls
 what happens or can happen.

 The box labelled `bClear/Set each Flag` controls how
 the flags are changed. If you don't understand what
 follows right now, just don't change that box, OK?

 If the "Clear/Set Flag" box is OFF (white), ALL the
 selected LineDefs are set to the flag values shown
 on the screen. What you see is what you get.

 If the Clear/Set Flag box is ON (BLUE), the
 way the flags are changed depends on the color
 of the box. The boxes cycle through 4 colors:

r`wRED`   = No change. Original state of flag on entry.
         Leaving it in this state does NOT change
         this setting anywhere.

x`wWHITE` = No change. Original state of flag on entry.
         Leaving it in this state does NOT change
         this setting anywhere.

b`wBLUE`  = Set Flag. This flag position is set in
         ALL the LineDefs selected. All the other
         flags in the LineDefs are not changed.

x`wBLACK` = Clear Flag. This flag position is cleared
         in ALL the LineDefs selected. All the other
         flags in the LineDefs are not changed.

 `bActivated When (HEXEN)` flags cannot be changed
 when in "Clear/Set Flag" mode.

 When you switch the state of the "Clear/Set Flag"
 pay attention to the COLOR of the flags. For
 example, if you set the Clear/Set option (BLUE),
 change some flags (some are BLUE, some are BLACK)
 and then switch the "Clear/Set Flag" again without
 exiting, notice that ALL the BLACK flags turn to
 WHITE and all the BLUE flags turn to RED.  These
 are now the current flags. If you clicked OK now,
 these values are stored.

 If you do not exit yet, but switch the "Clear/Set
 Flag" again (to BLUE), the flags once again toggle
 between colors. So you can switch between modes,
 just pay attention to COLORS.


 HEXEN only:

 LineDefs can be individually programmed
 for features such as Speed and Time delays.

 When a LineDef type is selected, the next prompt
 request the parameters for that LineDef. The type
 of parameter is noted before each prompt. "na"
 designates that this position is ignored for the
 LineDef (a few of those).

a`yImpassable`

 Line is impassable for players and monsters.

a`yMonster Block`

 Line is impassable for monsters only.

a`yTwo-Sided`

 Line has 2-sides. The line is assumed "transparent"
 and Doom will show the area past the line. If this
 flag is not set and if there is no Normal texture,
 you will get HOM.

a`yUpper Unpegged`

 For 2-sided LineDefs, draw the Upper texture from
 the top down. Normally they are drawn from the
 bottom up.

a`yLower Unpegged`

 For 2-sided LineDefs, draw the Lower texture from
 the bottom up. Normally the are drawn from the top
 down.

 Unpegged textures for 1-sided LineDefs draw the 
 Normal texture from the bottom up.

 A `bPegged` texture moves with a Sector that moves. 
 Pegged textures follow the lower ceiling.

 An `bUnpegged` texture does not move with a Sector 
 that moves, it is stationary.

 Unpegging textures is useful for making the textures 
 `blook good`. For example, if a stair is visible
 from the side, unpegging the the lower texture
 aligns the textures to the bottom floor.  This
 depends on the texture used of course.

a`ySecret`

 A `bSecret` (red on the Automap) hides what's behind
 it (does not show up on the Automap. It is not
 related to the secret areas. Those are set by the 
 Sector. 
 
 Makes it difficult to identify areas. (So players
 can't figure out your trap!)

a`yBlocks Sound`

 Monsters can't hear you shoot! Surround the entire 
 area with this flag set so they can't hear you. 
 Should speed up a game with many monsters if done 
 correctly.

a`yInvisible`

 This line is never put on the Map.

a`yAutoMapped`

 This line is always shown on the Map.

a`yRepeatable`  (HEXEN)

 The LineDef action repeats.  You must have this
 turned on to repeat an action for HEXEN.

a`yActivated When (HEXEN)`

 Unlike DOOM or HERETIC, HEXEN control the activation
 of many actions by setting this value. You can also
 control the "repeatability" as a separate choice.

x`yEdit LineDef Type`

 A direct menu to LineDef types, bypassing the flags
 Menu.

a`yEdit the 1st SideDef`

 Set the textures and connects it to a Sector (for 
 floor/ceiling information). Use this to fix bad 
 sector references that cause "Sector not closed 
 messages".

 Normally you may have a requirement to switch the 
 sectors assigned from one side to the other, for 
 example, when you flip a LineDef.

 You also use this to assign the correct sector 
 number of an object inside a room. That is, change 
 the Sector number of the SideDef to match the Sector 
 of the room. This is one of the methods used to fix
 "Sector not closed".

a`yX and Y offsets`

 The X and Y offsets permit manual shifting of the
 textures to minimize "seams". 
 
 ITA (Interactive Texture Alignment) shows you the 
 texture with the offsets right on the screen!
 
 The location of the texture (upper, normal or lower) 
 and whether it is unpegged determines the texture 
 drawing sequence. The texture displayed is for one
 panel with the offsets entered.
 
 Review the discusson on unpegged upper and lower 
 textures to determine whether the texture is drawn 
 from top-to-bottom or bottom-to-top. 


x                 `yInterActive Browser`

 Press F1 when in the texture selection box to bring 
 up a display of all the textures. You can also left
 mouse click inside the texture display window area
 to start browsing.
 
 You interactively select the texture by left mouse 
 clicking or using the cursor keys to move around. 
 
 The following keys control the browser:

 1. PageUp/PageDown keys move back and forth.
 2. Home = Start with first texture.
 3. End  = Start with last set of textures
 4. Any character, starts the list with the any name 
    that is closest to the character entered. For
    example, if you key in a `bG`, textures whose 
    names start with G come first. If no match is 
    found, the closest one starts the list.
 5. Escape or Right Mouse click exits the list and no 
    changes are made.
 6. Enter selects the current outlined entry.

 If you press a key while the textures are still 
 displaying, the display stops. If you did this by 
 accident, press the first character of the texture
 to start redrawing.
 
a`yAdd a 1st SideDef`

 This appears (instead of Edit) if no SideDef1 exists 
 for the LineDef. A SideDef1 must exist!


a`yEdit the 2nd SideDef`

 Set the textures and connects it to a Sector (for 
 floor/ceiling information).

 The X and Y offsets permit manual shifting of the
 textures to minimize "seams". ITA (Interactive
 Texture Alignment) shows you the texture with the
 offsets entered right on the screen!  See Edit 1st
 SideDef discussion.

x`yAdd a 2nd SideDef`

 This appears (instead of Edit) if no SideDef2 exists 
 for the LineDef. A SideDef2 is optional.

a`y1st SideDef ref`
a`y2nd SideDef ref`

 You use this to delete a SideDef or change the
 reference (be careful). You always need a SideDef1!

 If you end up with a 1-sided LineDef, edit the 
 LineDef and change the type to 1-sided. F10
 Check will catch and fix it automatically.

a`yDelete SideDef1`
a`yDelete SideDef2`

 Deletes a SideDef. You always need a SideDef1! 

 If you delete all the -same- side SideDef reference 
 for a surrounded area, you can select them all and
 then press Ins to recreate them all with a new Sector.

a`ySector Tag`

 A Sector Tag is a number that connects a LineDef to
 a Sector with the same Tag number.

 For example, a door with a switch has a LineDef 
 (type = Switch Door) and a Sector with the same Tag 
 number. This causes the assigned Sector to move (and 
 not some other Sector).

 More than one Sector can have the same Tag number,
 they will all move at the same time!

 Note: Use the Ctrl+T command to automatically assign 
 new Tag numbers and connect them with the correct 
 LineDef.

a`yLineDef Arguments` (HEXEN)

 Direct access to all the LineDef arguments.

a`yLineDef Args 1-5` (HEXEN)

 Direct access to one argument at a time.


a`yShow Multi-Texture X/Y`

 Multi-Texture ITA Display (Intelligent Texture
 Alignment displays as many SideDef's as will fit
 on the screen with X and Y alignment applied. All
 3 possible textures are displayed for each SideDef.

 Use this to see how textures look next to each other
 and to have an idea of how the alignments match.
 Instantly gives you a much better idea of how your
 level will look.

 The maximum length displayed is 256 units for each
 SideDef, permitting the display of at least 3
 SideDefs.

 The height is always filled in as 128 units high
 and ignores Sector heights for now. Unpegging is
 also ignored, although that is easy to visualize
 (see XYalign for unpegging discussion).

 You should select LineDefs that all face the same
 direction.  If more LineDefs are selected than
 fit on the screen, they are ignored. The LineDefs
 are automatically sorted. The sequence of display
 is corrected for SideDef 1 vs SideDef 2.


a`yTexture Browser`

 This is for viewing only. No changes are done.

 Display as many textures on the screen as will fit
 as determined by your video resolution. You can
 also browse by pressing F1 in the texture selection
 menu.

 Pressing any key stops the graphical representation
 of a texture.  The names are always listed. Use this
 to quickly page!

 Press Esc or Right mouse click to stop.

 Press the first character of the texture to start
 the display with textures starting with that
 character.

 If no texture starts with that character the closest
 prior one is shown as the first texture.

 Press + and - to choose from two display sizes.

 No changes to the map are made when browsing.


x `y                 End of Section                 `

**---------------------------------------------------
||ThingLineDefs       Thing LineDef Specials (HEXEN)
**---------------------------------------------------
b             `y                        `
b             `y Thing LineDef Specials `
b             `y                        `

 HEXEN only:                       
 
 This is the list of LineDef types that can be
 selected for Things that are activated when the 
 Thing is destroyed.

 After a LineDef type is selected, enter the argument
 values as appropriate for the LineDef.









x `y                 End of Section                 `

**---------------------------------------------------
||Sectors             Sector Edit Type and Tag
**---------------------------------------------------
b                   `y             `
b                   `y Edit Sector `
b                   `y             `


a`yType`

 Describe how the sector behaves. Here's where you 
 can set the Secret attribute.

a`yCeilingTexture`

 Select a Ceiling Texture.

a`yFloor Texture`

 Select a Floor Texture.

x                 `yInterActive Browser`

 Press F1 when in the texture selection box to bring 
 up a display of all the textures. You can also left
 mouse click inside the texture display window area
 to start browsing.
 
 You interactively select the texture by left mouse 
 clicking or using the cursor keys to move around.
 
 The following keys control the browser:

 1. PageUp/PageDown keys move back and forth.

 2. Home = Start with first texture.

 3. End  = Start with last set of textures

 4. Any character, starts the list with the any name 
    that is closest to the character entered. For 
    example, if you key in a `bG`, textures whose names 
    start with G come first. If no match is found, 
    the closest one starts the list.

 5. Escape or Right Mouse click exits the list and no 
    changes are made.

 6. Enter selects the current outlined entry.

 If you press a key while the textures are still 
 displaying, the display stops. If you did this by 
 accident, press the first character of the texture
 to start redrawing.
 
a`yLight Level`

 Determines how much light there is. 0 is dark,
 255 is full on.

a`yCeil/Flr Height`

 Set the both the ceiling height and the floor height
 at the same time. Usually from -512 to 512.
 
 The maximum distance between the floor and
 ceiling is 1023 for the older DOOM.

 Use the PageUp and PageDown keys to automatically
 increase or decrease the values shown. The amount
 of each change is set in F5 texture defaults.

a`yCeiling Height`

 Set only the ceiling height.

 When you are changing many sectors, this lets you
 change all the selected ceiling height but leave 
 the floors the same.

 See above for PageUp/PageDown keys.

a`yFloor Height`

 Set only the floor height.

 When you are changing many sectors, this lets you 
 change the all the selected floor height but leave 
 the ceilings the same.

 See above for PageUp/PageDown keys.

y`bLineDef Tag`

 This ties the sector (and how it behaves) to a
 LineDef with the same Tag number. A number here, 
 implies a LineDef with the same number.

 DOOM will crash if you forget to tie the Tags 
 together!

 In Sector mode, the Tagged LineDef is `rRed` and in 
 LineDef mode the Tagged Sector is `rRed`.

 Note: Use the Ctrl+T command to automatically assign
 new Tag numbers and connect them with the correct 
 Sector.

a`yBrowse Floor/Ceiling`

 Display as many textures on the screen as will fit 
 as determined by your video resolution. You can 
 also browse by pressing F1 in the texture selection
 menu.

 Pressing any key stops the graphical representation
 of a texture.  The names are always listed. Use this
 to quickly page!

 Press Esc or Right mouse click to stop.

 Press the first character of the texture to start 
 the display with textures starting with that 
 character.

 If no texture starts with that character the closest 
 prior one is shown as the first texture.

 Press + and - to choose from two display sizes.

 No changes to the map are made when browsing.


x `y                 End of Section                 `

**---------------------------------------------------
||Find                Find Menu
**---------------------------------------------------
b                     `y      `
b                     `y Find `
b                     `y      `

x`y  Finds the item types listed `

a`y  Find LineDef Type `
a`y  Find LineDef Tag  `

a`y  Find Sector  Type `
a`y  Find Sector  Tag  `

a`y  Find Thing        `

a`y  Find FloorTexture `
a`y  Find Wall Texture `

x`y  Finds and Replaces the item types listed `

a`y  Replace Thing       `
a`y  ReplaceFloorTexture `
a`y  ReplaceWall Texture `

a`y  ReplaceFloorTextureConvert `
a`y  ReplaceWall TextureConvert `

     These last two should only be used when you are
     converting from one game to another, for
     example, DOOM to DOOM II or DOOM to HERETIC,
     etc.

     Since the textures don't exist in one game, DeeP
     can't show them so any name is permitted. You
     can't really mess up, since this is the search 
     name!





x `y                 End of Section                 `

**---------------------------------------------------
||Tutorial            Tutorial how to Build your first level
**---------------------------------------------------
b              `y                      `
b              `y How To Build a level `
b              `y                      `


x     `y                                       `
x     `y    A Quick First Level to get going!  `
x     `y      Press the print button on the    `
x     `y    bottom so you can mark the steps.  `
x     `y                                       `

 Refer to `bDrawing Graphics Tutor` for a quick
 overview of drawing on walls.

 Read the introduction to this help for some basic
 terms, adjust the default textures if you are using
 DOOM (F5 menu), and adjust the display speed by
 pressing ] to slow down and [ to speed up. The map
 will fly all over the place if you don't set the
 delay to around 50 (displayed on the bottom left of
 the screen).

 To make a quick first level just to see if you can,
 follow the steps below. It appears long because each
 step is listed, describing each movement.

 Please make sure Snap-to-Grid is on, the `bs` button
 on the top of the screen should be down. Press this
 button or press `b/` to fix.

 Clue: This is what you will end up drawing!

            ┌──────────┬──────────┐
            │                     │
            │                     │
            ├─  Your 1st level   ─┤
            │                     │
            │                     │
            │                     │
            └──────────┴──────────┘

 OK, so do the following:

 1.  Press alt+F or Click File on the top bar.
     (selects File menu)

 2.  Press N or click New Level
     (to make a brand new level).

 3.  Press Home and Press Enter.
     (Select the first level. This makes
     it easier to test for shareware).

 4.  Press F9 (objects)

 5.  Press 1, make a Rectangle Room.

 6.  Enter 512 x 512 in the size boxes.

 7.  Place the mouse cursor in the middle of the
     screen (the exact area doesn't matter), click
     the left mouse button and view the upper right
     corner of the screen to make sure it's about
     512x 512 and press Enter or click the left mouse
     button.

 8.  Press the Right Mouse button to exit Tool mode.

 9.  Press "C" to clear the selected "green" lines.

 10. Press T to go into Thing Edit mode.

 11. Move the mouse cursor inside the rectangle.
     (Places the Thing coordinate location, next)

 12. Press the Ins key.

 13. Press Enter (brings up Thing menu).

 14. Press T (or click Change Type button)
     (Select change type of thing)

 15. Press 3, Player Start/Teleport
     (Type of change)

 16. Press 1 , Player 1 Start
     (Change Thing to what we want)

 17. Press Esc or Right Click
     (To exit menu)

 18. Press Esc or Right Click
     (To exit menu)

 19. Press Alt+F (or Click File on Top)
     (Selects File menu)

 20. Press S or click Save
     (Save the file, ignore warnings)

 21. Edit the file name or press enter
     or click Ok if you like it.

 22. Press Enter (Click OK/Yes) to the
     rest the messages.
     Saves the level and builds nodes.

 This isn't much of a level, but you can see that it
 WORKS!.

 You can play it using the -file option for DOOM/
 HERETIC/HEXEN/STRIFE.  If you registered DeeP, you
 can play it directly from DeeP!

 (Select File and press F1 for more info.)

 NOTE: It's possible that a 1 room level will not
 work with future releases of DOOMx or HERETIC. As
 of 1.9 and HERETIC 1.2, this all works. Some node
 builders will not work with 1 Sector levels!


x        `y                              `
x        `y    Expand your First Level!  `
x        `y                              `
 
 Here's a brief example of how easy it is to make
 your level more than just one room. Again, each
 step is listed, but it goes really fast!  Have at
 least a Zoom size of 1000 so you can see what you
 are doing.

 1.  Select the level you made above (this is auto-
     matic, if you didn't switch levels!).

 2.  Press Ctrl+D and draw another rectangle above
     the rectangle you made. Draw the rectangle
     `bclockwise`. (You could use the rectangle
     tool again, but then you wouldn't see how easy
     drawing really is.)

     Make the bottom line that is closest to the
     original rectangle parallel to the top line of
     the old rectangle. If it goes at a slant you
     may have trouble "hitting" it later on.

     a. Press the Left mouse button to start, then
        move left, press the Left button again, move
        up, etc, until you have 3 sides (see below).

     b. Press the Right mouse button to finish the
        second rectangle. (You are still in LineDraw
        mode, so don't Right click yet!).

 3.  Hopefully this is what you have on the screen:

            ┌──────────┬──────────┐
            │                     │
            │                     │
            ├─   New Rectangle 2 ─┤
            │                     │
            │                     │
            │                     │
            └──────────┴──────────┘ <-start here


            ┌──────────┬──────────┐
            │                     │
            │                     │
            ├─   Old Rectangle 1 ─┤
            │                     │
            │                     │
            │                     │
            └──────────┴──────────┘


 4.  Now let's CONNECT them!

     Use the picture show below to guide
     you.

     a. Place the cursor on top LineDef O1 and press
        the left mouse button. The line should turn
        RED and you should see a Blue dot.  If this
        did not happen, Right click right now and
        try again!

     b. Move up and place the cursor on top of
        LineDef N1 and Left click again. As before,
        the line should turn RED. If you miss this
        time, you should start over, not that you
        have to, but we'll have detail overload at
        this point. (To start over, go to the File
        menu and select Edit level, THIS one!)

     c. Move to the right a bit and Left click to
        create v3. Make sure the line really split
        there!

     d. Now move down to LineDef O1 again and place
        v4 on top.

     e. Right click the mouse (makes the last line)

     f. Right click again to exit linedraw.
        That's it!


            ┌──────────┬──────────┐
            │                     │
            │                     │
            ├─   New Rectangle 2 ─┤
            │                     │
            │                     │
            │      v2     v3      │
            └─N1───<───┴───<──────┘
                   │       │
                   ├─     ─┤
                   │       │
            ┌─O1───>───┬───>──────┐
            │      v1     v4      │
            │                     │
            ├─   Old Rectangle 1 ─┤
            │                     │
            │                     │
            │                     │
            └──────────┴──────────┘

 5.  Let's make sure you did everything right. Press
     F10 and select 2 - check all sectors... just to
     be sure!

 6.  Press Alt+F and save the file as before.

     Saves the level and builds nodes as you did the
     first time.


x     `y                                        `
x     `y   For a Really Good Time, add a Door!  `
x     `y                                        `

 I'm going to assume that you know what to do getting
 the last level loaded so we resume where we left off.

 The Rectangles are chopped, since what we care about
 now is the connecting corridor we made earlier. The
 corridor is made larger, again for clarity.

 There are 3 ways to make Doors, this is the easiest
 to start with, although later you may prefer to use
 the other methods.

 1. Place your cursor in above the middle of the
    corridor made above as shown by the X below.
    The rotation places the object farther down, so
    by placing it higher we adjust for where we want
    it.

 2. Press F9 select 7, make a Door. Enter an angle
    of 90.

 3. Press the Right Mouse button to drag the door
    into position. All the sides must be contained
    within the corridor. It should be close to
    what you see below.  The exact position is not
    critical, since that is easy to adjust. Press
    F1 help for what you can do do position the
    Door.

    When you have it close enough, press the Left
    mouse button, the press the Right mouse button
    to exit.

    Press "C" to clear the selected "green" lines.

       │                                 │
       ├─          Rectangle 2          ─┤
       │           X                     │
       └────────<───────┴───────<────────┘
                │  ┌─────────┐  │
              A ├─ │a  door b│ ─┤ B
                │  └─────────┘  │
       ┌────────>───────┬───────>────────┐
       │                                 │
       ├─                               ─┤
       │          Rectangle 1            │


 4.  If door lines a and b are not parallel to lines
     A and B we need to move the vertices a bit.

     Go into Vertex mode (press V) and place the
     cursor on top of the offending vertex. Press the
     Right mouse button (hold it down) and move. When
     the line is parallel let go. Adjust any other
     sides now.

 5.  Enter LineDef mode (press L). Place the cursor
     on top of Door LineDef a and press and hold the
     Right mouse button. Now drag the "a" LineDef
     over on top of the "A" LineDef. You see why the
     lines had to be parallel?

     Release the Right mouse button, you should get
     2 messages, one about splitting the LineDef and
     one about merging LineDefs. Reply Y to both.

 6.  Repeat the above using LineDef b and B.

 7.  Press Alt+F and save the file as before.

     Saves the level and builds nodes as you did the
     first time.


x     `y                                         `
x     `y  If you're Cooking, lets' make another  `
x     `y         Room inside the area!           `
x     `y                                         `

 We are going to make another room inside the top
 Room we made before, Rectangle 2 (you can duplicate
 what's shown here and do it below too).

 1. Place your cursor at the X as shown below and
    press Ctrl+D to enter LineDrawing mode. Press the
    Left mouse button to place a vertex at the X and
    draw the area shown: move left, down, right, up,
    etc.

    When you get to Y you can Right click and the
    line will be finished to X.

        ┌─────────────────┬─────────────────┐
        │                                   │
        │            ┌────┴───────X         │
        │            │ ┌───┬───┐ │          │
        ├─           ┤ ├       │ │         ─┤
        │            └┬┘       │ │          │
        │                      ┤ ├          │
        │            ┌┴┐       │ │          │
        │            ┤ └───┴───┘ │          │
        │            └─────┬─────┘Y         │
        └─────────────<───┴───<─────────────┘  
                      ├─     ─┤

     Adjust the spacing so you can "fit" (the above
     is not meant to be to scale). Go into LineDef
     or Vertex editing mode (press L or V), move the
     cursor on top of the object to move, press and
     hold the Right mouse button down and then move
     the mouse.

 2.  Press Alt+F and save the file as before.

 3.  You can now put a door in the opening as
     described earlier. 
     
 Hopefully, this gets you going. Understanding how
 the pieces fit together is the most difficult part 
 to learn. Once it hits you between the eyes, you
 will reap great benefits from the understanding,
 so don't give up!

            (Stop my head hurts..........)

B    `y                                           `
B    `y  Please refer to the following for more:  `
B    `y                                           `
B    `y    TUTORIAL.DOC for more introduction     `
B    `y    and documented sample levels           `
B    `y    HEXSPECS.DOC - HEXEN script specs      `
B    `y    SCRIPTS.DOC  - introduction to scripts `
B    `y    SCRIPTS.ACS  - sample HEXEN script     `
B    `y    HEXENTUT.ACS - sample HEXEN script     `
B    `y                                           `


B    `y       See DEEPEXAM.WAD for examples       `
B    `y            of the following               `

a`yDoors`

 Select LineDef mode Misc (F8) create Door from
 4 LineDefs.

 Select Object (F9) create Door for a prefab door
 that you drag/stretch to fit your space.

a`yPools`

 Select Object (F9) create Rectangle or Polygon and
 turn the Pool option on.

a`yLights`

 Select Object (F9) create Rectangle or Polygon and
 turn the Light option on.

a`yWindows`

 Select Object (F9) create Rectangle or Polygon and
 turn the Window option on.

a`yLifts`

 Select Sector mode then Misc (F8) , create lift from
 sector.

a`yTeleporters`

  Select Object (F9) Rectangle object and select
  Teleport Exit/Entrance pads. 

  For DOOM and HERETIC:
     Connect the Teleport Exit to the Entrance pad 
     using the Tags. 
     
  For HEXEN:
     Connect the Teleport Exit to the Entrance pad
     using the same Tid in both the LineDef and a
     teleport Thing.

  You don't have to use an Entrance pad, any Sector
  will do, this is mainly for looks.

a`yStairs/Rising Stairs`

  Stairs, see Objects, stairs.

  For Rising Stairs, set the step height to 0. Make
  some LineDef one of the rising stair LineDef types
  and using the Tags, connect the LineDef to the
  first sector of the stair (see Introduction on
  Tags). All the stair steps (Sectors) have a height
  of 0.

  For HEXEN only, make the next Sector (not the first
  Sector you tagged to the LineDef) to type Stairs
  Special 1, then the next one to Stairs Special2,
  the next one to Special 1 and so on, back and
  forth.

a`ySecret Areas`

  This is just a Sector Type.


x `y                 End of Section                 `

**---------------------------------------------------
||Nodes               Node Viewer
**---------------------------------------------------
b                   `y             `
b                   `y Node Viewer `
b                   `y             `

 The nodeviewer lets you visually inspect how the
 nodes were created. For HEXEN, it is important that
 you check to see that NO lines split an area that
 has a PolyObject inside of it.  A simple example is
 a square rectangle.  The square should be surround
 by blue/red lines, with no line anywhere inside of
 it.

 You can correct node problems by trying to align
 areas in line-of sight to share the same X or Y
 plane and by trial-and-error moving stuff around
 or adding "junk". "Junk" has nothing with the level, 
 but it can fool the nodebuilder.  Refer to MAP01 of  
 HEXEN to see the "junk" around the sliding doors.

 Also try the various Node building options. See the
 F5 screen and press F1 for more information.


x               `y Keyboard Keys `

y`bLeft arrow`  Move to left Node

y`bRight arrow` Move to right Node

y`bUp arrow`    Move up a Node

y`bDown arrow`  Move down a Node
 
y`bC`           Clear map

y`bG`           Toggle node lines

y`bJ`           Jump to node

y`bN`           Toggle show nodes

y`bS`           Toggle segment lines

y`b+ -`         Change Map size 
                (Use C to clear)

y`bEsc/Enter`   Done
  
y`bF1`          Press for more Help


 If you press F1 after the first help screen 
 displayed, DeeP displays the following statistics 
 about the nodes:

  
 Pct Balance   :This number is from 1 to 100. It
                is calculated by taking the sum of
                NodesLeft/NodesRight for each leaf.

                So if there were exactly as many 
                nodes on the left as on the right
                the number would be 100 Pct. 
                
                The final subsector is not counted.
                WARM does count this and BSPINFO (we
                think) does not count this.

                You could argue either way:)

                This number is usually between 60-70
                percent.  Higher percentages tend
                to more favorable, taken in context
                with the Avg Depth.

  Avg Depth    :The average number of nodes required
                for the map. The lower the number,
                the less calculations required to
                reach any point on the map.

  Max Depth    :The greatest "depth" encountered in
                the node tree.

  Pct Left Side:The percentage of the nodes that
                are on the left side.

  Pct RightSide:The percentage of the nodes that
                are on the right side.

  Seg Splits   :The number of extra segments added to
                make the node tree. This number is
                not too big a deal.

  Node Diagonals:The number of node lines that are at
               at an angle. This is directly related
               by the number of diagonal lines in the
               level. Diagonals take slightly longer
               to "project", so fewer is better.

  The Pct left/right reflect how well the first
  node was choosen. For large levels, a 50/50 mix
  is better than a lobsided one. The smaller side
  would be slightly faster and the larger side
  plays somewhat slower.

  These numbers give an overall flavor of the nodes,
  but are not meant as absolute "standards" by any
  means. In our opinion, the greatest influence on
  speed (and then only for large levels), is the
  Avg Depth. The primary criteria is always that
  the level works.

  HEXEN polyobjects can give some trouble in nodes
  splitting the area where they reside. You can
  redraw or move the area around, try a different
  depth value, try setting the node split option,
  or try a different nodes builder. Just be prepared
  to spend some time in this area, it's not simple to
  fix (yet).

  There is no attempt made to assign a single number
  to the above. Assigning a number is somewhat
  meaningless, somewhat like assigning a rating to a
  PWAD by counting lines and enemies.


x `y                 End of Section                 `

**---------------------------------------------------
||NodeBuilding        DeePBSP Building Nodes
**---------------------------------------------------
b            `y                       `
b            `y DeePBSP Nodes Builder `
b            `y                       `


 DeePBSP is dynamically loaded when nodes are built.

 The progress is displayed if you set the Node
 option (F5 menu `bShowNodeBuilder`) to show node
 building progress on the screen.

 If DeePBSP does not complete successfully, you need
 to restore your level from the temporary work file.

 DeeP automatically alerts you to this error and
 asks if you want to copy ~DEEP.WAD (or ~HEEP.WAD)
 back to the original file name.  This is a copy of
 your level when you saved it. The Nodes were NOT
 built for the reason indicated in the DEEPBSP.LOG
 file (DeeP displays this file for you).

 If you don't want the file ~DEEP or ~HEEP, you 
 can use the copy of your prior level. This name 
 was automatically created when you saved your
 file.  It has the same filename but with the
 extension .BAK

 So if you started with a level called GORGES.WAD,
 a copy called GORGES.BAK was made when you saved
 the level. You can manually copy that file back
 if you desire. 

 We cannot think of all possible situations causing
 an error, but some possible causes for a failure 
 are : 

   1. FILES= number in CONFIG.SYS that is too low 
      (make it 45 or so). 
   2. Memory was too fragmented, there is not enough 
      to load DeePBSP.
   3. You didn't run the error checker in DeeP and
      have vertexes that overlap (causes DOMAIN
      errors). We don't trap this right now!!!!!!!
   4. System errors caused by DOOM/HEXEN/etc.

 If you have a system with only 8MB, it is 
 recommended to exit DeeP every once in a while to
 take care of memory fragmentation problems. Just
 track the memory available on the lower display
 bar.  If it drops below 1MB, you should save, exit
 and restart.


x `y                 End of Section                 `

**---------------------------------------------------
||Help                Help on Help
**---------------------------------------------------
b                  `y              `
b                  `y Help [Alt+H] `
b                  `y              `

 Print the help by pressing the Print button on the 
 bottom of the current help screen.

 Each section prints only what is covered. To print 
 all the help at once, select All Help (see below).


a`yHelp Summary`

  A quick reference guide of all the keyboard and
  mouse commands.

a`yHelp Index`

 Same as F1 key.

 This is a complete index of all help topics.
 Select a topic and press Enter or click the
 Left mouse button in the Top selection box.

a`yAll Help`

 This is a complete listing of all the help. It
 starts at the beginning and goes all the way to
 the end.

a`yAbout DeeP`

 A brief blurb about us and some pretty graphics
 (see below).

a`yScreen Saver Alt+F1`

 Each game has its own screen saver. Heretic is 
 the most fun to watch.

a`yPrint Order Form`

 Select Print Order form and then press F1 for 
 Ordering Information.

a`yQuick Start Tutorial`

 Guides first time users quickly on how to make
 a level using DeeP. Easy to follow and instant
 satisfaction!


x             `y General Information `

 The bottom bar displays editing modes, auto-object
 `bA`, centering`b\`, delay`b[]`, and zoom `bZ` and 
 grid `bG` sizes.

 The top bar show the number of objects in the select 
 list and the DOOM coordinates.

 Additional help information is displayed on the top 
 as appropriate.


x`yAbout DeeP...`

          Brief information about the DeeP
            programmers and Registration.

x  `y                                           `
x  `G       If you Registered, Thank You!       `
x  `y    See ORDER.FRM for Upgrade pricing.     `
x  `y                                           `

x  `y            DOOM-HERETIC-HEXEN             `
x  `B         DoomEnhancedEditorProgram         `
x  `B                                           `
x  `y         ``rSensor Based Systems, Inc.``x        `
x  `y         ``r17010 N.E. 190th St       ``x        `
x  `y         ``rWoodinville, WA 98072-8237``x        `
x  `y                 (206) 827-8794            `
x  `y                                           `
x  `y                                           `
x  `y          75454.773@COMPUSERVE.COM         `
x  `y                                           `


x  `y              End of Section                `

**---------------------------------------------------
||Order               How to Order
**---------------------------------------------------
b                  `y           `
b                  `y OrderForm `
b                  `y           `


x  `y                                              `
x  `y       To order the Registered version        `
x  `y                  of DeeP                     `
x  `y                                              `
r  `y 1. Register Online with CompuServe :         `
x  `y                                              `
x  `y          DeeP (GO SWREG ID = 5392 )          `
x  `y                                              `
r  `y 2. Print ORDER.FRM for Mail or Fax Orders    `
x  `y                                              `
r  `y 3. Register voice with MC, Visa or COD.      `
x  `y                                              `
x  `y         Call : (206) 827-8794 voice          `
x  `y                                              `


r  `y                                              `
x  `y  Call Today and start your new adventure as  `
x  `y  a DOOM, HERETIC, HEXEN or STRIFE wad author `
r  `y                                              `


x  `y                                              `
x  `y    Browse the Latest & Greatest Version at   `
x  `y                                              `
x  `B         http://www.wolfenet.com/~sbs         `
x  `y                                              `






x `y                 End of Section                 `

**---------------------------------------------------
||Summary             Editing Key Command Summary
**---------------------------------------------------

x   `y Graphic Mode Character Key Command Summary `

 These commands apply when the editor is in Map Mode
 and vary according to the editing mode.

a`yShift`          Auto-object temporary override
a`yShift+Tab`      Switch to the previous editing mode.
a`yShift+PageUp`   Immediately Increase Sector ceiling           
a`yShift+PageDown` Immediately Decrease Sector ceiling 
a`yShift+Home`     Immediately Increase Sector floor             
a`yShift+End`      Immediately Decrease Sector floor
a`yShift+Del`      Vertex mode only, opposite of Del
   HEXEN only
a`yShift+PageUp`   Immediately Increase Thing height           
a`yShift+PageDown` Immediately Decrease Thing height

a`yShift+A`   Toggle default auto-object selection
a`yShift+C`   Set ceiling height Sector mode
a`yShift+F`   Set floor   height Sector mode   
a`yShift+G`   Change Grid size   
a`yShift+H`   Set ceiling/floor height Sector mode
a`yShift+I`   Toggles bottom display; all to none 
a`yShift+R`   Refreshes screen display only
a`yShift+X`   X align both sidedefs, no texture chk
a`yShift+Y`   Y Align both sidedefs
a`yShift+Z`   Rezoom prior to Zoom-to-Window
a`yShift+ +`  Increase Zoom while in Tool mode
a`yShift+ -`  Decrease Zoom while in Tool mode

a`yShift+Enter` Edit the current object directly.
a`yCtrl+Enter ` Edit LineDef flags directly.
a`yEnter`       Edit the current object

a`yTab`       Switch to the next editing mode
a`ySpace`     Toggles the scroll, rotate slow/fast

a`yHome`      Move map, Tool control, 1st item
a`yEnd`       Move map, Tool control, last item
a`yEsc`       Exit commands, menus, program
a`yIns`       Add current object, start/quit drawing,
              Tool control
a`yDel`       Delete the current object(s),
              Tool control

a`yPageUp`    Move map, Tool control, page up
a`yPageDown`  Move map, Tool control, page down
a`yArrows`    Move cursor or Tool control

a`yScroll Lock` Turn auto scroll on/off.

a`~`       3D Preview (also unshifted ~)
a`y+ -`    Zoom in/out, Tool control
a`y[ ]`    Change the map scroll speed delay
a`y< >`    Scale/Rotate, Thing angle
a`y/`      Toggle Snap-To-Grid
a`y\`      Toggle AutoCenter (3 choices)

a`yA`      Bring up calculator
a`yB`      HEXEN only Jump Tid or LineID
a`yC`      Clear all selections and redraw map
a`yF`      Repeat last Find or Change
a`yG`      Change the grid scale
a`yH`      Toggle display grid (hides the grid)
a`yI`      Toggle display object information
a`yJ`      Jump to a specific object #
a`yK`      Thing Mask menu.
a`yL`      Switch to the LineDef mode
a`yM`      Mark/unmark current object (select)
a`yN`      Jump to the next object
a`yO`      Copy group of objects selected
a`yP`      Jump to the previous object
a`yR`      Toggle display ruler
a`yS`      Switch to the Sectors editor
a`yT`      Switch to the Things editor
a`yV`      Switch to the Vertexes editor
a`yX`      X align both sidedefs, texture check
a`yY`      Y align both sidedefs
a`yZ`      Zoom IN/OUT instantly
a`yZ`      Zoom-to-Window (if Left Button pressed)

a`y1...0`   Set Edit ZOOM level from 100 to 1000
a`y    0`   In menus with numbers, exit the menu

a`yAlt+1`   LineDef mode, edit sidedef1    
a`yAlt+2`   LineDef mode, edit sidedef2    

a`yAlt+X`   Center the Map at current size
a`yAlt+Z`   Zoom to Extents (scale to fit)

a`yCtrl+B`  View the contents of Clipboard
a`yCtrl+D`  Enter Line Drawing mode
a`yCtrl+G`  Set grid scale to 0
a`yCtrl+M`  Mirror the object(s) selected
a`yCtrl+N`  Normalize LineDef or Sector
a`yCtrl+T`  Automatic LineDef/Sector Tagging
a`yCtrl+V`  Paste objects (from clipboard)
a`yCtrl+X`  Cut objects (same as Del)
a`yCtrl+Z`  Undo, restore level to prior state

a`yCtrl+F1` Test Level (all files loaded)

a`yF1`      Context Sensitive Help -or-
           Enter browser mode.
a`yF2`      Save level in a PWAD file
a`yF3`      Save As... Reassign level of a map
a`yF4`      Search/Change for Object
a`yF5`      DeeP option menu
a`yF6`      HEXEN development menu
a`yF7`      spare
a`yF8`      Miscellaneous Operations
a`yF9`      Insert standard shapes
a`yF10`     Check Level for errors

a`yAlt+F1`    Screen Saver, key press stops
a`yAlt+F2`    Save Level and always build Nodes
a`yAlt+F3`    DOS Shell Exit
a`yAlt+F4`    Exit (same as Esc)
a`yAlt+F5`    Set Main DeeP options
a`yAlt+F6`    spare
a`yAlt+F7`    spare
a`yAlt+F8`    Save with Reject Mask

a`yShift+F1`  Test Level (one file only)
a`yShift+F2`  Edit a different Level
a`yShift+F3`  Create a new level from scratch
a`yShift+F4`  Reset all PWAD files read
a`yShift+F5`  Read a new PWAD file
a`yShift+F6`  Reset 1 PWAD file read
a`yShift+F10` Toggle map scrolling method

a`yShift+Ctrl+G` Enter any Grid Scale.


x          `y Mouse Button Summary `

  All left, right terms refer to the left or right
  mouse button respectively. Add any other key as
  listed while the button is pressed.

a`yLeft`   Select/unselect current object
        (quick click)
a`yLeft`   Vertex mode, enter LineDrawing
        (quick double click)
a`yLeft`   Draw a selection box (Edit modes)
        (button is held down)
a`yLeft+Z` Zoom-to-Window     (Edit modes)
        (button is held down, then press Z)
a`yLeft`   Tool mode, create current object

a`yLeft`   Enter Browser Mode as noted with F1
        notation. Left click in graphic shown.


a`yRight`  Edit the current/selected object(s)
        (quick click)
a`yRight`  Bring up mode/tool menu (edit modes)
        (quick double click)
a`yRight`  Drag the current/selected object(s)
        (button is held down)
a`yRight`  Tool mode, exit after last create

a`yShift+Left`  Copy (Ctrl+C)
a`yShift+Left`  Vertex Only, Split LineDef
a`yShift+Right` Delete (Del)

a`yCtrl+Left`   Mirror (Ctrl+M)
a`yCtrl+Right`  Map Panning using mouse
a`yLeft+Right`  Map Panning using mouse

  After panning is starting, realtime Zoom is
  active. Click the Left button to increase,
  Right button to decrease. Press both buttons
  down to stop zoom.


x  `y Character Mode Character Key Command Summary `

 These commands may be entered at the character
 prompt following DeeP (?=Help) >.  This is only
 available if you turn AutoStart OFF. Normally you do
 NOT require access to this mode.

y`xE`[dit] [episode/mission level]
        Edit this level

y`xH`[elp] Help for setting DeeP options

y`xN`[ew] [episode/mission level]
        Create and edit a New (empty) level.

y`xQ`[uit] End DeeP

y`xR`[ead] <wadfile>
        Read a new PWAD file.

y`xW`[ads]
        Display open wad files


x     `y Options when loading DeeP `

x`yDeeP`  [-n]
      [-m MainWadFile ]
      [-f PwadFiles...]
      [-p dospath]
      [-prj project.PRJ ]
      [-v mode ]
      [-d new  ]

y`b-n` (noload)
    Temporarily suppresses automatic DeeP restart
    and reset all prior files.

y`b-m`   (main)  C:\DOOM2\DOOM2.WAD
    Name/location of the main IWAD file.

y`b-f`  (file) file1.wad file2.wad ...
    Add patch wad files to load. This automatically
    resets any prior files and suppresses automatic
    restart.

y`b-p`  (path) C:\DOOM2\WADS
    Set the default path for reading and saving files

y`b-prj` your.PRJ
    Set the current project to use

y`b-v` # (video)
    Set the default video mode number (resolution).
    1=640x480, 2=800x600, 3=1024x768, 4=1280x1024

y`b-d` new (driver)
    Change the video driver.

x `y                 End of Section                 `

**---------------------------------------------------
||IWAD                Set IWAD File, browsing
**---------------------------------------------------
b                 `y               `
b                 `y Set IWAD File `
b                 `y               `

 Set the name and location of the IWAD name. 

 Select the IWAD file appropriate for the Project  
 current active.
 
 In other words: 

 1. if you have a DOOM project, select a DOOM IWAD.
 2. if you have a HEXEN project, select a HEXEN IWAD.

 The typical names are :

 DOOM.WAD     = DOOM or Ultimate DOOM
 DOOM2.WAD    = DOOM II
 HERETIC.WAD  = HERETIC
 HEXEN.WAD    = HEXEN
 STRIFE.WAD   = STRIFE

x              `y  Browsing Operation `

 File browsing displays a scroll box of file names,
 directories and drives.

 If you know the complete path, you can enter it in
 the file name box. For example, C:\DOOM2\DOOM2.WAD

 The Tab/Shift+Tab key moves between areas as well as
 using the mouse to activate a dialog area (the color
 of the top box changes color).

 Selecting a directory, reselects files from that 
 directory using the current search string.

 The lists displayed are scrolled the same as all the
 other scroll lists.  To select the entry displayed
 in the WHITE box, left click the mouse in that
 location or press Enter.

 Press Esc (or right click) to exit without 
 selecting anything.

 Press F1 help on the Option screen for more Help.







x `y                 End of Section                 `

**---------------------------------------------------
||PWAD                Read a PWAD File, how it works 
**---------------------------------------------------
b                `y                  `
b                `y Read a PWAD File `
b                `y                  `

x              `y  Browsing Operation `

 File browsing displays a scroll box of file names,
 directories and drives.

 If you know the complete path, you can enter it in
 the file name box. For example, C:\MYWADS\SAMPLE.WAD

 The Tab/Shift+Tab key moves between areas as well as
 using the mouse to activate a dialog area (the color
 of the top box changes color).

 Selecting a directory, reselects files from that 
 directory using the current search string.

 The lists displayed are scrolled the same as all the
 other scroll lists.  To select the entry displayed
 in the WHITE box, left click the mouse in that
 location or press Enter.

 Press Esc (or right click) to exit without
 selecting anything.

 A preview of any legitimate PWAD level is automatic-
 ally displayed. If there are multiple levels in the
 PWAD, control shifts to the lower right box. As you  
 scroll this list, each level in the PWAD is 
 displayed. To return to the file control list, press 
 TAB.

 NOTE: There is one combination of "Open Level" reads 
 that is somewhat confusing.
 
 Let's illustrate by example:

 1. You read a PWAD that has information beyond that
    that required to make the level, for example, 
    extra textures (could also be sounds, sprites, 
    MAPINFO, ...you get the idea). In this example,
    let's assume that it is MAP01.

 2. You mess around some and then read in another
    level that is also MAP01.  This works just fine.

 3. Now you decide you want to read the level from
    step 1 above in again. It doesn't display,
    instead the level from step 2 sticks around.

 What's going on?  Well, the "extra" information from
 step 1 was never replaced by step 2. Now when you
 did step 3, DeeP found the "extra" information first
 and did not read the PWAD in again.

 This is normally a benefit, since this mechanism
 permits you to "borrow" extra information from other
 levels easily.  In the above example, if you used
 the group command at step 2, the textures from step
 1 are automatically grouped with the new level.

 If you want to read the "step 1" level back in, use
 the Reset All File command (under the File menu)
 to clear the information.



x `y                 End of Section                 `

**---------------------------------------------------
||TCF                 Create a Texture Group
**---------------------------------------------------
b             `y                        `
b             `y Create a Texture Group `
b             `y                        `


 This step creates a Texture Group file for all the
 current texture defaults. Set the texture defaults
 using the F5 menu, select textures and set the
 textures shown. These values are the ones that are
 saved in the Texture Group.

 If you enter a name different from the one currently
 in use, all your current defaults are stored in the
 new Texture Group name.

 You can create as many Texture Groups as required
 for your taste.

 When you select a new file name, the new name now
 has all the current defaults.  To use this name in
 any Project, read in the Texture Group by selecting
 `bRead Texture Grp` using the alt+F menu.

 The following groups are predefined:
 
               DOOM1.TCF   = DOOM  
               DOOM2.TCF   = DOOM2  
               HERETIC.TCF = HERETIC
               HEXEN.TCF   = HEXEN  
               STRIFE.TCF  = STRIFE 




x `y                 End of Section                 `

**---------------------------------------------------
||ACS                 HEXEN Action Code Script
**---------------------------------------------------
b           `y                          `
b           `y HEXEN Action Code Script `
b           `y                          `


 Object files made by the DeeP HEXEN DEEPACC script
 compiler default to a name ending in ".o" when run
 from DeeP.

 The compiled object file contains what is called
 BEHAVIOR in a PWAD for HEXEN.

 When you save the level with a new behavior, this 
 new object ACS file replaces the contents of the
 BEHAVIOR for this entry.  Refer to the ACS documen-
 tation for how to code for the script compiler.

 If an ACS file is not supplied, the default BEHAVIOR
 resource used is the BEHAVIOR found in HEXEN.WAD for
 that level.

 Once you save a level with a new BEHAVIOR, you do 
 not need to that again, unless of course, you want
 to change your scripts.

 You really can't use or swap BEHAVIOR resources
 between levels without examining what the scripts
 do. A typical error is a complaint about an invalid
 Polyobj num xx, when you play a level with a 
 BEHAVIOR not made for that level.







x `y                 End of Section                 `

**---------------------------------------------------
||MAPINFOfile         HEXEN MAPINFO and SNDINFO text
**---------------------------------------------------
b           `y                         `
b           `y HEXEN MAPINFO & SNDINFO `
b           `y                         `


 This reads a file made by any text editor, for
 example the DOS EDIT program, that inserts a
 carriage return and linefeed at the end of every
 line.

 The file replaces the current MAPINFO resource for
 the IWAD. When you save the level with the MAPINFO
 option, the new MAPINFO is saved with the new PWAD.

 Review HEXSPECS.DOC for information on MAPINFO.

 To get the existing MAPINFO :

 Select Save MAPINFO from the development (F6) menu
 and save it to "yourfile.INF".


 To get the existing SNDINFO :

 Select Save SNDINFO from the development (F6) menu
 and save it to "yourfile.SND".





x `y                 End of Section                 `

**---------------------------------------------------
||LUMPfile            Lump Information
**---------------------------------------------------
b               `y                  `
b               `y Lump Information `
b               `y                  `


 A lump is any entry in the IWAD directory (also
 called directory entries or names).

 You can save a lump to a file without any control
 information so another program can process it
 directly.

 The MAPINFO and SNDINFO lumps, for example, can be
 saved and the result is a text file you can edit
 using any text editor.

 You can also save a lump to a file with the control
 information. You can rename the entry to a different
 name by supplying a different name in the second
 prompt. This new file can be read in as a PWAD.  The
 new lump name, if any, will replace any existing
 name or it will be added to the list of names if it
 is a new name.











x `y                 End of Section                 `

**---------------------------------------------------
||INSERTfile          Insert File Command
**---------------------------------------------------
b            `y                         `
b            `y Insert File Information `
b            `y                         `


 This takes an existing file (not a PWAD) and places
 the required control information around it to be
 recognized as a PWAD.

 The content of the input file, must of course be
 legitimate data for the game to recognize.

 The MAPINFO and SNDINFO lumps, for example, can be
 created by taking a text file and naming the lump
 one of those names.






x `y                 End of Section                 `

**---------------------------------------------------
||GROUPfile           Group File Command
**---------------------------------------------------
b             `y                        `
b             `y Group File Information `
b             `y                        `


 This takes all existing files read combines them
 into one PWAD.

 Use this to combine your favorite levels. Read them
 all in (they should all be different mission
 numbers) and then group them.

 Reply Y to include all data. This includes any
 extra graphics, sounds, etc.

 The Registered version can group up to 56 files at
 once (the shareware version does none).  If you
 exceed the file limit of 56. The solution is to
 read in 56 files, group them into a new file, read
 this new file and then add 55 more, etc.

 Refer to the File Menu commands for more help
 information.









x `y                 End of Section                 `

**---------------------------------------------------
||BuildIWAD           Build IWAD File Command
**---------------------------------------------------
b           `y                             `
b           `y Build IWAD File Information `
b           `y                             `



 This takes all existing files read and combines them
 into one IWAD.

 Use this to PERMANENTLY override all the information
 in the main game.

 Normally, you `BDO NOT` do this, but instead use the
 -file option to make temporary overrides with PWADS.











x `y                 End of Section                 `

**---------------------------------------------------
||PaletteFile         Build Palette File Command
**---------------------------------------------------
b           `y                                `
b           `y Build Palette File Information `
b           `y                                `


 This creates a "text" file copy of the palette for
 use by PaintShopPro or any other compatible program.









x `y                 End of Section                 `

**---------------------------------------------------
||TextureFile         Build Texture File Command
**---------------------------------------------------
b           `y                                `
b           `y Build Texture File Information `
b           `y                                `



 This takes all existing textures and combines them
 into one PWAD. If any textures were replaced by
 an external PWAD, those are used instead of the main
 IWAD values.

 Here are two examples of why you would do this:

 1.  Use this to make a file with all textures to
     convert from one game to another.

     The Texture Color Conversion option requires a
     file made using this command for automatically
     grabbing all the textures.

 2.  Use this file for all texture drawing! All the
     textures are present at once for you to
     experiment with.

     Note: It takes a bit to load the this texture
     file, so be patient when it is loading.










x `y                 End of Section                 `

**---------------------------------------------------
||FLATfile            Build Flat File Command
**---------------------------------------------------
b           `y                             `
b           `y Build Flat File Information `
b           `y                             `



 This takes all existing FLAT files previously read
 and combines them into one PWAD. If any FLATs were
 replaced by an external PWAD, those are used instead
 of the main IWAD values.

 Here are two examples of why you would do this:

 1.  Use this to make a file with all FLATs to
     convert from one game to another (to be done).

     (The future FLAT Color Conversion option
     requires a file made using this command.)

 2.  Use this file for all FLAT drawing! All the
     Flats are present at once for you to experiment
     with.

     Note: It takes a bit to load the this Flat
     file, so be patient when it is loading.











x `y                 End of Section                 `

**---------------------------------------------------
||XYalign             X-Y Alignment Information
**---------------------------------------------------
b             `y                           `
b             `y X-Y Alignment Information `
b             `y                           `



 X alignment shifts the starting point for displaying
 the texture Horizontally.  This is used to make the
 texture display "seamless" or to make a special
 effect.

 Y alignment shifts the starting point for displaying
 the texture Vertically.  This is used to make the
 texture display "seamless" or to make a special
 effect.

 A common example of Y alignment is for switches. Use
 the Interactive Texture Alignment to see how the
 texture will display in the game.


 DeeP provides two ways of aligning textures. Both
 methods interactively display the textures with
 the alignments applied on the screen. This is ITA
 or Interactive Texture Alignment. It represents the
 alignment as the game will draw it.  For now, you
 need to visualize the unpegging of the textures in
 some instances (to be done).

 1). Using the keyboard and entering values for the
     X and Y offsets.  You can use the Page UP and
     Page Down keys to conveniently change 1 unit at
     at time.  Press Enter to accept the changes.

 2). Using the mouse and moving it over the texture.
     Mouse movement results in X-Y offset changes shown
     on the screen.

     The right mouse button cancels and the left
     mouse button accepts the changes.

     The Enter key also accepts the changes and the
     Esc key cancels.









x `y                 End of Section                 `

**---------------------------------------------------
||EXEnames            Text Editor
**---------------------------------------------------
b                 `y             `
b                 `y Text Editor `
b                 `y             `

 This sets the name for the editor to use for editing
 HEXEN MAPINFO, SNDINFO files and BEHAVIOR scripts.


 DeeP compiles the scripts and makes them usable as
 a BEHAVIOR resource. Select the development menu (F6)
 to compile your scripts.

 Save your new behavior using the File menu save with
 new behavior option.







x `y                 End of Section                 `

**---------------------------------------------------
||PCXViewer           View DOOM+HERETIC+HEXEN+STRIFE PCX files
**---------------------------------------------------
b             `y                       `
b             `y  View DOOM PCX files  `
b             `y                       `

 The PCX viewer is made for DOOM/HERETIC/HEXEN/STRIFE
 PCX files and other 256 color images.

 Press the + key to increase the zoom. The maximum
 zoom is 10.

 Press the - key to decrease the zoom. The minimum
 zoom is 1.

 Use`b -devparm `on the command line for DOOM and
 DOOMII and STRIFE to enable screen shots.

 Use`b -ravpic `on the command line for HERETIC and
 HEXEN to enable screen shots.

 Press F1 to take a screen shot when the game starts.

 All PCX files are translated to match the current
 palette. If the palette does not match the current
 game, the colors do not display accurately. This is
 a byproduct of color matching.

 Note : Please see `bColorMatching` for controlling
 the palette matching process.


x `y                 End of Section                 `

**---------------------------------------------------
||PRJ                 Projects, read & create a Project
**---------------------------------------------------
b             `y                       `
b             `y What's a Project Name `
b             `y                       `

 Different Games are selected using the PROJECT
 concept. When you installed DeeP, five default
 projects were created representing the games. Refer
 to the installation guidelines (see INSTALL).

 Be sure to use the correct Project for the type
 of game you are editing.

 There are 5 predefined project names:

    DOOM1.PRJ   = DOOM (original or Ultimate)
    DOOM2.PRJ   = DOOM2
    HERETIC.PRJ = HERETIC
    HEXEN.PRJ   = HEXEN
    STRIFE.PRJ  = STRIFE

 You switch from one game to another by reading in
 a new  project. The first time a project is used,
 you are asked for the IWAD location if required.
 You can make up your own project names later!

 Select "Read a Project" under the File Menu to
 switch to existing projects. In the beginning you
 DO NOT need to define any projects, read in one of
 the projects displayed in the open dialog box.


b             `y                       `
b             `y Create a Project Name `
b             `y                       `

 You create a project by selecting a name different
 from the one currently displayed in the Alt+F5
 option menu under #5.

 If you enter a name different from the one currently
 in use, all your current defaults are stored in the
 new Project name.  This enables you to track special
 information and setting for the level.

 If you have a game that is similar to one, but has
 a different IWAD, make a new project.  Ultimate
 DOOM is an example. If you have both DOOM and
 Ultimate DOOM, you can start with the DOOM1.PRJ
 project and save it as ULTIMATE.PRJ. Then change
 the IWAD file name and location in the ULTIMATE.PRJ
 project to reflect the correct path.

 For individual level(s) it stores all the files
 associated with the project as described below.
 A project contains the following:

 1. The Name of the IWAD file.

    It's recommended to read the default PRJ name,
    such as HERETIC.PRJ matching the type of GAME file
    and then change the name. Doing it this way auto-
    matically sets the correct color and texture
    defaults.

    If you select a HERETIC IWAD for a DOOM Project,
    all the colors and texture defaults will be wrong!

    To fix this, either set them all manually, or
    delete the project and start over.

    Use (#5) on the option screen to set the IWAD
    name.

 2. The default Texture Group Name

    This name contains all the default textures. You
    can create multiple Texture Group Names using the
    Set `bTexture Group` option on the alt+F5 menu.

    You switch between different defaults by selecting
    `bRead Texture Group` under the alt+F files
    menu.

    If you switch IWAD files from DOOM to HERETIC or
    HEXEN, be sure to set the default textures.

    Use the F5 menu to set the texture defaults.

 3. The Default Path for reading/saving files
    Use #7 on the screen to set the Path.

 4. All the files you want to work with at the same
    time.

    Each file currently read is saved for the project.
    Reset (delete) any file(s) in a project using the
    reset commands under File.

x `y                 End of Section                 `

**---------------------------------------------------
||TextureConversion   Convert Textures between games
**---------------------------------------------------
b       `y                                  `
b       `y Texture Conversion between games `
b       `y                                  `


 This feature takes the textures (or sprites and any
 other graphic stored in "texture" format) from one
 game and maps the colors to the current game. The
 files to convert are read in using the Open PWAD
 command under File.

 Note : Please see `bColorMatching` for controlling
 the palette matching process.

 This means that you can use the textures for DOOM in
 HEXEN, the texture for STRIFE in DOOM and so on.
 DeeP does not yet allow you to add new texture
 names, use NWT or Wintex for now.

 You can replace the texture in one game as discussed
 under Texture Exporting and Save a Lump in a PWAD.
 Use either of these commands to create texture
 files that you want to convert.

 To convert textures, open the file, then tell DeeP
 the type of game this texture came from. The texture
 as first displayed is already converted (see AutoCVT
 below).


 Next there are 5 options available:

 1. Convert - click on this button to convert the
    texture displayed to your current game. The
    colors change to match. If the colors are
    incorrect, the textures are not from the
    game you selected or you have already converted
    it. You do not need Convert is AutoCVT is
    active (see below). Turn AutoCVT off to browse
    faster and then press this button to convert.

 2. Save - saves the current texture back into the
    file you opened

    **WARNING** this overwrites the file.

 3. SaveAs - saves the current texture into a new
    file.

    `byourname.WAD` is any valid file name and will
    be overwritten if it exists.

    You cannot use the same name as any PWAD you have
    read already.

    `bnewName` is the name to give the directory
    entry. This is a way rename a lump to match a
    lump name in you current game. This replaces the
    texture if you then read the new file back in.

 4. SaveAll- converts and saves ALL the texture back
    into the file you opened

    **WARNING** this overwrites the file.

    You can make a backup before DeeP proceeds. You
    are prompted for each external file present.

    When you are done converting, be sure to exit!
    You don't want to do it twice.. or do you ??

 5. Palette - shows the palette as converted.

 6. AutoCVT - when this is active, DeeP auto-
    matically converts each texture as you scroll.
    You do not have to select convert if this is
    active (this is on by default).


 You can create one file with all the textures in
 one game using the "Export all Textures" command.

 After you create this file, switch to a new
 project (different game), read in the texture
 file you made and then convert.

 Note: When you read in the new texture made by the
 "Export all Textures" command and you also saved
 the TEXTURE and PNAMES lumps (see Export), you are
 replacing the current TEXTURE and PNAMES lumps with
 the names that belong to the "other" game.

 This means that all the names are now changed to the
 "other" game name and that the defaults no longer
 exist. So ignore the missing default message and be
 SURE to not build a level with this file still
 loaded.  Use "Reset All Files" to get the standard
 textures back.

 The same comment applies to the "Flats".

 It is best not to have any other files loaded when
 you do this (or only other texture files) so DeeP
 does not misinterpet data as graphics when it is not
 (program might hang).

 The resulting textures will now be displayed with
 the correct colors. Remember, some colors are
 missing between the different games, so some
 conversions are not as good as others.



x `y                 End of Section                 `

**---------------------------------------------------
||TextureViewer       Texture Composite Viewer
**---------------------------------------------------
b           `y                          `
b           `y Texture Composite Viewer `
b           `y                          `

 Use this feature to select the actual Lump name when
 you replace textures or want to draw on a texture.

 Briefly, the textures in the games consist of one or
 more "patches" or pieces.  DOOM and DOOM II had many
 composite textures.  This was cut down quite a bit
 in HERETIC and HEXEN. The original purpose was
 probably to save disk space.

 The names you see in the LineDef texture selection
 boxes are made up from many patches.

 The texture composite viewer displays all the actual
 Lump (PWAD directory) names used in each textures.
 Left mouse clicking inside the top texture displayed
 brings up the Texture browser.

 To keep this simple, this discussion calls the
 sum of the composite names, Texture Names and the
 pieces Patch names. (Patch names and Lump names are
 the same thing. We also call these directory names
 in the documentation.)

 For textures with multiple patches, each Patch is
 displayed.  The X/Y represent the X and Y offsets
 for that Patch in the texture. The offset shift
 the starting position of where the Patch starts
 drawing. X shifts the starting spot left (-) or
 right (+). Y shifts the starting spot down (+) or
 up (-).

 The size is the absolute graphic size of the Patch.
 Not all of the patch may display. The Texture itself
 has a dimension and all Patches display only within
 that dimension. The "excess" is clipped.


x              `y Replacing a Texture `

 Replacing a "texture" with a new texture is easy.

 1. Read in a PWAD with a texture Patch whose name is
    the same as an existing Patch name. DeeP
    implicitly replaces any duplicate Lump name.
    (This applies to ALL names, including sounds,
    sprites, etc).

    After you have read in the "replacement" Patch
    name, DeeP displays the new texture Patch when
    the texture Name is referenced.

 2. You can make a replacement texture, by selecting
    the Patch (or Lump) name desired and then use the
    Save Lump in a PWAD command.

    To use this texture Patch in a different texture
    Name, rename the Lump when prompted to match the
    Patch name of the desired texture Name. (I know
    this sounds weird.)

 Ok, here's an example for DOOM II:

 1. Using the Texture Composite Viewer look at
    textures BIGDOOR5 and BROWNPIP.

    BIGDOOR5 consists of the Patches WALL40_1 and
    WALL42_3.

    BROWNPIP consists of the Patches TP2_1,

    We are going to change the texture BROWNPIP by
    replacing the Patch TP2_1 with the Patch
    WALL40_1. 

 2. In the File menu, select Save Lump in a PWAD.
    Choose the name WALL40_1.

    Name the file WALL40_1.WAD (any name is ok) and
    the New Lump Name = TP2_1.

 3. In the File menu, select Open PWAD and select
    WALL40_1.WAD (the one we just made).

 4. Now go back to the Texture Composite Viewer and
    select BROWNPIP again.  What do you see?

 This change is temporary.

 To clear this texture, select the File menu and then
 choose Reset File option to clear these files.

 To make this change permanent, use the Group command
 and combine this modified Patch name with your level.
 Now whenever you play your level, your new BROWNPIP
 texture appears.


x         `y Another Way to Replace Textures `

 Another way to create new replacement textures is
 to use the DeeP texture drawing tool and make your
 own from scratch. You can draw (of course) on any
 graphic (including sprites) and cut and paste parts
 and pieces from any other graphic (registered) to
 make a new texture. Use the SaveAs and name your
 graphic as described earlier to replace any Patch
 name.

 Select F1 for help in the Drawing Tool.


x           `y Adding New Textures `

 Adding new textures means creating additional
 texture Names. This is quite a bit more involved.
 The texture names are created in a Lump called
 TEXTURE1 (and sometimes TEXTURE2). These are the
 "real" texture names. Then these names point to
 offsets in a Lump called PNAMES (patch names).

 So to add a new texture, you have to add the name
 in TEXTUREx and also create the Patch names used
 to make the texture in PNAMES. DeeP does not yet
 do this, but you can use a program called NWT or
 DEUTEX or WINTEX for this purpose. We will add this
 to DeeP sometime in the future.


x `y                 End of Section                 `

**---------------------------------------------------
||GraphicDrawing      Drawing Graphics
**---------------------------------------------------
b               `y                  `
b               `y Drawing Graphics `
b               `y                  `


x               `y Mouse Buttons `

 Left button  = Place a pixel of the current color at
                that location. Hold the button down
                and move the mouse to draw pixels.

 Right button = Select a different color from the
                palette displayed. The current
                drawing color is shown on the bottom
                left.


x               `y Keyboard Keys `

 Esc           = Cancel current graphic.

 Enter         = Place a pixel at current location.

 Tab           = Sets current drawing color to color
                 under drawing cursor.

 Backspace     = Toggles rotate mode. Put the mouse
                 cursor inside the image and press
                 the backspace key. The cursor
                 changes in appearance. Now when the
                 cursor is moved, the images shifts!
                 Press Backspace again to reset.

        Up/Down/Left/Right Arrows in rotate mode :

                 Rotates the image. Easier to control.

 Up/Down/Left/Right Arrows for drawing modes :

                 Move the cursor 1 graphic pixel at a
                 time. This is the most accurate
                 method of movement.

 Ctrl+C        = Make a Copy for instant Undo.

 Ctrl+V        = Paste a copy of the image selected
                 using the select tool.

 Ctrl+Z        = Instant Undo, restores to image made
                 with Ctrl+C. 1 copy is automatically
                 made at startup.

 \  *          = Shrink image 1/2 size
 ;  *          = Cycle all colors up
 '  *          = Cycle all colors down
 [  **         = Cycle all colors matching color
                 under cursor up
 ]  **         = Cycle all colors match color under
                 cursor down
 <  *          = Rotate image 1 to 359 degrees
                 (some distortion)
 (             = Create a circle, press +/- keys to
                 change radius

 A             = SaveAs
 B  *          = Blur image
 C  **         = Change all pixels matching the
                 color under the cursor to the
                 current active color.
 D             = Draw Dots Tool
 F             = Freehand Tool (if not pasting)
 F  *          = Floodfill pasted region with active
                 color.
 J  *          = Change all pixels matching color
                 under the cursor to random colors.
 I             = Read a PCX image into the paste
                 buffer
 L             = Line Drawing Tool
 N             = Select new transparent color
                 (same as pressing "Trans" button)
 P             = Resume Paste mode
 R             = Rectangle Select Tool
 S             = Save
 U             = Undo
 X  *          = Flip Image about X axis
 Y  *          = Flip Image about Y axis
 Z  *          = Fuzzy image

 *Note: These also work on the paste buffer.
 **   : The "under" color is always white.

 ADD (Awesome Direct Drawing) lets you quickly modify
 any graphic AND import PCX files! See `bGraphics tutor`
 for a step-by-step example of how to start drawing.

 `bPlease see the control codes above for operation.`

 `bDuke Nukem 3D` drawing follows is the same as DOOM
 drawing, with a different "transparency" structure
 since Duke Nukem 3D does have a transparent color.
 Please see the special section at the end for Duke
 Nukem 3D specifics.

 ADD is convenient, quick and easy. The drawing tool
 is especially designed to edit DOOM/HERETIC/HEXEN/
 STRIFE game graphics.

 You can do anything you like to any pixel data, from
 signing your name to making new transparent areas!

 Both the mouse AND the keyboard keys can be used
 for precise drawing. Some of you may want to slow
 down your mouse speed using F5 + mouse menu. Set
 your speed below 50 to make it easier to draw.

 You can draw on top of any existing graphic that
 resides in `banother` file. This protects you from
 accidently modifying the IWAD file.

 The first step to drawing on an existing graphic
 is to Open a PWAD with graphics.

 NOTE:

 You Open a graphic file the same as you do a PWAD
 level. Use Open PWAD in the File menu. You can open
 up to 5 graphic PWADS in the shareware and up to 56
 in the registered version. Of course, one file can
 have more than one graphic Lump. For example, if
 you export all textures, 1 file has ALL the texture
 graphics.

 There are five ways you can have graphics in a
 separate file:

 1. Someone already did this for you, that is, they
    have some modified graphics already. Just read
    their PWAD file and edit the textures shown.

 2. Use DeeP's convenient "EXPORT all Textures" to
    save ALL textures. Read in this file to edit
    textures.

 3. Use the "Export all Sprites" command to save
    only the Sprite graphics to a file. Read in this
    file to edit sprites.

 4. Use the "Export all Flats" command to save
    only the floor and ceiling graphics to a file.
    Read in this file to edit Flats.

 5. Use the "Save a Lump to a PWAD" to save any graphic
    by itself.  Read in this file and then modify only
    that graphic.

 Sprites and Textures are stored in the same internal
 format. This means that you can copy and paste
 sprites on a wall texture.

 Flats are not stored the same way as textures. You
 should work on one or the other and not have both
 types loaded at the same time, since DeeP will give
 you "not an Image.." messages for all the Flats in
 "Draw on any Graphic" mode.

 FLAT note : In HEXEN we noticed 2 flats that are
 twice as large as they should be: X_0001 through
 X_0011. This is probably a mistake, but we didn't
 have time to test all combinations. It looks like
 changes work OK and the excess is ignored.


x           `y How to Draw on a Graphic `

 First you select the graphic you want to edit. DeeP
 automatically presents you with a list of all the
 LUMP names that were found in external PWAD files.

 Select "Draw on any Graphic" for textures or sprites
 and "Draw on any Flat" for floor and ceiling names.

 Note : To find the actual Lump names of textures,
 select the Texture Composite Viewer.

 You should be careful and select only graphic LUMPS.
 DeeP will attempt to determine if the graphic is
 legitimate, but it's possible that it is wrong!

 You can change the zoom while you are drawing a
 texture by pressing the + key to increase the
 magnification and the - key to decrease.

 The browsing mode also lets you zoom the graphics.
 The maximum zoom is 10, however, the image zoom
 size varies in different screen resolutions. The
 image cannot exceed the box dimensions for now.

 You may want to experiment which resolution works
 best for your monitor and eyes.

 If the graphic is not a type supported, DeeP issues
 a message stating that it is not a graphic. Keep
 going till you get to a real graphic.

 If the LUMP is really not a graphic, but DeeP thinks
 it is, you will probably hang the program.  You may
 get an error message, but don't be surprised if you
 "crash".

 Select a graphic to edit by pressing Enter or Left
 click on the name in the top box.


x             `y The four tool modes `

 There are four tool modes selected by pressing the
 buttons on the left side of the screen.

 1. Paste Select mode draws a rectangle select box
    around a graphic area you want to copy. Press the
    left mouse button and move the mouse to size it
    correctly.

    When you release the Left mouse button, the
    graphic is placed in the drawing clipboard.

    Move the mouse to position the clipboard image.
    Left click again to make it permanent.

    To cancel  Press the Right mouse button or press
    any key.

    See the command list above for the list of
    keyboard commands.

    Use Ctrl+V (or P) to repeat and paste the
    clipboard graphic again. Repeat the earlier steps.

    The image remains in the clipboard until you exit
    graphic drawing mode or clip a new image.

    Note : The shareware version clears the clipboard
    from image to image.

x                  `y Shrink notes `

    The `b\` shrink command reduces the size of the
    paste buffer. This works best if you set the
    working magnification of the destination image
    one (1) before you finish the paste. To do this,
    just quit the paste command, reduce the size and
    then press `bP` to pick up the current paste
    buffer again. Real simple.

    The shrink `b\` key reduces the existing paste
    image by 1/2 in each direction.  If you read the
    image in at 3X, then the resulting image is 3/2
    the size (or 1 1/2). Reduce the main image back
    to 1 and then paste for best results.  If you
    paste at the current resolution, let's say 3,
    then you will "loose" pixels, since the paste
    buffer has more precision than the main image.

x            `y Paste Transparency notes `

    See the discussion below for exactly what
    transparency is. This note is to discuss how the
    paste command works with transparent colors.

    If you have the transparent color selected as
    your drawing color, the complete image is
    always pasted on top of any existing data.

    If your drawing color is not transparent, then
    any areas of the image that contain your current
    transparent color are NOT pasted.

    However, if your whole paste image is made up of
    the transparent color, then the image is pasted
    on top of any data as before. This makes is
    easy to create transparent "lines" or "holes".


 The next 3 commands are toggled using the second
 button.

 2. Freehand mode (Free) draws continuous lines from
    the time you press the Left mouse button till the
    time you release the Left mouse button, filling
    in all gaps inbetween.

 3. Dot mode (Dots) draw a "dot" at a time and if you
    move the cursor fast, you will get gaps inbetween.
    This is best for selectively changing a pixel
    here and there.

 4. Line mode (Line) draws a "straight" line from one
    left click to the next left click. This is best
    for drawing a line from one point to another.

 Select the mode suited to what type of work you are
 doing.

x           `y Importing a PCX Graphic `

 You can place an image into the paste buffer by
 pressing the Import button (or pressing the I key).

 This image can be pasted on top of the graphic
 displayed in the same manner as described for paste
 above.

 All PCX files are translated to match the current
 palette. If the palette does not match the current
 game, the colors sometimes do not display exactly
 as in the original. This is a byproduct of color
 matching.

 Note : Please see `bColorMatching` for controlling
 the palette matching process.

 Press T or press the AutoCVT button to toggle
 palette translation. This lets you view the texture
 in the palette it was designed with. Use the export
 palette command to make PaintShopPro match exactly.

 NOTE: The current magnification used to display the
 graphic is also used to scale the imported graphic.
 If you switch to a new graphic, make sure the
 magnification matches the setting when the graphic
 was imported. (Same comments apply as were discussed
 under the shrink command.)

x        `y Pixel transparency guidelines `

 Pixels can be draw on any area of the graphic.
 Areas of a graphic that do not contain any data may
 or may not contain data! Let me explain. Areas that
 show up as "magenta" are normally tranparent. The
 metal grates are a common example. Sometimes, a
 magenta color is actually data. DeeP warns you when
 the current transparent color matches a color you
 selected for drawing.

 The "transparent" color is for your information
 only. DOOM does not actually have a "transparent"
 color, DeeP just uses the color to show you where
 the "holes" are. -AND- this is the color chosen to
 put transparent areas in the texture when DeeP
 converts it to the DOOM format. In other words,
 in all the places where the transparent color is
 displayed, you will be able to "see through" the
 texture at that location when viewed in the game.

 Once you draw over a "transparent" area or create
 a transparent area by drawing with the "transparent"
 color, you can no longer save the texture back into
 the file. This is because the texture no longer has
 the same internal structure. DeeP recalculates the
 texture when you saves it in a new file using
 SaveAs.

 You can recombine a "SaveAs" texture back into a
 grouped texture PWAD by reading in the original
 grouped texture PWAD first and then all replacement
 textures.  Then use the "Save and Group" command in
 the File menu to make it one complete texture PWAD
 again, now containing your "new" textures also.


x     `y How to quickly make an area transparent `

 For Duke Nukem 3D and also when you import PCX
 images, you need a "tranparent" color to denote the
 see-through area.

 If you are importing a DOOM type graphic into Duke
 Nukem 3D, change the current drawing color to
 transparent (255), then place the mouse cursor on
 top of a "black" transparent area and press `bC`.
 All the black should change to the transparent
 color. If any other areas also changed, either
 fix them by hand or try a different spot. Several
 colors look "black" although only 1 is "0".

 For DOOM work, you follow the same process.  If
 you import a Duke Nukem 3D graphic, make the
 tranparent color match the color (magenta) displayed
 by placing the cursor over the magenta and press the
 Tab key.  This is now the current drawing color.
 Change the transparent color to the same value (if
 not there already).  Now place the cursor over the
 Duke tranparent area and press C again. When you
 save the image, DeeP will request a new file name
 since the image is recalculated for the DOOM
 conventions.


x               `y Pixel undo limit `

 You can Undo up to 20,000 pixels at a time. When the
 limit is reached, the first 4000 pixel changes are
 lost.

 Save your work to reset the undo buffer.


x         `y Some more drawing tidbits `

 You can take "sprites" and paste them onto any wall
 or make a wall comprised of all sprites. Imagine a
 wall full of CacoDemons coming at you!

 This is all very easy to do. Remember, DeeP's
 graphic tool works with any graphic that is stored
 in the same format as "textures". Sprites (as well
 as a number of other graphics-see view all graphics)
 are the stored the same as textures.

 On top of that, you can make your own PCX graphics,
 just be sure to match the palette as noted.

 1.  First select a big graphic to use as a
     "framework" of your favorite monster(s).
 2.  Save this texture lump in a PWAD (see note).
 3.  Now choose your monster.
 4.  Save this sprite lump in a PWAD (see note).
 5.  Now open both files.
 6.  Go to Drawing Graphics (this of course)
 7.  Select the monster first.
 8.  Select the rectangle select tool and put the
     monster in the Graphic buffer by drawing a
     rectangle around all of the monster you want to
     copy.
 9.  Now exit and select the wall texture.
 10. Press "P" for Paste mode and move the monster
     graphic into position. Left click to paste the
     monster.
 11. Repeat moving and left clicking to make more
     copies on the same texture.
 12. Save (or SaveAs) to save your modified Wall!

 Note : See earlier discussion about other options.

 If you change Zoom sizes from the size of the image
 in the graphic buffer, you can change the scaling
 of the image on the wall. Experiment to see what
 happens!


x              `y                       `
x              `y Duke Nukem 3D drawing `
x              `y                       `

 Drawing for Duke Nukem 3D is the same as for DOOM
 with some simplifications:

 1.  Duke Nukem 3D does have a "transparent color".
     This color is magenta (255) and is saved in the
     texture.
 2.  Textures are made as whole units. They do not
     have names, but instead are referenced by
     position within the TILESxxx.ART lump in the
     .GRP file or within a TILESxxx.ART file.
 3.  Drawing is only permitted using TILESxxx.ART
     files.  Export the TILESxxx.ART lumps using
     DeeP's Duke Nukem 3D file export command.
 4.  All changes are saved directly into the
     TILESxxx.ART file.

 Please refer to Duke Nukem 3D FILE area for further
 information on Duke Nukem 3D.


x `y                 End of Section                 `

**---------------------------------------------------
||DukeNukem3DFile     DukeNukem3D Files (GRP, ART, DAT, MAP)
**---------------------------------------------------
b               `y                     `
b               `y Duke Nukem 3D Files `
b               `y                     `

 See below for the keyboard and mouse controls for
 panning and zooming maps.

x                 `y DUKE3D.GRP file `

 Duke Nukem 3D has a single file called DUKE3D.GRP.
 This file is similar to the DOOM IWAD. It contains
 all the information for the game.

 The `bLUMP` names in the GRP file are 12 characters
 long.  They represent the original file names used
 to create them.

 You can save each LUMP as a separate file using the
 Export File option.

 You can save each graphic in the TILESxxx.ART
 entries as individual PCX files. Then edit the PCX
 files using any graphics editor or directly import
 them using DeeP's graphic import option in drawing
 mode.

 Right now, DeeP does not recompose the individual
 files back into one new GRP file. Use the KGROUP
 program in registered Duke Nukem 3D.


x                `y PALETTE.DAT file `

 If you are going to edit TILESxxx.ART files you
 need to export the PALETTE.DAT lump as a file.
 DeeP uses this file to obtain the palette
 information. Keeping the palette flexible allows
 DeeP to edit TILES for other games.

 NOTE : You can also edit the TILES found in the
 Witchaven and Witchaven 2 games. The PALETTE.DAT
 file is already there. Some of the dialog colors
 are a bit too dark since they are set for Duke!


x                `y TILESxxx.ART file `

 This name represents the individual TILESxxx.ART
 lump found in the GRP file and exported using the
 Export File command.  You have to have a TILES
 file before you can draw on a Duke Nukem 3D graphic.
 DeeP does not allow direct editing of the GRP file,
 only the TILESxxx.ART files can be edited. This is
 to prevent accidental destruction of the GRP file.

 Each image in a TILES file is referenced by number.
 Each TILES file can have a maximum of 256 images.
 The images are numbered consecutively (for
 reference by the game). So if TILES000.ART has
 256 images, the first one is 0 and the last one
 is 255.  TILES001.ART then starts with image
 number 256 and end with image number 511. This
 assumes all 256 images possible were assigned. Not
 all Tiles have images assigned.

 Duke Nukem 3D automatically replaces its own TILES
 when it finds an external matching files matching
 one of the TILES000.ART to TILES014.ART. This can
 be a source of confusion, although it makes it easy
 to replace textures.  For example, if you make your
 own TILES003.ART file and modify some of the
 graphics, the TILES003.ART lump in the GRP file is
 automatically replaced by yours when you use BUILD
 or play the game. If you see weird stuff, remove
 the TILESxxx.ART file(s) from the Duke Nukem 3D
 directory.

x          `y Browsing TILESxxx.ART file `

 You can browse TILES files (by pressing F2 or
 Left clicking on the picture).  The picture
 number displayed is the number relative to all
 the TILES as designated by the first tile header.

 NOTE : You can also edit the TILES found in the
 Witchaven and Witchaven 2 games. The PALETTE.DAT
 file is already there. Some of the dialog colors
 are a bit too dark since they are set for Duke!

x              `y Creating new graphics `

 TILES014.ART (and beyond) are normally used to
 store user graphics (that's you). To create new
 graphics, first export the TILES014.ART lump in the
 DUKE3D.GRP file. Then open up this file in Duke
 Nukem drawing mode. If you want to change the
 graphics in another TILESxxx.ART in the GRP
 file, export the file first. Also, don't forget
 to export the PALETTE.DAT lump too!

 Press the `bCreate` button. The next prompt
 requests the X and Y dimensions of the image you
 wish to create. DeeP reserves an area using the
 current active color. This is black the first
 time. Enter drawing mode, change the color and
 then come back to change the color.

 The next available image number is automatically
 selected. This is the image number displayed. Write
 this number down for reference, although the bottom
 of the screen shows the image numbers in the TILES.
 You can't go beyond 256 images per TILES! A new
 TILES has to be created for more images.

 It's a good idea to assemble all your images ahead
 of time and write down the X and Y dimensions (in
 pixels) of each one. Then press Create repeatedly
 entering the dimensions each time.  When you are
 done, go to each image, press `bEdit` and import
 the PCX file for that slot.

 When you use the BUILD editor and the TILES are
 in the same directory, the user graphics are
 automatically picked up. In 3D mode, press V and
 then press V again.  Issue the `bG` command and
 enter 3585 to jump to the user tile area.


x                  `y E#L#.MAP file `

 This name represents the individual ExLx.MAP lump
 found in the GRP file and exported using the Export
 File command. This contains the level information.

 You can view a level file using DeeP's Duke Nukem
 3D menu.

b              `y Map colors and lines `

 The colors displayed for the map lines have no
 meaning. It makes the map easier to read. If anyone
 thinks this is not so, we can add an option to make
 it similar to Build.

 Walls with only 1 side are solid.  Walls with 2
 sides are always dashed (simple).

 Sectors in Duke Nukem 3D can be on top of each
 other. Move the cursor around in Sector mode (press
 the `bS` key) to see the Sectors outlined.

 Press the `bI` key to toggle from full information
 displayed on the bottom, to no display (full
 screen).

b       `y                                   `
b       `y Panning and Magnifying level maps `
b       `y                                   `

 The controls for Duke Nukem 3D level panning and
 sizing are similar to other DeeP methods. These
 controls work both in "large" map viewing or when
 browsing the GRP file.

 The following controls can be used while the cursor
 is in the area where the map is displayed. The
 cursor changes to a big `bPlus` sign.

x                `y Mouse Buttons `


b    `yLeft  button`:

          1: If the cursor changed shape, pans
             the map.
          2: If the cursor is normal shape, selects
             current object.

b    `yRight button` :

          1: If the cursor changed shape, pans
             the map.
          2: Future menu edit options

b    `yBoth buttons`

             Drag map around (panning)


b    `yshift+Left  button`:

          1. If the cursor is in the center
             Increase magnification.
          2. If the cursor is not in the center
             center the map around the area
             where the cursor is positioned.

b    `yshift+Right button` :

          1. If the cursor is in the center
             Decrease magnification.
          2. If the cursor is not in the center
             center the map around the area
             where the cursor is positioned.


x                `y Keyboard Keys `

       +, -       = Change display size
       Home       = Recenter level
       Arrow keys = Move map around
       G          = Increase grid size
       shift+G    = Decrease grid size
       H          = Toggle grid display
       I (toggle) = Show all information
                  + Toggle full screen mode
       J          = Jump to object
       L          = Select Line mode (walls)
       S          = Select Sector mode
       T (toggle) = Select Thing Sprite mode
                  + Toggle sprite display pictures
                  + Toggle sprite pictures + tags
       shift+T    = Toggle Thing reverse
       Z          = Instant ZOOM up and down.
       alt+Z      = Autosize map to fit screen
       0-9        = Zoom to various scales
       Space      = Toggle Pan speed using the
                    Hi-Low values set in MAP
                    options.
       Esc        = Exit display


x                `y TxxxPyyy.PCX file `

 When you export Duke Nukem 3D graphics, each entry
 is assigned a name.  The default name helps you
 determine where the graphic came from.  The xxx
 represents the TILESxxx number and the yyy is the
 relative graphics number in that file (from 0 to
 255).


x               `y Other Duke3D files `

 Other files contain control, sound, script and map
 level information. Export them as desired so you
 can work with them separately.


x `y                 End of Section                 `

**---------------------------------------------------
||GraphicTutor        Drawing Graphics Tutorial
**---------------------------------------------------
b              `y                        `
b              `y Drawing Graphics Tutor `
b              `y                        `


x       `y                                     `
x       `y  A Quick Tour of Graphics Drawing!  `
x       `y    Press the print button on the    `
x       `y  bottom so you can mark the steps.  `
x       `y                                     `


      Refer to `bGraphics Drawing` for reference.

 To make a quick "drawing" just to see if you can,
 follow the steps below. It appears long because each
 step is listed, describing each movement.

 Set the default directory to save your work using
 the alt+F5 menu if you haven't done so yet.

 Please select Reset all files from the File menu to
 make sure we have no extra files loaded that can
 interfere with the following steps.

 1.  From the File menu, select "Save a Lump to a
     PWAD".

 2.  Select for DOOM/2  : AG128_1  (SHAWN2)
                HERETIC : WALL50   (ORNGRAY)
                HEXEN   : W_051    (DOOR51)

     Briefly, the textures in the games are made up
     of "patches". These Lump names are the actual
     raw graphic name. The actual texture name is
     something else. The actual texture name is
     shown on the right above. For example, SHAWN2
     is really made up from the lump name AG128_1.
     You can have more than one lump name. A single
     name is choosen for simplicity.

     Use the TextureComposite Info selection under
     Edit to "see" and also to get more information.

 3.  Press enter and let keep the default file name
     shown. The name is the Lump you just selected
     with .WAD added. For DOOM the name is
     AG128_1.WAD

 4.  For "New Lump Name" again keep the default name
     shown. For DOOM, it's AG128_1.

 5.  From the File menu, select "Open PWAD and select
     the file you have just saved.

 6.  From the Edit Menu select "Draw on any Graphic"

 7.  Press Enter or right click on the only name
     displayed. For DOOM that is AG128_1.

 8.  The graphic is now displayed at the maximum
     magnification possible and still fit in the
     window. Press the `b-` key to make it smaller
     and press the `b+` key to make it bigger again.

 9.  Move the cursor inside of the texture displayed.
     Noticed that the mouse changes to a "pencil".
     This signifies that you can now draw.

 10. Press the Left mouse button and move around. You
     should be leaving "white" trails. Experiment a
     bit.

 11. Press the `bUndo` button on the left side of the
     screen (or `bU` on the keyboard). See how you can
     undo pixel by pixel what you drew.

     Try to sign your name. This takes some practice,
     but I think you can do it.

 12. Click on the Right mouse button. A color palette
     pops up.

 13. Select a color, how about Blue?

 14. Click on the button on the left that says `bF`
     until it displays an `bL` (F stands for freehand
     drawing and L stands for line drawing).

 15. Press the Left mouse button again and move
     around inside the graphic. This draws straight
     lines as you can see!

 16. Draw some lines. Change colors if you like.

 17. Now, press the third button on the left side of
     screen.  The one with an `bR` and a rectangle.

 18. Move to the upper right of the graphic, press
     the left mouse button (hold it down) and move.
     Make a small rectangle (about thumb height and
     about 2 thumbs wide).

 19. Now release the left mouse button.

 20. Move the mouse around and notice that the area
     you `bcut` moves with you. This is now in the
     paste buffer and stays in the paste buffer until
     you replace it with a new "cut"

 21. Go about 1/3 down the graphic and press the left
     mouse button.  Notice that the area from the
     paste buffer is placed where you left clicked.

     Try to make a bar from left to right by left
     clicking each time. If you misalign, press Undo.

 22. Go 1/3 up from the bottom and repeat.

 23. On the left side there are 2 buttons. One says
     `bSave` and the other says `bSave As`.

     If you click `bSave`, the modified image is
     saved over on top of the existing file. That's
     the file AG128_1.WAD for DOOM. Note: if you
     drew any new transparent areas or drew on top
     of a "tranparent area", you can only use
     `bSave As` since the texture has to be
     recalculated (see GraphicDrawing).

     If you click `bSave As` you save your work in a
     brand new file. The existing file is NOT
     changed.

     a. You are prompted for a filename. This name
        cannot be the same as any name you are
        using.  Call it AG128B.WAD.

     b. The next prompt asks for the Graphic
        LumpName.  Keep it the same for now.


 24. That's it!


x        `y                                  `
x        `y  How to display your new texture `
x        `y                                  `

 To display your new texture in DeeP, all you need to
 do is Open the texture PWAD under File. Now this
 texture stays around until you get rid of it. So
 select Reset All Files to have DeeP no longer
 display you new texture.

 There are two ways to use you new texture in a level
 and have DOOM (or any of the others) display it.

 `bRegistered version only`

 1. Select Test All Levels.
    -or-
 2. Select Save and Group Files under the file menu.
    Say Yes to "Include non-level data" (that's the
    new graphics).  After you do that, Open this new
    grouped file. Now when you save the file, the
    new graphic(s) is automatically saved each time.
    You can eliminate the prompt by selecting Group
    Save in the Alt+f5 menu option.

 `bShareware version only`

 When you play DOOM, enter the new texture file after
 the regular level file name.

 For example: DOOM -file yourlvl.WAD AG128_1.WAD


x `y                 End of Section                 `

**---------------------------------------------------
||ImportImage         Importing PCX Graphics
**---------------------------------------------------
b            `y                        `
b            `y Importing PCX Graphicx `
b            `y                        `


 PCX images can be directly imported by DeeP. The
 image read is automatically placed into the ADD
 drawing paste buffer.

 The size of the image can exceed the size of the
 texture you are changing or it can be smaller.

 If the PCX image is larger than the texture, only
 the amount you place to "cover" the existing texture
 is pasted. (Holes are never filled, see drawing
 help.)

 If the PCX image is smaller than the texture, you
 can paste multiple times or make a quilt from many
 different images.

 NOTE: The current magnification used to display the
 graphic is also used to scale the imported graphic.
 If you switch to a new graphic, make sure the
 magnification matches the setting when the graphic
 was imported.

 PCX files are translated to match the current
 palette. Press T or press the AutoCVT button
 to toggle palette translation.

 If the palette does not match the current game, the
 colors may not display accurately. Try to use PCX
 images created using the palette of the current game
 (see Export Palette). You can also touch up any
 "spots" by hand of course.

 Note : Please see `bColorMatching` for controlling
 the palette matching process.

x `y                 End of Section                 `

**---------------------------------------------------
||ColorMatching       Matching different palette colors
**---------------------------------------------------
b          `y                             `
b          `y Matching different palettes `
b          `y                             `


 When you converting textures (or graphics) from one
 game to the next, you may not get the colors desired.

 DeeP has two options to control the process,
 accessed via the `bOptions` menu by pressing F5.

x`y Color Dominance`

 This value controls the tolerance value permitted
 for a color to be considered dominant. A lower
 number is more restrictive and a higher number less
 so.  Use this to force matching to that color.

 For example, if you have a color with RGB (red, blue
 green) values of  120,100,80 and you select  a
 tolerance of 0, then RED is consider dominant, since
 it has a higher value then Blue (100) or Green (80).
 Now let's make the tolerance 50. Is any color more
 than 50 greater than any other color?  The answer is
 no.  What if the tolerance is 19?  Then RED is still
 dominant.  How about 20? Well, that's where they
 are all considered equal again.

 So if you made the value 255, no color would ever
 be considered dominant, since the maximum value
 for 256 color images is 255.  And if you made the
 tolerance 0, even a single change would make the
 color dominant, for example in 20,21,20 BLUE is
 dominant (21).

x`y Color Tolerance`

 If a color has no dominant color (as determined
 by the "dominance" above, then this value decides
 if the color is indeed "neutral".  A low value
 is very picky and a high value is not.  So if
 we have a color with RGB values of 120,100,90 and
 the  dominance value is 30, then this color has
 to pass the tolerance test also.

 If the tolerance value is 20, then this color
 passes.  If the tolerance value is 5, the color
 fails to match, since the colors are all more than
 "5" apart.

 Play around with these values to achieve pleasing
 results.  Not all palettes will match up!  For
 example, if you have an image with 256 shades of
 Blue, there is no way you can match all the shades
 of blue.  Banding always results.

 In summary, if one palette has a much wider range
 of a color than another palette, something has to
 give.



x `y                 End of Section                 `

**---------------------------------------------------
||3DView              Displaying Maps in 3D
**---------------------------------------------------
b             `y                       `
b             `y Displaying Maps in 3D `
b             `y                       `


x       `y Mouse Buttons `

   Left button  = move left/right to rotate x/y
   Left button  = move up/down change elevation

   Right button = move any direction to pan

   Both Buttons = move left/right to change scale


x       `y Keyboard Keys `

   Esc          = Exit 3D mode
   +/-          = Zoom
   Cursor Keys  = pan map
   Home         = Roll Up
   End          = Roll Down
   PageUp       = Rotate Clockwise
   PageDown     = Rotate Counter-Clockwise
   A            = Toggle Axis display
   H            = Toggle Hidden mode
                  for Solid only (slower)
   S            = Toggle Solid mode

 Left click on specific Lines or Sectors to limit the
 display to selected areas. This reduces "clutter"
 and makes it easier to examine detailed areas.

 Active the 3D option by press the 3D button (for
 Duke Nukem 3D) selecting 3D from the Mode menu
 (Doom+) or press the `b~` or unshifted ~ key (can't
 show in this help) for either mode.

 When the 3D option is selected, position the mouse
 cursor at the viewing center point desired. The
 current viewing scale determines the initial size of
 the 3D map.  Press +/- to change.

 Note : Solid/Hidden mode is not perfect<g>. Rotate
 and move the map to get different views.


x `y                 End of Section                 `

**---------------------------------------------------
||Browsing            Map, Floor, Ceiling, Sprite Browser
**---------------------------------------------------
b         `y                                `
b         `y Map, Floor and Ceiling Browser `
b         `y                                `

 The map browser presents a full screen of levels.
 The levels can be displayed in different sizes by
 pressing the + and - buttons or +/- keys.

 The floor and texture browser presents a full screen
 of textures. The textures can be displayed in
 different sizes by pressing the + and - buttons or
 +/- keys.

 The sprite browser presents a full screen of sprites.
 The sprites can be displayed in different sizes by
 pressing the + and - buttons or +/- keys. The size
 of each sprite is maximized for the current box.

x       `y Mouse Buttons `

 Left  button = Select texture or Map
 Right button = Exit browser

 Click the Up/Down Buttons on the top menu bar to
 browse.


x       `y Keyboard Keys `

  +, -       = Change display size
  Esc or C   = Cancel/Exit
  Home       = Position to First page
  End        = Position to Last page
  PageUp/Down= Page display prev/next
  Arrow keys = Position select
  Enter      = Select texture or Map

  For textures only, type the first character of the
  texture to start the display with the first texture
  matching the character.


x `y                 End of Section                 `

**---------------------------------------------------
||DrawingTool         Drawing Tool (make new LineDefs)
**---------------------------------------------------
b                 `y              `
b                 `y Drawing Tool `
b                 `y              `


 DeeP's drawing tool provides precision drawing 
 without the extra steps required by "vertex" first
 editors that require many extra steps to create 
 the linedefs and sectors or "shape" editors that 
 require continous merging and splitting of lines.

 You draw the lines on the screen. What you see is
 exactly how the lines will appear. No guesswork!

 Have a plan in mind to minimize having to redo
 areas. Since DeeP permits detailed control of level
 creation, it is possible for beginners to "draw"
 without considering the rest of the construction
 criteria.  
 
 If you haven't done so yet, please review the 
 definitions of Vertexes, Linedefs, SideDefs and 
 Sectors. It is important to understand these
 terms, since sooner or later you will delete parts 
 here and there and have to fix these area to keep 
 the "sector closed".  There is a discussion of
 "sector not closed" in this help. Please review
 how areas should look.  Once you understand how
 areas look, the rest is easy. Your reward will be
 attractive levels made with mimimum fuss.

 Intelligent Inference Drawing (IID) examines the
 context of the area you draw in. Sectors and 
 SideDefs are made for you as you progress. Be
 sure to check your work, since improper pre-
 existing areas (even ones made on purpose) can
 make references you need to adjust. Intelligence
 has the drawback of making mistakes<g>.


x       `y Starting Drawing Tool mode `

 1) From any mode press Ctrl+D

 2) If in Vertex mode

    a) Ins  = start draw mode

    b) Quick double left-button starts drawing mode

 3) Quick double right click and select drawing
    mode from the popup menu.


x       `y Once you are in Drawing Tool mode `

 Left button  = create vertex, move some, then Left
                click again.

 Right button = end drawing an area. Continue to
                draw more by Left clicking again. 
                Quit by Right clicking again.

 Shift+Right button= end drawing area.
                Extends an area using the same
                Sector number as a shared line.

 Esc         = quits right away
               Does not finish the area!

 Ins         = force 1-sided LineDefs.
               Does not adjust sector references!


x       `y Some basic drawing guidelines `

 Draw clockwise for ROOMs and counterclockwise to
 create OBJECTs in rooms.

 You can also make ROOMs within ROOMS.  Drawing
 clockwise in an existing ROOM makes 2-sided LineDefs.

 Drawing "backwards" in a new area (not inside an
 existing room) results in DeeP adjusting for your
 "mistake" and the LineDefs are flipped. Complex
 areas that you connect with "backwards" drawing
 may have "joins" that may require adjustment.

 Do not draw across existing lines. You can draw 
 exactly on top of them or split them with vertices, 
 but crossing them and continuing on the other side
 is not permitted.

 Edit the textures and sidedefs to make it impassible,
 etc. Clicking on the "flags" on the bottom of the
 screen is the quickest way (press the shift key when
 you move the cursor to keep DeeP from "following" 
 the cursor).

 Some complex areas may not be made exactly the way
 you intended. This becomes a trivial thing to fix
 using either the various precise editing functions
 available. 
 
 For the beginner "sector not closed" can be frus-
 trating at times, but once you understand how the 
 parts always fit, it's duck soup. So be sure to see 
 how sectors/linedefs always (well, unless you are 
 doing "tricks") fit together. Understanding the 
 basics really pays off big time.

x `y                 End of Section                 `

**---------------------------------------------------
||SelectTool          Selection Tool (selects a bunch)
**---------------------------------------------------
b                 `y                `
b                 `y Selection Tool `
b                 `y                `


x          `y Mouse Buttons `

      Left button  = hold down and move mouse
                     to change size

      Right button = drags box

      Release Left button when done


x          `y Keyboard Keys `

      + -      = Zoom size
      Enter    = Done
      Esc or C = Cancel

  After you exit this help, press the Left mouse
  button again to resume Select box







x `y                 End of Section                 `

**---------------------------------------------------
||DragTool            Drag Tool
**---------------------------------------------------
b                   `y           `
b                   `y Drag Tool `
b                   `y           `


x          `y Mouse Buttons `

  Press the Right button and move the mouse to drag
  the selected Objects.

  Release the Right Mouse button to finish the move.

x          `y Keyboard Keys `

     +, -, Z   = Change Map size
     Esc or C  = Cancel/Exit


  After you exit this help, press the Right mouse
  button again to resume dragging.

  Use Ctrl+Z to restore the Map if unwanted movement
  occurred.






x `y                 End of Section                 `

**---------------------------------------------------
||RectangleTool       Rectangle Tool
**---------------------------------------------------
b                 `y                `
b                 `y Rectangle Tool `
b                 `y                `


x          `y Mouse Buttons `

      Right button = Drag object
      Left  button = Create object

      Move mouse change size

  If no object is drawn yet, Right Mouse Button 
  cancels


x          `y Keyboard Keys `

      + -            = Change size
      < >            = Rotate object
      PageUp/PageDwn = Change width
      Home  / End    = Change lenght
      Ins   / Del    = Change depth

      Space Toggles angle/size inc

      shift + -      = Map size
      Enter          = Create Object
      Esc or C       = Cancel/Exit
      S,L,T,V        = Exit, New Edit Mode


           NOTE

  If Snap-to-Grid is ON, the grid size determines 
  vertex locations!

  However, if the length of a side is less than 
  the grid size, it is ignored!


x `y                 End of Section                 `

**---------------------------------------------------
||PolygonTool         Polygon Tool
**---------------------------------------------------
b                 `y              `
b                 `y Polygon Tool `
b                 `y              `


x          `y Mouse Buttons `

      Right button = drag object
      Left  button = Create object

      Move mouse change size

  If no object is drawn yet, Right Mouse Button 
  cancels.


x          `y Keyboard Keys `

         + -          = Change radius
         < >          = Rotate object
      UpCursor        = Increase #sides
      DownCursor      = Decrease #sides
      PageUp/PageDown = Change width
      Home  / End     = Change height
      Ins /Del        = Change depth

      Space Toggles angle/size inc

      shift + -       = Map size
      Enter           = Done
      Esc or C        = Cancel/Exit
      S,L,T,V         = Exit, New Edit Mode

             NOTE

  If Snap-to-Grid is ON, the grid size determines
  vertex locations!

  However, if the length of a side is less than the
  grid size, it is ignored!



x `y                 End of Section                 `

**---------------------------------------------------
||StairTool           Stair Tool
**---------------------------------------------------
b                  `y            `
b                  `y Stair Tool `
b                  `y            `


x          `y Mouse Buttons `

      Right button = drag object
      Left  button = Create object

      Move mouse change size

  If no object is drawn yet, Right Mouse Button
  cancels.

x          `y Keyboard Keys `

      + -            = Change radius
      < >            = Change angle
      Up/Down Cursor = Change #steps
      Left/Right Cur = Radius swirl
      PageUp/PageDwn = Change width
      Home  / End    = Change height
      Ins   / Del    = Change depth
      Tab/Shift+Tab  = Rotate all

      Space Toggles angle/size inc

      shift + -      = Map size
      Enter          = Done
      Esc or C       = Cancel/Exit
      S,L,T,V        = Exit, New Edit Mode

               NOTE

  If Snap-to-Grid is ON, the grid size determines
  vertex locations! However, if the length of a 
  step is less than the grid size, it is ignored!

  Dashed area is the Bottom of Stair. For stairs
  inside a Sector Don't make too many Visible Sides!



x `y                 End of Section                 `

**---------------------------------------------------
||RotateTool          Rotate Tool
**---------------------------------------------------
b                 `y             `
b                 `y Rotate Tool `
b                 `y             `


x          `y Mouse Buttons `

      Left  Button = End
      Right Button = Move Map
      Mouse Movement Rotates object


x          `y Keyboard Keys `

       + -       = Increase/Decrease size
      < >       = Rotates object

      Space Toggles angle/size inc

      shift + - = Map size
      Enter     = Create Object
      Esc or C  = Cancel/Exit
      S,L,T,V   = Exit, New Edit Mode


 Note : In Sector mode, Things also get rotated
        if you have Drag Things turned on in the
        alt+F5 option screen.



x `y                 End of Section                 `

**---------------------------------------------------
||ErrorCodes          Disk and Exe error codes
**---------------------------------------------------
b          `y                               `
b          `y Progam Exe & Disk Error Codes `
b          `y                               `

  Refer to these for some error messages to resolve
  the cause of the failure. 

  1       Invalid function number  
  2       No such file or directory
  3       Path not found           
  4       Too many open files      
  5       Permission denied        
  6       Bad file number          
  7       Memory blocks destroyed  
  8       Not enough core
  9       Invalid memory block address
 10       Invalid environment
 11       Invalid format           
 12       Invalid access code      
 13       Invalid data             
 14       Unknown error            
 15       No such device           
 16       Attempt to remove CurDir 
 17       Not same device          
 18       No more files            
 19       Invalid argument         
 20       Arg list too long        
 21       Exec format error        
 22       Cross-device link        
 23       Too many open files      
 24       No child process         

 28       No space left on device  
 29       Illegal seek             
 30       Read-only file system

 35       File already exists      
 36       Locking violation        
 37       Operation not permitted  
 39       Interrupted function call
 40       Input/output error       
 41       No such device or address 
 42       Resource temporarily unavailable
 44       Resource busy

x `y                 End of Section                 `

**---------------------------------------------------
||Install1            First Time Initialization I
**---------------------------------------------------
b                    `y         `
b                    `y INSTALL `
b                    `y         `

y  `b                                                `
y  `b  ATTENTION - DeeP First Time Initialization    `
y  `b                                                `
y  `b! Be SURE to select the correct Project FIRST ! `
y  `b                                                `

 This help screen is entered when the DEEP.CHK is
 not present or is an old version. It also appears if
 the IWAD file is not found.

 Different Games are selected using the PROJECT
 concept. Select one of 5 projects shown below to
 represent the game desired.

 You switch from one game to another by reading in
 a new  project. The first time a project is used,
 you are asked for the IWAD location if required.
 You can make up your own project names later!

 If you choose the wrong project type, the defaults
 are wrong! Delete DEEP.CHK or fix it manually
 (much work)!


x            `y The Primary Options `

 Use the cursor keys to edit file name entries. The
 Home key moves the cursor to the front of the entry.

 NOTE: The maximum total path name is 43 characters!

y`x1. Set Project Name    `

    This selects the type of game you want to edit
    (press 5).

    Be sure to use the correct Project for the type
    of game you are editing.

    There are 5 predefined project names:

    DOOM1.PRJ   = DOOM (original or Ultimate)
    DOOM2.PRJ   = DOOM2
    HERETIC.PRJ = HERETIC
    HEXEN.PRJ   = HEXEN
    STRIFE.PRJ  = STRIFE

y`x2. The main IWAD file  `

    If the IWAD file is not found for your game,
    DeeP can search your system automatically.
    The progress is displayed on the bottom so you
    won't get bored waiting.

    The fastest way is for you to manually supply
    the complete file name path.

    On the next screen press the number 6 (or click
    the box with the 6 in it) and enter the name of
    your DOOM, DOOM II, HERETIC or HEXEN file.

    Enter the complete path including the drive and
    directory. Some examples are:

    DOOM    :  C:\DOOM\DOOM.WAD
    DOOM II :  C:\DOOM2\DOOM2.WAD
    HERETIC :  C:\HERETIC\HERETIC.WAD
    HEXEN   :  C:\HEXEN\HEXEN.WAD
    STRIFE  :  C:\STRIFE\STRIFE.WAD

    These are the default values, so you do not need
    to change them if they match your system.

    Do not put the wrong IWAD name in a project. For
    example, put the name of the HERETIC IWAD in a
    HERETIC project, HEXEN in a HEXEN project and so
    on. Don't mix them up or the colors will come out
    funny looking!

    If you have installed DOOM/HERETIC/HEXEN on a
    different Drive or directory, change them as
    required.

y`x3. Set the File Save path           `
y`x   Set the Paste path               `

 NOTE: The maximum path length is 26 characters.

    On the next screen press the number 7 (or click
    the box with the 7 in it).

    This is not a file, but represents the default
    directory to use for reading or saving PWAD
    files and the default for the Open Clipboard
    PWAD.

    If no name is entered, the default directory is
    the current directory.

    Please TEST your path with a file save before you
    continue!

y`xThe DEEP.CHK file `

    If an old CHK file from a prior version of DEEP
    was found, a new one will be created. At the
    same time all the default .CFG .PRJ, and .TCF
    files are created.

    The DEEP.CHK file can be deleted at any time
    and the defaults are recreated the next time.

p    `y                                           `
p    `y Enter F1 in the next SETUP screen for a   `
p    `y description of all the entries.           `
p    `y                                           `
p    `y There are other option screens available. `
p    `y Press alt+E on the top menu bar to see!   `
p    `y                                           `

x  `y                                              `
x  `y       To order the Registered version        `
x  `y                 of DeeP                      `
x  `y                                              `
r  `y 1. Register Online with CompuServe :         `
x  `y                                              `
x  `y          DeeP (GO SWREG ID = 5392 )          `
x  `y                                              `
r  `y 2. Print ORDER.FRM for Mail or Fax Orders    `
x  `y                                              `
r  `y 3. Register voice with MC, Visa or COD.      `
x  `y                                              `
x  `y        Call : (206) 827-8794 voice           `
x  `y                                              `

p  `y                                              `
x  `y  Call Today and start your new adventure as  `
x  `y  a DOOM, HERETIC, HEXEN or STRIFE wad author `
p  `y                                              `

x  `y                                              `
x  `y    Browse the Latest & Greatest Version at   `
x  `y                                              `
x  `B         http://www.wolfenet.com/~sbs         `
x  `y                                              `

x `y                 End of Section                 `

**---------------------------------------------------
||Install2            First Time Initialization II
**---------------------------------------------------
b                 `y              `
b                 `y INSTALL Note `
b                 `y              `

x  `y Please refer to the other options under Edit. `
x  `y Configure colors, speed, etc. to your taste.  `


 A SMARTDRV cache size of around 512kb is recommended
 for 8mb or less systems. See README.DOC for more
 info!

 Be SURE to use DEEP.BAT or it won't work!

    1. CONFIG.SYS should have at least FILES=20
       FILES = 40 recommended

    2. If you use QEMM, do NOT use QDPMI.

    3. For Windows, install WINDPMI.386.

 To order the registered version, print the Order
 Form under Help (right top menu bar). You can click
 on the top or press alt+H to access. Press F1 after
 pressing alt+H or print the order for more
 information.


x `y                 End of Section                 `

**---------------------------------------------------
||Install3            First Time Initialization III
**---------------------------------------------------
b                 `y              `
b                 `y INSTALL Note `
b                 `y              `


  If your system reports less than 2.5 MB at startup
  a caution message is displayed.

  The recommendation below is a suggestion. It 
  depends a lot on the size of the levels you are
  going to edit.

  Some suggestions for your system:

  Do not use a video resolution greater than 640x480, 
  you may run out of memory!
  
  1. Reduce SMARTDRV cache size to 512kb or less.
  2. Do NOT use Expanded memory (NOEMS in EMM386)
  3. Reconfigure QEMM or don't use it.
                        
  You should not use the Texture Caching option and
  do turn the Undo feature OFF.


x `y                 End of Section                 `

**---------------------------------------------------
||Virtual Memory      Making DeeP use virtual memory
**---------------------------------------------------
b                 `y                `
b                 `y Virtual Memory `
b                 `y                `


  Although 8mb of memory is recommended to run DeeP, 
  it is possible to have less memory using virtual 
  memory.  This method is similar to Windows. It 
  uses a disk swap file for paging out unused memory, 
  thus freeing real memory.

  Virtual memory is -much- slower when paging occurs. 
  If you have a lot of disk activity, your system is 
  using virtual memory. Believe me you'll be able to 
  tell.  So although this allows DeeP to run on a
  4mb system, 8mb is really recommended.

  The first time DeeP is run it creates a swap file 
  for you. The default size is 4mb.  Edit the file 
  VIRTUAL.BAT to change the value.  
  
  The SET DMPI=SWAPFILE statement in DEEP.BAT defines 
  the location of the swap file. Change this state-
  ment if you place the swap file somewhere else 
  (recommended if you have multiple drives).

  Make sure your environment size is large enough to
  contain the SET variable information (use HELP 
  COMMAND in DOS for more information).

  Example CONFIG.SYS : 
  
     shell=c:\dos\command.com c:\dos\ /e:1024 /p

  Modify DEEP.BAT and delete the lines shown in 
  DEEP.BAT for NO swap file.

  For systems with 8mb of memory or less, ALWAYS
  reduce your SMARTDRV cache to 512kb. Just find
  SMARTDRV in your AUTOEXEC.BAT and type 512 at
  the end. Type HELP SMARTDRV (in DOS) for more
  information.

  8mb or less systems should not use the Texture 
  Caching option. It is best to not use the swap
  file, this is much slower than letting DeeP 
  reread the textures.

  Remember, the swap file is optional. If you have 
  16mb we suggest you modify DEEP.BAT to not allocate 
  a swap file.  Delete DEEP.SWP to reclaim any disk 
  space.


x `y                 End of Section                 `

**-----------end of help-----------------------
