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┌─────────────────────────────────────────────────────────────────────────┐
│ │
│ This TUTORIAL was modified from DEU TUTORIAL v1.5. This is a quick │
│ conversion which may contain typos and errors, but everybody wanted │
│ something, so we modified the DEU tutorial, which is pretty good for │
│ beginners. │
│ │
│ Hope this helps some! │
│ SBS │
│ Mike Vermeulen │
│ │
└─────────────────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────────────────┐
│ Introduction - Making your first original level. │
└─────────────────────────────────────────────────────────────────────────┘
This document and the accompanying TUTOR.WAD file should help you to see
what you need to do to build a level. It's a sort of touch-and-see
how it works thing (sounds like fun!)
This tutorial works best it you print out this (TUTOR.DOC) and then follow
along with DeeP on the computer.
Start DeeP and read in the file TUTOR.WAD (R C:\yourdir\TUTOR.WAD). If you
set the Patch directory to yourdir then the path is not required (the
.WAD is akways optional).
The sample levels just loaded were made for DOOM. It is also compatible
with DOOM II, except that the COMPUTE1 texture in levels MAP05 to MAP12
must be changed for DOOM II.
Set you texture default with F5 and use the F10 option D to make the
changes automatically.
Save any changes F10 makes so you don't have to do it again.
(See shareware/LITE note below).
Everywhere you see episode/mission (EeMm) DOOM references, substitute
mission (MAPxx) numbers for DOOM II.
Items appearing in braces {} indicate that there is a sample level that you
can edit to follow along and see how to do things. Edit the example level
by selecting File and Edit level in DeeP Edit mode.
Select the editing mode(s) indicated and move the pointer around to touch
things and look at how they are structured.
You may wish to adjust some options. Screen redraw speed ([]), Mouse speed,
mouse click speed, grid lines/size and how quickly DeeP will select an
object are all user definable. You may also wish to turn on auto-start now
(this will start DeeP in Edit mode right away).
Select Edit and Load Options (Alt+F5) and Zoom Options (F6) to set these
to your comfort level. As you get more experience, you may wish to change
them again.
Set the Zoom size (using +/- keys) to at least 1000. The grid looks bad at
less than this (switch to solid lines) and it's hard to make things out.
You will probably be zooming a lot, so set the Zoom range for Z also.
You can also use the +/- buttons on the top menu bar to control zooming.
Be sure to use the [ and ] keys to slow down your display speed for these
tiny levels (Delay displayed on bottom bar), otherwise you'll fly all over
the place.
DeeP defaults to snap-to-grid 8. If you want to see the grid, press H or
click the top button h. In Edit Options, change the grid to a solid line
(default is dashed) depending on your zoom level and monitor. Your lines
are forced to the intersecting lines on the grid, which is recommended
for clean drawing and a better match with the textures.
When you play around, press Esc (or Alt+F4) to quit and say you want
really want to quit even though you didn't save it.
Use the J command to jump to the object number described. Press J and
then enter the number in the box that pops up.
>> Shareware/LITE Note <<
The shareware version has a limit of 3 external PWAD files you can edit.
Two files if you save, since the save temporarily becomes a 3rd as a
backup (if you save twice).
The LITE version has a limit of 6 external PWAD files you can edit. Five
files if you save, see above.
In addition, the shareware and LITE versions will not save a grouped PWAD
(that's what TUTOR.WAD is), but it will save one level at a time.
Use the -n load option to reset all the files: > DeeP -n or use the
reset level menu option under file. If you forget, you will get the
message limit of 3 (or 6) files exceeded!
Now we begin our journey...
┌─────────────────────────────────────────────────────────────────────────┐
│ Chapter 1: Creating a new Level │
└─────────────────────────────────────────────────────────────────────────┘
1. First, start by selecting File (Alt+F or use the Mouse and left click).
a. Select New Level (you can also press Shift+F3 and do it all).
b. Select level E1M1 (or MAP01). We are now creating a new map.
Go into vertex edit mode (hit tab or press V). Now press "Ins" and
position the cursor where you want to start a line, now press the
Left Mouse button. (You can also quickly Double-Left mouse click).
A blue square is placed where you have started creating a vertex.
Move to the right some distance and press the left mouse again. You
have just created a LineDef. (You can change the color of the square).
You will need a minimum of three LineDefs to create an enclosed polygon.
Move some more and press the Left Mouse button again. Form a square or
any type of room you want, just keep clicking.
The last LineDef connecting (or closing) the polygon is made by pressing
the Right mouse button. You can move on top of the first vertex created
(wait till the vertex lights up) or just press the Right button.
It is useful to sometimes move on top of existing vertexes to connect
areas, so experiment with the different ways you can connect lines.
You are still in Insert Mode. Keep clicking the Left mouse button and
repeatedly make more nice areas, as many sides as you want for now.
Each time you finish an area, a Sector is also created (the default
one). You can go back later in Sector mode and edit the height and
textures of the floor and ceiling. Similarly, for LineDefs, you go
to LineDef mode and again edit the wall textures.
We will do this next.
For rooms, move in a clockwise direction, for objects in rooms move
counter clockwise (just one of those "rules").
To quit creating, press the Right mouse button again (just after you
made your last area) and now you are back in basic Edit command mode.
2. You may have 2 Sectors side by side and you want to walk from one
sector into the next one, like walking from the one rooms in a house
to another. The lines where they join is where you cross from room.
This line should have the Flags Two-Sided and turn the Impassable Flag
should be turned off. Two-Side, because you can be on both sides of
the line and not Impassable or you couldn't walk through the wall!
If you joined them while making it all, it should be OK, but just
in case you want to know how to fix it afterwards, this is how.
Get rid of any of the Normal/Upper/Lower Textures that are on lines
that you walk across. If you want to create the illusion of walking
through a wall, you can leave it in. Try this out!
3. {E2M2 or MAP03} Check out LineDef # 1.
(To go to LineDef editing mode press L).
To change the way the walls look, select a line or a group of lines
and change the Normal texture on some of the SideDefs. (To go to
line editing mode, press L).
{E2M3 or MAP05} Take a look at LineDefs #0,2, and 3.
To change just the texture (and nothing else), select the LineDef to
change, when it lights up, press the shift key (to keep the LineDef
"locked") and click the Left mouse button over the LineDef texture
displayed on the bottom that you want to change.
The shift key keeps DeeP from following you and selecting a different
LineDef. You can make it always not follow by pressing the A key and
turning auto-select on/off. Look at the bottom of the screen when you
do this in the box with Delay.
You can also press the Right mouse button on top of the active LineDef
and go into complete LineDef edit mode or press Enter.
4. Change the Floor and Ceiling Textures in a Sector.
(To go to Sector editing mode press S).
{E2M4 or MAP06} Look at Sector #1, compare to the default in
Sector 0.
The same editing options explained for LineDefs apply for Sectors.
5. Add a Player1 Start Thing.
(To go to Thing editing mode press T).
Press "Ins" and a Thing object is added at the current cursor spot.
Each time Ins is pressed, another Thing is created.
You can also quickly Double-Left mouse click to insert a Thing.
If you want to play cooperatively you will also want to add Player2,
Player3 and Player4 start Things.
If you want to play in deathmatch mode you must have a MINIMUM
of 4 deathmatch start Things.
{E2M5 or MAP07} That's were you start and the direction you're
facing.
The same editing options explained for LineDefs apply for Things.
If you press T while in Thing edit mode, pictures of the Things are
displayed. You can change the background color if you like in the
Edit submenu selection.
6. Change the type of one of the lines to:
"Special - Ends level goes to next level."
If you want to be able to leave the level you will need an exit.
(Even if just to see the deathmatch frag counts!).
{E2M6 or MAP08} Check out Line 5.
Oh yeah, the texture was changed to one of the SW1xxxx textures so that
it looks like a switch too. Edit the LineDef (as explained earlier)
and change the normal texture to see what the texture looks like.
7. Press F2 to save your changes. Answer Y to the question
about building the nodes, etc. (Be sure you read README.DOC about
testing your system for compatibility with DeePbsp.)
8. If you have the ShareWare or LITE version press Alt+F4 to quit DeeP.
Otherwise, under File, select the test level option and off you go!
9. Fire up DOOM and try it out!
DOOM -FILE yourfile.WAD -warp e m
If you have already started doom and forgot to add the -warp on the
command line and you are working on a level higher than E1M1 you can
go straight there by typing IDCLEVem (after you start the level)
where e is the episode and m is the mission #.
10. To record a demo of your level (a .LMP file) type this:
DOOM -DEVPARM -WARP e m -SKILL s -RECORD demofile -FILE yourfile.WAD
You must NOT type the .LMP extention and you MUST type the .WAD
extension. 'e' is for Episode (1, 2 or 3), 'm' is for mission
(1 to 9) and 's' is for skill level (1 to 5). If you die before
the end, press SPACE to end the recording and go back to DOS.
11. To play back your demo, type this:
DOOM -PLAYDEMO demofile -FILE yourfile.WAD
12. Moving stuff around and more editing aids.
To move anything in DeeP, select the object to move and press the
right mouse button. When you move the cursor the object follows like
a well trained puppy.
You can "soft" select by clicking the Right button when the object
to move lights up or you can select a whole bunch of them by Left
clicking on each object and then doing a mass move.
Be sure to keep the cursor on one of the "active" objects. It you move
it to an object not already selected, DeeP will switch to your new
object and discard (clear) all your selections. This is a handy feature
for jumping around, but can be puzzling in the beginning.
Each edit mode moves objects differently. Experiment with each one and
see the different options available to change your areas.
If you press the Left button down for over 1/4 of a second (this can
be changed by you), a select box is created with the origin at the
cursor location. Move the box to enclose all objects you want to select.
All editing is done to all the objects selected by the box.
┌─────────────────────────────────────────────────────────────────────────┐
│ Chapter 2: The Adventure Continues │
└─────────────────────────────────────────────────────────────────────────┘
Now that we have a level, let's put some cool stuff in it. What
we will do here is to show ONE possible way to construct some
special Sectors like doors, stairs and lifts.
Please note that there ARE other ways to do them because there are many
different types of doors & lifts, etc. Also, you're a little more
experienced at making vertices, lines and Sectors already so we are not
going to have as many WAD files to demonstrate the structures, just one
or two to show each structure.
In the examples below, the changes made are discussed as a., b., etc.,
describing the objects that were added and changed.
Use the J command to jump to the object number described. Press J and
then enter the number in the box that pops up.
Toggle the information boxes displayed on the bottom by pressing the I
key. This will speed up the display as required for some systems, since
it takes a bit to show each LineDef texture.
┌─────────────────────────────────────────────────────────────────────────┐
│ Adding a *DOOR* We'll open it for you... │
└─────────────────────────────────────────────────────────────────────────┘
Note: There's now a REAL easy way to make doors.
Please search the online Help for DOOR under Misc and also Obj
The following shows how to do it step-by-step so you can
fix any mistakes easier.
1. The split LineDef feature can be used to add a vertex which can then
be dragged to where you want the edge of the door to be. This is
helpful if you decide after you build the Sector that you want to have
a door. If you planned ahead you won't need this.
You can also go to Vertex mode, press Ins and Left click to drop a vertex
on top of a LineDef and it will automatically split where you placed the
vertex!
Add some vertices & lines to build a new Sector which will later become
the door.
You may want to add some more vertices and lines to build a Sector on
the other side of the door so you've got somewhere to go once the door
is open.
{E2M7 or MAP09}
There's no door here yet, but it'll be coming soon.
a. Split line 0 into lines 0 & 8.
b. Added lines 9,10,11. Used lines 0,9,10,& 11 to add Sector 2
(Sector 2 will become the door in the next file.)
c. Added lines 12,13,14. Added Sector 3 on lines 10,12,13,& 14.
Sector 3 is the room on the other side.
2. The "Normal" vector of the lines (The side of the arrow with the
line sticking out of it) must be on the 'outside' of the door.
a. Change the type of the LineDefs on the front and back of the door
to a DOOR type. 1 DR Open door - closes after 6 seconds is the
best one for beginners, you'll figure out other types of doors later.
b. Change the first SideDef of the front & back of the door to have
an Upper Texture only (NO Normal or Lower Texture). If you want it
to be obvious, make it a texture that looks like a door.
c. Change the ceiling height of the door Sector to the same level
as it's floor. It will rise until it's just below the height
of the lowest adjacent ceiling.
d. Change the ceiling texture of the door Sector to something that looks
like the bottom of the door.
On the LineDefs on the sides of the door that are the door frame,
set the flags to Lo (lower texture unpegged.) This will keep them
from moving when the door goes up. Also, you should set the
Normal texture to something that looks like a door frame.
{E2M8 or MAP10}
a. LineDefs 0 & 10, changed type to Door - DR open door
b. Changed first SideDefs upper texture (BIGDOOR2).
c. Set Sector #2 Ceiling height to the same as its' floor.
d. Changed ceiling texture (FLAT20).
e. Changed lines 9 & 11 texture (DOORTRAK).
f. Set 9 & 11 to type Lower Unpegged.
Tada! A working door!
┌─────────────────────────────────────────────────────────────────────────┐
│ The STAIRWAY to Hell! │
└─────────────────────────────────────────────────────────────────────────┘
Note: You can also build automatic stairs in two EASY ways.
Search Help under Misc and Obj.
This is a step-by-step for more intricate designs.
1. Add the LineDefs and Sectors that will become the stairs.
2. Individually change the floor heights of each stair Sector.
Change them in units of 8 or 16 for best results (24 is the
maximum for a stair you can climb, but it looks pretty tall).
Increment for stairs going up, decrement for stairs going
down. (obviously)
3. For SideDefs facing a Sector that has a floor height lower
than its floor, set the lower texture to something that looks
like a stair.
4. If the ceiling height is changed set the upper texture of SideDefs
facing Sectors with higher cielings.
{E2M9 or MAP11}
a. Set individual floor heights on Sectors 4,5,6,7,8
b. Set ceiling height on Sectors 4,5,6,7,8,9
c. Set first SideDef lower texture on lines 13,16,19, & 22.
d. Set second SideDef upper texture on line 13.
Also, for demonstration set the floor height on Sector 9
lower so that you could 'fall' down into it and not be able
to get out because 64 units is too tall to climb.
Because Sector 9 is lower, set a lower texture on the second
SideDef of line 28.
┌─────────────────────────────────────────────────────────────────────────┐
│ Hey Buddy! Need a *LIFT*? │
└─────────────────────────────────────────────────────────────────────────┘
Note: You can also build an automatic lift. Select a sector and
then create a lift from sector (Misc).
1. It's best to make the LineDefs on the sides of the lift that
you can walk across have their "Normal" sides (the one with the
little line sticking out) on the outside of the lift.
2. Change the TYPE of the LineDef facing the Sector with the lower
floor height to "Raise lift & switch to lower...".
3. Set the TYPE of the LineDef facing the Sector with the same floor
height to "WR - lower lift...".
4. Verify or set the floor height of the lift Sector to its maximum
height.
5. Set the FLAGS for LineDefs on the side (that you don't cross) to
Upper texture unpegged.
6. Set a lower texture on the SideDef of the LineDef which will be
higher than the lift when it is down.
7. Set a floor texture on the lift Sector to something that looks
like a lift floor. (optional, but it looks good).
8. Assign the lift Sector a LineDef TAG number. Use the lowest
available tag number.
9. Assign the LineDefs with the Lift TYPES the Sector TAG number
that you assigned to the lift Sector.
{E3M1 or MAP12)
a. Flipped LineDef 28.
b. Set LineDef 28 type to Raise lift...
c. Set LineDef 25 type to Lower lift...
d. Set LineDefs 26 & 27 flags to upper texture unpegged.
e. Set floor height of Sector 9 to it's up position.
f. Set floor texture of Sector 9 to STEP2.
g. Set lower texture of LineDef 25 second SideDef.
h. Assigned TAG #1 to Sector 9.
i. Assigned TAG #1 to LineDefs 25 & 28.
┌─────────────────────────────────────────────────────────────────────────┐
│ *TRANSPORTER PAD * 1 to beam up! │
└─────────────────────────────────────────────────────────────────────────┘
Note: You can also build an automatic pad. Select a pedestal
in create a Rectangle Object (Obj), make it 64 x 64.
{for the next few examples you will want to also try out the WADs to
see how they look in DOOM}
1. First create two Sectors, either use Vertex mode and Ins as described
in the beginning or created a predefined object.
One has to be a multiple of 64x64 units. It will be the 'pad' and has
to be aligned on a vertex with a multiple of 64 (turn on snap-to-grid if
you turned it off) or else the texture for the pad will be offset and
will look bad.
{E3M2 or MAP13}
2. Make sure the lines on the side of the pad are the right way, the
player will transport when he travels from side 1 to side 2 of the
line.
3. Edit the line type and change it to 97 WR Transport to other Sector
(Go to line type, then special) or 39 W1 if you want it to work
only once.
4. Set the Sector tag number of the lines to an unused number.
5. Next, you'll need to decide where you want to transport. Select a
Sector and set the LineDef tag to the same as above.
6. Lastly, add a transporter exit Thing somewhere in the destination
Sector.
┌─────────────────────────────────────────────────────────────────────────┐
│ OK! Let's make everything look good! │
└─────────────────────────────────────────────────────────────────────────┘
1. {E3M3 or MAP14} is the same as above, but with textures aligned. Now
you know why I took that weird texture!
2. Look at SideDef #2 & #5 (first SideDefs of lindedefs #2 & #5).
You'll see that they have a texture X alignment.
3. Here's how to figure it out: go to maximum zoom (press + a few
times), then display the smallest grid (press SHIFT-G once). Each
square of the grid is 8 alignment points. To move a texture to
the left, X needs to be positive and to move it to the right,
X has to be negative. The way you have to look at it is taking
the wall itself and moving it over (or behind) the other one
as to blend the two together.
4. So, if you look at SideDefs #2 and #5, you'll see that #2 has an
X offset of -64 and #5 of +64.
┌─────────────────────────────────────────────────────────────────────────┐
│ TEXTURE alignment, line them up! │
└─────────────────────────────────────────────────────────────────────────┘
Now, we do some heavy math stuff! Aligning vertically for stairs and
more complex horizontal alignments. (NOTE: You can also automatically
align X textures!).
1. {E1M1 or MAP01} is a test WAD with two stairs in it. One has varying
ceiling heights and the other has the same ceiling. This one
needs a LOT of work!
2. {E1M2 or MAP02} is the aligned one. Looks a lot better hey! Here's how
it's done. NOTE that this is only for NORMAL textures, not
UPPER or LOWER textures, they are aligned in a different way.
3. For starters, go back to A1, you'll notice that when the ceiling
is the same height, the textures align (vertically that is!) and
that's because DOOM displays a texture starting from the top left
of the panel.
So, to align a texture vertically all you need to know is the difference
in ceiling height.
In {E1M2 or MAP02} look at the Y offset of LineDefs #5, #13, #12 and #3.
4. There's a problem with aligning all these LineDefs because you'd
need to be able to align beyond the -100 to 100 limit.
The trick is to do a little adding and subtracting.
If you need to align a texture by 128 points, then you'll need to move
one 100 points one way and the other -28 the other.
In {E1M2 or MAP02} look at the X offsets of LineDefs #14 and #0.
5. Another problem is when the LineDef is longer than the size of
a given wall. In the case of SKY2, it's 256 points wide and the
length of the wall composed of LineDefs #2, #4, #11 and #10 is a
total of 464 points, so SKY1 fits almost twice.
Next, how we got the X offsets for the above lines.
6. Here's how it's done;
a. lines #2, #4 and #11 together are 256 points long, so lines #2
and # 10 will have the exact same offset.
b. Next, if you left line #2 with an offset of 0, you would
need to move line #4 by 128 (or -128 which is the same because
the texture is 256) and line #4 by 128+64=192 (or -64 which is
192-256).
c. You can't do that! Remember, you have a limit of -100 (SBS note,
we think its -255 to 255) to 100, so 128 (or -128) will not do, so
we need to use two lines to do it.
d. If you move line #2 by -100, then you only need to move
line #4 by 28 (-100 - 28 = -128) and line #11 by 92 (28
+ 64 = 92). Then all you do is set line #10 the same as line
#2 which is -100.
7. This might look complicated and most of the time you don't have to
do any of this at all. If you are bothered by some lines out of joint,
this is how you do it.
DeeP has an automatic align texture X. It helps to know how it works
so you can calculate an initial offset value for the first texture.
┌─────────────────────────────────────────────────────────────────────────┐
│ MORE alignment ................! │
└─────────────────────────────────────────────────────────────────────────┘
OK, here's the best you can do to align the textures for windows and
secret doors...
1. Look at {E3M4 or MAP15}
Run DOOM as described earlier, go to each side of the window one
side is aligned and the other is not. Now look at each of the
secret doors, one is aligned vertically and the other is not. Can
you figure out how to align UPPER textures? OK, I'll tell you.
(The X offset alignment is the same as described in the last few
paragraphs.)
{Check the MAP (press TAB) , you can only see a door (yellow line)
on the WEST side. The Secret bit is set for that LineDef, also the
Sector behind the EAST door is also of type "secret".}
2. First, for windows, you'll just need to set the flag "Upper
Texture is Unpegged" because normally an UPPER texture is drawn
from the bottom left corner up (remember a NORMAL texture is
drawn from the TOP left corner down) and changing this flag will
make it drawn just like a NORMAL texture.
This will align the texture vertically (assuming the ceiling height is
the same as the adjoining walls).
3. Second, for doors, you don't want to set the "unpegged" flag
because the door would not look right when oppening, so you want
to adjust the texture with an offset. In W1, the ceiling is 100
high and STARTAN3 is 128 high, so you want the Y offset to be
-28 (128 - 100 = -28).
4. Third, you'll want to know how to align the bottom part of a
window. Well, unless somebody proves otherwise, it can't be
done. Sure, you can use textures that LOOK aligned (because
of the Window height and texture type) but you can't REALLY
do it.
Here's why:
LOWER textures and NORMAL textures are drawn from TOP left
corner down, unless you set the "Lower texture is unpegged" flag.
In that case it starts from wherever the upper texture ended.
Look at the WEST side of the window in E3M4 or MAP15 (the side that
isn't aligned).
I set the upper and lower textures to unpegged. See the difference?
The LOWER texture of the "aligned" side is the same as the
UPPER texture there, but on the "un-aligned" side, it is the
continuity of the UPPER texture.
──────────────────────────────────────────────────────────────────────────
Well that's all for now...
The rest you can probably figure out from looking at the original
levels from id software. We suggest the first level from either DOOM
or DOOM II. HERETIC is complicated right up front. So search around for
one that looks simpler!
It takes a while to get the hang of all the details. Don't feel stupid,
it took me a month to finally understand all of this!
──────────────────────────────────────────────────────────────────────────
This was originally compiled by Steve Bareman and Jean-Serge Gagnon with
guidance from Raphael Quinet and numerous helpful suggestions from DEU
and DeeP users.
Modified and extended by Mike Vermeulen, SBS using extra DeeP functionality.