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OS/2 Help File
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1995-01-05
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137KB
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1,417 lines
ΓòÉΓòÉΓòÉ 1. Introduction ΓòÉΓòÉΓòÉ
DoomEdit/PM is a 32-bit DOOM and DOOM2 map editor. It enables you to edit
existing maps, to edit maps created by others, and to create your own maps from
scratch.
DoomEdit/PM (DEPM) is multi-threaded to take advantage of OS/2's preemptive
multitasking; it was written for C Set++ version 2.1 to maximize performance
and functionality.
DOOM has become the most widely-played game in existence; in part, this is due
to id's beginnings and continuing presence in the shareware market. No other
game in history has inspired so many hacks, add-ons, cheats, and discussions.
No other game vendor in history has been so open about the implementation of
their game as id Software has been.
If you are playing an illegal copy of DOOM or DOOM2, please register (or buy)
it; I (and many others) want id to continue to make games like DOOM and to
continue to allow us to mess with their products.
ΓòÉΓòÉΓòÉ 1.1. Using this Tutorial ΓòÉΓòÉΓòÉ
Parts of this Tutorial assume that you are not using it for reference, but to
learn how to use DEPM. These sections will lead you through a number of
activities intended to instruct. It is assumed that because you are using
OS/2, you can be running DEPM while you are reading this tutorial.
Black text indicates an activity for you to perform.
If you are using this Tutorial as a reference, you should not perform the
activities because any work you have done could get erased. I recommend that
you go through the Tutorial before you start working on your own PWAD.
ΓòÉΓòÉΓòÉ 1.2. Copyrights ΓòÉΓòÉΓòÉ
OS/2 is a trademark of the IBM Corporation.
DOOM and DOOM2 are trademarks of id Software.
DoomEdit/PM and DragonWare are names made up by Gerald Callow so please don't
steal them.
Gerald Callow is a product of Mom and Dad.
ΓòÉΓòÉΓòÉ 2. Terminology ΓòÉΓòÉΓòÉ
This tutorial (and the DEPM online help) uses terminology that may be
unfamiliar to you:
Thing An object in the game "world".
Vertex A point in two-dimensional space which defines the end-point of
one or more two-dimensional lines.
Linedef A two-dimensional line which connects exactly two (2) vertexes.
Sidedef A plane into the third dimension along one side of a linedef.
Sector A map area bounded by sidedefs.
Sector Tag An arbitrary number used to assign linedef effects to sectors.
Texture The game appearance of a floor, ceiling, or wall.
Episode In DOOM, a grouping of nine (9) maps; in DOOM2 there is one
episode only.
Map A group of things, vertexes, linedefs, sidedefs and sectors which
define a scenario for game play; also known as a "level".
Extra A resource for sound, music, wall texturing, and so on.
IWAD A large file containing all resources needed for basic play;
distributed by id Software with the game.
PWAD A smaller file which is used to "patch" the IWAD; can contain
maps and/or extras.
Node Builder A program which "compiles" a map into a form which the game
engine uses while rendering the game "world".
Compress a process by which duplicate sidedefs are removed from a PWAD to
reduce its size.
ΓòÉΓòÉΓòÉ 2.1. Things ΓòÉΓòÉΓòÉ
A thing is an object (for example, a monster) that exists in the game world,
but does not DEFINE the game world. Things do not have to be visible, and may
not always appear. Examples of things are: monsters, teleport exits, weapons,
ammo, decorations, player starting points, and bonus items.
A thing has the following properties:
Type What the thing is (teleport exit, monster, ammo, and so on).
Angle The direction in which the object is facing when the map begins.
This applies to monsters, player starts, and teleport exits. It is
not important, for example, which way a shotgun is facing -- it will
always look the same.
Flags A number of on/off bits that determine the object's behavior and when
it appears:
Easy Thing appears in EASY mode (skill 0).
Medium Thing appears in MEDIUM mode (skills 1 and 2).
Hard Thing appears in HARD mode (skills 3 and 4).
Deaf / Ambush Thing (monster only) does not react until it sees the
player. If this bit is left off, the monster will react
when it hears shots.
Multi-Player Thing appears in multi-player (deathmatch or
cooperative) mode ONLY.
ΓòÉΓòÉΓòÉ 2.2. Vertexes ΓòÉΓòÉΓòÉ
A vertex is a point in two dimensional space which defines the end-point of one
or more two-dimensional linedefs. It has no attibutes other than its position
on the map.
ΓòÉΓòÉΓòÉ 2.3. LineDefs ΓòÉΓòÉΓòÉ
A linedef is a two-dimensional line which connects exactly two (2) vertexes.
Linedefs do not necessarily define walls (they CAN); they simply indicate a
line along which the map makes a transition from one "area" to another.
Linedefs travel from one vertex to another. This direction is very important
because a linedef may have two sides: a right side and a left side. If you
rotate the linedef so that it is pointing straight up (the from vertex is on
the bottom), the right side is the right side of the line. Linedefs can be used
to "trigger" events when the player crosses them, or pushes on them (switches,
doors, lifts). Some linedefs trigger the sector on their left sides, some
trigger a sector on neither side. A linedef which triggers an event in a
sector other than the one on its left side must be defined with a sector tag
which is used by the sector affected. For example, if linedef #231 causes
sector #21 to raise, both must have the same sector tag (for example, "13").
More than one sector and more than one linedef can have the same sector tag.
A linedef has the following properties:
Type What the linedef does when activated. DEPM uses the following
convention:
TAR Description
T indicates whether or not a sector tag is required; this will be "T" if
a sector other than the one on the left side of the line is affected,
or " " if the sector on the left side of the line will be affected.
A indicates the activation type; this will be "W" if the linedef is
activated when the player walks over it, "S" (switch) if the linedef is
activated when the player pushes on it, or "G" (gun) if the linedef is
activated when the player shoots it.
R indicates whether the event can take place more than once; this will be
"R" if the event is repeatable, or "1" if the event may take place once
only (the single exception is "animated wall" which takes place all the
time).
Attributes A number of on/off bits that determine the linedef's properties:
Impassable The player cannot cross this linedef.
Monsters cannot pass Monsters cannot cross this linedef.
Two Sided This linedef has two sides; monsters and
players can move and shoot through this
linedef.
Upper texture unpegged When the ceiling of the sector adjacent to
this linedef moves up, the upper texture will
not move with it (used very rarely).
Lower texture unpegged When the ceiling of the sector adjacent to
this linedef moves up, the lower and normal
textures will not move with it (used mainly
for door tracks).
Secret This linedef appears to be a normal wall on
the automap (used mostly for secret doors).
Sound dampening This linedef dampens sound. It takes two such
linedefs to silence noise such that monsters
will not react to it; this property is used
only for two sided linedefs -- one sided
linedefs are inherently soundproof.
Invisible on map This linedef does not appear on the automap.
Mapped at start This linedef appears on the automap at the
start of the map.
Sector Tag The arbitrary sector tag which is used by the sector(s) this
linedef affects.
Right Side The sidedef on the right side of the linedef.
Left Side The sidedef on the left side of the linedef.
ΓòÉΓòÉΓòÉ 2.4. Sidedefs ΓòÉΓòÉΓòÉ
A sidedef can be thought of as a plane into the third dimension along one side
of a linedef. It defines the appearance of its side of the linedef in the game
"world". A sidedef has the following properties:
X Offset The horizontal offset into the textures from the left. A
positive offset "shifts" the texture to the LEFT; a
negative offset "shifts" the texture to the RIGHT.
Y Offset The vertical offset into the textures from the bottom. A
positive offset "shifts" the texture UP; a negative offset
"shifts" the texture DOWN.
Sector The sector this sidedef is a part of.
Normal Texture The texture rendered between the ceiling and the floor in
the sector this sidedef is a part of.
Lower Texture The texture rendered in the sector this sidedef is a part
of, below the floor of the sidedef on the other side of the
linedef.
Upper Texture The texture rendered in the sector this sidedef is a part
of, above the ceiling of the sidedef on the other side of
the linedef.
ΓòÉΓòÉΓòÉ 2.5. Sectors ΓòÉΓòÉΓòÉ
A sector is an "area" on the map. It defines a region to which its properties
apply. A sector is defined by the sidedefs which are parts of it.
A sector has the following properties:
Floor Height The height of the floor; this can range from -16384 to
16383.
Floor Texture The texture rendered onto the floor of the sector. Note
that floor textures are aligned on a 64-unit grid.
Ceiling Height The height of the ceiling; this can range from -16384 to
16383, but must be greater than the floor height.
Ceiling Texture The texture rendered onto the ceiling of the sector. Note
that ceiling textures are aligned on a 64-unit grid.
Light Level The brightness of the sector; this can range from 0 to 255.
Sector Tag The arbitrary sector tag which is used by the linedef(s)
which affect this sector.
Effect A special effect which takes place in the sector. Light
effects generally alternate between the light level of the
sector and the light level of a neighbouring sector.
ΓòÉΓòÉΓòÉ 2.6. Sector Tags ΓòÉΓòÉΓòÉ
A sector tag is an arbitrary, usually unique number which is used to identify a
link between sectors and the linedefs which affect them.
More than one linedef can affect a sector; for example, one may start the floor
moving, another may stop the effect (or, more than one may lower a lift).
Likewise, more than one sector can be affected by a linedef; for example, a
linedef may cause a number of pillars to lower into the floor.
DEPM allows you to find the first free tag by using the "Locate" menu and
selecting "Free Tag".
ΓòÉΓòÉΓòÉ 2.7. Textures ΓòÉΓòÉΓòÉ
A texture is the graphical appearance of a wall, floor or ceiling. Floor and
ceiling textures are stored as simple 64 x 64 bit colour values, and the game
engine aligns them on a 64 x 64 grid.
Wall textures are composed of smaller "patches" of graphics information which
are rendered at different points along the wall; some walls are composed of a
single patch, some are composed of many.
ΓòÉΓòÉΓòÉ 2.8. Episodes ΓòÉΓòÉΓòÉ
In DOOM, an episode is a group of nine maps. There are three episodes.
In DOOM2, there is one episode only.
ΓòÉΓòÉΓòÉ 2.9. Maps ΓòÉΓòÉΓòÉ
A map is a group of things, vertexes, linedefs, sidedefs and sectors which
define a scenario for game play; it is also known as a "level".
A map must contain at least two sectors, must have four player start things,
must have at least four deathmatch start things, and must have some way to end
the map.
ΓòÉΓòÉΓòÉ 2.10. Extras ΓòÉΓòÉΓòÉ
An extra is a resource stored in a PWAD to alter the game environment by
changing sounds, music, wall patches, or sprites. DEPM does not allow the
creation or editing of extras, but it will allow you to copy them from one PWAD
to another, or to rename them (if you want to mess around with these, I
recommend you get the unofficial DOOM specs).
ΓòÉΓòÉΓòÉ 2.11. IWADs ΓòÉΓòÉΓòÉ
The IWAD is a large file containing all resources needed for basic play; it is
distributed by id Software with the game.
For DOOM, this file is named DOOM.WAD; if you select this IWAD when DEPM starts
up with a new profile, DEPM will run in DOOM mode.
For DOOM2, this file is named DOOM2.WAD; if you select this IWAD when DEPM
starts up with a new profile, DEPM will run in DOOM2 mode.
ΓòÉΓòÉΓòÉ 2.12. PWADs ΓòÉΓòÉΓòÉ
A PWAD is a smaller file which is used to "patch" the IWAD; it can contain maps
and/or extras.
DOOM PWADs will not work with DOOM2 and vice-versa; however, DEPM allows you to
load either type of PWAD in either mode, and makes the necessary adjustments.
DEPM does not change the contents of the PWAD, therefore changing a PWAD from
one game to the other still requires you to modify the PWAD contents (textures,
things, and extras).
ΓòÉΓòÉΓòÉ 2.13. Node Builder ΓòÉΓòÉΓòÉ
The Node Builder is a program which "compiles" a map into a form which the game
engine uses while rendering the game "world".
When you enter linedefs mode, DEPM clears the previously-built nodes from
memory (this removes "additional" vertexes from the map -- they are not
"linked" to any linedef and would be confusing if they appeared in the editor).
This means that before the map can be saved, the node builder must be run
again.
When the map needs to be rebuilt, and it is safe to do so, DEPM starts up a
separate thread to run the node builder. This allows you to continue working
in things mode and sectors mode. An indicator appears to let you know that the
node builder is running.
The node builder partitions each sector into sub-sectors which are concave
(that is, from any point within the sub-sector, you can see every point on
every sidedef that defines it). This requires some sidedefs to be split; a
binary tree is built which contains the sub-sectors and definitions of their
positions in two-dimensional space.
The node builder selects "partition lines" along which to split sectors into
sub-sectors by weighing the number of splits needed against the tree's overall
balance. You can change the weights assigned to avoiding splits and balancing
the tree.
ΓòÉΓòÉΓòÉ 2.14. Compress ΓòÉΓòÉΓòÉ
Many linedefs may have sidedefs which are identical. It is possible to make
these linedefs point to a single sidedef without affecting the way the game
engine operates (in fact, it may improve performance since the PWAD is
smaller).
Compress is a process by which duplicates are removed to reduce size.
If you select compress and load a PWAD, DEPM will search for linedefs which
point to a single sidedef, and will decompress these. This allows you to edit
as usual.
If you select compress and save a PWAD, DEPM will search for linedefs which
could point to a single sidedef, and will compress these.
If you load a compressed PWAD without decompressing it, you must not enter
linedefs mode because the node builder will build something that makes
absolutely no sense to the game engine.
If you don't know whether a PWAD is compressed, load it in with compression
selected; if the level was not compressed, DEPM won't do anything to it.
If you are going to use compression, I recommend you not compress while saving
until your "final cut"; loading and saving is MUCH faster when compression is
turned off.
ΓòÉΓòÉΓòÉ 3. Getting Started ΓòÉΓòÉΓòÉ
The first time you start up DEPM, you will have to tell it where your IWAD is.
This IWAD may be DOOM.WAD or DOOM2.WAD. DEPM will detect which one it is.
When DEPM is started with no parameters, it sets up the default profile (called
"DoomEdPM") and stores the path to your IWAD in it. This profile also contains
the preferences and the properties of the last saved thing, sidedef, sector,
and PWAD.
You can start up DOOMEDPM.EXE with a single parameter; this parameter is the
name of a custom profile in DOOMEDPM.INI. You can use this to create different
desktop program objects for DOOM and DOOM2 editor sessions. When you specify a
profile which doesn't exist, you will have to tell it where your IWAD is; this
information will be saved into the new profile.
For example, to create a new profile named "Doom2" you would enter "DOOMEDPM
Doom2".
Please start up DEPM now and tell it where to find your IWAD (if you haven't
done so already).
ΓòÉΓòÉΓòÉ 4. Editing a Map ΓòÉΓòÉΓòÉ
DEPM allows you to examine and/or edit maps from the IWAD, and optionally to
save changed maps to a PWAD.
The Title Bar displays the name of the PWAD currently being edited. At the
moment, it should read "(untitled.wad)". This means that no PWAD is in memory
at this time.
Using the Edit Menu, select "Edit Map". The "Edit Map Selection" dialog will
appear.
The Edit Map menu item allows you to select a map to edit. Map entries which
appear black are maps which are currently in memory (and in the current PWAD).
Map entries which appear dark cyan are maps which are available in the IWAD.
The default selection is always map 1.
Press the "OK" button to enter Edit Mode.
ΓòÉΓòÉΓòÉ 4.1. The Editor Window ΓòÉΓòÉΓòÉ
The Editor Window is the group of controls on the left side of the DEPM window:
ExMx / MAPxx The map control group is used to identify the map currently
being edited, and to select the desired edit mode. There
are three edit modes:
Things In things mode, DEPM allows you to work with the things
defined for the map.
LineDefs In linedefs mode, DEPM allows you to work with the
vertexes, linedefs, and sidedefs defined for the map.
Sectors In sectors mode, DEPM allows you to work with the
sectors defined for the map.
Zoom The zoom spin button is used to change the scale at which
the map is displayed. Press the up arrow to increase the
magnification. Press the down arrow to decrease the
magnification.
Grid The grid zoom spin button is used to change the grid
displayed on the map. Objects moved or added when a grid
is displayed will "snap" to the grid. Press the up arrow
to step through the available grids. The progression is 8,
16, 32, 64, 128, 256, 512, 1024, none. Press the down
arrow to step through the available grids. The progression
is 1024, 512, 256, 128, 64, 32, 16, 8, none.
Tools The tools group contains a collection of tools used during
editing, as well as the "nodes building" indicator.
Thing Template This tool is used to add new things to the map.
Vertex Template This tool is used to add new vertexes to the map.
Sector Template This tool is used to add new sectors to the map.
Rendering This indicator is used to let you know that DEPM is
rendering the wall and floor textures into bitmaps. A
separate thread performs this operation; you can
still look at "unbitmapped" textures, it will just
take longer for them to be displayed. Once a texture
has been rendered into a bitmap, it appears much more
quickly when selected.
Nodes Building This indicator is used to let you know when the node
builder is running. Press the LineDefs radio button
to enter linedefs mode. Note that the map window to
the right changes. Press the Things radio button to
return to things mode. You will see the nodes
building indicator show up:
Shredder This tool is used to delete things, vertexes,
linedefs, and sectors.
Reporting Information will appear at the bottom of the Edit Window as
the mouse pointer moves around in the Map Window; it
indicates the mouse position and the feature the mouse is
pointing at.
ΓòÉΓòÉΓòÉ 4.2. The Map Window ΓòÉΓòÉΓòÉ
The Map Window is the graphic window on the right side of the DEPM window. It
displays a two-dimensional representation of the map. Depending on the mode
the editor is in, different aspects of the map will be displayed.
The two scroll bars can be used to scroll around the displayed map. The scroll
bars support line scrolls, page scrolls, and real-time positioning by using the
thumb tabs. When the thumb tab is used to scroll the map, only the
two-dimensional map is displayed (without features present in the current
editing mode) to allow real-time scrolling to take place with acceptable
performance.
Move the mouse pointer onto the thumb tab of the horizontal scroll bar, hold
down the left mouse button, and try moving the thumb tab left and right.
Notice that the things do not appear while the map is being moved. Performance
depends on the amount of the map visible: zoom in to around 75% and try this
again to see the difference.
ΓòÉΓòÉΓòÉ 4.2.1. Things Mode ΓòÉΓòÉΓòÉ
In things mode, the Map Window displays the two-dimensional map in dark cyan,
and the things in a variety of colours depending on which category they fall
into:
Dark Green Player starts and teleporter exits.
Dark Blue Red, blue and yellow keys.
Light Red Monsters.
Dark Grey Ammunition.
Dark Red Bodies.
Dark Pink Decorations.
Light Pink Light sources.
Light Green Medikits, Stimpacks, Soul Spheres, Blur Spheres, etc.
Brown Weapons.
Each thing is displayed as a circle with a line in it. The line indicates the
direction in which the thing is facing.
Move the mouse pointer onto one of the things on the map. Note that the editor
window reports what the thing is.
ΓòÉΓòÉΓòÉ 4.2.2. Linedefs Mode ΓòÉΓòÉΓòÉ
With the zoom at around 75%, press the LineDefs radio button to enter linedefs
mode. Note that the map window to the right changes.
In linedefs mode, the Map Window displays the two-dimensional map as vertexes
and linedefs. Linedefs are displayed in several colours to assist you in
determining what type of linedef they are:
Black This linedef has a right sidedef only.
Grey This linedef has both a right and a left sidedef.
Pink This linedef has a right sidedef only, and has some sort of effect
defined for it.
Green This linedef has both a right and a left sidedef, and has some sort
of effect defined for it.
Red This linedef has a left sidedef only; this is an error.
When you point to a linedef which has a sector tag, sectors with the same tag
will be highlighted in pink.
Vertexes are displayed as small green circles. The right sides of linedefs are
indicated by a "spike".
Move the mouse pointer onto one of the lines on the map. Note that the editor
window reports which linedef you are pointing to. Move the mouse pointer onto
one of the green circles. Note that the editor window now reports that you are
pointing at a vertex.
DEPM correllates the mouse position against vertexes first; if a linedef is
defined by two vertexes which are close together, you may have to zoom in a
large amount, or move one of the vertexes before it will find the linedef.
ΓòÉΓòÉΓòÉ 4.2.3. Sectors Mode ΓòÉΓòÉΓòÉ
Zoom out to around 25%, and press the Sectors radio button to enter sectors
mode. Note that the Map Window to the right changes.
In sectors mode, the Map Window displays the two-dimensional map in dark cyan.
When you move the mouse pointer into a sector, the lines defining the sector
turn black.
When you point to a sector which has a sector tag, linedefs with the same
sector tag will be highlighted in red.
Move the mouse pointer around the map to see how sector identification works.
Note that for small sectors, you may have to zoom in quite a bit before DEPM
will be able to see them.
ΓòÉΓòÉΓòÉ 4.3. Closing the Map ΓòÉΓòÉΓòÉ
When you have finished editing a map, you can close it to edit another map, or
to perform other functions at a PWAD level.
WARNING: if you enter linedefs mode and close the map without rebuilding it,
you will not be able to play it (assuming you then save it).
Using the Edit Menu, select "Close Map". The Editor and Map Windows will be
dismissed.
ΓòÉΓòÉΓòÉ 5. Loading a PWAD ΓòÉΓòÉΓòÉ
To load a PWAD into memory, you can either open it, or import it.
Open PWAD... When you open a PWAD, the PWAD in memory is cleared and the
new PWAD is loaded in.
Import PWAD... When you import a PWAD, the new PWAD is loaded and merged
with the PWAD in memory. If there are conflicting maps or
extras, you will be asked if you want to replace the one in
memory with the one being imported.
ΓòÉΓòÉΓòÉ 5.1. Compression ΓòÉΓòÉΓòÉ
If you are not sure whether a PWAD has been compressed, it is a good idea to
load it in with compression turned ON.
Using the Preferences Menu, check "Compress". Using the File Menu, select
"Open PWAD..." and select "DEPMTUTR.WAD". Once the load has completed, use the
Preferences Menu to uncheck "Compress".
ΓòÉΓòÉΓòÉ 5.2. Altering Maps ΓòÉΓòÉΓòÉ
DEPM allows you to change which episode and map are patched by a PWAD.
Using the Edit Menu, select "Alter ExMx...". Note that the first map is
currently patched, and its radio button is selected. Press "OK". The
selection dialog is displayed again. Press the second radio button and then
hit "OK".
Using the Edit Menu, select "Alter ExMx...". Note that the second map is
currently patched, and the first radio button is selected. Press the second
radio button, then press "OK". The selection dialog is displayed again, and
the first radio button is selected. Press "OK". The map is now back in its
original Episode 1, Map 1 slot.
ΓòÉΓòÉΓòÉ 5.3. Adding Things ΓòÉΓòÉΓòÉ
You can add things to a map in things mode.
Using the Edit Menu, select "Edit Map". The "Edit Map Selection" dialog will
appear. Press the "OK" button to enter Edit Mode.
To add a new thing, move the mouse pointer onto the thing template: Press and
hold down the right mouse button. The mouse pointer indicates that a thing has
been "picked up": While holding the right mouse button down, move the mouse
pointer onto the Map Window. Release the right mouse button. Note that a new
thing has been added to the map.
ΓòÉΓòÉΓòÉ 5.4. Deleting Things ΓòÉΓòÉΓòÉ
You can delete things from a map in things mode.
Move the mouse pointer onto the thing you just added, and check that the
thing's type is displayed in the Edit Window. Now press and hold down the
right mouse button. The mouse pointer indicates that a thing has been "picked
up".
While holding the right mouse button down, move the mouse pointer onto the
Shredder Tool: Release the right mouse button. Note that the thing has been
deleted from the map.
ΓòÉΓòÉΓòÉ 5.5. Moving Things ΓòÉΓòÉΓòÉ
You can move things around on a map in things mode.
Move the mouse pointer onto a thing, and check that the thing's type is
displayed in the Edit Window. Now press and hold down the right mouse button.
The mouse pointer indicates that a thing has been "picked up".
While holding the right mouse button down, move the mouse pointer to a
different part of the map. Release the right mouse button. Note that the
thing has been moved.
ΓòÉΓòÉΓòÉ 5.6. Cloning Things ΓòÉΓòÉΓòÉ
You can clone things on a map in things mode.
Move the mouse pointer onto a thing, and check that the thing's type is
displayed in the Edit Window. Hold down the CTRL key, then press and hold down
the right mouse button. The mouse pointer indicates that a thing has been
"picked up".
While holding the right mouse button down, move the mouse pointer to a
different part of the map. Release the right mouse button. Note that the
thing has been cloned.
ΓòÉΓòÉΓòÉ 5.7. Editing Things ΓòÉΓòÉΓòÉ
You can change the properties of things on a map in things mode.
Add a new thing. Move the mouse pointer onto the new thing, and check that the
thing's type is displayed in the Edit Window. Now click the left mouse button.
The Thing Properties dialog is displayed.
The Thing Properties dialog allows you to change the thing's type, angle, and
flags.
Change the selected thing into a Deathmatch Start.
ΓòÉΓòÉΓòÉ 5.8. Checking Things ΓòÉΓòÉΓòÉ
You can verify that all necessary things exist on a map in things mode.
From the Edit Menu, select "Check Map". You are told that there are less than
4 Deathmatch Starts. Press "OK". Add a new thing from the thing template.
Because the last thing you saved was a Deathmatch Start, the new thing will be
a Deathmatch Start as well. Clone the thing you just added. It too will be a
Deathmatch Start. Add another one from the thing template.
From the Edit Menu, select "Check Map". You are told that a number of things
have been checked. This means that there were no errors and no things are
missing.
ΓòÉΓòÉΓòÉ 5.9. Saving a PWAD ΓòÉΓòÉΓòÉ
DEPM allows you to save the current PWAD to disk using the current name, or to
save it using a different name.
From the File Menu, select "Save PWAD As...". Save this PWAD as
"DEPMTEST.WAD". Because you turned off compression, the PWAD will not be saved
in compressed form. Note that the Title Bar now indicates that the name of
this PWAD is "DEPMTEST.WAD".
ΓòÉΓòÉΓòÉ 6. Creating a New Map ΓòÉΓòÉΓòÉ
DEPM allows you to have up to 27 maps in a DOOM PWAD, and 32 maps in a DOOM2
PWAD.
From the Edit Menu, select "Close Map". The Editor and Map Windows are
dismissed. Again from the Edit Menu, select "New Map...". Select the second
radio button and press "OK". A blank map is displayed.
When you are creating a new map, the first thing you need to do is add the
first sector.
Press the Sectors radio button to enter sector mode.
ΓòÉΓòÉΓòÉ 6.1. Adding a Sector ΓòÉΓòÉΓòÉ
DEPM allows you to add a sector in sectors mode by dropping it onto the map.
This method should be used only for creating sections of the map which are
completely disconnected from all other sections, or which are completely
enclosed by another sector.
As this Tutorial progresses, you will understand why; the optimal method of
building a map is to mold and split existing sectors into smaller ones.
Zoom in to around 75% and set the grid to 64; all new sectors are 64 x 64 and
floor and ceiling textures are aligned on the 64 grid. Position the mouse
cursor on the sector template: Press and hold down the right mouse button. The
mouse pointer indicates that a sector has been "picked up": Now drag the sector
to the middle of the map, and release the mouse button. Note that a sector has
been added to the map.
ΓòÉΓòÉΓòÉ 6.2. Editing a Sector ΓòÉΓòÉΓòÉ
DEPM allows you to edit the properties of a sector on the map in sectors mode.
Move the mouse pointer to the sector you just dropped, and ensure that it turns
black and is identified in the Editor Window. Click the left mouse button.
The Sector Properties will be displayed.
Change the floor texture to COMP01 and the ceiling texture to TLITE6_1. The
floor height should be 0 and the ceiling height should be 128. Press OK to
save these properties.
ΓòÉΓòÉΓòÉ 6.3. Deleting a Sector ΓòÉΓòÉΓòÉ
DEPM allows you to delete a sector from the map in sectors mode.
DEPM will "fix up" the map when a sector is deleted. If a sector within a
sector is deleted, DEPM will flip the linedefs so that they all have one right
side pointing into the correct sector, will set the impassable and clear the
two-sided bits for those linedefs, and will copy the upper or lower texture to
the normal texture.
When you delete a sector within a sector, what is left is an obstacle. To get
rid of the obstacle you have to delete the linedefs which define it.
ΓòÉΓòÉΓòÉ 6.4. Editing a LineDef ΓòÉΓòÉΓòÉ
DEPM allows you to edit a linedef on a map in linedefs mode.
Enter linedefs mode. Move the mouse pointer onto one of the linedefs, and
check that the linedef is identified in the Editor Window. Click the left
mouse button. The LineDef Properties dialog is displayed.
DEPM allows you to edit sidedefs defined for a linedef (or add new ones) from
the LineDef Properties dialog.
Note the buttons in the "Right Side" and "Left Side" groups. Press the "Abort"
button to leave the linedef alone.
ΓòÉΓòÉΓòÉ 6.5. Drawing a LineDef ΓòÉΓòÉΓòÉ
DEPM allows you to draw linedefs onto a map in linedefs mode
DEPM attempts to make a number of decisions about the linedef when it is drawn.
If the linedef bisects a sector, the sector will be split, the linedef will be
made two-sided, and the normal texture will be made "-".
It is important to know how the sector splitting is done; this will allow you
to avoid manually reassigning sidedefs.
IMPORTANT: when a linedef is drawn such that it bisects a sector, DEPM
assumes that the part of the sector on the LEFT SIDE of the line will be the
new sector. It creates a new sector and copies the properties of the old
sector, then traverses the linedefs in a clockwise direction starting with the
LEFT sidedef of the new linedef, until it returns to the new linedef. ONLY the
outside wall is traversed. This means that if you have linedefs disconnected
from the outside wall, the sidedefs will remain assigned to the old sector and
you will have to either delete them, or manually change the sector assignments.
To avoid this, make sure that any sectors on the LEFT SIDE of a new linedef do
not contain any sectors or obstacles within them.
Move the mouse pointer to the lower right vertex of your square on the map, and
check that the vertex is identified. Click the left mouse button. Note that
the mouse pointer indicates that a linedef is being drawn: Move the mouse
pointer onto the vertex at the upper left corner of the square, and check that
the vertex is identified. Click the left mouse button. Note that a new
linedef has been drawn.
ΓòÉΓòÉΓòÉ 6.6. Deleting a LineDef ΓòÉΓòÉΓòÉ
DEPM allows you to delete linedefs from a map in linedefs mode
DEPM attempts to make a number of decisions about the linedef when it is
removed. If the linedef divides two sectors, the sectors will be merged, and
the sector on the left side of the linedef will be deleted.
It is important to know how the sector merging is done; this will allow you to
avoid manually reassigning sidedefs.
IMPORTANT: When a linedef that divides two sectors is deleted, DEPM assumes
that the sector on the LEFT SIDE of the line will be deleted. It traverses the
linedefs in a clockwise direction starting with the LEFT sidedef of the deleted
linedef, until it returns to the deleted linedef. ONLY the outside wall is
traversed. This means that if you have linedefs disconnected from the outside
wall, the sidedefs will remain assigned to the old sector and you will have to
either delete them, or manually change the sector assignments. To avoid this,
make sure that any sectors on the LEFT SIDE of a deleted linedef do not contain
any sectors or obstacles within them.
Move the mouse pointer to the linedef you just drew, and check that it is
identified. Press and hold the right mouse button. Note that the mouse
pointer indicates that a linedef has been "picked up": Move the mouse pointer
onto the shredder tool and release the mouse button. Note that the linedef has
been deleted.
ΓòÉΓòÉΓòÉ 6.7. Flipping a LineDef ΓòÉΓòÉΓòÉ
DEPM allows you to "flip" a linedef on the map so that it points the other way.
Flip flips the direction of the linedef, and swaps the sidedefs.
Swap just swaps the sidedefs.
Move the mouse pointer to a linedef, and check that it is identified. Click
the right mouse button. Note that the Linedef Menu is displayed. Push the
"Esc" key to leave the linedef alone.
ΓòÉΓòÉΓòÉ 6.8. Properties Inheritance ΓòÉΓòÉΓòÉ
In order to save yourself a great deal of work in the future, you can set up
DEPM's properties inheritance so that future work inherits the properties you
want. This assumes that you know what you want to do before you do it.
DEPM's biggest flaw is that it makes editing both fun and easy. Try not to
spend hours building maps off the "top of your head" (unless you WANT to). A
small amount of time spent in planning what you want to build and thinking
about how to use properties inheritance will pay off in saved work and time.
To give you practical experience with properties inheritance, the Tutorial will
guide you through a short illustration.
You have already set up the properties for sectors to inherit (0, COMP01, 128,
TLITE6_1, 255, 0, Normal). Now you will set up the properties for sidedefs to
inherit.
You will then delete your incomplete sector (three of the sidedefs are still
STARTAN3 or something), and drop a new sector which inherits the desired
properties for all of its sidedefs.
Enter linedefs mode. Move the mouse pointer onto one of the linedefs, and
check that the linedef is identified in the Editor Window. Click the left
mouse button. The LineDef Properties dialog is displayed. Push the "Edit"
button in the "Right Side" group. The SideDef Properties dialog is displayed.
Set the Normal Texture to GRAY1. Push the OK button to dismiss the SideDef
Properties dialog. Push the OK button to dismiss the LineDef Properties
dialog.
You have set up the properties for all subsequent sidedefs to inherit (until
you change it).
Enter sectors mode. Move the mouse pointer to the sector you just dropped, and
ensure that it turns black and is identified in the Editor Window. Push and
hold down the right mouse button. The mouse pointer indicates that a sector
has been "picked up".
Now drag the sector to the shredder tool, and release the mouse button. Note
that the sector has been removed from the map.
Drag a new sector from the sector template and drop it onto the map. Edit the
sector. Note that the desired properties have been inherited. Dismiss this
dialog.
Now enter linedefs mode and edit one of the linedefs. Edit the right side.
Note that the GRAY1 texture has been inherited. Dismiss these dialogs, but
remain in linedefs mode.
ΓòÉΓòÉΓòÉ 6.9. Cloning a Linedef ΓòÉΓòÉΓòÉ
Instead of deleting and adding the sector to change all the textures, you could
have done it by cloning the appropriate linedef.
Move the mouse pointer onto one of the linedefs, and check that the linedef is
identified. Now hold down the Ctrl key and click the left mouse button. Note
that the mouse pointer indicates that the linedef's properties have been
"picked up": Now move the mouse pointer onto another linedef, and hold down the
Ctrl key as you click the left mouse button. The properties of the "original"
linedef (including its sidedef textures) are copied to the target (they are all
the same right now, so you won't notice any change).
When you have finished "applying" the original linedef's properties to other
linedefs, you can stop cloning by releasing the Ctrl key and clicking the left
mouse button.
Release the Ctrl key and click the left mouse button.
ΓòÉΓòÉΓòÉ 6.10. Moving Vertexes ΓòÉΓòÉΓòÉ
DEPM allows you to move vertexes on a map in linedefs mode.
Move the mouse pointer onto the vertex at the upper left, and check that the
vertex is identified in the Editor Window. Press and hold the right mouse
button. Note that the mouse pointer indicates that a vertex has been "picked
up": Drag the vertex to the left two grid lines, then up two grid lines.
Release the mouse button. Note that the vertex has moved, and that the
linedefs are still connected to it.
Move the remaining three vertexes to form a 5 x 5 square:
ΓòÉΓòÉΓòÉ 6.11. Adding Vertexes ΓòÉΓòÉΓòÉ
DEPM allows you to split linedefs on a map by adding vertexes in linedefs mode.
The additional linedef created by splitting an existing linedef inherits all
the properties of the original.
Move the mouse pointer onto the vertex at the lower left, and check that the
vertex is identified in the Editor Window. Hold the CTRL key down, and press
and hold the right mouse button. Note that the mouse pointer indicates that a
vertex has been "picked up".
Drag the vertex to the right one grid line, and check that the bottom linedef
is identified in the Edit Window. Release the mouse button. Note that a new
vertex has been added, and the linedef has been split.
Now move the mouse pointer onto the vertex template: Press and hold the right
mouse button. Note that the mouse pointer indicates that a vertex has been
"picked up".
Drag the vertex to the bottom linedef, one grid line to the left of the lower
right vertex, and check that the linedef is identified in the Editor Window.
Release the mouse button, and note that a new vertex has been added, and the
linedef has been split.
Adding a vertex to a linedef by cloning an existing vertex produces exactly the
same results as adding one from the vertex template.
ΓòÉΓòÉΓòÉ 6.12. Moving Vertexes ΓòÉΓòÉΓòÉ
DEPM allows you to move vertexes on a map in linedefs mode.
Set the Grid to 32. Move the mouse pointer onto the vertex at the lower left,
and check that the vertex is identified in the Editor Window. Press and hold
the right mouse button. Note that the mouse pointer indicates that a vertex
has been "picked up".
Drag the vertex to the right one grid line, and release the mouse button. Note
that the vertex has been moved. Now move the vertex back to its original
location and set the Grid back to 64.
ΓòÉΓòÉΓòÉ 6.13. Deleting Vertexes ΓòÉΓòÉΓòÉ
DEPM provides two ways of deleting a vertex from a map in linedefs mode.
If you move a vertex onto the shredder tool, it will be deleted; any linedefs
connected to that vertex will be deleted as well. This is NOT recommended
unless you are certain you want to delete the linedefs.
DEPM allows you to move a vertex onto another vertex. This effectively merges
the vertexes and removes any linedefs which existed previously between them.
This is the recommended way of removing vertexes.
ΓòÉΓòÉΓòÉ 6.14. Molding a Sector ΓòÉΓòÉΓòÉ
Assume we want to build a hallway leading south from the room we have built.
Also assume we want the hall's wall texture to be COMPBLUE. Remember that a
little preparation can save a lot of time.
Move the mouse pointer onto the bottom center linedef, and check that the
linedef is identified in the Editor Window. Click the left mouse button. The
LineDef Properties dialog is displayed. Push the "Edit" button in the "Right
Side" group. The SideDef Properties dialog is displayed. Set the Normal
Texture to COMPBLUE. Push the OK button to dismiss the SideDef Properties
dialog. Push the OK button to dismiss the LineDef Properties dialog.
We have now set up the bottom linedef to have the properties we want for the
hallway's walls.
Drop vertexex on the two grid lines along the middle bottom linedef to split it
into three linedefs. Zoom out to about 45%, and scroll your sector to the top
of the Map Window. Now drag the leftmost new vertex down five grid lines so
that your map looks like this: Move the other vertexes so that your map looks
like this: You have just used a technique which I call extrusion; that is,
extruding an existing sector to form what will become a new sector.
ΓòÉΓòÉΓòÉ 6.15. Drawing a Linedef (again) ΓòÉΓòÉΓòÉ
Assume we want the new hallway to the south to have a lower ceiling than the
main room to the north. This means it has to be a different sector. To create
a new sector, draw a new linedef which bisects the old sector.
IMPORTANT: the sector on the left side of the new line inherits the properties
of the sector on the right side. The direction you use while drawing
determines the target sector properties! If the left side is the old sector,
the new sector will be created with the current inherited properties (from the
last sector you "changed"), and the old sector will inherit these properties.
If the left side is the new sector, it simply inherits the old sector's
properties.
Move the mouse pointer onto the vertex at the upper right corner of the new
hallway, and check that the vertex is identified. Click the left mouse button.
Note that the mouse pointer indicates that a linedef is being drawn: Move the
mouse pointer onto the vertex at the upper left corner of the new hallway, and
check that the vertex is identified. Click the left mouse button. Note that a
new linedef has been drawn, with the right side pointing into the room to the
north.
Switch to sectors mode, and move the mouse pointer to highlight the "hallway"
sector. Press the left mouse button, and change the ceiling height to 72. If
you like, change the floor and ceiling textures as well.
ΓòÉΓòÉΓòÉ 6.16. Editing a Linedef (again) ΓòÉΓòÉΓòÉ
Switch to linedefs mode, and move the mouse pointer to the linedef you just
drew. Note that the linedef is identified, but has no textures.
When a new linedef is created, DEPM attempts to make a decision about its
properties based on whether it is two-sided or not. Linedefs which split a
sector are always created two-sided, and have their normal texture set to "-"
(nothing).
If the inheritance properties have not been set up with an upper or lower
texture, these will not be applied; we did not set up for this linedef because
it would not have saved us any work -- we are going to change only one sidedef.
The right sidedef of the linedef we just drew requires an upper texture because
the ceiling in the sector on the right is higher than the ceiling on the left.
Click the left mouse button to bring up the LineDefs Properties dialog. Push
the "Edit" button in the "Right Side" group. The SideDef Properties dialog is
displayed. Set the Upper Texture to GRAY1. Don't dismiss this dialog yet.
When you want textures to align properly above windows, above doorways, or in
pits, you may have to offset the texture using the texture offset property of
the sidedef. In this case, if we do not offset the texture, it will be
rendered from the bottom 72 units above the floor and will not match the
textures on the surrounding walls, which are rendered from the bottom 0 units
above the floor.
Set the Y Offset to -72; this shifts the texture down 72 units so that it is
rendered from 72, 72 units above the floor to match the neighbouring walls.
Push the OK button to dismiss the SideDef Properties dialog. Push the OK
button to dismiss the LineDef Properties dialog.
ΓòÉΓòÉΓòÉ 6.17. Saving the PWAD (again) ΓòÉΓòÉΓòÉ
Switch to things mode and add four "Player Start" things in the north room.
Using the File Menu, select "Save PWAD". The PWAD is saved to "DEPMTEST.WAD".
This would be a good time to examine your work. From the Edit Menu, select
"Close Map" to dismiss the Editor and Map Windows. Minimize the application,
and start up DOOM with the "-file depmtest.wad -warp 1 2" parameters ("-file
depmtest.wad -warp 2" for DOOM2).
ΓòÉΓòÉΓòÉ 7. Putting a Map Together ΓòÉΓòÉΓòÉ
The components which make up a map can be put together in so many different
ways that it would be pointless for this tutorial to attempt to explain them
all (besides, good maps always contain some original ideas which make them
"unique").
You will be shown how to build some very basic map components: a door, a lift,
stairs, stairs that rise, a secret door, and a teleporter.
If you have not done so already, start DEPM and use the File Menu to Open
"DEPMTEST.WAD". Now edit map 2, which is the map you are working on.
ΓòÉΓòÉΓòÉ 7.1. Building a Door ΓòÉΓòÉΓòÉ
A door is a sector in which the floor height and the ceiling height are the
same. The neighbouring sectors determine how high the ceiling will rise when
the door is opened.
For doors, the floor height should be the same as the neighbour's floor height.
I usually recess doors in short hallways so that I can have the textures match
properly.
Position the junction between the room and the hallway in the center of the
map, and zoom in to around 100%. Set your grid to 16, and enter linedefs mode.
Zoom in to around 75%.
Drop vertexes along the hallway:
Now draw a linedef from vertex 1 to vertex 2. This is one side of the door.
Edit this linedef and set its right upper texture to "DOOR1". Change the Y
Offset to 0 (it will be -72 because the last sidedef you saved had a Y Offset
of -72). Change its type to "Door - SR stays open for 6 seconds". Draw
another linedef from vertex 3 to vertex 4; this linedef inherits the "DOOR1"
texture on both sides, but you don't care because nobody ever sees the left
side. Edit this linedef to set its type to "Door - SR stays open for 6
seconds".
Change the right normal textures of the sides of the door to "DOORTRAK" and set
the "Lower texture unpegged" flag. This prevents the door tracks from moving
up when the door is opened.
You should now have something that looks like this: Now go into sectors mode,
and set the floor and ceiling heights of the door to be 0 and 0; change the
floor and ceiling textures to "FLAT23" to give the door a nice metallic look on
the bottom.
You now have a functioning and "correct-looking" door on your map. If you want
to polish the appearance up a bit more, note that the linedefs to the north of
the door in the short hallway have a "COMPBLUE" texture but are part of the
room itself.
Change the right normal texture of the two "COMPBLUE" walls to "GRAY1" and set
the Y Offset to -72 (this will cause the textures to line up with the other
walls).
ΓòÉΓòÉΓòÉ 7.2. Building a Lift ΓòÉΓòÉΓòÉ
Assume you want the hallway to end with a lift which takes the player up to
another hallway whose floor height is 128 and ceiling height is 256.
First you will create the other hallway, with a wall texture of "ICKWALL1".
Change the right normal texture of the southmost wall of the hallway to
"ICKWALL1". With the grid at 32, drop a vertex in the middle of the southmost
wall, then drag it down 12 grid lines. Drop another vertex on one of the
linedefs "stretched" by moving the vertex. Now move the vertexes so that a
hallway is formed: Now draw a linedef from vertex 1 to vertex 2 to create a new
sector. Because this new sector will have a floor height of 128 and a ceiling
height of 256, the new linedef needs a left upper texture and a right lower
texture. Edit this linedef and set the left upper texture to "ICKWALL1" with a
Y Offset of -72; then set the right lower texture to "SUPPORT2" with a Y Offset
of 0.
You did the "SUPPORT2" texture last because you want it to be the inherited
property for a future linedef. Now set the sector properties for the new
sector.
Go into sector mode and edit the new hallway. Set the floor height to 128 and
the ceiling height to 256. If you like, change the floor and ceiling textures
as well. Now return to linedefs mode.
Now, create a lift.
Drop a vertex on both walls two grid lines south of the new linedef: Now draw a
linedef from vertex 1 to vertex 2. This linedef inherits the "SUPPORT2" lower
right texture, so you don't have to change it. Both of these lines should
lower the lift, so edit both linedefs; set the one on the north to "Floor - TSR
lowers for 3 seconds", and the one on the south to "Floor - TWR lowers quickly
for 3 seconds". Set the sector tags to "1".
Now go into sectors mode and set the sector tag of the "lift" to "1". If you
like, set the floor texture to "STEP2".
You now have a functioning lift on your map.
ΓòÉΓòÉΓòÉ 7.3. Building Stairs ΓòÉΓòÉΓòÉ
Let's assume that you want to create a set of stairs leading east at the south
end of the hallway.
Zoom in to around 80% and move your south hallway to the left side of your Map
Window. Set the grid to 32.
Drop a vertex on the rightmost linedef, two grid lines up from the bottom right
vertex (this creates a linedef which you will change and then extrude to form
the stair sector). Change the linedef's right texture to "METAL1".
Now drop a vertex in the middle of the new linedef (one grid line up from the
bottom right vertex), and drag it right 12 grid lines and up one grid line.
Now drop a new vertex on the stretched linedef and straighten out your new
hallway to look like this: Now separate the hallway into a new sector by
drawing a linedef from vertex 1 to vertex 2. Now go into sectors mode and
change the new sector's floor texture to "STEP1" and the ceiling texture to
"TLITE6_6".
Return to linedefs mode and edit the linedef you just drew. Set the lower
texure to "STEPTOP" and the upper texture to "METAL" for both sidedefs -- this
will set up the properties for future drawn linedefs to inherit.
Remember, unnecessary textures do not affect the level's appearance; missing
textures DO. Although you will need a RL and LU texture, having RL, RU, LL and
LU textures will not hurt anything. You want your future linedefs to have RL,
RU, LL and LU textures matching those you just set up.
Assuming you want seven steps and a landing at the top, drop seven vertexes
along the upper and lower linedefs of the new hallway: Now draw linedefs
connecting vertexes 1 and 2, 3 and 4, 5 and 6, 7 and 8, 9 and 10, 11 and 12,
and 13 and 14. These are your steps.
Now go into sectors mode. Starting at the leftmost step, set the floor and
ceiling heights of the sectors to 144, 272; 160, 288; 176, 304; 192, 320; 208,
336; 224, 352; 240, 368; and 256, 384. The last sector is the landing, so set
the floor texture to "FLOOR4_8".
You now have a set of stairs on your map.
ΓòÉΓòÉΓòÉ 7.4. Building Rising Stairs ΓòÉΓòÉΓòÉ
Rising stairs are just like normal stairs except that their floors start out at
the same height. The "stair-raiser daemon" starts with the sector you give a
sector tag to, and looks for a right sidedef in that sector. It checks that
the sector on the other side of the linedef has a sector tag of 0, and looks
for a right sidedef in that sector. It then checks that the sector on the
other side of the linedef is tagged, and so on. An even number of stairs will
be raised, starting with the tagged sector and alternating between untagged and
tagged sectors. The tag for the other sectors is not important -- id Software
uses the tag used by the trigger linedef for the first sector, then alternates
between 0 and 999 for the remaining sectors. The floors are raised in
multiples of 8 units (8, 16, 24, 32, and so on), or in multiples of 16 units,
depending on the linedef type which triggers them.
Let's assume that you want to create a set of rising stairs leading south at
the south end of the hallway.
Zoom in to around 80% and move your south hallway to the top middle of the Map
Window. Set the grid to 32.
Change the bottom linedef's right texture to "SHAWN2".
Now drop a vertex in the middle of the bottom linedef, and drag it down 12 grid
lines. Now drop a new vertex on the stretched linedef and straighten out your
new hallway to look like this: Now separate the hallway into a new sector by
drawing a linedef from vertex 1 to vertex 2. Now go into sectors mode and
change the new sector's floor texture to "STEP2" and the ceiling texture to
"TLITE6_5". Change the ceiling height to 320.
Return to linedefs mode and edit the linedef you just drew. Set the lower
texure to "STEP3" and the upper texture to "SHAWN2" for both sidedefs -- this
will set up the properties for future drawn linedefs to inherit.
Assuming you want eight steps with a landing at the top, drop eight vertexes
along the left and right linedefs of the new hallway: Now draw linedefs
connecting vertexes 1 and 2, 3 and 4, 5 and 6, 7 and 8, 9 and 10, 11 and 12, 13
and 14, and 15 and 16. These are your steps.
Now go into sectors mode. The last sector is the landing, so set the floor
texture to "FLOOR4_6" and the floor height to 192.
Now you have to make it work.
Set the tag of the northmost stair to "2". Leave the tag of the sector to the
south of it (the second stair) as "0". Now set the tag of every odd stair
(stairs 3, 5 and 7) to "999" (you will have to do this for three sectors). Now
you need something to trigger it, so switch to linedefs mode and change the
linedef at the end of the normal stairway (up on the landing built in the
previous section) to have a sector tag of "2" and to be of type "Stairs - TS1 8
high, rise from floor alternately between tagged and untagged sectors". Give
it a right normal texture of "SW1METAL".
If you apply a texture that is "too short" to a wall, you will get the "tutti
frutti" effect. If you would like a prime example of this, build and save your
PWAD and try it out. Look at the landing of the raising stairs we just built.
To fix the "tutti frutti" effect, change the right lower texture of the landing
to "SUPPORT3".
You now have working stairs that raise from the floor.
ΓòÉΓòÉΓòÉ 7.5. Building a Secret Door ΓòÉΓòÉΓòÉ
Let's assume that you want to create a secret door into a room to the west of
the normal stairway. You will use a wall texture of "MARBLE1" for this room.
Zoom in to around 80% and move your normal stairway to the right side of the
Map Window. Set the grid to 32.
Drop a vertex on the left linedef of the hallway, even with the topmost vertex
of the normal stairway. Change the normal texture of the new linedef created
to "MARBLE1" and save it.
Now add a vertex in the center of the new linedef, and extrude it to the left.
Add and move vertexes to form a room: Now build a door at the room's entrance,
using upper textures of "ICKWALL1" on the right linedef and "MARBLE1" on the
left linedef. Set the Y Offset to 1 or 2 for these textures.
It is considered polite to offset textures slightly for secret doors.
Change the linedef types to "Door - SR stays open for 6 seconds" and check the
"Secret" checkbox. This causes the door to look like a normal wall on the
automap. Remember to set the door tracks to be "DOORTRAK" with "lower texture
unpegged" checked. You should end up with something that looks like this: Set
the door sector's floor and ceiling height to 128 (the height of the hallway's
floor), and change the floor and ceiling textures to "FLAT23".
Now change the secret room itself: set the effect type to "secret". If you
like, change the light level and the floor and ceiling textures.
You now have a secret room on your map.
ΓòÉΓòÉΓòÉ 7.6. Building a Teleporter ΓòÉΓòÉΓòÉ
Let's assume that you want to create a teleporter at the top of the rising
stairs, which takes the player to a room totally disconnected from the rest of
the map.
Edit one of the sidedefs in the secret room, and push the OK button so that you
set up your default properties for sidedefs to be "MARBLE1".
Now set the grid to 64, and drop in a new sector like this: Move the vertexes
to form a room that looks like this: The walls will be "MARBLE1" because that
is the last sidedef you saved. Drop in another sector, for a teleporter: Set
the floor and ceiling textures to "GATE1". Give this new sector a sector tag
of "3". Set the effect to "Normal"; it will be "secret" from the last sector
you saved.
Assume this is a teleporter landing that you can use to go back to the original
teleporter. You will use a sector tag of "4" for that sector.
Set the linedefs defining the teleporter landing to be of type "Special - TWR
teleport to sector" and set the sector tags to "4".
Teleporters work as the player crosses from the right sidedef to the left
sidedef. Note that the right sidedefs face into the teleporter landing. This
means that as the player tries to step out of the teleporter, s/he will be sent
back to the original teleporter.
Flip all the linedefs defining the teleporter landing sector:
Assume we want the original teleporter to be at the top of the rising stairs.
Drop vertexes and draw a linedef: Note that a new sector has been created at
the end of the rising stairs. Set the floor and ceiling textures of the bottom
sector at the end of the rising stairs to "GATE1", and set the sector tag to
"4". This will be your other teleporter landing. Note that only one linedef
is two-sided in this sector. Set it to "Special - TWR teleport to sector" and
set the sector tag to "3".
A teleporter linedef sends the player to a "Teleport Exit" thing in the tagged
sector. You can have only one "Teleport Exit" thing in a sector.
Set the grid to 32, and add two teleport exits on the teleporters:
You now have a working teleporter on your map.
ΓòÉΓòÉΓòÉ 7.7. Checking the Map ΓòÉΓòÉΓòÉ
Go into sectors mode and check the map. DEPM will tell you that 28 sectors
have been checked.
Now go into linedefs mode and check the map. DEPM tells you that there is no
END LEVEL linedef. Push the OK button. DEPM tells you how many linedefs and
sidedefs it checked.
Assume you want to put in an END LEVEL linedef.
Set the grid to 64, and drop two vertexes along the bottom wall of the separate
sector: Edit one of the linedefs to give it a texture of "SW1MARB" and set it
to type "End Level - S1 end level and go to next level".
Check the map again. It will tell you that it has checked 94 linedefs and 123
sidedefs.
Go into things mode and wait for the node builder to complete. Save your PWAD.
This would be a good time to examine your work. From the Edit Menu, select
"Close Map" to dismiss the Editor and Map Windows. Minimize the application,
and start up DOOM with the "-file depmtest.wad -warp 1 2" parameters ("-file
depmtest.wad -warp 2" for DOOM2).
ΓòÉΓòÉΓòÉ 7.8. Go Play! ΓòÉΓòÉΓòÉ
This is the end of the tutorial. Feel free to experiment with your PWAD by
adding monsters and weaponry in things mode. Note that if you check your map
in things mode, it will tell you that there are less than 4 deathmatch starts.
Your map (map 2) is now a duplicate of map 1, which is the map you first looked
at in this tutorial.