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//-------------------------------------------------------------------------
// Copyright 1995 Sensor Based Systems Inc.
//
// This is the Online Documentation for DeeP and HeeP
//
// To receive the Registered version of DeeP or HeeP
// Register Online with CompuServe :
// DeeP (GO SWREG ID = 4541 )
// HeeP (GO SWREG ID = 4553 )
//
// or See ORDER.FRM for Mailing Instructions.
//
// Sensor Based Systems, Inc.
// 17010 NE 190th ST
// Woodinville, WA 98072 (206) 827-8794
//
// CompuServe : 75454.773@COMPUSERVE.COM
// AOL : jackv56036@AOL.com
//-------------------------------------------------------------------------
// This is the internal file for DeeP's use. Use DeeP to view it.
// DeeP or HeeP can also print this file without the controls showing.
// See Readme.1st and Readme.DOC and DeeP.INI (HeeP.INI) for instructions.
// Add to this information for your own use if you like.
// If you make it too wide, it won't SHOW, so trim accordingly!
// Please do not distribute your modified copy.
//
// These are the current rules for this file (more stuff to be done later).
//
// There are fourteen colors available:
// a=darkgray A=lightgray
// b=blue B=lightblue
// c=cyan C=lightcyan
// g=green G=lightgreen
// p=magenta P=lightmagenta
// r=red R=lightred
// w=white
// x=black
//
// The first position controls the background color for any colors.
// is the start of the text color followed by the color.
// terminates the current color and reverts back to black.
// 53,47
// Do not put comment lines between sections for now.
// Don't go all the way across, cause it won't show!
//-------------------------------------------------------------------------
||MAIN
//-------------------------------------------------------------------------
x y
x B (c) 1995 Sensor Based Systems, Inc.
x B
x y rDeeP DoomEnhancedEditorProgram x
x y rHeeP HereticEnhancedEditorProgram x
r y
r y █████████ V 6.20 █████████
r y ██ █ ██ █
r y ██ █ jackv56036@AOL.com ██ █
r y ██ █ ██ █
r y ██ █ ███████ ███████ ████████
r y ██ █ ██ ██ ██
r y ██ █ █████ █████ ██
r y ██ █ ██ ██ ██
r y █████████ ███████ ███████ ██ tm
r y 75454.773@COMPUSERVE.COM
r 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 = 4541 )
x G HeeP (GO SWREG ID = 4553 )
x y
x y rSensor Based Systems, Inc.x
x y r17010 N.E. 190th St x
x y rWoodinville, WA 98072x
x y (206) 827-8794
x y
rDOOM levels are named E#M# (#=number)
rHERETIC levels are named E#M# (#=number)
rDOOM II levels are named MAP##
r y Please DO NOT distribute
r b the REGISTERED or LITE Versions of DEEP or HEEP
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 is a trademark of Raven Software.
p yDeeP is a trademark of Sensor Based Systems
p yHeeP 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.
a
p y
p y Additional Features in
p y Registered and FULL Versions
p y
y1. bNo forced rabout screen so you start faster.
y2. bTest DOOM or HERETIC levels directly without
exiting.
y3. bThe DOS DIR command works so you can find those
pesky WADS easier.
y4. bPrint Maps of any level at all magnifications.
y5. bLockout of DOOM II features when using the DOOM
WAD so you can still create DOOM levels without
accidently using a DOOM II only feature.
y6. bEdit and save rall 32 blevels at the
same time. The Shareware version does only 2.
The LITE version does 6.
y7. bEdit and save rGrouped PWAD levels without
having to use the Group Command.
The Shareware and LITE versions do none.
y8. bGroup and Replace rall 32 blevels at the
same time. The Shareware and LITE version do none.
y9. 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.
y10.bBuild a New IWAD with rup to 32 blevels .
The Shareware and LITE version do none.
y11.bThing percentage replace. This is useful to add
new weapons to old DOOM levels by converting just
some to new weapons and monsters.
y12.bThe latest online help and docs.
y13.b1/2 price Upgrades!
py
pyBe sure to test your system for basic compatibility.
pyPlease review all the README files for suggestions.
py
pyWe try to catch all the typos, but there may be some
py areas we didn't catch! So be sure to test!
py
a
B y Line Commands available in Character Mode
a
yr+ -
ZOOM in or out (change the picture size) for
BPicture and BView.
Increase/Decrease size in Rotate/Scale B< and >.
yxB[uild] B<wadfile>
p yRegistered only
Build a new main WAD file (all umpteen megabytes)
y replacing levels with any PWAD you have bRead.
yxDir B[drive:][path][filename]
p yRegistered only
List any DOS directory
The default drive:\path\filename is the directory
set by the bpatch option + b*.WAD.
If you do not have a bpatch entry, your current
directory is listed.
You can temporarily override the bpatch path
path and view the files in any directory by
entering the complete path:
Example:
bDIR C:\MYDIR\somewad.wad (.wad optional)
bDIR C:\MYDIR\ (for now the ending \ is req'd)
The search syntax is similar to the DOS DIR
command with defaults especially suited for WAD
file names. The file name portion can contain
wildcard match characters (? and *). If no suffix
is entered, *.WAD is automatically appended to
the name.
yxDirA B[dirname] [outfile]
List all Master and Patch WAD directories.
yxDirM B[dirname] [outfile]
List Master directory wadfile only
yxDirW B[dirname] [outfile wadnumber]
List wadfile directory.
yxDumpM B<dirname> [outfile]
Dump Master directory entry in hex
yxDumpW B<dirname> [outfile wadnumber]
Dump a Wad directory entry in hex
yxE[dit] B[episode/mission level]
Edit a game level saving results to a patch wad
file. You may enter the level ahead of time and
bypass the selection screen.
G Example: bE 1.
p The yShareware version always displays the
about screen, but it will accept a level that is
entered ahead of time.
p The yLITE version displays an introduction
screen one-time only and accepts keying ahead.
yxG[roup] B<WadFile>
p yRegistered only
Group all patch wads together in one file. When
you BRead in more than one PWAD file, you can
combine them into one big PWAD. This way you can
combine all your favorite levels into 1 file that
contains all of them.
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).
1. BR SLIDE11.WAD
2. BR STORM12.WAD
3. BR GLORY13.WAD
4. BG MIXEDBAG.WAD <- group them (you're done)
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 changed 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. BE 11 make the changes desired.
2. Save the level as SLIDE11.WAD (any name you
like of course).
3. BG 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!.
yxH[elp] Help for setting DeeP options
yxI[nsert] B<RawFile> <DirName>
Insert a raw file in a patch wad file (advanced).
Copies the data in RawFile and makes it into
a PWAD file named bDirEntry.WAD containing
the directory entry name and RawFile data.
bRawFile is any existing file with data in a
format usable by DOOM/HERETIC.
The resulting name cannot be the same name as any
PWAD you have read already.
bDirName 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 RawFile is in the correct
format for use by DOOM. You can then read this
file in as a replacement for DirEntry.
yxN[ew] B[episode/mission level]
Create and edit a New (empty) level. Same as New
under File in Edit mode.
yxP[icture] B[Picname]
Display any Picture in the DOOM file.
(See +/- above).
yxQ[uit]
yxR[ead] B<wadfile>
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.
p yRegistered only
The level may contain only sound, sprite or
texture modications. These can be saved with any
level with the bGroup command.
Up to 32 PWADs may contain levels and 10 more
for additional sound/texture/sprite modifica-
tions. If you do not use the 32 levels for Maps,
then the rest can be used for more sound/
textures/etc.
y The characters b.WAD are automatically
y appended if no b. is found.
yxS[ave] B<DirName> <WadFile> [newDirName]
Save one object to a separate file (advanced).
Copies the data in the object DirName and makes
it into a PWAD file named bWadFile.WAD con-
taining the object's name and data.
WadFile now contains the object in the format for
use by DOOM or DeeP. You can then read this
file in as a replacement for DirEntry.
bDirName represents a directory entry name.
This name has to represent an existing directory
entry in any of the WAD files you have read.
bWadFile 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.
bnewDirName is an optional new name to give
the directory entry. This is a quick way to
export data from one WAD to another. So you
can "borrow" textures between different versions
by renaming the texture patchname from a name
that doesn't exist in one to a name that does
exist in the other.
You use this as follows:
a. In the File Menu Reset all the 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 textures, you will exceed
the file limit of 42. The solution is to read
in 42 textures at a time and then group them.
Then you use only 1 file for all 42. You can
repeat this process again and now have 84
textures in a file, etc.
There is a temporary limit of 100 NEW textures
that can be added. Replacements don't count.
Heretic has a different color palette, so the
colors will not display correctly, although
you can swap textures as described.
yxV[iew] B[SpriteName]
Display all the sprites (see +/- above).
yxW[ads]
y Display open wads( shows the bwadnumber )
yxX[tract] B<DirEntry> <RawFile>
Save (extract) one object to a raw file. This
is similar to bSave but no extra PWAD or
directory data is added.
The ending Name cannot be b.WAD!. DeeP defaults
to b.RAW and automatically changes .WAD to
.RAW.
b y
B y Note/Definitions
b y
yrdirname
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 and MAP01 is the first level
in DOOM II. Pictures, sound, and level entries are
more examples of directory entry names.
The dirname when listing directories can have b* and
b? characters similar to the DOS DIR command.
Examples:
gDIRA MAP1*, lists all entries starting with MAP1
and the rest doesn't matter.
gDIRA E1?3, lists all entries starting with E1,
the 3rd position doesn't matter and the fourth
location must be a 3.
yrOutfile
Directs output to the devices of your choice. The
default (or *) is the screen. For example, PRN,
represents output to the printer attached to the
parallel port. Similarly, if you enter MYFILE.DAT,
the file MYFILE.DAT is created.
yrwadnumber
The number (not name) of the PWAD file. The first
one read is 1, the 2nd 2, ...you get the idea. It
is possible that the numbers will change if you
replace the same level with different PWADS.
Use the Wad command to see the numbers assigned.
Enter b* for outfile to keep output on the screen
and then enter the bwadnumber.
Example: gDIRW * * 2 lists all entries in the
2nd PWAD file.
For repetitive commands to the same wadnumber,
you do not have to enter the wadnumber again.
Example: gDIRW MAP* , lists all entries in the
second PWAD file, if the prior example was first.
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.
y rIWAD 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 called DOOM.WAD or DOOM2.WAD. For
HERETIC the name is HERETICx.WAD.
It is in the current directory when DOOM is run.
y rPWAD 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
yDOOM. Example : bDOOM -file myown.wad.
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 TUTOR.DOC and load file TUTOR.WAD to
learn the basics of WAD files and how to make them
using DeeP.
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 beginning large 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, Sectors and Things.
y rVertices
Vertices are x,y coordinates on a map. DOOM maps are
2 dimensional. The height comes from Sectors, as you
will see soon.
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.
To design/shape areas after they are made you drag
the vertex points (using the right mouse button)
to any location. This is the most flexible. Other
methods can drag/shape LineDefs and Sectors (read
on for those).
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?"
y rLineDefs
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 LineDefs 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.)
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 LineDef edit mode.
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!).
y rSideDefs
SideDefs "glue" LineDefs to Sectors.
A LineDef must have at least one SideDef. The
SideDefs define the wall textures (the way the wall
looks) and the floor/ceiling textures and heights
via a Sector reference number.
When ALL the SideDefs (of LineDefs) form an enclosed
area and share the same 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 vary in height
between different Sectors/rooms.
ayUpper Texture : Texture you can see above the
ceiling of a Sector.
ayNormal Texture: Texture you see between the ceiling
and floor of a Sector.
ayLower 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?)
y rSectors
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.
Sharing Sectors is a good way to speed up the game
by limiting the work required by DOOM to calculate
where you are (going).
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.)
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!
pyPlease See Sector Not Closed in Check for more
py information.
y rThings
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.
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. This is slow for now, but will be
improved with the DPMI version.
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:
1. You forgot a texture (easy to fix)
2. Transparent Wall, 2-sided wall using a texture
with more than 1 patch.
3. A LineDef is shared by 2 sectors, but the 2-sided
flag is not set (F10 menu will fix).
4. A LineDef/Sector is sticking its nose across
another LineDef/Sector (move it back).
5. Too many 2-sided LineDefs are visible from any
point (fixed in 1.666 and DOOM II 1.7).
6. The Sector heights are messed up.
7. A node building error (rearrange the area).
8. You didn't (re)build the Nodes?.
9. 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. For example, 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.
Tag number have nothing to do with anything else,
it's just for what we are now discussing.
The number must not be in use yet. 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 with the
( ). In other words, that number is not used any-
where.
Once you give the LineDef this tag number, called
a Sector Tag, go to the Sector with the Door (or
anything that works with "tags", and give it the
same Tag number. This connects the LineDef to the
Sector.
Use the Search for LineDef/Sector tag to locate a
tag number you forgot the location of.
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 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.
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.
x y End of Section
//-------------------------------------------------------------------------
||F1EDIT
//-------------------------------------------------------------------------
B y
B y DeeP Editing Help
B y
Use the bmouse or the bcursor keys to move around.
The map scrolls when the pointer reaches the edges
of the screen.
a w 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 bDoom Unit X / Y size is about
8000 x 8000. This is pretty large! It might be
somewhat larger, but 16k x 16k does not work.
If you scroll to the edge and magnify with Auto
Center turned off, you may loose sight of the map!
Turn Auto Center back on, and zoom +/- to get
your bearings again.
y b
y b Function Key Commands
y b
yrF1 Display bHelp on current topic.
There are three levels of Help screens.
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 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 fast) to edit the object and then
press F1.
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.
yrF2 Save level in a PWAD file.
yrF3 Save As... Reassign level of a map.
yrF4 Search/Change for Object.
yrF5 Texture/height default values.
yrF6 Print Map (see end this section).
yrF8 Miscellaneous Operations.
yrF9 Insert standard shapes.
yrF10 Check Level for errors.
yrAltF2 Save Level and always build Nodes
yrAltF3 Save as.. and always build Nodes
yrAltF4 Exit (same as Esc)
yrAltF5 Set Options for sound, grid, etc.
yrAltF6 Set Colors for mouse, grid, etc.
yrAltF8 Go into Scale/Rotate (same as < >)
yrShiftF1 Test Level
yrShiftF2 Edit a different Level
yrShiftF3 Create a new level from scratch
yrShiftF4 Reset all PWAD files read
yrShiftF5 Read a new PWAD file
y b
y b Special Key Commands
y b
yrEsc
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 or copy object.
The objects are returned to the starting
locations. Copied objects still exist, and are
behind the current objects shown. Be sure to
either move or delete them.
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. Be careful you don't lose
track of any copies!
4. Cancel any current active Scale/Rotate object.
The objects are returned to the starting
locations.
a In yIns Vertex mode, the last LineDef is NOT
drawn to close the polygon (if it is missing).
Ins Vertex is reset to the next area to draw.
Press Esc again to exit Vertex insert mode.
yrIns
a yThing 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 yVertex mode: Starts Insert mode for creating
Vertices, LineDefs and Sectors (Sectors optional,
set in Options).
A quick Double Mouse Click also enters Vertex
Insert mode.
This is the workhorse mode 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 Vertexes/LineDefs to make
them 2-sided.
If you are making Door sides, Press bIns to stop
(see below).
When you place a Vertex on top of an existing
LineDef, the LineDef is split at the location of
the new Vertex. This is how you can quickly make
Door sides (see Misc Help).
To place only 1 Vertex, press the Left mouse
button and then press the Right Mouse button.
If you select 2 vertexes (before you press Ins)
and then press Ins, a LineDef is created connect-
ing the 2 vertices. No Sector is made.
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!.
p yFinish/End
There are 3 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.
2. 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 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 by setting the SideDef2 reference
number to -1 (that's deleting it).
3. Press the bEsc key to do everything you did
in 1 except the LineDef is not automatically
closed.
Pressing Esc or Ins twice in a row, exits Vertex
Ins mode, the same as Right clicking twice.
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.
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.
yrShift
Prevent auto-object selection temporarily (see rA)
yrShift+Tab
Switch to the previous editing mode.
yrShift+H
Set grid scale to 0.
yrShift+M
Same as Shift+Left mouse button.
yrDel
Delete the current object
yrEnter
Edit the current object. Same as Right
mouse button.
yrTab
Switch to the next editing mode. If
objects are marked, they remain marked
with both forms of tabbing.
yrSpace
Toggle the move/scroll speed from slow to
fast.
Toggle the scale/rotate size from 1/.01 to
4/.04.
yrArrows
Normal Edit mode: Move the cursor position
(and Map if on an edge)
Scale/Rotate mode: Move the map.
yrHome
In edit moves the Map Right a bunch.
In menus, moves to the first item.
In help, moves to the top.
yrEnd
In edit moves the Map Left a bunch.
In menus, moves to the last item.
In help, moves to the bottom.
yrPageUp
Move the Map Down.
In menus, moves down.
In help, moves up a page.
yrPageDown
Move the Map Up.
In menus, moves up.
In help, moves down a page.
yrScroll Lock
Turn on/off the autoscroll feature.
Keeps the screen from moving accidently when
you touch the edges.
y b
y b Character Key Commands
y b
yr+ - Zoom in or out (change the map scale)
Zoom levels range from 50 to 4000 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.
yr[ ] Change the map scroll speed delay
Delay ranges from 0 to 500 in 10 ms increments.
Value is displayed on the bottom line.
yr< > 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).
You can also rotate by using the mouse.
Left click or press Enter to accept the changes.
Right click or press Esc to cancel 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!
yr< > Change Thing direction
Interactively change the direction of Things.
yr/ Toggle Snap-To-Grid
Automatically snaps objects to the active grid.
Also set by the top menu button (s).
yr\ Toggle Auto Center
Automatically center objects when zooming. Centers
the map on the object. The bottom line displays a
symbol when Auto Center is active.
yrA Toggle default auto-object selection
Enables individual object selection.
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!
yrC Clear all selections and redraw map
Cancel any current active drag or copy object.
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.
Copied objects still exist, and are behind the
current objects shown. Be sure to either move or
delete them. All the objects selected are cleared.
It's better to use Esc to cancel, since the
objects left selected.
This also cancels Vertex insert mode. NO SideDefs
or sectors are created!
yrD Toggle drag mode (Vertexes/Things)
If you don't have a mouse(?), select an object by
pressing bM and then press bD to activate
dragging. Use the cursor keys to move the
object(s) and press bD again to release it.
yrF Repeat last Find or Change
yrG Change the grid scale
Grid is use recommended, it automatically aligns
objects the grid (Snap-to-Grid active). If the
original LineDef or Sector was not aligned, switch
to Vertex mode to align each Vertex.
A grid size of 8 is recommended for most work. Use
a larger grid when making beginning large areas.
(If the program aligned the LineDefs/Sectors
by itself, Vertexes could be overlaid.)
yrH Toggle display grid (hides the grid)
yrI 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.
yrJ Jump to a specific object #.
yrK Bring up thing masK menu. Select the items
you want to display by clicking on the boxes.
yrL Switch to the LineDefs/SideDefs editor.
yrM 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.
yrN Jump to the next object.
yrO Copy group of objects selected.
After all the objects have been selected, press bO
to make a copy. Then bdrag the duplicates to the
location desired using the Right mouse button.
yrP Jump to the previous object.
yrR Toggle display ruler
yrS Switch to the Sectors editor.
yrT 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. (The speed will be improved
in the DPMI version.)
yrV Switch to the Vertexes (vertices) editor.
yrZ 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.
yr1...0 Set ZOOM level from 1 to 10 directly
(1/1 - 1/10)
yralt+C Center the Map at current size.
yralt+Z Zoom to Extents.
Make the map fit the screen.
y b
y b Top Menu Buttons
y b
The five buttons on the top bar represent:
yr+ Same as + command (zoom)
yr- Same as - command (zoom)
yrc Same as C command (clear)
yr# Same as G command (grid)
yrh Same as H command (hide grid)
yrs Same as / command (Snap-to-Grid)
y b
y b Bottom Menu Symbols
y b
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. Smiley face= Things/Textures changed
c. Diamond = Geometry changed.
2. The second symbol shows the status of the
Auto Select option.
a. Blank = not active
b. Square with circle = active
3. The third symbol shows the status of the
Auto Center option.
a. Blank = not active
b. Star Burst = 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).
y b
y b Mouse buttons in MAP editing
y b
a w Left Button has multiple uses
yrLeft 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 (same as Shift+Left mouse
button).
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. Add an object (same as Ins key).
For Vertex and Things only, Quickly press the
left mouse button twice in a row.
You will Add an object of the current type.
a y What does Selecting an Object do
The first time you click an object it is added
to a list of objects to edit. All objects selected
will receive the edit changes you are making or
will be 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) 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 bA
command, no objects are automatically selected as
you roam the map. Turn it back on if you want to
edit as described above.
yrLeft 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
object you may have selected are ignored.
You may wish to temporarily turn Auto Select of to
keep the same object displayed on the bottom.
yrLeft 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 w Right Button has multiple uses
yrRight 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 by using the bShift+left button
box select) 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. 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.
yrRight button Insert Vertices
Press the Right button to stop inserting vertices
in Vertex mode (see above). The LineDefs are auto-
matically closed. Press bEnd if you do not want to
close the LineDefs.
yrShift+Left button
Select and mark a group of objects. (This is also
activated if you hold the Left mouse button for
over 2/10* of a second.
*Change the delay in Zoom/Mouse/Map options under
Edit.
Drag a selection box around several objects
and select them all at once. On large levels,
do not select too many to prevent running out
of memory (for now).
y b
y b Mouse buttons in Menus
y b
yrLeft button
Select the current name or number when
the mouse is in the objects window.
yrRight button
Cancels the currently selected menu when
clicked outside the area.
y b
y b Menu Selections
y b
Items from a menu can be selected three different
ways:
yb1. Use the arrow keys to select the option and press
Enter.
yb2. 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).
yb3. 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.
y b
y b Automatic Selection
y b Difficulties
y b
If you have automatic object selection turned on
(bA), 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
//-------------------------------------------------------------------------
B y
B y Help Options when loading DeeP
B y
xyDeeP [-m <MainWadFile> ] [-n] [-fc] [-fm]
[-f <PwadFiles>...] [-p <dir> ]
[-bgi <driver> ] [-v <mode>]
[-config <IniFile>]
[-h <helpfile> ]
yThe b- commands are used for temporary overrides
ywhen you start bDeeP. The name surrounded by the
yparenthesis b(..) followed by b= is used in the
ybDeeP.INI file to set the same option permanently.
yIf no () are shown, it's the same name. Example :
ybMain = c:\Doom2\DOOM2.wad defines the main IWAD.
c
CxReview the notes in the DeeP.INI file for more info.
c
yb-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 3 or
6!
The bReset Level option under File also resets
all file additions to none.
See automatic restart options under Edit.
yb-bgi driver
Set the default video driver (*.BGI file). You
should only have to do this if you have a non-
VESA video BIOS and/or have a newer driver for
your video board.
Use the name bVGAONLY for normal VGA, that
is, use this if you can't run the default VESA
SVGA.
ALL of the colors can't be displayed in VGA, so
the textures look weird.
yb-config name
New name of the config file (DeeP.INI). This is
handy to keep preconfigured options that you
switch between often.
If you have both DOOM and DOOM II, create a
batch file for each version using different
config files pointing to a different DOOM main
wad file. This reduces disk space requirements.
If you use only one copy of DeeP to edit both
DOOM and DOOM II, the last files you were
editing might be for the wrong version. If you
did not want that to happen, use the -n option
to clear the status of all saved files. (This
will not occur if you run DeeP from different
directories.)
In one batch file you might enter:
bDeeP -config DeeP.ini (for DOOM) and then
bDeeP -config DeeP2.ini (for DOOM II)
Each time you change the name of the DeeP.INI
file, it is saved in DeeP.CFG. Thus if you
start DeeP and do not override with a -config
command, the last name you used is automatic-
ally read. Remember this when you use batch
files to edit both DOOM and DOOM II levels and
you then directly run DeeP, bypassing your
batch files.
yb-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.)
We may get rid of this option, since it is no
longer as useful with the new save options.
yb-h (help) C:\doom2\deep.hlp
Name/location of the DeeP.HLP file. Default is
DeeP.HLP in the current directory.
yb-m (main) C:\DOOM2\DOOM2.WAD
Name/location of the main IWAD file. This file
determines DOOM or DOOM II support. For HeeP it
set Heretic support.
This path also determines the location of
DOOM(2).exe or Heretic when testing a level.
yb-p (patch)
Patch file default directory for reading patch
PWAD files (C:\Doom). Default is current
directory. This directory name is automatically
added to any file name if you do not supply one.
yb-v # (video)
Set the default video mode number (resolution).
Experiment with this to see if your monitor is
readable at higher resolutions ( 800x600 looks
nice on many 15" monitors ).
xyA r'+' ybefore the options reverses on/off options.
x y End of Section
//-------------------------------------------------------------------------
||FILE
//-------------------------------------------------------------------------
B y
B y File [Alt-F]
B y
p y DeePbsp
You may have to adjust your system to work
with DeeP's Borland DPMI manager. Do not use
QEMM's QDPMI (in CONFIG.SYS). You probably
don't need it. Also you have to have
HIMEM.SYS in CONFIG.SYS and FILES=20.
Be sure to test before saving from DeeP!
Please read README.DOC and README.1ST.
If DeePbsp fails for any reason, 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.
Do NOT edit the temporary names above!!!!!
DeePbsp will fail if you have overlapping
vertices/LineDefs, so be sure to run the check
for this in DeeP.
y b File Name Length
The largest path name for any file is 42
characters! This includes the drive speci-
fication "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.
ybNew Level
Erases all information so you can create a
level from scratch.
It is suggested to increase the screen refresh
delay to at least 50 (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.
ybRead 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
y appended if no b. is found.
ybSave
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).
pyThe Shareware version saves up to 3 files.
with different names. The .BAK name counts as
a name. If you read in 2 levels and save using
a different name, the maximum is exceeded.
pyThe LITE version saves up to 6 files with
different names.
pyThe Shareware and LITE versions do not save
grouped PWADs.
pyThe Registered version saves up to 32 files
and directly saves a grouped PWAD.
pyClear the REJECTS
If you do not clear them, 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
only copies REJECT data to make this easy.)
We haven't verified the current information on
REJECTS (too busy getting all this together),
but know that there's more to it.
We have cleared the REJECT information on some
existing levels and they quit working, with
lots of Hall of Mirror (bHOM) errors!
When we rebuilt the level with DeePbsp, it all
worked again (with a cleared REJECT), leading
us to suspect that perhaps the REJECT is a
also a workaround for?
We have discovered that the REJECT information
is required for some levels to keep DOOM from
crashing!
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.
pyDeePbsp 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.
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.
Reduce the number of LineDefs and simplify the
area if you run into bHOM errors.
Use the Grid feature when possible to minimize
problems.
ybSave As ExMx
Save the level with a different level number.
Select the level and the rest is the same as
above.
ybEdit Level
Select a different existing level to edit.
ybReset Level
Erases all PWAD information and resets all
levels to the main IWAD.
ybBuildNode
Save the level and always rebuild nodes.
If you changed the Reject, the SaveRejectMask
prompt will also appear.
ybBuildNodeAs
Save the level with a different level number
and always rebuild nodes.
If you changed the Reject, the SaveRejectMask
prompt will also appear.
ybSaveRejectMask
You are given the following options:
awReject Mask
awSkip every How many to fill with Pattern.
awPattern 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.
Some patterns may cause Invisible Barriers?
ybTest Level
pyRegistered only
Load DOOM(II) or HERETIC and play a level you
have saved.
a
aw DOOM and HERETIC can thrash your memory,
aw either due to DOOM errors or mistakes in
aw your Level.
aw
aw We therefore recommend to cold-boot (push
aw the reset switch every once in a while to
aw minimize unexpected failures in DOOM,
aw HERETIC, DeeP or HeeP!
aw
The parameters -devparm -file yourfile.wad
-warp xx are automatically created. You may
enter up to 80 additional characters.
For HERETIC -DEBUG is temporarily also a
default, since this fixes 32-bit granular
overflow errors. The normal startup screen
does not appear when this is used.
Enter or change the testing options to what
you normally use. These are saved for the
next time.
If you experience testing problems, try
turning of the BIOS shadow first. HERETIC is
touchier than DOOM on one of our machines. It
works fine on one, yet constantly crashes on
the other, with the same PWAD file??
The skill level displayed by HERETIC is one
less than the actual number you entered.
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)
aw CHOOKV23.WAD CHKSTUFF.WAD
aw -skill 3 -nomonsters
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 and HERETIC are automatic).
We do not have any systems with only 4MB but
it should work ok, since only about 7kb is
taken.
Upon exit, you return to DeeP and everything
is restarted if you set the option to reload.
(see Edit help)
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
ybidbehold 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
ybidchoppers Chainsaw
ybidclev## Warp (episode/mission)
ybidclip IIWalk through walls
ybidspispopd IWalk through walls
ybiddqd God Mode
ybiddt Toggles Automap (in automap)
ybidfa Full Ammo
ybidkfa Full Ammo, weapons, keys, armor
ybidmus## 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.
ybkitty Walk through walls
ybravmap Shows entire map (map mode)
ybmassacre Kill all monsters on level
ybskel All keys
ybrambo All weapons, ammo, armor
ybquicken GOD mode
ybponce Full health
ybshazam Weapon Power Up
ybengage## Warp (episode/mission)
ybgimme 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
ybPrint
pyRegistered only
Print the level to printer or a file (see
below).
A file is saved in the current DeeP/HeeP
directory. You can type in any legitimate
path name, for example, C:\mymaps\map01.hgl
ybeXit
Exit the editor. Prompts to Save the file if
changes have been made.
y b Printing Maps
The map printed is exactly the same as
currently displayed on the screen. So if
you zoom, you get the zoomed version,
scroll right and you get the section
shown.
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).
ybThing mode : Things are shown with an X on
the map.
ybLineDef mode: Two-sided LineDefs are printed
darker.
ybSector mode: Just the map.
If the grid is turned on, it is superimposed
as dotted lines over the map at the grid size
active.
ybPrint 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 the About Screen for the
version).
This has been tested with Word 6.0a. Corel
PhotoPaint can also import it, but it's 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 printer!
x y End of Section
//-------------------------------------------------------------------------
||EDIT
//-------------------------------------------------------------------------
B y
B y Edit [Alt-E]
B y
ybCopy Object(s) O
Used to copy (groups of) Things, Vertices,
LineDefs and SideDefs, or Sectors.
After pressing bO move the copy to the
location desired by pressing the Right
mouse button and moving the cursor. When
the Right button is released, the objects
are moved.
The same objects can be move again. Press
bC to clear the selection. You can also
clear them by holding down the Left mouse
button (that creates the select box) for
over 1/2 a second and then release it.
While dragging, you can also press Esc to
clear them all. This also cancels the drag.
The copied objects still exist. You can't
see them because they are on top of one
another!
ybAdd Object (Same as bIns key)
Be careful to not insert multiple Sectors at
the same location! The check will catch this
as Sector not closed messages, but it will
not be obvious to you. See Ins in Sector mode
below.
New Sectors use the default values you set
in Texture defaults.
Also refer to the documentation of the
bIns key for some more information.
y rIns Vertex mode
This creates the LineDefs/SideDefs/Sectors
for a level. You can also start Insert Mode
by quickly pressing the left mouse button.
Insert Mode continues until you stop it with
the Right Mouse button (the normal method),
press the bEsc or bInskey. If have made
some lines already, press either of these
again to exit.
SideDefs and Sectors are automatically created
if Auto Insert Sector is turned on in Options.
There are two variations in Vertex mode:
b1. If 1 or no vertex is selected, press the
Left mouse button to create Vertices/Line-
Defs.
if 1 vertex is selected, the next vertex
is automatically 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 characteristics
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 prior
vertex.
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 Mouse button
2).
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 grids misalign it.
a y Splitting Lines
If you place a vertex directly on top of
an existing line, the line is auto-
matically split.
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.
y r Rooms and Objects
Draw Rooms clockwise. An inner New sector is
created.
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. This is initially not
correct, but DeeP assumes you know what you
are doing!
You will fix this of course. This results in a
Sector not close 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 didn't use Auto Insert Sector, complete
the unfinished area by selecting all the Line-
Defs (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 area just made.
y rIns 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 Line-
Defs 2-sided with no textures.
If SideDef1 did not exist, it adds SideDef1
and nothing else.
y rIns 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!
y rIns Thing mode
A new Thing matching the current object
selected is created.
ybDelete Object
Same as bDel key. Press the Del key again to
confirm the deletion.
ybClear Selection
Same as pressing C to clear or hold the left
mouse button down for about a second.
ybThing Filter Mask K
Clear/Mark the boxes to display or not display
the items shown.
For example to display everything for skill
level 1, unmark levels 3 and 4-5 and leave
everything else marked.
To display all the network only items, unmark
all the skill/deaf boxes and then mark NET
and the item(s) you are interested in. For
example, click on only NET and ENEMIES to see
only the enemies in a network game.
awAll the options below are saved in the file
awDeeP.Cfg. This file is automatically created
awthe first time you start DeeP. If this file
aw gets damaged, delete it and restart DeeP!
ybTexture Defaults F5
Changes the default values for wall, floor,
and ceiling textures, and floor and ceiling
heights.
ybLoad Options/Etc altF5
The following options are toggled as shown:
aySound Selection
Sound when object is selected.
aySound Errors
Sound when an error occurs.
ayOverLap Check
Perform an overlap check every time vertices
move. Disabling this speeds up editing large
levels at the risk of missing mistakes you
make.
aySelect Object0
Select object 0 the first time.
ayAdditive Select
Add currently selected objects to all in the
current select box.
ayAuto Start
Automatically restart DeeP in Edit mode,
Use -n when loading to temporarily suppress.
ayAuto Load
Automatically reloads the last PWADs you were
editing.
Use -n when loading to temporarily suppress.
ayGrid Dashed
Set grid lines to be dashed or solid lines.
aySelect Dashed
Set select box lines to be solid or dashed.
ayInfo Objects
Display text information about objects.
bI toggles, this is for the mouse only user.
ayInfo Picture
Display textures and things in picture form.
bI toggles, this is for the mouse only user.
ayAuto Insert Sector
Automatically insert SideDefs and Sectors when
you create LineDefs in Vertex Mode. If you do
not have this active, create the SideDefs/
Sectors in LineDef mode by selecting the
LineDefs and pressing the bIns key.
ayThick Lines
Increase the line thickness to 3. Useful when
you use large monitors at high resolutions or
use a white background.
ayResponse File
When testing, create a response file. This is
always done for DOOM II and HERETIC.
DOOM 1.666 and later also supports this.
(See Testing help under File help).
ayMap Border
Display a line on the left/right side of the
screen. It's up to you!
ayThing 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.
It's up to you! The default is a cross.
ybZoom/Mouse/Map Opt F6
Set your preferences for :
ayPalette Number
Adjust for you monitor. Loads a different
palette from the IWAD. 1 through 8 are
redder. 0 and 9 are similar. 13 is green.
More stuff in the future. Adjust to your
viewing pleasure.
ayObject Select Range
Determines the sensitivity to selecting
objects near the cursor.
ayRuler Circle Radius
Set the circle radius for the ruler. Three
circles are drawn. The value given is the
outer circle. Each inner circle is 1/2 the
prior size. A size of 0 is no circle.
ayThing 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
ayMap Scroll Speed
Determines the amount the map moves when the
cursor touches the edges.
ayMouse Sensitivity
Set how fast the cursor moves. First time is
the original value.
ayMouse 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.
ayLower Zoom
The lower zoom limit when Z is pressed. The
lower limit is less than the normal - limit.
ayUpper Zoom
The upper zoom limit when Z is pressed.
ayVertex Arrows
Places direction arrows in Vertex Mode.
aySnap Cursor
Cursor automatically follows menus.
ayExpert Mode
Turn this on to not have confirmations for
deleting anything nor a warning when you
flip SideDefs. It's up to you to catch loose
fingers.
ybMouse/LineColors
ayMouse
The color of the mouse. You must restart DeeP
to see the change. Since the mouse is "trans-
parent" the colors vary depending on the
background choosen.
ayMouseEdge
Select the color of the mouse edge.
(note as above).
ayMenu Color
The background color for all menus.
ayMenuHilite
Select the color of the menu hilight
character(s).
ayDragging
The color for dragged objects.
aySelect Box
The color of the select box.
ayHiLight
The color for automatic hilighting of active
objects.
ayInsertVertex
The color of lines inserted.
ayVertex Square
The color of Vertex dot.
ayGrid
The grid color.
ayRuler
The ruler color.
ay2-Sided LineDef
The color of 2-sided LineDefs.
ay1-Sided LineDef
The color of 1-sided LineDefs.
ayBackGround
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.
ayBackGround 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 his own taste.
ybPalette Colors altF7
Select and set the color value for the 16
primary color selections. This changes the
values available in Mouse/Line Colors above.
It also changes those not directly set any-
where else. If you get lost, delete DeeP.CFG
and start over or use the following settings:
The DOOM and HERETIC settings are for the
respective games. The HERETIC information is
to make the menus look like they are supposed
to.
DOOM HERETIC
Black = 0 0
Blue = 202 197
Green = 118 216
Cyan = 194 200
Red = 180 155
Magenta = 253 172
Brown = 70 79
LightGray = 88 26
DarkGray = 95 19
LightBlue = 196 201
LightGreen = 114 223
LightCyan = 193 184
LightRed = 176 161
LightMagenta= 250 173
Yellow = 231 144
White = 4 35
SpareColor1 = 95 19 (extra choice for anything you like)
SpareColor2 = 196 2-1 (..... same .....)
x y End of Section
//-------------------------------------------------------------------------
||SEARCH
//-------------------------------------------------------------------------
B y
B y Search [Alt-S]
B y
ybFind/Replace F4
y bFind
ayLineDef Type
Find any LineDef type. Use this when con-
verting a DOOM level to DOOM II.
ayLineDef Tag
Find LineDef with the tag entered.
aySector Tag
Find Sector with the tag entered.
ayThing Id
Find any thing object.
ayFloor Texture Name
Find any Floor/Ceiling texture.
ayWall Texture Name
Find any Wall texture.
y bReplace
ayReplaceThing Id
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.
ayReplaceFloorTx Name
Search for any Floor/Ceiling texture and
replace it with a different one.
ayReplaceWall Tx Name
Search for any Wall texture and replace
it with a different one.
ybRepeat last Change or Find
Perform the last command again to find
the next match.
ybNext Object (N)
Go to next object.
ybPrev Object (P)
Go to previous object.
ybJump to Object # (J)
Go to a specific object number.
ybSearch Help ctl+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
//-------------------------------------------------------------------------
B y
B y Modes [Alt-M]
B y
Changes current editing mode
B
y b Thing Mode T
y b LineDef & SideDef L
y b Vertices V
y b Sectors S
y b Next Mode Tab
y b Last Mode Shift-Tab
B
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
Please see ? help in the beginning for basic
definitions of the above objects.
y b 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
bC6 Door closes after 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 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.
x y End of Section
//-------------------------------------------------------------------------
||MISC
//-------------------------------------------------------------------------
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.
y2. bFind First Free Tag
Locates the first tag number that has not
yet been used in this map. This always
automatically shown when you enter a new
tag as the number between ().
The rest of the options vary by mode as
follows:
b yThings Mode
y1. b Rotate and Scale Thing(s)
Move marked Things by the degree of rota-
tion and a percentage scale.
This is the same as b< > which is a
quicker way to Enter Scale/Rotate mode.
b yVertices Mode
y1. b Rotate and Scale Vertices
Move marked Vertices by the degree of rota-
tion and a percentage scale.
This is the same as b< > which is a
quicker way to Enter Scale/Rotate mode.
y3. b Delete Vertex and join LineDef(s)
Deletes the marked vertex and joins Line-
def(s) that were previously connected to
the vertex.
y4. b Merge several Vertices into one
Same as #3 above, with multiple Vertices.
y5. b 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.
b yLineDefs/S SideDefs Mode
This can also be done by drawing 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.
b yLineDefs & SideDefs Mode
y1. b Rotate and Scale LineDefs
Move marked LineDefs by the degree of rota-
tion and a percentage scale.
This is the same as b< > which is a
quicker way to Enter Scale/Rotate mode.
y3. b Split LineDef (add new Vertex)
Splits the selected LineDef(s).
y4. b 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.
y5. b Delete LineDefs and join Sectors
Removes the selected two-sided LineDef(s)
that divide Sectors and makes them into
a single Sector.
y6. b 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.
y7. b Swap LineDef SideDefs
Swaps SideDef(s) 1 and 2. This swaps the
Sectors assigned to each side, so check
that the Sectors match correctly!
y8. b Flip LineDef Vertex Only
Flips the LineDef(s) start and endpoints.
y9. b Align Textures (Y offset)
Align the textures on the Y offset. The
first LineDef selected is used as the
reference point.
This is for Up/Down (Y) alignment.
y10.b Align Textures (X Offset)
This is used on a group of LineDefs that
follow each other. Select the LineDefs
in sequence, one following the next.
If you ignore all textures, each time the
texture name changes, the alignment is
reset to 0.
The first LineDef selected is used as the
reference texture.
This is for left/right (X) alignment.
y11.b Make Door from 4 LineDefs
You can also use the Object menu to make
a predefined Door, if you prefer.
Select 4 LineDefs that will be come the
4 Door sides and then activate this function.
The LineDefs, Ceiling height, textures,
etc... will be 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 LineDefs butt heads at the *.
│
*───────────────L1────────────────
│ │
L4── ──L2
│ │
────────────────L3───────────────*
│
L1 and L3 are counter clockwise.
L2 and L4 are 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.
Go into Vertex mode and Press Ins:
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
right (width of door) and Left click
again to place the second Vertex.
Press bIns key to finish (to prevent a
2-sided LineDef from being created).
2. Place your third vertex right on top of
L2 where you want the door by pressing
the Left mouse button. Move over to the
right (width of door) and Left click
again to place the fourth Vertex.
Press bIns key to finish.
This is what is should look like now:
1 2
...───────L1────────>─┬─>──────────────...>
some hallway
<...──────L2────────<─┴─<──────────────....
4 3
3. Place your cursor right on top of the
vertex 3 and press the Left mouse button.
a. Move on top of vertex 2, Left Click.
b. Move on top of vertex 1, Left Click.
c. Move on top of vertex 4, Left Click.
d. Move on top of vertex 3, Left Click.
Press the bIns key to finish.
4. Press the Right Mouse button (or Ins)
again to exit Vertex create mode.
Here's where you should be:
1 2
...───────L1────────>─┬─>──────────────...>
│ a │
some hallway d─│ │─c
│ b │
<...──────L2────────<─┴─<──────────────....
4 3
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!
There are other ways to get here, but this
is the easiest. If you do not draw the
LineDefs as shown, let's say you did only
c, you'll have to fix the sector reference
for SideDef1, since it created a new one.
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.
y12.bMake 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... will be 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.
You are need to check that the stair did
not overlay some existing area. Sometimes
you may 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.
b ySector Mode
y1.b Rotate and Scale Sectors
Move marked Sectors by the degree of rota-
tion 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 sec-
tor. After rearranging the Sector, you may
have to go into Things mode and select them
and do the same rotation/adjustment on them.
y3.b Make lift from Sector
Select the Sector that is to become the
lift and then activate this function. The
LineDefs,textures, etc... will be modified
accordingly.
y4.b Distribute Floor heights
This function takes the difference in floor
heights between the first and last Sector
selected, divide it by the number of sec-
tors in between and then distribute the
result across the floor heights of the in-
between 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!
y5.b Distribute Ceiling heights
This function 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!
y6.b Distribute Sector Lighting
This function 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!
x y End of Section
//-------------------------------------------------------------------------
||OBJECT
//-------------------------------------------------------------------------
B y
B y Object Insertion [Alt-O]
B y
A rRoom is outside a Sector.
An rObject is inside a Sector.
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.
If you have a crescent shaped Sector and you
want to make a room, but keep getting the
"you need to be outside a sector" message,
move away from the crescent, make the room and
then drag it back. This is easy to do.
MAP01 is a good example of this slight problem.
We compromised between speed and accuracy.
It takes a LOT longer to be exact.
b yROOM - Outside A Sector
ybInsert a Rectangle
Enter the width and height (length) of the
rectangle and DeeP automatically inserts the
Vertices, LineDefs+SideDefs, and Sector at the
current pointer location.
This is adding a rectangular room.
NOTE: If you press "Ins" after inserting the
rectangle, a new Sector is created outside the
rectangle and changes the walls to 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.
ybInsert a Polygon (N-sided)
Enter the number of sides and a radius and
DeeP automatically inserts the Vertices,
LineDefs+SideDefs, and Sector at the current
pointer location.
You can create anything from a triangle to a
32 sided polygon.
This is adding an N-sided room.
NOTE: If you press "Ins" after inserting the
rectangle, a new Sector is created outside the
rectangle and changes the walls to 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 Vanilla Stuff
p y Pools
p y Pedestals
p y Teleporter Pad
p y Ceiling Lights
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.
0 = Normal vanilla shape, (a column)
1 = Sunken Pool, (a recessed floor area)
2 = Raised pedestal, (a podium)
3 = Lights, (a pedestal hanging from the
ceiling and a pedestal on the floor)
The Depth/Height, sets how deep a pool is and
how high a pedestal is. The maximum amount you
can walk over is 24. The same value is used
to set the light box size and pedestal combo.
Ignore the Depth/Height for a type 0, Normal.
You can tinker with the Ceiling Light sector,
make it extend down and now you have a wall
with a see-through gap!
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!
ybInsert 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 vanilla shape (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!
ybInsert a Polygon (N-sided)
Also the same as outside a Sector, but the
first SideDefs is set to the Sector they are
contained in. Think of this as inserting an
N-sided pillar.
NOTE: If you made a vanilla shape (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
There are two easy ways to make a teleporter
pad:
1. Make an Object.
a. Press Ins to make it 2-sided.
b. Assign it the Teleport LineDef.
c. Give "destination" bSector Tag.
d. Go to the destination Sector and give it
a bLineDef Tag that is the same Tag
number you said the Sector Tag would be.
e. Place a teleport Thing in the sector
where you will materialize.
Adjust the Sector heights and texture to
suit your design.
2. Use the Pedestal feature.
Make a pedestal, don't raise it more than
24 above the floor, otherwise you can't
step on it!
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 reference. You need to complete the
yrtop step by connecting it the Sector
desired.
Switch to Vertex mode and place the last 2
vertexes on 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 ).
ybFor DOOM don't make more than 16 steps!
ybYou will get HOM errors (fixed in DOOM II)
ybInsert 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
//-------------------------------------------------------------------------
||CHECK
//-------------------------------------------------------------------------
B y
B y Check [Alt-C]
B y
When using the following diagnostics and an
error is listed, press return to continue
checking or press Esc to select the problem
object.
If you are converting from DOOM II to DOOM, or
from HERETIC, be sure to replace any
incompatible LineDefs!
Use Search to find and decide what will work
almost the same.
Be sure to run the complete check before you
test the level!
y1. bNumber 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).
y2. bCheck 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 tech-
nically not closed, but if you can never reach
it, no problem occurs. Some DOOM levels,
for example, MAP14, have some of these.
The Sector not closed message can also mean
you have two (or more) LineDefs/Sectors in the
same location. Go into Vertex mode and see if
when you drag a vertex another one shows up!
Try deleting one and see if you still have a
Sector showing?
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
1. You have 1-Sided LineDefs and they do not
all go the same direction. This is easy to
see and understand.
2. The Sector reference used in the SideDef
does not match an opposite LineDef/SideDef
that uses the same Sector.
For example, a room has an "opposite" wall
that has the same Sector. In fact, all the
walls have the same sector reference.
If you changed 1 of the SideDefs to be a
different Sector, you will get the infamous
"not closed" message.
Try this for yourself!
You fix this by change the Reference Sector
for the SideDef in LineDef edit mode.
This is usually 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)!
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(s) used. As you follow the Line-
Defs,look at the bottom display and view
the Sectors used.
The enclosed area (room) described by the
SideDefs must all use the same Sector
number.
For an object, (the LineDefs point out),
Sector numbers must match the Sector of the
immediate area (room) the object is in.
y3. bCheck 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.
y4. bCheck for missing textures
Report any SideDefs that may need to have a
Normal/Upper/or Lower texture defined.
If the texture can never be seen, a missing
texture causes no problems.
y5. bCheck Texture Names
Report any texture names which are not found
in the current DOOM IWAD file. The names are
different for DOOM and DOOM II.
y6. bCheck Thing Names
Report any Thing names which are not found
in the current DOOM IWAD file. The names are
different for DOOM and DOOM II.
y7. bCheck 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) crashes DOOM.
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 Line-
Def isn't using that tag!
Id could have used this!
pyRegistered DeeP distinquishes between
DOOM and DOOM II LineDefs. A LineDef that does
not exist in DOOM comes up as missing. The
DOOM II description is in the information box.
y8. bCheck 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.
y9. bCheck (5,6,7,8)Texture,Things,LineDefs,
Sectors.
Self explanatory!
y10. bCheck (2,3,4 )SectorsClose, Cross-Ref,
Missing.
Self explanatory!
y11. bCheck (2 ... 8)all of the above
Self explanatory! Always run this to be sure.
y12. bAutomatic fix missing Textures
Check for differences in heights, this there
should be a texture. Use the current default
textures. If it doesn't show, it can be left
alone, but it doesn't hurt to put it in.
y13. bAutomatic fix Texture names
A quick way to convert DOOM to DOOM II. Uses
the current default textures.
Will also convert to HERETIC.
x y End of Section
//-------------------------------------------------------------------------
||THINGS
//-------------------------------------------------------------------------
B y
B y Edit Thing
B y
ybAngle
Angle:
The initial direction or orientation of the
object. Click on the direction desired.
ybSkill
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.
Levels designed for death match can also have
different things.
Make monsters deaf so you can sneak up on
them!
ybType
Select the type of thing, monster, player,
decorations, etc.
x y End of Section
//-------------------------------------------------------------------------
||LineDefS
//-------------------------------------------------------------------------
B y
B y Object to Edit
B y
ybEdit LineDef
Describes basic rules about the LineDef.
Controls what happens or can happen.
ayImpassable
Line is impassable for players and monsters.
ayMonster Block
Line is impassable for monsters only.
ayTwo-Sided
Line has 2-sides. The line is assumed "trans-
parent" 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.
ayUpper Unpegged
For 2-sided LineDefs draw the Upper texture
from the top down. Normally they are drawn
from the bottom up.
ayLower Unpegged
For 2-sided LineDefs draw the Lower texture
from the bottom up.
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.
aySecret
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!)
ayBlocks 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.
ayInvisible
This line is never put on the Map.
ayAutoMapped
This line is always shown on the Map.
ybEdit 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.
ayAdd a 1st SideDef
This appears (instead of Edit) if no SideDef1
exists for the LineDef. A SideDef1 must exist!
ybEdit the 2nd SideDef
Set the textures and connects it to a Sector
(for floor/ceiling information).
ayAdd a 2nd SideDef
This appears (instead of Edit) if no SideDef2
exists for the LineDef. A SideDef2 is
optional.
aySector 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 Line-
Def (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!
ay1st SideDef ref
ay2nd 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.
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.
x y End of Section
//-------------------------------------------------------------------------
||SECTORS
//-------------------------------------------------------------------------
B y
B y Edit Sector
B y
ybFloor Height
Set the floor height. Usually from -512 to 512.
ybCeiling Height
Set the floor height. Usually from -512 to 512.
The maximum distance between the floor and
ceiling is 1023.
ybFloor Texture
Select a Floor Texture.
ybCeilingTexture
Select a Ceiling Texture.
ybLight Level
Determines how much light there is. 0 is dark,
255 is full on.
ybType
Describe how the sector behaves. Here's where
you can set the Secret attribute.
ybLineDef 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.
x y End of Section
//-------------------------------------------------------------------------
||HOWTO (in progress)
//-------------------------------------------------------------------------
B y
B y How To Build
B y
B y
B y See TUTOR.DOC for introduction
B y
ybStarting Out
Read the introduction to this help.
ybDoors
See LineDef mode Misc create Door from
4 LineDefs.
See Obj create Door.
ybPools
See Obj create Rectangle or Polygon.
with the Pool turned on.
ybLifts
See Sector mode Misc, create lift from
sector.
ybTeleporters
See Insert Object Pedestal.
ybStairs/Rising Stairs
Stairs, see Objects, stairs. Rising stairs
have a step of 0 and the appropriate LineDef
type. (To be done automatic later).
ybSecret Areas
This is just a Sector Type
x y End of Section
//-------------------------------------------------------------------------
||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).
gbHelp (basics)
Same as F1 key.
gbAll Help
This is a complete listing of all the help.
g b General Information
The bottom bar displays editing modes,
auto-object bA, centeringb\, delayb[],
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.
gbAbout DeeP...
gbAbout HeeP...
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 B DoomEnhancedEditorProgram
x B HereticEnhancedEditorProgram
x y
x y Register Online with CompuServe for
x G More Features DeeP (GO SWREG ID = 4541 )
x G More Features HeeP (GO SWREG ID = 4553 )
x y r or see ORDER.FRM. x
x y rSensor Based Systems, Inc.x
x y r17010 N.E. 190th St x
x y rWoodinville, WA 98072x
x y (206) 827-8794
x y
x y jackv56036@AOL.com
x y 75454.773@COMPUSERVE.COM
x y
//-----------end of help-----------------------