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1995-03-21
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EdMap version 1.40
DOOM/DOOM2/Heretic
Map Editor
This software package enables users to create or modify maps used in
original DOOM and DOOM II:Hell on Earth, by id Software, and HERETIC,
by Raven Software for id Software. HERETIC is copyright 1994 by Raven
Software. DOOM is a trademark of id Software. Neither id Software
nor Raven Software will not provide any assistance for EdMap or any
map created or modified by EdMap. EdMap was not designed to function
with unregistered versions of DOOM or HERETIC. If you like DOOM and
HERETIC, and/or want to use EdMap, you must first register your copy
with id Software. To register the DOOM or HERETIC trilogies call
1-800-IDGAMES. If you live outside of the USA, or if you wish to
purchase either game with a check or money order please refer to the
text file, (ORDER.FRM) located in your DOOM or HERETIC directory.
This software package is completely free; no registration required
nor requested. Feel absolutely free to distribute as long as these
files are not modified.
Included in this package are the following files:
EMU387 53248 07-11-94 9:38a
BUILD BAT 2119 02-08-95 6:26a
INFO BAT 48 10-05-94 8:36p
EGAVGA BGI 5554 02-28-91 1:01a
PTX-6 DAT 2304 01-10-95 10:56p
PTX2S-8 DAT 1536 03-20-95 12:21p
PTX2S DAT 1536 03-19-95 7:12p
MOUSEPIC DAT 704 01-31-95 4:42a
HELPINDX DAT 8325 03-21-95 1:52p
WARMDOS EXE 193978 01-18-95 6:42a
DOOM2WAD EXE 9296 03-21-95 4:54p
EDMAP EXE 4640 03-21-95 4:29p
EDMAPCFG EXE 72592 03-21-95 4:55p
EDMAPCOM EXE 4640 03-21-95 4:29p
EDMAPSYS EXE 361984 03-21-95 4:41p
STUFFBUF EXE 4407 11-06-94 1:26a
VGA50 EXE 1392 03-21-95 4:27p
ERROR EXE 3965 01-14-95 10:15a
ACTIONS TXT 15682 03-04-95 2:49a
FLORLIST TXT 5807 02-01-95 7:28a
TEXTLIST TXT 11450 03-20-95 1:07p
THINGS TXT 7044 03-12-95 9:50a
TXTRCONV TXT 1538 11-25-94 8:48a
WARM11 TXT 4599 01-18-95 7:13a
EDMAP TXT 15744 03-12-95 12:30p
TEMPLATE TXT 1870 03-19-95 9:45p
HELP TXT 230586 03-21-95 1:51p
SETYPES TXT 2332 03-04-95 12:53a
These files must be present in the directory where EdMap is run.
All mentions of DOOM, unless otherwise specified, refer to original
DOOM, DOOM II:Hell on Earth and HERETIC.
EDMAPCFG is the utiltity that configures EdMap. If EdMap cannot
load properly, EDMAPCFG may be loaded to create the necessary
files to load. After the configuration is done, EdMap will
automatically try again to load. EDMAPCFG can also be loaded
seperately from the DOS prompt.
The DOOM directory is where DOOM, DOOM-II or HERETIC is located
on the Hard Disk Drive. The PWAD directory is the directory
where the map files will be saved to and loaded from. The data
directory is where supplemental data files are located. Normally
the default files are used, so this is the EdMap directory.
For example, the DOOM directory could be D:\GAMES\DOOM and PWADs
could be located in D:\GAMES\DOOM\PWADS and the EdMap file could
be in D:\GAMES\DOOM\EDMAP. The three above files would have to
be in the DOOM directory if that was where you intended to load
EdMap from. EDMAPCFG can be used to create additional config
files, which can be specified on the command line when loading
EdMap.
To load EdMap, type EDMAP at the command prompt while in DOS.
Typing EDMAP /? will display the following:
|EdMap v1.40x DOOM/DOOM2/HERETIC map editor
|(c) 1994 Jeff Rabenhorst (araya@wam.umd.edu)
|
|EDMAP [pwadfile [pwadfile [..]]] [/M:mapnnumber] [/C:filename] [/?]
|
| pwadfile [..] adds WAD files. (file extentions are optional)
| /M:mapnumber loads specified map into editor:
| DOOM I/HERETIC: "ExMy" format: from E1M1 to E3M9,
| DOOM II: mapnumber must be in [1..32]
| /C:filename specifies config file.
| /D[..] lists resources in the WAD directory. /D? for help.
| /Q "Quiet": prevents text after command line.
| /L Disables auto-loading the latest PWAD.
| /X Disables XMS support.
| /S Disables map memory to disk/XMS swapping.
| /? (this) help text.
|
| ex: EDMAP MISSION1.WAD MISSION2 /M:E1M2 /C:MYCONFIG
|
Like DOOM itself, the WAD files update the main DOOM WAD.
The last map of any name found in the list is the only one used,
even if previous WAD files contain the map. WAD files may be
added while in the EdMap editor, and one may be loaded
automatically; the "Auto-load latest PWAD" option in EDMAPCFG
lets EdMap scan the PWAD directory for the "*.WAD" file with
the latest timestamp. EdMap will notify you if the map
currently being edited is updated by a new PWAD file in the list.
EdMap control is centered around the mouse. (A mouse is required
to run EdMap) I tried to stuff as many controls onto the rodent as
possible. I may have gone overboard, but most controls on the mouse
may be substituted by the keyboard ("most"). Here's the controls:
While holding the 2nd (right) button:
...drag the mouse to pan around the map. The control is
intentionally not propotional; it decreases some
as you zoom out.
...hold the 1st (left) button to zoom. Push the mouse up
to zoom in, pull back to zoom out. Note that to
enable zooming the 2nd button must be pressed first.
Using the 1st (left) button:
...tap to snap the mouse cursor to the nearest object of
that mode and pick it up (modes are: Vertices,
LineDefs(&SideDefs), Sectors, and Things).
The object is not "attached" to the mouse; you can
drag any object around, then tap the 1st button
again to drop the object.
...tap while holding CTRL to add/remove an object to the
multiple-select list.
...hold the 1st button and move the mouse in any direction.
this will bring up a tiny mode-pad. Mode selection
and mult-selection can be controlled using this pad.
release the 1st button while the mouse is on the
desired selection. Leave the mouse in the center
and the hold is treated as a tap, and you pick up
the nearest object (click again to drop the object
without moving it).
...while holding the 1st button, tap the 2nd button.
This will add an object where the mouse is on the
map.
In Vertex mode this adds an unattached vertex,
can only be used as a marker.
In LineDef mode this breaks the line into two halves.
In Sector mode this will create a sector. If the
mouse is in a sector already EdMap will
verify that you wish to create a sector
within a sector. (unless you turn that off).
In Things mode this will copy the current thing
and place it under the mouse.
Key commands were made to be short and simple. To make a selection
from a menu, press the first letter of the selection you want.
To edit a field of data for the current object, press the letter or
number associated with that line on the object information bar.
general key functions:
F1 help
F2 save
F3 load
F4 PWAD list
F5 checking
F7 tag sector to line
F8 align textures / sector styles
F9 build / play
F10 viewer
(The menu displays hot keys on the selection buttons)
*** Improvements new to v1.40
TC/theme-support
External graphics supported:
flats (floor & ceiling textures)
patches (with or without PNAMES)
TEXTUREx (with or without patches)
all accessable from the viewer
(include all sprite frames)
Much improved online help system:
Unofficial DOOM Specs!
rewritten help, control codes, etc.
specific help for obj info bar
Alternate game EXE
"ADD" files specify PWADs to load at startup and play-map
improved EDMAPCFG: can auto-scan HDD for files,
can auto-install configurations
better file management & WAD handling
passive internal checking
new menu entries:
"I"nfo "E"dit config <- load a different config file
"I"nfo "L"oad config <- edit the current config file
"E"dit "S"hift <- shift objects using the keys
lots more; most routines were improved.
..oh, yeah: a faster viewer..
the long history..
*** new to v1.31
Auto-teleporter creation: use in LD or SE mode
more extensive, specific & useful error checking
Old(!) builder; using v1.0 again, no SE-merging problem
snap-options from preferences panel
texture replace checks floors, ceilings
many minor improvements
EDMAPCFG bugs fixed
even better at updating TXT->DATs
bug-free??
..and of course, a faster viewer..
*** new to v1.30
HERETIC support!
much better viewer; faster! bugs fixed!
more multiple-selection (INS and DEL) control:
sector split, merge, select supporting objects, multiple vertex break, etc.
much better texture aligning; no longer bound to sector, adjusts X and Y offsets.
more checking, checking options panel in preferences.
new vertex info bar; enter LineDef lengths.
cleaner algorithms & main data structure routines (faster??)
better memory management (more free memory??)
all data compiled from included text files; edit TXTs for your own descriptions,
EdMap will automatically rebuild outdated files.
more colorful map display: colored action LineDefs, 2-S LDs always grey, etc.
pro-mode panels for byte-/bit-wise editing any object. (press space bar)
many improvements
*** new to v1.24
Updated builder (see IDBSP.DOC)
new saving algorithm
new data filenames for different DOOMs (???????2.DAT=DOOM-II datafile)
better memory management
better build structure (BUILD.BAT & EDMAPCOM.EXE)
much improved EDMAPCFG.EXE
help keyword-search panel
negative steps (for auto-stairs)
new sector selection algorithm (using mouse)
new vertex info bar: editable linedef lengths
many other improvements.
bugs fixed from v1.22 & v1.23
*** new to v1.23
Find Objects:find linedefs/sectors/things by trigger/action/type
Texture replace:map-wide replace, specify or from list (TXTRCONV.TXT)
Grab style:grabs sector (or linedef) style into the current style
new extended multiple-selection structure
runability test for Play Map (CTRL-F9)
edit obj-info-bar with mouse
many tiny improvements..
*** new to v1.22
XMS support; create larger maps with less base memory.
Vertex and LineDef modes merged; (edit faster)
much nicer (and possibly faster) enhanced map display
scans WAD dir entries more leniently
mouse pointer pictures
Auto-lift implemented
deathmatch/altdeath availible for playmap (nodes 1)
auto-stairs outline when placing
missing "PTX-6.DAT", "FLORLIST.DAT" bug solved
DOOM II textures reorganized
lotsa other stuff..
bugs fixed from v1.21b
*** new to v1.21
to v1.21b:bugs fixed:ESC from multi,choose texture, etc.
new play-map panel: toggle/adjust options & choose level
many tiny improvements
bugs fixed from v1.20
*** new to v1.20
DOOM II support!
Multiple-selection
DOOM2WAD utility provided: simple DOOM I <-> DOOM II converter.
only changes map directory entry.
Improved process handling (EDMAP->EDMAPSYS<->DOOM?<->etc)
faster: initialization, graphics text, viewer, etc
auto-configuring; will load EDMAPCFG if bad *.CFG
INFO.BAT file to examine a child-process environment
texture-aligning using the viewer: handy; view and adjust the
texture exactly as it would appear in DOOM.
THing radius circles. color, too.
Auto-saving options, undo feature.
many, many other improvements.
**** new to v1.12:
If play-skill level 0 is chosen, a panel will prompt for a
skill level for play-map.
The /dir paramter now lists entry names correctly.
**** new to v1.11:
Two bugs in auto-stairs fixed: the block-all bit is off, and
the step-top texture now uses the correct panel.
The center button on 3-button mouses (mice?) should select/
de-select (as pressing enter). this is untested.
The File-opening routine has been replaced by code written
by Scott Bussinger (Compuserve 72247,2671) EXTEND5.ZIP
this allows about 100 additional PWAD files to be used.
(100 is impossible, since there are only 27 maps)
Some routines have been rewritten in assembler for speed.
*** new to v1.10
Much better error checking; checks for:
texture:Missing textures/Hall of Mirrors,
Medusa effect: multi-patch on 2S main
Tutti Fruitti (1): short texture
Tutti Fruitti (2): transparent above/below
linedef:Short lines
Long Wall Error (LWE)
things :heights,
in a sector
associations:triggers when needed,
teleporter destinations
begin/end:all starts & one or more end.
Errors can be listed or displayed
Viewer: views walls, floors, sprites, and patches in the normal
DOOM palette. can be used to select textures.
On-line help: press F1, help screen is almost always availible.
Automatic Stairs: automatically contructs a staircase within
or outside any sector. Can be triggered to rise out
of the floor. many options, all automatically saved.
Automatic Door: like stairs, makes a door.
Polygon creation: makes polygon sectors (also adjusts textures)
Texture align: aligns textures, either by sector or linedef
much better/easier file-handling.
Sector resizing and rotating
Map-wide editing: lights, X/Y/Z proportions & origin.
sector retexturing: press Alt-F8
preferences panel: saves mouse data, verifys, play level, etc.
pop-up calculator: If Num-lock is on, so is the calc (almost)
new panels, better algorithms (faster, too)
easier to use
many many other features
*** new to v1.02
Error checking (including, of course, texture checking)
Independant batch-driven builder making EdMap more flexible
Better process-handling; switches between EdMap/builder/DOOM better
"Load Latest PWAD" now scans the PWAD dir for the latest "*.WAD" file
Sector deletion
Some of the redraw routines were scrapped & rewritten in assembler
better menus in full-screen mode (does it look like a NeXT yet?)
some other bugs fixed.
*** new to v1.01
Reverse mouse buttons now works
Reverse panning control
More informative load map; dots mark updated levels & "reload" marked.
Adjustable grid & snap (by config)
Fully supports other map levels, not just E1M1
Faster "enhanced map" redraw
Colors in object info bar
some other bugs fixed..
*** Notes on the builder:
EdMap loads COMMAND.COM to run the batch file "BUILD.BAT" with
the current PWAD name as the first parameter (no extension). A new
builder may be used by editing BUILD.BAT. EdMap passes the patch-WAD
filename to BUILD.BAT, so BUILD.BAT must make use of "%1". For example,
if you are editing "C:\DOOM\WADS\MYHOUSE.WAD" the batch file would run
as if you typed:
C> BUILD.BAT C:\DOOM\WADS\MYHOUSE
Take a look at the included BUILD.BAT as an example.
I, Jeff Rabenhorst (araya@wam.umd.edu), created EdMap for all those
DOOMers out there who cant get enough of what could possibly be the
greatest game this world has ever seen.
I wrote EdMap myself, but I couldnt have done it without some peoples
kind contributions:
My testing team, especially:
Andrew Baker (IdahoNova@aol.com)
Johnny Nugnug (jnugnug@nas.com)
Matt Fell (msfell@aol.com) for writing and Hank Leukart
(ap641@cleveland.freenet.edu) for distributing
DOOM Specs (DMSPEC13.TXT). EdMap was written using
a copy of DOOM Specs (v1.666 is the latest), all
the suggestions i receive from you all(!) and
many hours pounding the life out of my keyboard.
..and for letting me include these specs in EdMap!
Tom Neff (tneff@panix.com) for DESIGN11.FAQ.
Ron Rossbach (ej070@cleveland.freenet.edu) for the BSP
node builder (IDBSP11.ZIP) (see IDBSP.TXT)
John Carmack and folks at id for releasing the code for the
node builder and info to hack.
id and Raven Software in general for .. something.. hmm..
DOOM!! ..and DOOM II !! ..and HERETIC!!
comments? suggestions? bugs? ..& access to internet:
mail me (or write to rec.games.computer.doom.editing,
I read it often & my mail gets stuffed fast)
araya@wam.umd.edu
Like EdMap? Give it to a friend (who has a reg'd copy of DOOM, DOOM-II,
or Heretic). Don't like it? Tell me what to improve.
-jeff