home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Bila Vrana
/
BILA_VRANA.iso
/
015A
/
DEEP804S.ZIP
/
DEEP.HLP
< prev
next >
Wrap
Text File
|
1995-11-12
|
252KB
|
8,240 lines
_HLP <<------ this line must be here --
* Copyright 1995 Sensor Based Systems Inc.
*
* This is the Online Documentation for DeeP.
**
** >>> --------- Use DeeP to view and print it. ---------- <<<
**
** DeeP can print this file without the controls showing.
** Use DeeP to print this to a File to process in a word processor.
** See Readme.1st and Readme.DOC for instructions.
**
** Add to this information for your own use if you like.
** If you make it too wide, it won't SHOW, so trim accordingly!
** Please do not distribute your modified copy.
*
** To receive the Registered version of DeeP:
**
** 1. Register Online with CompuServe :
**
** DeeP (GO SWREG ID = 5392 )
**
** 2. See ORDER.FRM for Mailing Instructions.
**
** 3. Register voice with MC, Visa or COD.
**
** Call : (206) 827-8794 voice
**
** Call Today and start your new adventure as
** a DOOM , HERETIC or HEXEN wad author.
**
**************************************************************************
**
** Sensor Based Systems, Inc.
** 17010 NE 190th ST
** Woodinville, WA 98072-8237 (206) 827-8794
**
** CompuServe : 75454.773@COMPUSERVE.COM
**
**-------------------------------------------------------------------------
**
** These are the current rules for this file.
**
** There are fourteen colors available:
** a=darkgray A=lightgray
** b=blue B=lightblue
** c=cyan C=lightcyan
** g=green G=lightgreen
** p=magenta P=lightmagenta
** r=red R=lightred
** w=white
** x=black
**
** The first position controls the background color for any colors.
** is the start of the text color followed by the color.
** terminates the current color and reverts back to black.
** 53 max
** Do not put comment lines between sections for now.
** Don't go all the way across, cause it won't show!
**----------------------------------------------------------------
||MAIN
**----------------------------------------------------------------
x y
x B (c) 1995 Sensor Based Systems, Inc.
x B
x B HERETIC+HEXEN+DOOM
x B
x y rDeeP DoomEnhancedEditorProgram x
r y ┌──────────┐
r y █████████ │ DPMI │ █████████
r y ██ █ │ V 8.04 │ ██ █
r y ██ █ └──────────┘ ██ █
r y ██ █ BETA ██ █
r y ██ █ ███████ ███████ ████████
r y ██ █ ██ ██ ██
r y ██ █ █████ █████ ██
r y ██ █ ██ ██ ██
r y █████████ ███████ ███████ ██ tm
r y 75454.773@COMPUSERVE.COM
r y
x G If you Registered, Thank You!
x y See ORDER.FRM for Order Information
x y
x y Register Online with CompuServe for
x G DeeP (GO SWREG ID = 5392 )
x y
x y rSensor Based Systems, Inc. x
x y r17010 N.E. 190th St x
x y rWoodinville, WA 98072-8237 x
x y (206) 827-8794
x y
rDOOM levels are named E#M# (#=number)
rHERETIC levels are named E#M#
rDOOM II levels are named MAP##
rHEXEN levels are named MAP##
r y Please DO NOT distribute
r b the REGISTERED or LITE Version of DEEP
r x Report software piracy to the SPA 1-800-388-PIR8
r y Thank you for your support.
r x See -Next Page- for all the
r y Additional Features in Registered Versions
DOOM and DOOM II are trademarks of id.
HERETIC and HEXEN are trademarks of Raven Software.
p yDeeP is a trademark of Sensor Based Systems
a
a w All the Help is available at this Level
a w
a w F1 is Help in EDIT mode
a w H (at command) is Help on loading options
a
b y
b y Please read the Note/Definitions
b y for general guidelines.
b y Review Testing Notes under File.
a
p y
p y Additional Features in Registered Version
p y
y1. bNo forced rabout screen so you start faster.
y2. rTEST DOOM, HERETIC or HEXEN levels directly
without exiting.
y3. bNO LIMIT on File Sizes. The Shareware and lite
versions are limited to around 800 LineDefs and
1200 Sidedefs.
y4. rConvert Textures from DOOM->HERETIC->HEXEN
y5. rMERGE different PWADS using the ClipBoard, the
Shareware version clears the Clipboard each time.
y6. rPRINT Maps bfor any size level.
y7. bEdit and Save rup to 56 blevels at the
same time. The Shareware version does only 2.
The LITE version does 6.
y8. bEdit and Save rGrouped PWAD levels without
having to use the Group Command.
The Shareware and LITE versions do none.
y9. bGroup and Replace rup to 56 blevels at the
same time. The Shareware and LITE version do none.
y10.bAdd/Replace textures/sounds/graphics and save
them automatically.
The Shareware and LITE version displays external
textures but will not save files with additional
items.
y11.bBuild a New IWAD with rup to 56 blevels .
The Shareware and LITE version do none.
y12.bThing percentage replace. This is useful to
add new weapons to old DOOM levels by converting
just some to new weapons and monsters.
y13.bThe latest online help and docs.
y14.b1/2 price Upgrades!
py
py This document's goal is how to use DeeP for
py editing PWADS. It is a reference guide with some
py guides for making levels.
py
py It is organized for use in F1 Help.
py You can read this file but it does not flow from
py one section to to next. We recommend that you
py browse the file for command information and tips,
py realizing it doesn't read like a novel <g>.
py
py
pyBe sure to test your system for basic compatibility.
pyPlease review all the README files for suggestions.
py
pyWe try to catch all the typos, but there may be some
py areas we didn't catch! So be sure to test!
py
a
B y Line Commands available in Character Mode
a
yr+ -
ZOOM in or out (change the picture size) for
BPicture and BView.
Increase/Decrease size in Rotate/Scale B< and >.
yxB[uild] B<wadfile>
p yRegistered only
Build a new main WAD file (all umpteen megabytes)
y replacing levels with any PWAD you have bRead.
yxDir B[drive:][path][filename]
List any DOS directory from character prompt.
The default drive:\path\filename is the directory
set by the bpatch option + b*.WAD.
If you do not have a bpatch entry, your current
directory is listed.
You can temporarily override the bpatch path
path and view the files in any directory by
entering the complete path:
Example:
bDIR C:\MYDIR\somewad.wad (.wad optional)
bDIR C:\MYDIR\ (for now the ending \ is req'd)
The search syntax is similar to the DOS DIR
command with defaults especially suited for WAD
file names. The file name portion can contain
wildcard match characters (? and *). If no suffix
is entered, *.WAD is automatically appended to
the name.
yxDirA B[dirname] [outfile]
List all Master and Patch WAD directories.
yxDirM B[dirname] [outfile]
List Master directory IWAD file only
yxDirW B[dirname] [outfile wadnumber]
List PWad directory.
yxDumpM B<dirname> [outfile]
Dump Master directory entry in hex
yxDumpW B<dirname> [outfile wadnumber]
Dump a PWad directory entry in hex
yxE[dit] B[episode/mission level]
Edit a game level saving results to a patch wad
file. You may enter the level ahead of time and
bypass the selection screen.
G Example: bE 1.
p The yShareware version always displays the
about screen, but it will accept a level that is
entered ahead of time.
p The yLITE version displays an introduction
screen one-time only and accepts keying ahead.
yxG[roup] B<WadFile>
p yRegistered only
Group all patch wads together in one file. When
you BRead in more than one PWAD file, you can
combine them into one big PWAD. This way you can
combine all your favorite levels into 1 file that
contains all of them.
Example : You have created 3 levels called
SLIDE11.WAD, STORM12.WAD and GLORY13.WAD some
time in the past (ok, you spent the last 4 week-
ends making them).
1. BR SLIDE11.WAD
2. BR STORM12.WAD
3. BR GLORY13.WAD
4. BG MIXEDBAG.WAD <- group them (you're done)
To replace levels in a Bgrouped PWAD with
different (new) levels:
1. Read the grouped PWAD (the levels it contains
are shown).
2. Read in another PWAD with the level you want
to replace. (If the PWAD does not have the
correct level number yet, read it in first
and then SaveAs choosing the level you want.)
3. Group the PWAD again choosing a different name
than what you started with (otherwise you
would destroy the very file you are copying
from).
To edit levels in a Bgrouped PWAD :
1. Edit the level you want to change.
2. Save using the same name as before and copy
ALL the data when prompted.
You can also edit and save each one changed as
individual files (the way you created them to
start with). The same original name can be used.
This also lets you reassign the level identi-
fication, for example, from MAP03 to MAP11.
Example : Assume you read MIXEDBAG.WAD and
change SLIDE11.MAP (level = MAP11).
1. BE 11 make the changes desired.
2. Save the level as SLIDE11.WAD (any name you
like of course).
3. BG MIXEDBAG.WAD and now you're done!
Group reads the information in the files, not
what's in memory. That's why you have to save
them again (not a bad idea if you changed the
levels to keep from getting confused, we do).
All levels that do not belong to the Master WAD
file are written to the bwadfile selected.
y For the best backup bSave modified level(s)
with their own names before you group all the
levels!.
yxH[elp] Help for setting DeeP options
yxI[nsert] B<RawFile> <DirName>
Insert a raw file in a patch wad file (advanced).
Copies the data in RawFile and makes it into
a PWAD file named bDirEntry.WAD containing
the directory entry name and RawFile data.
bRawFile is any existing file with data in a
format usable by DOOM/HERETIC.
The resulting name cannot be the same name as any
PWAD you have read already.
bDirName represents a directory entry name. If
you intend to replace a directory entry with this
file, choose an existing directory name.
This is useful only if RawFile is in the correct
format for use by DOOM. You can then read this
file in as a replacement for DirEntry.
yxN[ew] B[episode/mission level]
Create and edit a New (empty) level. Same as New
under File in Edit mode.
yxP[icture] B[Picname]
Display any Picture in the DOOM file.
(See +/- above).
yxQ[uit]
yxR[ead] B<wadfile>
Read a new wad patch file. The default directory
is set by the "patch" option. If not set, the
default follows DOS rules (usually where you
started DeeP).
The level edited is automatically set to the
first one found.
p yRegistered only
The level may contain only sound, sprite or
texture modications. These can be saved with any
level with the bGroup command.
Up to 56 PWADs may contain levels and 10 more
for additional sound/texture/sprite modifica-
tions. If you do not use the 56 levels for Maps,
then the rest can be used for more sound/
textures/etc.
y The characters b.WAD are automatically
y appended if no b. is found.
yxS[ave] B<DirName> <WadFile> [newDirName]
Save one object to a separate file (advanced).
Copies the data in the object DirName and makes
it into a PWAD file named bWadFile.WAD con-
taining the object's name and data.
WadFile now contains the object in the format for
use by DOOM or DeeP. You can then read this
file in as a replacement for DirEntry.
bDirName represents a directory entry name.
This name has to represent an existing directory
entry in any of the WAD files you have read.
bWadFile is any valid file name and will be
overwritten if it exists.
You cannot use the same name as any PWAD you
have read already.
bnewDirName is an optional new name to give
the directory entry. This is a quick way to
export data from one WAD to another. So you
can "borrow" textures between different versions
by renaming the texture patchname from a name
that doesn't exist in one to a name that does
exist in the other.
You use this as follows:
a. In the File Menu Reset all the Files/Levels.
b. Read in some PWAD you want to use replacement
textures in.
c. You read in all the textures you borrowed
using the PWAD file names you gave them (as
described above).
If you have lots of texture files, you will
exceed the file limit of 56. The solution is to
read in 56 textures at a time and then group them
into a new file.
Then you use only 1 file for all 56. You can
repeat this process again and now have 112
textures in a file, etc.
You can add exactly as many entries as there are
entries to start with. In other words, you can
double the size.
You can do as many replacements as there are
entries (of course).
Heretic has a different color palette, so the
colors will not display correctly, although you
can swap textures as described.
yxTexport B<WadFile>
Saves all the textures into one separate file
(advanced). Use this to create a file containing
all the textures you want to convert from one
game to another. This includes the TEXTURE1/2
names and PNAME entries.
For example, if you are in DOOM mode, entering
BTEXPORT DOOMTXT1.WAD makes a file containing
all the DOOM textures. You then put DEEP into
HERETIC mode (by reading a HERETIC project),
read in this file and then choose texture
convert from the file menu to convert these
textures to HERETIC colors.
yxV[iew] B[SpriteName]
Display all the sprites (see +/- above).
yxW[ads]
y Display open wads( shows the bwadnumber )
yxX[tract] B<DirEntry> <RawFile>
Save (extract) one object to a raw file. This is
similar to bSave but no extra PWAD or directory
data is added.
The ending Name cannot be b.WAD!. DeeP defaults
to b.RAW and automatically changes .WAD to
.RAW.
b y
B y Note/Definitions
b y
yrdirname
The names in the WAD file are in a "directory". Each
level is assigned a name, for example, E1M1 is the
first level in DOOM or HERETIC and MAP01 is the
first level in DOOM II. Pictures, sound, and level
entries are more examples of directory entry names.
The dirname when listing directories can have b* and
b? characters similar to the DOS DIR command.
Examples:
gDIRA MAP1*, lists all entries starting with MAP1
and the rest doesn't matter.
gDIRA E1?3, lists all entries starting with E1,
the 3rd position doesn't matter and the fourth
location must be a 3.
yrOutfile
Directs output to the devices of your choice. The
default (or *) is the screen. For example, PRN,
represents output to the printer attached to the
parallel port. Similarly, if you enter MYFILE.DAT,
the file MYFILE.DAT is created.
yrwadnumber
The number (not name) of the PWAD file. The first
one read is 1, the 2nd 2, ...you get the idea. It
is possible that the numbers will change if you
replace the same level with different PWADS.
Use the Wad command to see the numbers assigned.
Enter b* for outfile to keep output on the screen
and then enter the bwadnumber.
Example: gDIRW * * 2 lists all entries in the
2nd PWAD file.
For repetitive commands to the same wadnumber,
you do not have to enter the wadnumber again.
Example: gDIRW MAP* , lists all entries in the
second PWAD file, if the prior example was first.
p y
p y WAD file description
p y
DOOM store its information about each of the levels
yin rWAD files. DeeP edits these files.
There are two types of WAD files.
y rIWAD File
The main file, DOOMx.WAD, contains all the infor-
mation about the graphics, sound, level maps, etc.
for the game. This file is an bIWAD file. There
is one IWAD file called DOOM.WAD or DOOM2.WAD. For
HERETIC the name is HERETICx.WAD.
It is in the current directory when DOOM is run.
y rPWAD File
DOOM supports additional files that bpatch the
IWAD file, hence PWAD. It contains updates for the
IWAD file.
PWAD files created by DeeP contain an updated map of
a game level. PWAD files can be called anything, but
it's nice to call them bsomelvl.WAD where somelvl
is any name you like.
DOOM must be told to load a PWAD file. The -FILE
parameter does this. It is added after you type
ybDOOM.
Example : bDOOM -file myown.wad -warp level#
(level# represents a number)
p y What makes up a Level
The best way to learn the details that follow is to
play a level, see what happens and then examine the
level with DeeP. Start with the first level and
work your way up.
There's a lot of information, but each step is
pretty simple. Learn from other levels the "tricks"
used to get those spectacular scenes.
Print the file TUTORIAL.DOC and depending on your
version of DOOM, load file DOOM1TUT.WAD or
DOOM2TUT.WAD to learn the basics of WAD files and
how to make them using DeeP.
DEEPEXAM.WAD is a simple level that is readily made
using the predefined Objects and easy LineDrawing in
DeeP.
pyIf you want to make a quick level just to see what
py this is all about, select Help from the top menu
py bar and select Quick Start.
It helps to use the Grid when designing a level. The
Grid makes it easy to align everything and maintains
the sizes that work best for wall and ceiling
textures (explained later). A grid size of 8 is
recommended for most work. Use a larger grid when
making beginning large areas.
A level is created from smaller components, much
like a house is built from 2x4's, nails and siding.
Here's the names of the parts you will be using.
The five components are Vertices, LineDefs,
SideDefs (a part of LineDefs), Sectors and Things.
This drawing illustrates each of the parts:
1. V : Vertexes (the dots)
2. L : LineDefs (the lines between them)
3. S : Sector (all 4 lines belong to a Sector)
4. X : Things (any creature, decoration)
V .──────────┬──────────.
│ │
│ │
├─ X ─┤ L
│ │
│ S (this whole area) │
│ │
.──────────┴──────────.
The ─┴─ in the lines show the direction of the
first side of a LineDef (called SideDef1), which
will be explained later.
y rVertices
Vertices are x,y coordinates on a map. DOOM maps are
2 dimensional. The height comes from Sectors, as you
will soon see.
Vertices are used as the starting and ending points
of LineDefs (next). These are the bdots on the map
in Vertex mode. Vertexes are usually NOT created by
themselves (as in DEU), but rather are created
automatically when you draw lines.
bDoom Units
A bDoom Unit is the name we give the coordinates
numbers and the distance between two vertices. Just
a made up name, but everyone asks "what do those
numbers mean?"
y rLineDefs
LineDefs "glue" two vertexes together.
LineDefs are the lines in the map. These lines
define the borders of a Sector or the location of a
trigger that you walk across.
Bear with me a bit on Sectors. For now think of a
Sector as the room or area where you are fighting
for your life. A more precise definition about
Sectors is later, so keep on going and come back
and review this area again. I think it will be
clearer the 2nd time (if you didn't get stuffed
by the monsters).
Each LineDef has a starting vertex and ending
vertex. This is similar to putting two dots on a
piece of paper and connecting them to draw a line.
These lines end up being walls you see in the game.
The walls have at least one side and to be seen,
require a texture graphic.
Transparent LineDefs do not need any texture, since
they are invisible. A common use is for a btrigger
activated when you walk across the LineDef. When you
walk across the LineDef, it behaves like a tripwire.
A transparent LineDef has a texture of b-, which
is none.
A btrigger causes the Sector assigned to it to move
up or down according to the type of LineDef. These
cause the special effects as you blunder into
things. (See Sector and LineDef tags below.)
Another common use of transparent LineDefs is to
highlight an area or simulate lighting. You can draw
letters in the "sand" or anything else you dream of.
There are no walls, so all you can see is the floor
and ceiling. If the floor and ceiling are different
from the surroundings, they "stand out" (these are
the Sectors that you see "stand out", coming up
soon).
It may help to stop here and edit a level, mess
around with the different modes and see all the
possibilities. The first level is suggested, since
it doesn't have as many things going on and is easy
to test since it's the first level.
If the wall can be viewed from both sides we need to
describe the second side also (for example, a room
within another room that you can walk around and
enter through a door).
These sides are called rSideDefs. The first side
is called SideDef1 and the second SideDef2 (isn't
this amazing).
The SideDef1 side of the LineDef is the side with
the line sticking out of it in Vertex and LineDef
edit modes.
b y All LineDefs go the same Direction
b y (Most of the time)
The line sticking out from the side, should be the
same for all 1-sided LineDefs. Normally the arrows
point in the clockwise direction for rooms and the
opposite for an object in a room (see stair help).
LineDefs with two sides may go in either direction
and be mixed in direction. If you have textures
that like to "follow" you, try flipping the LineDef
(do not flip the SideDefs yet!).
y rSideDefs
SideDefs "glue" LineDefs to Sectors.
A LineDef must have at least one SideDef. The
SideDefs define the wall textures (the way the wall
looks) and the floor/ceiling textures and heights
via a Sector reference number.
When ALL the SideDefs (of LineDefs) form an enclosed
area and share the bSAME Sector reference number, we
see a Sector. If other areas use the same Sector
number reference (which is perfectly fine), they all
light up in Sector Edit mode too.
SideDefs also "glue" to all the textures.
There are three possible texture locations for a
SideDef: bupper, normal and lower, representing
what you see above, straight ahead and below your
field of view.
The upper and lower textures are used when the floor
and ceiling of adjacent sectors vary in height.
ayUpper Texture : Texture you can see above the
ceiling of a Sector.
ayNormal Texture: Texture you see between the ceiling
and floor of a Sector.
ayLower Texture : Texture you can see below the floor
of a Sector.
If everything was the same height, you would only
need normal. (A boring level, yes? But you'll have
to make a few of these first to get the hang of it
all<g>)
y rSectors
Sectors "glue" Ceiling and Floor Textures together
and define a Bottom (floor) and Top (ceiling).
A Sector appears visually on the map when 3 or more
LineDefs connect together to form an enclosed area.
A Sector appears similar to a room or an area within
a room but is by itself not the area.
Sectors determine the ceiling and floor height and
the ceiling and floor textures (the last part to get
the 3D look of a level).
A Sector adds the depth to the LineDef/SideDef
connections. A Sector can be shared by many LineDefs
that form independent areas, lending the same
floor/ceiling heights and textures to those areas.
So don't think of a Sector as being the actual room
(sorry about their choice of words) since it can
describe many rooms and areas.
When you see more than one area "light" up in Sector
edit mode, it signifies the same sector is used to
describe the highlighted LineDefs.
Special Sector information (damage/secret?) is also
available.
Sectors are the only structure that move UP/DOWN in
DOOM. Lifts, Staircases, Doors, are all specially
defined Sectors. If you recall, the SideDefs connect
all the LineDefs together to the same sector. So the
area described by the LineDefs/SideDefs is the area
that will move.
The LineDef+SideDefs look at the Sector types you
used and acquire the property you assigned. So if
it's Damage, all the LineDefs with that Sector
assigned have health damage. If it says to move up,
they all move up, even areas that are not where you
are!! (If they have the same Sector.)
Sector give the room the final touch by varying the
light intensity (or flicker) you can dramaticly
change the ambience of an otherwise bland room!
In HERETIC there are even more things you can do.
The floor can scroll, you can have a nice breeze
blowing (throws off the aim of shots) and to top
it off, you can make it slippery too!
A short note:
There is one thing not obvious right now, (if this
is your first trip in editing), but when you make
floors and ceilings that move, you have to imagine
the movement and supply textures for those areas
that will become "visible" when the Sector moves
up or down. If a floor moves up, you need a Lower
Texture to pop up as it rises and if the ceiling
Lowers, an Upper Texture has to slide down with
it.
DeeP automatically checks for this if the same
Sector does not move both AND down. Stairs are
also ignored.
pyPlease See Sector Not Closed in Check for more
py information.
y rThings
Things are the objects that lend the final touch to
a level.
Weapons, enemies, ammo, keys and decorations are
visible Things. The places where players start the
game and Teleport landings are also called things.
If you place too many Things in a level, you may not
be able to save games. A very large level with too
many monster Things will crash DOOM. 700+ is a
caution point.
You can display a picture of the ALL the things on
the Map by pressing T again after you are in Thing
edit mode (you get there by pressing T or selecting
from a menu).
The display can be interrupted at any time by pres-
sing any key. After the first display all the
images are cached for improved performance.
p y HOM errors
Hall of Mirror errors are what you get when some-
thing is messed up in your level. It looks like
you're replicated a zillion times and the world
won't stop turning.
We didn't invent this cute name. Matt Fell, the
author of the unofficial DOOM specs mentions it.
(Review his document for technical information.)
Here are some common causes for HOM and others:
(Some of the terms are discussed in other areas, so
please review the rest of help.)
1. You forgot a texture (easy to fix)
2. Transparent Wall, 2-sided wall using a texture
with more than 1 patch. Also called 'Medusa
Effect' - Looks like snakes and turns you to
stone (can also produce 'Tutti Frutti').
3. 'Tutti Frutti', an attempt to display part of
a Texture not covered by a texture Patch. Weird
sparkles (typically pinks and greens, thus
'Tutti Frutti'). Typically caused by new
textures.
The largebar grate textures cause this if
displayed on too short a wall. Textures can also
"project" in a false dimension, which can
be fixed by unpegging them.
4. A LineDef is shared by 2 sectors, but the
2-sided flag is not set (F10 menu will fix).
5. A LineDef/Sector is sticking its nose across
another LineDef/Sector (move it back).
6. Too many 2-sided LineDefs are visible from any
point (limit increased in 1.666 and later to
128) or too many 1-sided LineDefs (256).
7. The Sector heights are messed up.
8. A node building error. Rearrange the area,
change the node depth or use a different
nodebuilder (see node depth).
9. You have textures where they are not required.
10. If you see a "flash" you may have too many
different upper textures visible in the line of
sight. For example, creating stairs with over
16 steps with different ceiling heights may
produce this symptom.
Areas with large numbers of directly visible
walls are the most prone to this error. This
also give visi-plane overflows!
Reduce the numbers of LineDefs visible by
combining two or more LineDefs into 1 (delete
the vertices splitting them) or block the area
from sight.
11. DOOM has an error (especially DOOM, see stairs).
p y Sector and LineDef tags
A bTag number is a number that is used to connect
LineDefs and Sectors. The connection is required so
that the LineDef knows what Sector you're talking
about.
Question: If you have a switch that you want to
use to operate a door, how will Doom know what door
to operate?
Answer: You give the LineDef with the switch a
number and give the door Sector the SAME number.
These numbers are called bTags. Tag numbers have
nothing to do with anything else.
The tag in a LineDef is called a Sector Tag. It
refers to a tag number in a Sector. The tag number
in the LineDef and the Sector are the same.
The tag in Sector is called a LineDef tag. It refers
to the tag number in a LineDef. The tag number in
the Sector and the LineDef are the same.
Each Tag number is unique, that is, it is not used
by any existing LineDef/Sector.
1. You can have one LineDef tag point to multiple
Sectors. Then all the Sectors move as specified
by the LineDef type.
2. Two or more LineDefs can point to the same Sector.
A typical use has one LineDef lower the floor and
another LineDef to raise the floor. Typically you
see these as switches.
For now we are assuming you are starting from
scratch. So the first available number (on a new
level) is 1, the next 2,3, and so on. You can skip
around if you like.
The menus automatically show you a free number with
the ( ). In other words, that number is not used
anywhere.
Once you give the LineDef this tag number (Sector
Tag), go to the Sector with the Door (or anything
that works with "tags", and give it the same Tag
number (LineDef Tag). This connects the LineDef to
the Sector.
Use the Search for LineDef/Sector tag to locate a
tag number if you forgot where you used it.
In LineDef mode, a LineDef with a tag shows the tag
number and the Sector number it is connected to in-
between the (). The Sector also lights up in Red.
In Sector mode, a Sector with a tag shows the tag
number and the LineDef number it is connected to
inbetween the (). The LineDef also lights up in Red.
p y HEXEN LineDefs
In HEXEN, the LineDefs can be programmed to vary the
height, speed, delay, etc. This is noted in the
description as +tag-speed-height..etc. DeeP has
some default values, but you have to suppy the tag
if required and adjust the parameters for your
level. Use the Edit LineDef Special option to
override any of the 5 parameters.
If a LineDef already has upper bit values to set
repeatable, etc, DeeP does not override the
settings. In addition, if you select a LineDef
type but do not change it, that is you pressed
enter (repeating the current LineDef type
definition) none of the LineDef settings are
changed. This is a safety to prevent DeeP from
overriding any special flags you may have set.
Please refer to HEXSPECS.DOC for more detailed
information.
p y MAP Object Colors
When an object is selected (by Left clicking) it
will change color and the object select count
(upper right top line) is increased by one. Refer
to this to keep track of your work.
Things with the same color are all the same type.
LineDefs of different colors signify tags or
possible texture problems. Look at the information
displayed on the bottom texture boxes to tell.
Press F1 help in the Mouse/Line Color option menu
for detailed color information.
All the same Sectors will turn Yellow, so you can
readily spot where they are used. Red indicates an
Tagged Sector/LineDef relation or an error in the
SideDef where it appears.
See Color Options (press F1 in that menu ) for a
definition of all the colors on the map.
p y
p y Design and Shaping of Areas
p y
Note: This is an overview of design and shaping.
Review each command for specific instructions.
You should have a bPLAN before you start drawing.
This will minimize the amount of work you have to
do. Even for first time users, decide what area you
are going to modify and what your goal is.
We suggest modest goals and don't try to immediately
make doors and teleports. Instead, make a room
larger and extend the walls some. Learn about the
difference between walls with only 1 side and those
with 2 side. For example, on 1-sided walls you can
use any of the textures, but on 2-sided walls use
only the textures that say "TRANSPARENT".
Note: There are always exceptions. They only work
using special construction tricks. For now, keep it
simple. If discover a level that violates the rules,
first make sure that it really works, then try it
yourself. If it fails, the other guy was lucky or
you forgot to do it EXACTLY the same.
You can change your mind, but it's like building
a house. If after you build a house and you decide
the bathroom doesn't belong there, you have the tear
it all down along with some adjoining structures, so
you can see the mess you might get into!
Any intricate design is made in LineDrawing mode.
LineDrawing mode can be entered at any time by
by pressing ctl+D or quick Double right mouse click
and select Drawing mode. In Vertex mode a quick
double left Mouse click also works.
Draw clockwise for rooms and counter-clockwise to
make objects in rooms.
Intelligent Inference Drawing (IID) examines the
context of the area you draw in. When it does this,
most of the details, such as Sectors and SideDefs
will be made for you as you progress.
In the next stage you start tuning your level by
changing the heights of floors and ceilings. At this
step, you have to add textures for the walls that
are exposed from differences in heights. DeeP can
automatically supply missing textures, but this is
only for beginners. It has no idea what the scene
should look like, so use the check instead and make
it as you intended.
You can also create predefined shapes such as
rectangles, polygons, stairs and teleports using
the F9 (Object) menu. This is called bTOOL mode.
There are also Pools, Pedestals/Boxes, Windows and
Teleport pads available.
bTOOL mode is productive for both the beginner and
the expert. It gets rid of the busy work and gets
you to the creative part of your design quicker!
In bTOOL mode, the objects can be drawn to size
and placed anywhere by using a combination of mouse
buttons and keys.
Press F1 help when using the Tool for more details.
Objects made using the Object menu are meant to be
SEEN and have most of the required textures when
created. You may have to supply additional textures
depending on the final heights of everything. The
check menu can do this automatically.
Rectangles and polygons made from the Mode menu (or
from quick double Right clicking mouse menu), are
meant to supply floor and ceiling textures for
Room effects. They are created as 2-sided with no
textures when made inside an exisiting Sector.
These can be made into objects if you change the
floor and ceiling heights and add the required
textures.
Design and shape areas after they are made by drag-
ging the vertex points (using the right mouse
button) to any location. This is the most flexible.
Areas are shaped in LineDef and Sector mode (coming
up soon). In LineDef mode lines are dragged and in
Sector mode areas are dragged and shaped.
p y
p y Texture GuideLines
p y
Please select Texture Defaults (F5) and press F1.
x y End of Section
**---------------------------------------------------
||F1EDIT
**---------------------------------------------------
b y
b y DeeP Editing Help
b y
x y DeeP assumes you have DOOMx version 1.9
DeeP edits DOOM, DOOM II, HERETIC and HEXEN and can
convert the maps from one to any of the others!
a w
a w HEXEN messes with the timer tick and your
a w PC clock will no longer time correctly
a w if HEXEN crashes!! In DeeP the mouse may
a w not click correctly and the screen savers
a w will run way too fast.
a w
a w HEXEN must have a BEHAVIOR resource.
a w Please review HEXSPECS.DOC to see how
a w to program the different LineDefs and
a w Things. It is quite different!
a w
Use the bmouse or the bcursor keys to move around.
The map scrolls when the pointer reaches the edges
of the screen. Use Scroll Lock to keep the map
from moving and then use the cntrl+Right mouse
button to Pan!
p yIf you want to make a quick level just to see what
p y this is all about, select Help from the top menu
p y bar and select Quick Start.
p y Print this help to a File to process with any
p y word processor as a text file.
p y Override the name PRN with some yourhlp.txt name.
a w Converting a level from DOOM to HEXEN
You convert a level from one game to the other, by
placing DeeP in the appropriate Game first. For
example, lets start in HEXEN mode by opening the
Project HEXEN.PRJ. Now we read in any old DOOM
level (or HERETIC).
The next step is to fix all the textures. You can
manually Search/Replace each one or you can use the
automatic fix textures feature using the F10 menu.
Next fix all your things!! In HEXEN mode, all your
LineDef and Sector types are reset. In the other
modes they are left as is, but you do have to make
changes from DOOM->HERETIC. So please run the error
checker, it will tell you what to change.
a w Map Scroll Limits
The maximum scroll in any direction is slightly
less than the "edge" of the map in that direction.
This "brick" wall prevents the map from flying off
your screen.
If you are making a very large area, reduce the
zoom or extend the area after you make it as large
as you can. The new area automatically extends the
scroll limits, so you can make it bigger again.
The maximum safe bDoom Unit X / Y size is about
8000 x 8000. This is pretty large! This includes
a large amount of detail inside this boundary.
Simple maps can be larger. The product of the
length of X times Y can't exceed approximately
536 million.
32k x 32k never works. 16k x16k works for simple
maps.
If you scroll to the edge and magnify with Auto
Center turned off, you may loose sight of the map!
Press alt+Z or alt+X to get your bearings again.
a w Map Centering
The center of the map should be at approximately 0,0.
If you let the center drift off center and you have
a very large map, the magnification limit at the
edges is less than at the center! Lines may draw
incorrectly. Just reduce the Zoom. This usually
is only a problem at a Zoom greater than 4000, but
is directly related to map size and coordinate
location.
y b
y b Function Key Commands
y b
yrF1 Display bHelp on current topic.
There are three levels of Help available.
Use the PageUp/PageDown, Up/Down arrow keys or
the mouse scroll bar to page the help.
a w1. Main Help screen (this one)
a w2. Top Menu Bar Help
Context sensitive Help for all items on the top
menu bar. Select the menu item and press F1 to
see detailed help for each selection.
a w3. Object / Command Help
Context sensitive Help for the first sub-menu
that comes up when Enter is pressed in any of
the edit modes. Press Enter (or press mouse
button 2 once) to edit the object and then
press F1.
Press F1 within many commands.
Each item is explained in more detail in the
context sensitive help section.
You can view ALL the help at once by selecting
Help on the top menu bar and then select
bAll Help.
yrF2 Save level in a PWAD file.
yrF3 Save As... Reassign level of a map.
yrF4 Search/Change for Object.
yrF5 Texture/height default values.
yrF6 Zoom/Mouse/Map options.
yrF8 Miscellaneous Operations.
yrF9 Insert standard shapes.
yrF10 Check Level for errors.
yrAlt+F1 Screen Saver, key press stops
yrAlt+F2 Save Level and always build Nodes
yrAlt+F3 Save as.. and always build Nodes
yrAlt+F4 Exit (same as Esc)
yrAlt+F5 Set Options for sound, grid, etc.
yrAlt+F6 Set Colors for mouse, grid, etc.
yrAlt+F7 Set Palette Colors.
yrAlt+F8 Go into Scale/Rotate (same as < >)
yrShift+F1 Test Level (one file only)
yrShift+F2 Edit a different Level
yrShift+F3 Create a new level from scratch
yrShift+F4 Reset all PWAD files read
yrShift+F5 Read a new PWAD file
yrShift+F6 Reset 1 PWAD file read
y b
y b Special Key Commands
y b
yrEsc
1. Exit without saving changes if you are not in
any submenu. You are only warned if changes
were not saved. Cancel if you want to save your
changes.
2. Exit any submenu. If any item was selected, it
is saved. You can also click the right mouse
button to exit.
3. Cancel any current active drag object.
The objects are returned to the starting
locations.
All the objects selected are still active. You
can restart dragging by clicking the Right
mouse button again. Press bC to clear the
object selection.
4. Cancel any current active Scale/Rotate object.
The objects are returned to the starting
locations.
5. Cancel any current active Tool object;
Rectangle, Polygon and Stairs.
a 6. yIns when any LineDrawing mode is active:
The last LineDef is NOT drawn to close the
polygon (if it is missing).
Line Drawing mode is reset to the next area to
draw. Press Esc again to exit LineDrawing mode.
yrIns
a yThing mode : Insert a new Thing at the current
cursor position. Copies the last selected object
or insert a default object (see Edit F1 help).
a yVertex mode: Starts Line drawing mode for
creating Vertices, LineDefs and Sectors.
In Vertex mode a quick Double left Mouse Click
also enters LineDrawing mode.
You can always start drawing from any mode by
pressing ctl+D or quick Double right mouse click
and select Drawing mode.
The map display from other modes changes to show
you the Vertex locations. If you scroll or size
the map, the map displays as it does in Vertex
mode.
When you exit LineDrawing mode, the display
automatically returns to the original mode.
Tool LineDrawing mode is the work horse for
drawing areas!
Press the Left mouse button to start creating
Vertexes and LineDefs. You can start on top of an
existing Vertex. That's the way you connect
Sectors. (Also see Mouse buttons.)
You can also trace on top of other LineDefs to
make them 2-sided if they go in opposite
directions.
If the level is already correct, that is, if you
run the F10 check level, there are no errors,
DeeP will correctly identify your existing areas
and adjust the details of sector and sidedef
assignments automatically.
When the level has incorrect references (which
result in miscalculations) or if DeeP miscal-
culates the correct SideDef/Sector references, it
is easy to fix them in LineDef edit mode.
Placing a Vertex right on top of an existing
LineDef splits the LineDef at the location of the
new Vertex. This is how you can quickly make
Door sides (see Misc Help).
It is not possible to create only 1 Vertex.
(What are you going to do with 1 vertex?)
If you select 2 vertexes and then press Ins, a
LineDef is created connecting the 2 vertices.
No Sidedefs or Sector is made. You are then
asked if you want to Split the Sector or make
a 2-sided LineDef.
p ySplit Sector / 2-sided LineDef
After you create a single LineDef (from only 2
vertexes) a prompt automatically comes up asking
if you want to split the sector or make the Line-
Def 2-sided. Choose exit to do nothing, but be
sure to come back and fix it!
bSplitting a Sector takes the area on one side of
the line just created and assigns all LineDefs
a new Sector number (this is automatically
created and is a copy of the original one).
In this manner you can quickly change an area and
make the new (or old) sector have a new behavior
without changing the rest of the area.
The "split" LineDef has to be drawn following the
conventions for Sectors. So follow the flow of the
existing area. A message will come up if it fails
for any reason.
b2-sided Linedefs are commonly used for "triggers"
to activate a Sector somewhere else when you walk
across them.
Do NOT split a sector if you don't know what that
means right now. It will get very confusing!
p yFinish/End
There are 4 ways to finish a Line/Side/Def/Sector:
1. Press the Right button to close the last
LineDef (if you haven't made a complete loop).
A new SideDef1 is created for each line drawn
and they all share a new Sector .
You connect two sectors by sharing a LineDef
(you trace over an existing LineDef), the
shared LineDef is automatically made 2-sided.
Tracing over an existing LineDef is automatic
if you think ahead a bit and end up where the
last LineDef made automatically will "cross"
over the existing LineDef.
2. Press Shift+Right button to close the last
LineDef (if you haven't made a complete loop)
and EXTEND an area if Sector Join is OFF.
A new SideDef1 is created for each line drawn
and they all share the SAME Sector as the one
used by the LineDef shared.
The opposite is true, if Sector Join is ON.
(Draw over only 1 LineDef).
3. Press the bIns key to do everything you did
in 1 above. The difference is, any LineDef you
traced over is NOT made 2-sided. You do this if
the LineDef is being traced over because you
are making a Door.
Door sides (the thin part) are normally 1-
sided, so you don't want the process to make it
2-sided. If you forget, you have to eliminate
the SideDef2 created. You delete SideDef2 by
changing the reference number to -1 (that's
deleting it).
4. Press the bEsc key to do everything you did
in 1 except the LineDef is not automatically
closed.
a wLineDef mode: All the LineDefs you selected that
are 1-sided, will be made 2-sided with a new
sector assigned. Do not select any LineDefs that
are already 2-sided.
If you want to define an existing area that has
mostly 1-sided LineDefs, but one of them is
2-sided, remove the 2nd SideDef from the offender
(set the reference to -1), then select all (now)
1-sided LineDefs, press bIns and a new area is
created with its own new Sector.
a wSector mode: Creates a new sector. Look at F10
number of sectors (minus 1) to get the new sector
number. Use this to create a new sector for an
area ahead of time.
It is safer (since you can't accidently delete) to
change the sector reference in SideDefs to this
new Sector. The old sector is purged when you do
the final Check on the Level (always do the
complete Check). You won't need to do this very
often (rarely as you get better).
yrShift
Prevent auto-object selection temporarily
(see rShift+A for permanent setting)
yrShift+Tab
Switch to the previous editing mode.
yrShift+PageUp
Immediately Increase Sector ceiling height
(Sector Edit mode only)
Immediately Increase Thing height
(HEXEN Thing mode only)
yrShift+PageDown
Immediately Decrease Sector ceiling height
(Sector Edit mode only)
Immediately Decrease Thing height.
(HEXEN Thing mode only)
yrShift+Home
Immediately Increase Sector floor height
(Sector Edit mode only)
yrShift+End
Immediately Decrease Sector floor height
(Sector Edit mode only)
yrDel
Delete the current object(s).
(See next for Vertex mode variation).
yrshift+Del
For Vertex mode only, deletes the opposite
of Del (see VertexDel Join option, alt+F5)
yrshift+Enter
Edit the current object directly. Bypasses
intermediate menus so you can edit the
object directly.
yrEnter
Edit the current object. Same as Right mouse
button.
yrTab
Switch to the next editing mode. If objects are
marked, they remain marked with both forms of
tabbing.
yrSpace
In Map display mode, toggles the move/scroll speed
from slow to fast. Set the Map scroll speed in F6
options.
In Tool Mode (Rectangle, Polygon, Stairs, Rotate)
toggles the scale increment size between 1 and .01
and the angle increment from 4 to .04.
yrArrows
Normal Edit mode:
Move the cursor position (and Map if on an edge).
If the Cursor Key move Map option is chosen, these
keys move the Map instead (see alt+F5 menu).
Up/Down select entry in Menus.
In Tool modes changes values as appropriate.
(Press F1 in the Tool for help).
yrHome
In Edit moves the Map Right (no Cursor key option).
In Menus, moves to the first item.
In Help, moves to the top.
In File name entry moves to the beginning of text.
In Tool modes changes values as appropriate.
yrEnd
In Edit moves the Map Left (no Cursor key option).
In Menus, moves to the last item.
In Help, moves to the bottom.
In File name entry moves to the end of text.
In Tool modes changes values as appropriate.
yrPageUp
Move the Map Down (no Cursor key option).
In menus, moves down.
In help, moves up a page.
In Tool modes changes values as appropriate.
yrPageDown
Move the Map Up (no Cursor key option).
In Menus, moves up.
In Help, moves down a page.
In Tool modes changes values as appropriate.
yrScroll Lock
Turn on/off the auto scroll feature (the map moves
when you touch the edges of the screen).
If Scroll Lock is on, it keeps the screen from
moving when you accidently touch the edges. Use
the cntrl+Right mouse button to Pan.
y b
y b Character Key Commands
y b
yr+ - Zoom in or out (change the map scale)
Zoom levels range from 50 to 16000 scale. Use the
bZ command for instant zooming (see below).
If you hold and press the + or - keys, inter-
mediate zoom levels are skipped and the final
zoom level is shown. For example, if you press and
hold the + key, the map zoom to the maximum level.
Experiment with this to find the optimum "hold"
time for your system.
yr[ ] Change the map scroll speed delay
Delay ranges from 0 to 500 in 10 ms increments.
Value is displayed on the bottom line.
yr< > Enter Scale/Rotate mode (except for Things)
All objects selected can be rotated by pressing
the b< and b> keys and scaled by pressing the b+ and
b- keys. To move the map, use the cursor keys.
Press the space bar to toggle between an increment
of 1 and 4.
This rearranges objects by spinning them around
(rotation angle) or moving them closer/ further
apart (scale).
Press C or Esc to cancel the changes.
Press and hold the Right Mouse button to move the
Map.
You can also rotate by using the mouse.
Left click or press Enter to accept the changes.
The Angle/Scale Value is displayed on the top.
TIP: After you create an object it is automatic-
ally selected. For example, after you create a
stair all the LineDefs are selected. You can
scale/rotate all of them or drag them right away!
yr< > Change Thing direction
Interactively change the direction of Things.
yr/ Toggle Snap-To-Grid
Automatically snaps objects to the active grid.
Also set by the top menu button (s). See Grid
command for a discussion.
yr\ Toggle AutoCenter
Automatically centers the map either on the
current object or on the current cursor location
when zooming using the +/- keys.
The bottom line displays a cursor symbol when
cursor AutoCenter is active and a cross hair when
object AutoCenter.
yrshift+A Toggle default auto-object selection
Enables individual object selection. (This was rA
but many accidently pressed it and had no idea how
to fix it.)
Auto object selection selects an object as soon
as the cursor moves close to it. The bottom line
displays a symbol when Auto Object is active.
You may wish to turn this off if when you want to
edit objects by clicking the picture(s) displayed
on the bottom of the display.
Pressing the Shift key temporarily disables auto-
object selection!
yrC Clear all selections and redraw map
Cancel any current active drag, rotate or
Tool command.
The objects are returned to the starting
locations.
Holding the Left mouse button for over 2/10* of
a second and then releasing it also clears.
*Change the delay in Zoom/Mouse/Map options under
Edit.
All the objects selected are cleared.
This also cancels Vertex insert mode. NO SideDefs
or sectors are created!
yrShift+C Set ceiling height in Sector mode
yrF Repeat last Find or Change
yrShift+F Set floor height in Sector mode
yrG Change the grid scale
A grid is a series of squares on the screen. They
are visible if the grid is not hidden. Use H to
view/hide.
A grid size that result in a screen size of less
than 2 pixels is never shown. When the 2 pixel
limit is reached, the visible grid fluctuates in
size and changes to dark-gray.
If Snap-to-Grid is active (see /) and the grid
size is not 0, each vertex coordinate is rounded
to a multiple of the grid. For example, if a
vertex has coordinates of x=121, y=22 and the grid
size is 8, the final coordinates are : x=128, y=24.
That example was for Vertex mode.
Tool mode also snaps to the grid. So you will see
the objects "jumping" on the screen as you move.
In the Line and Sector editing modes, coordinates
are only shifted in increments of the grid. To
force them into alignment would cause a lot of
grief (Vertices could be overlaid)!
Grid is use recommended when linedrawing. It auto-
matically aligns objects the grid (if Snap-to-Grid
is active). When using the Tools you may wish to
turn it off ( / key command) to make the object
more controllable. Also when performing some
detail work, such as placing vertices on top of an
existing line, it is easier if Snap-to-Grid is OFF.
If the original LineDef or Sector was not aligned,
switch to Vertex mode to align each Vertex.
TIP: If you have a Sector object and you want to
force it into the grid coordinates (meaning the
vertices will "snap" to points) do the following:
1. Select the Sector by left clicking (in Sector
Editing mode of course).
2. Switch to LineDef mode (L), now all the
LineDefs are selected.
3. Switch to Vertex mode (V), now all the Vertexes
are selected ready for your commands!
Note: you have to bmove past 1/2 the grid size
to make it snap, so move "too far" and move back.
A grid size of 8 is recommended for most work. Use
a larger grid when making beginning large areas or
when making Teleports (for floor texture align-
ment).
yrCtl+G
Set grid scale to 0.
yrH Toggle display grid (hides the grid)
yrShift+H Set ceiling/floor height Sector mode
yrI Toggle display object information
Show the information bottom bar while editing.
Show texture pictures while editing.
Speeds up display and shows more of the Map.
yrshift+I Toggles bottom display from all to none.
yrJ Jump to a specific object #.
yrK Bring up thing masK menu. Select the items
you want to display by clicking on the boxes.
yrL Switch to the LineDefs/SideDefs editor.
yrM Mark/unmark current object (select)
If you don't have a mouse, select an object by
pressing bM. Move the cursor over the object
until it lights up then press bM.
To unselect it, press bM again.
yrN Jump to the next object.
yrO Copy group of objects selected.
After all the objects have been selected, position
the cursor to the target location and then press
bO to make a copy. After the copy completes you
can bdrag the copy some more using the Right
mouse button.
In LineDef and Sector modes, bshift+Left button,
bO and bctl+C are all the same.
yrP Jump to the previous object.
yrR Toggle display ruler
yrshift+R Refreshes screen display only
yrS Switch to the Sectors editor.
yrT Switch to the Things editor.
If you press T when you are already in THING mode,
the display switches to display the actual Sprite!
Press T again to switch back to plain circles.
Any key press interrupts the display so you don't
have to wait for a complete screen to fill up.
If you accidently stopped the display, press
C(lear) to redisplay.
yrV Switch to the Vertexes (vertices) editor.
yrshift+Z Rezoom back to area prior to Zoom-to-
Window (see Left mouse button select +Z).
yrZ Zoom IN/OUT instantly.
Zooms according to the limits set in speed options
under Edit/Options. Instantly centers the object
selected at the zoom value you selected.
yrX X align both sidedefs, texture check
yrShift+X X align both sidedefs, no texture chk
yrShift+Y Y Align both sidedefs
Note: If the 2nd sidedef of all the LineDefs
selected does not exist, the 2nd align stops with
an error message.
yr1...0 Set Edit ZOOM level from 1 to 10 directly
(100 to 1000)
y 0 In menus with numbers, exit the menu.
yralt+1 LineDef mode, edit sidedef1
Creates the sidedef is none is preset.
yralt+2 LineDef mode, edit sidedef2
Creates the sidedef is none is preset.
yralt+X Center the Map at current size.
yralt+Z Zoom to Extents.
Make the map fit the screen.
xyNOTE : Detailed explanations of the Cut, Copy,
xy Paste are available in the Edit submenu.
yrctl+B View the contents of Clipboard.
Things are shown as X's only.
yrctl+C Copy objects.
Copy the selected objects to the bClipBoard. For
the Registered version, you can use this to Merge
different levels together.
You should always try to get complete objects, that
is, they should form a closed loop.
yrctl+D Enter Line Drawing mode.
In any mode, you can draw/create new lines.
yrctl+M Mirror the object(s) selected
Mirrors the selected object(s) to the current
cursor location. A copy of the original object is
also placed in the bClipBoard.
You should always try to get complete objects, that
is, they should form a closed loop.
yrctl+N Normalize LineDef or Sector.
If in LineDef mode sets the LineDef type to Normal
and the tag to 0.
If in Sector mode sets the Sector type to Normal
and the tag to 0.
yrctl+T Automatic Taggging.
Automatically assigns tags.
In LineDef edit mode, you select the LineDef(s)
to connect to a Sector. In Sector Mode, you
select the Sector(s) to connect to a LineDef.
1. Select the LineDef(s) or Sector(s) to tag.
2. Press bctl+T
3. The Edit mode switches as appropriate.
4. Move the cursor to the LineDef or Sector
to have the same tag.
5. Press the bleft mouse button. The same
tag number now connects both!
yrctl+V Paste objects.
Copy the objects in the bClipBoard buffer to the
current cursor location.
Please see the discussion in the Edit submenu for
guidelines when Pasting or Mirroring objects.
yrctl+X Cut objects (same as Del).
Deletes all the selected objects. The type of
objects deleted vary by Edit mode. A copy of the
object is placed in the bClipBoard.
yrctl+Z Undo, restore level to prior state.
There is only one level of Undo. If you repeat
the command, it flips between the new and prior
states.
y b
y b Top Menu Buttons
y b
The five buttons on the top bar represent:
yr+ Same as + command (zoom)
yr- Same as - command (zoom)
yrc Same as C command (clear)
yr# Same as G command (grid)
yrh Same as H command (hide grid)
yrs Same as / command (Snap-to-Grid)
y b
y b Bottom Menu Symbols
y b
On the bottom left there is a box with up to
3 symbols and the word bDelay.
1. The first symbol has indicates if the
level has had any changes.
a. Blank = none
b. T+X = Texture/Thing changed.
c. Triangle = Geometry changed.
2. The second symbol shows the status of the
AutoCenter option.
a. Blank = not active
b. Square with cross = object center active
b. Cursor symbol = curser center active
3. The third symbol shows the status of the
Auto Select option.
a. Blank = not active
b. Rectangle/ = active
4. The value after Delay indicates the time
in milliseconds to delay refreshing the
screen with a new map when scrolling (see
b[] command).
y b
y b Mouse buttons in MAP editing
y b
a w Left Button has multiple uses
yrLeft button
1. Mark/unmark the current object (select/unselect)
Quickly press the Left button to mark or unmark
object(s).
Marked objects (speaker clicks and the object
changes color) are all changed as a group when
you make changes.
The right side of the top menu bar shows the
total number of objects currently selected.
2. Create selection box.
If the Left button pressed and held down for over
2/10* of a second, Select box mode is entered.
*Change the delay in Zoom/Mouse/Map options under
Edit.
Move the mouse to change the size of the outline
you see to encompass all the objects you want
selected/marked.
All the currently selected objects are cleared
when you enter Select mode and the new objects
in the Selection box are now active.
All these objects can now be edited at once or
moved/copied.
If you do NOT have additive select active (see
shift+F5 options), then pressing the Left mouse
button for a long duration and then releasing
it, is a quick way to clear current selections!
3. Zoom-to-Window
If the Left button pressed and held down for over
2/10* of a second, Select box mode is entered.
*Change the delay in Zoom/Mouse/Map options under
Edit.
Move the mouse to change the size of the outline
you see to encompass all the objects you want
to Zoom in on.
While pressing the Left button, press Z.
To return back to the windows state prior to this
command, press shift+Z.
4. Add an object (same as Ins key).
For Vertex and Things only, Quickly press the
left mouse button twice in a row.
For Things : Add a Thing of the current type.
For Vertex : Start Line Drawing Tool.
a y What does Selecting an Object do
Each time you click an object it is added
to a list of selected objects. When you edit
any of the objects in the list, all the objects
selected receive the edit changes. Similarly, if
you drag or copy when the cursor is over one of
the objects in the list, all the objects are
dragged or copied.
You do bnot have to click to edit only one
object. Move the cursor over the object to edit.
When you see that it is selected, press Enter
(or press the Right button quickly), select the
options in the sub-menu and press Escape (or
click the Right button) when you are done to exit.
Similarly for copying or dragging only one object,
make sure the object is automatically selected and
press bO for copying it or press the Right
button and hold down to drag.
To unselect an object, click on it again or press
bC to clear all.
If you have turned Auto Select off by using the
bshift+A command, no objects are automatically
selected as you roam the map. Turn it back on if
you want to edit as described above.
yrLeft button Direct Picture Editing
Left clicking the Sector, LineDef or Thing picture
displayed on the bottom, pops up the corresponding
object images/texture selection menu.
This is a fast method of adjusting the final look
of a level!
Only the object displayed is changed. Additional
objects you may have selected are ignored.
You may wish to temporarily turn Auto Select of to
keep the same object displayed on the bottom.
yrLeft button Insert Vertices
If you quickly* click the Left mouse button twice,
bIns mode as described next is automatically
entered. You may prefer this to pressing the Ins
key.
Press the Left button after you press bIns in
Vertex mode to create Vertices for LineDefs.
*Change the delay in Zoom/Mouse/Map options under
Edit.
yrshift+Left button (LineDef and Sector see bctl+C)
Copies the current selected object(s) to the
current cursor location.
In LineDef and Sector mode, bshift+Left button,
bO and bctl+C are all the same.
yrshift+Left button (Vertex Mode Only)
Splits the LineDef near the cursor location in
half.
yrctl+Left button (see bctl+M)
Mirrors the current selected object(s) to the
current cursor location.
A mirrored object is created as if a mirror
was placed at the current cursor location.
bctl+Left Mouse button and bctl+M are the
same.
a w Right Button has multiple uses
yrRight button
1. Edit the current/selected object(s).
Quickly press the Right button to edit the
current object(s).
2. Drag the current/selected object(s).
If the Right button is pressed and held for over
2/10* of a second, drag mode is entered.
*Change the delay in Zoom/Mouse/Map options under
Edit.
All the selected object(s) are dragged.
Drag the object(s) selected by pressing the Right
mouse button (and holding it down) and at the
same time moving the mouse to the desired loca-
tion. Release the Right mouse button to place it.
If you have a group of objects selected (either
by individually selecting them with the Left
mouse button or using the Left Mouse drag
selection box), they are all dragged at the same
time.
If you press and hold the Right mouse button when
you are over a rNew object (it "lights" up) and
it is not in the current select list), the new
object is dragged and all the prior ones are
dropped.
3. Drag tool object.
When creating a Rectangle, Polygon or Stair from
the Tool menu (not from Objects), pressing the
Right mouse button drags the object over the map.
In rotate mode, the Right mouse button drags the
whole map .
4. Change Edit mode.
Quickly* clicking the Right mouse button brings
up a sub-menu that allows you to change Edit
modes.
Select a new mode or Right click to exit.
*Change the delay in Zoom/Mouse/Map options under
Edit.
yrRight button Insert Vertices/LineDefs
Press the Right button to stop inserting vertices
and drawing LineDefs in Vertex mode (see above).
The LineDefs are automatically closed. Press bEnd
if you do not want to close the LineDefs.
In this mode only, rShift+Right button connects
the area drawn to the Sector whose LineDef you
have shared. Use this to extend areas using the
same Sector. (The opposite is true if Sector Join
is ON.)
(Draw over only 1 LineDef).
yrShift+Right button (see bDel)
Delete the selected object(s).
For Vertex mode only, the Vertex and all connected
LineDefs are Joined OR if the VertexDel Join
option is turned OFF, the Vertex and all connected
LineDefs are deleted (see VertexDel).
yrCtl+Right button
Start Map panning using the mouse. You can release
the Cntrl key after you start. Release the mouse
button to stop.
Alternatively, you can press the left mouse
button and then quickly press the right mouse
button. Release the buttons to stop. (Use C to
clear any object selected).
y b
y b Mouse buttons in Menus
y b
yrLeft button
Select the current name or number when
the mouse is in the objects window.
yrRight button
Cancels the currently selected menu when
clicked outside the area.
y b
y b Menu Selections
y b
Items from a menu can be selected three different
ways:
yb1. Use the arrow keys to select the option and press
Enter.
yb2. ba. For menus without numbers in front, press the
highlighted character (and nothing else).
y bb. For menus with numbers in front, press the
number (and nothing else).
yb3. Use the mouse to select the item. Move the mouse
cursur to the line and click the left button.
To cancel the selection, press Esc or click the
right mouse button.
y b
y b Automatic Selection
y b Difficulties
y b
The first thing to do is increase the Magnification
using the +/- keys, Z or the numbers. This makes it
easier to see, the mouse movement is easier to
control and DeeP automatically narrows the "search"
for something.
If you have automatic object selection turned on
(bshift+A), objects automatically get selected
when you get close to them. Some Sectors may be
difficult to select if they have irregular shapes.
Switch to LineDef mode, select a LineDef and switch
back to Sector mode. You can also Jump to a Sector
(or any object) with the bJ command.
If you have extra Sectors in one location, you will
also have trouble, but in that case you have to
delete the extra Sector. Run F10 Check to get rid
of the extras automatically.
x yPlease review the F1 help for each subject.
x y End of Section
**---------------------------------------------------
||EXE
**---------------------------------------------------
b y
b y Help Options when loading DeeP
b y
xyDeeP [-n]
[-m <MainWadFile> ]
[-prj <ProjectFile> ]
[-f <PwadFiles>...]
[-p <dospath>]
[-v <mode>]
[-d new ]
yThe b- commands are used for overrides when you
ystart bDeeP. The name surrounded by the parenthesis
yb(..) followed by b= is the long form of the name.
If no () are shown, it's the same name.
yAll the overrides are bPERMANENT and do not need to
be entered again each time (except for -n).
All of these options can be set with altF5, this is
for those that like to do it this way also and also
to support different environments via custom batch
files.
yExample :
yb-MAIN c:\Doom2\DOOM2.wad defines the main IWAD.
yb-n (noload)
Temporarily suppresses automatic DeeP restart.
This clears all prior PWAD file names and all
file additions. Used to start over again!
Use this in the Shareware and LITE versions to
CLEAR all the current levels you have read so you
can start over again if you've exceeded the file
limit of 3 or 6!
The bReset All Files option under File in Edit mode
also resets all file additions to none.
(See automatic restart options under Edit.)
yb-m (main) C:\DOOM2\DOOM2.WAD
Name/location of the main IWAD file. This file
determines DOOM/DOOM II, HERETIC or HEXEN
support. .
This path also determines the location of
DOOM, DOOM2, HERETIC or HEXEN .exe when testing
a level (registered only).
If you play DOOM, DOOM II,HERETIC and HEXEN, you
may wish to create a batch file for each version
using the -PRJ option to point to different main
IWAD files. You must have created the projects
ahead of time (of course). This lets you quickly
start DEEP in the right mode. You can always
switch modes within the editor of course, but this
makes it quicker on startup.
If you use only one copy of DeeP to edit both
DOOM and DOOM II, the last files you were
editing might be for the wrong version. If you
did not want that to happen, use the -n option
to clear the status of all saved files. (This
will not occur if you run DeeP from different
directories.)
Modify and make a copy of the batch file used
to execute DEEP (DEEP.BAT).
In one batch file you might enter:
y bDeeP -prj DEEP1.PRJ %1...
(for DOOM)
and in the second batch file enter:
y bDeeP -prj DOOM1.PRJ %1...
(for DOOM II)
y bDeeP -prj HERETIC.PRJ %1...
(for HERETIC)
y bDeeP -prj HEXEN.PRJ %1...
(for HEXEN)
Each time you change the name of the IWAD file,
it is saved in xxxxx.PRJ. Thus if you start DeeP
and do not override with a -m doom.wad command,
the last name you used is automatically read.
yb-f (file) file1.wad file2.wad ...
Add patch wad files to load. If no path is
specified, a path is added (see PATCH).
The b.wad extension is automatically added
if no b. is used. (This also erases all prior
saved PWAD information, i.e, it does a -n.)
yb-p (path) C:\DOOM2\WADS
Set the default path for reading and saving files
and for DIR (registered).
yb-prj C:\...\yourprj.PRJ
Set the default project to use on startup. The
default is the last one used.
yb-v # (video)
Set the default video mode number (resolution).
This is also set in the alt+F5 menu.
Experiment with this to see if your monitor is
readable at higher resolutions ( 800x600 looks
nice on many 15" monitors ).
Values for #:
1=640x480, 2=800x600, 3=1024x768, 4=1280x1024
If the video driver detects an error, the
resolution is reset to 640x480.
yb-d new (driver)
Change the video driver. Use this if the VESA
driver does not work. Select the driver that
describes your video card. If the video card is
not listed, try to determine the chipset of the
video card.
Also use UNIVBE to try to emulate VESA! Find the
latest version (5.1) if 5.0 does not work.
x y End of Section
**---------------------------------------------------
||FILE
**---------------------------------------------------
b y
b y File [Alt-F]
b y
p y DeeP / DPMI
You may have to adjust your system to work with
DeeP's Borland DPMI manager. Do not use QEMM's
QDPMI (in CONFIG.SYS). You probably don't need it.
Also you have to have HIMEM.SYS in CONFIG.SYS and
at least FILES=20.
Be sure to test before saving from DeeP! Please read
README.DOC and README.1ST.
If DeePbsp fails for any reason, you will get the
message on returning that the file you saved is not
a WAD file. The file is probably -0- in length. Copy
the ~DeeP.wad or ~HeeP.wad back to the name you
wanted so you now again have a copy of the last
level you changed.
Do NOT edit the temporary names above!!!!!
DeePbsp will fail if you have overlapping vertices-
LineDefs, so be sure to run the check for this in
DeeP.
x y Node Building Design considerations
If the manner in which you build 2-sided objects is
not correct, you may get "floating" floors and
barriers. These types of errors are not caught by
the error checker, since 2-sided LineDefs have too
many valid combinations.
Basically, when you build an object, you should try
to have all the LineDef sidedefs (side1 or side2)
all facing the same direction, either all in or all
out. Failure to follow this guideline, may introduce
node conflicts. So if you have this type of problem,
examine the structure(s) surrounding the problem!
Use the final build mode (nodes are + numbers,
usually 8) for HEXEN. Use TURBO mode (- numbers,
usually -8) for quick developement on slower
machines or for experimenting with nodes for HEXEN.
Note : Sometimes LineDefs are drawn and configured
"incorrectly" on done on purpose to achieve a
special effect. Play the level to see if there it
was done on purpose? No too unusual anymore.
The following information is to see if you may have
an incorrect option in your system that is slowing
down DeePbsp.
Most of your PWADs should build in less than 30
seconds. For reference, MAP14 (DOOM2) or E1M5
(HERETIC) should take no longer than 5 seconds on
a DX486/33 in TURBO mode and 14 seconds in FINAL
mode.
No, final is not 3 times slower, it just depends
on the level. An average difference is about 2,
but it's so fast it hardly makes any difference.
We use TURBO for lighting fast test turnaround and
FINAL for the final stages. FINAL does a better
job of balancing the node tree. This is important
on large levels / slower machines.
For faster processors, the time taken is propor-
tional to the increase in speed. A DX2/66 is about
2.5 seconds and a DX4/100 is about 2.0 seconds
(depends on wait states).
A SX486/33 (no coprocessor) is about 80 seconds.
As you can see, a mathco really helps!
If your system is not within 5 seconds of this
value, you probably did not shadow and cache your
system BIOS. This is a big hit on all your work!
One system took over 1 minute, due to just this one
error!!
y b File Name Length
The largest path name for any file is 42 characters!
This includes the drive specification "C:\".
For example: C:\DOOM2\DeeP is 13 characters long.
The default path is always added to any file you
read or write, so don't forget to count it.
ybNew Level
Erases all information so you can create a level
from scratch.
It is suggested to increase the screen refresh delay
to at least 50ms (see [] commands) to keep the map
from flying all over the place. You may also want to
set this for small levels or if you are running a
very fast system.
ybRead PWAD
Read a new wad patch file. The default directory is
set by the "patch" option. If not set, the default
follows DOS rules (usually where you started DeeP).
The level edited is automatically set to the first
one found.
y The characters b.WAD are automatically appended
y if no b. is found.
ybSave
Save the level as a PWAD file. Enter the name of the
file, including the complete path. If no path is
given, the file is stored in your current directory.
Press Esc or Cancel to not do anything.
If a file has been Read in with the same save name
it is renamed with the .BAK extension.
If you save to an existing name, but that file has
never been read, the file is overwritten.
DeePbsp should be run if you have changed any of the
map's geometry. You can ignore this if you do not
intend to play right now, but want to go to bed
(it is late).
pyThe Shareware version saves up to 3 files with
different names. The .BAK name counts as a name.
If you read in 2 levels and save using a different
name, the maximum is exceeded.
pyThe LITE version saves up to 6 files with
different names.
pyThe Shareware and LITE versions do not save
grouped PWADs.
pyThe Registered version saves up to 56 files and
directly saves a grouped PWAD.
pyClear the REJECTS
This prompt does not appear on a save if the
CLearReject option is set (see alt+F5). It always
appears if you force a node build.
If you do not clear, the existing REJECT information
is copied. This is OK for slight tinkering with
existing DOOM levels, but not recommended for big
changes.
The REJECTS are not always cleared to give you
freedom to experiment easier. (DeePbsp only copies
REJECT data to make this easy.)
If you have a level that crashes, yet you can't find
anything wrong, try using the forced BUILD nodes
command and clear the REJECT to bFF. If your level
no longer crashes, you need to run a REJECT program
or reduce the number of enemies.
pyDeePbsp will work on any PWAD file, just remember
that it bdoes not clear the REJECT. DeePbsp will
fix many levels built by other node builders that
have bHOM errors.
It is almost 100 percent reliable. It works with all
the original levels. Be sure you run the complete
check on a level before you build nodes! See the
Node Depth option for varying the BSP output.
Some errors we've had in the past, turned out to be
DOOM coding errors (such as exceeding the number of
visible SideDefs). Even DOOM II will get the message
"exceeded number of visible planes" (or something
like that) for some monster levels we've built or if
we create too many steps in a spiral staircase.
The limit is 128 for 2-sided LineDefs (they can have
a different floor and ceiling "inside"). It was less
on earlier versions of DOOM.
If you get visi-plane overflows, build a "floor to
ceiling wall" to restrict your line of sight in the
area that caused the problem. You can also reduce
the number of LineDefs. The most common mistake made
is to build too good a "circle" with the polygon
tool. Make it less perfect and it will work!
If you run into bHOM errors, reduce the number of
LineDefs and simplify the area. Play the level and
see where you can reduce the number of visible level
differences without making a big impact.
Use the Grid feature when possible to minimize
problems.
ybSave As diff level
Save the level with a different level number.
Select the level and the rest is the same as above.
ybEdit Level
Select a different existing level to edit.
ybReset All Files
Erases all PWAD information and resets ALL levels
to the main IWAD.
ybReset 1 File
Erases the PWAD information for this file and resets
all levels that used this file to the main IWAD.
ybRead Hexen ACS
Read a HEXEN ACS script file created with the
ACC.EXE script compiler. The script read replaces
the current BEHAVIOR resource for the level you are
editing. Press F1 help in the command for more
information.
ybRead Project
Switches to the game and files defined by the
project. This is how you go from editing DOOM to
editing HERETIC or HEXEN.
ybRead Texture Group
Reads in a set of predefined texture defaults.
ybConvert Textures
Registered only
Converts all textures read from PWADs to the
palette required by the current game. This means
you can lift textures from DOOM/II and give
HERETIC and HEXEN a lift (you can go the other
way too).
**WARNING** this overwrites the current texture
file.
You can create one file with all the textures
in one game using the TEXPORT command. Then
switch to a new project (different game), read in
the texture file you made using TEXPORT and then
convert.
It is best not to have any other files loaded when
you do this (or only other texture files) so DeeP
does not misinterpet data as graphics when it is not
(program might hang).
The resulting textures will now be displayed with
the correct (well close enuf<g>) colors.
Only DOOM->HERETIC and HERETIC->DOOM are done.
DOOM->HEXEN is almost complete. The rest have not
been worked on yet although you can play with it.
ybBuildNode
Save the level and always rebuild nodes.
If you changed the Reject, the SaveRejectMask prompt
will also appear.
ybBuildNodeAs
Save the level with a different level number and
always rebuild nodes.
If you changed the Reject, the SaveRejectMask prompt
will also appear.
ybSaveRejectMask
You are given the following options:
awReject Mask
awSkip every How many to fill with Pattern.
awPattern Pattern to fill the rest with.
255 selects all (0xFF).
Clear to 255 (bFF) or any pattern you like for
TESTING or to have random fun.
Once you change either value from the default value
of 0, this prompt appears each time you build nodes.
To get rid of the prompt change it back to 0/0.
A skip value of 0, writes all the pattern.
A skip value of 1, writes one "00" then your
pattern, "00", pattern, etc. This is 50% pattern
coverage.
A skip value of 2, writes two "00" then your
pattern, etc, this is 33% coverage.
The Pattern also controls which sectors get
activated. For example 15 (b0F) with a skip of 0
is also 50% coverage in a different way.
This is useful to debug your level. With FF, you
can wander around the level with all the monsters
and yet you do not have to fight them off all the
time (most of the time).
In addition, this is a check to see if the enemies
are causing problems in your level.
ybTest Level
pyRegistered only
Load DOOM(II) or HERETIC and play a level you
have saved (also bShiftF1). This tests only the
level defined by the current file active.
ybTest all leVels
pyRegistered only
Load DOOM(II) or HERETIC and play a level you
have saved (also bctlF1). This tests the level
of the current file active AND loads all PWAD files
you have loaded. This can be any type of PWAD.
You must have the Response File option turned on for
DOOM I.
a
a w DOOM/HERETIC/HEXEN can thrash your memory,
a w either due to DOOM errors or mistakes in
a w your Level or Hardware problems!
a w
a w HEXEN messes with the timer tick and your
a w PC clock will no longer time correctly
a w if HEXEN crashes!! In DeeP the mouse will
a w not click correctly and the screen savers
a w will run way too fast.
a w
a w If you are using 0 Dram wait states, you
a w may have problems!
a w
a w We therefore recommend to cold-boot (push
a w the reset switch every once in a while to
a w minimize unexpected failures in DOOM,
a w HERETIC, HEXEN or DeeP!
a w
The parameters -file yourfile.wad -warp xx
are automatically created. You may enter up to 80
additional characters.
Enter or change the testing options to what you
normally use. These are saved for the next time.
If you experience testing problems, make sure you
have a least 1 wait state in your Dram.
HERETIC is touchier than DOOM on one of our machines.
It works fine on one, yet constantly crashes on the
other, with the same PWAD file. So, it's probably
the machine, right?
Type any external PWADs you want added FIRST,
followed by your normal test options. The
additional PWADS add extra graphics and sounds
to your level (do not enter your test level).
For example: (all on one line, can't do here)
aw CHOOKV23.WAD CHKSTUFF.WAD
aw -skill 3 -nomonsters
DeeP can also automatically load all the PWADs you
have read in when testing (ctl+F1 shortcut).
If you have DOOM and it's 1.666 or later, turn on
the Response File option. This allows you to bypass
the limitation of how much information you can pass
to DOOM from DeeP (DOOM II, HERETIC and HEXEN are
automatic).
Upon exit, you return to DeeP and everything is
restarted if you set the option to reload (see Edit
help).
p y
p y DOOM cheat codes
p y
During play, type the codes in with the keyboard.
A message displays on the top showing the cheat mode.
I = DOOM only
II= DOOM II only
ybidbehold Displays a menu on the top line,
enter: S = strength
V = Invulnerability
I = Partial Invisibility
A = Full AutoMap
R = Anti-radiation suit
L = Light amplification visors
ybidchoppers Chainsaw
ybidclev## Warp (episode/mission)
ybidclip IIWalk through walls
ybidspispopd IWalk through walls
ybiddqd God Mode
ybiddt Toggles Automap (in automap)
ybidfa Full Ammo
ybidkfa Full Ammo, weapons, keys, armor
ybidmus## IIChange music (episode/mission)
p y
p y HERETIC cheat codes
p y
During play, type the codes in with the keyboard.
A message displays on the top showing the cheat mode.
ybkitty Walk through walls
ybravmap Shows entire map (map mode)
ybmassacre Kill all monsters on level
ybskel All keys
ybrambo All weapons, ammo, armor
ybquicken GOD mode
ybponce Full health
ybshazam Weapon Power Up
ybengage## Warp (episode/mission)
ybgimme Menu, select item and quantity
a = Ring of Invincibility
b = Shadowsphere
c = Quartz Flask
d = ?
e = Tome of Power
f = Torch
g = Time Bomb Ancients
h = Morph Ovum
i = Wings of Wrath
p y
p y HEXEN cheat codes
p y (Registered Only)
During play, type the codes in with the keyboard.
A message displays on the top showing the cheat mode.
ybcasper Walk through walls
ybmapsco Shows entire map (map mode)
ybwhere Coordinate display
ybbutcher Kill all monsters on level
ybnra All weapons +full health/armor
ybconan No weapons
ybsatan GOD mode
ybclubmed Restore Health to 100
yblocksmith All keys
ybsherlock All puzzle pieces
ybindiana 25 of each artifact
ybdeliverance Pig mode
ybpuke## Script (01-99), runs script
ybvisit## Warp (01-41)
ybshadowcaster# Change character classs (0,1,2)
ybticker Frame rate counter
ybmartek Type in 3 times to die!
ybnoise Sound debug
ybinit Restart level
ybPrint
pyRegistered has no limit on print file size.
Print the level to printer or a file (see below).
A file is saved in the current DeeP/HeeP directory
or default path.
You can type in any legitimate path name, for
example, C:\mymaps\map01.hgl
Press F1 help in the print menu for more info.
ybnOdeViewer
This was made for our internal use and left in so
you can see all those pretty nodes<g>.
For HEXEN, viewing the nodes is a must to be sure
the node segments do not split an area for polygon
objects (swinging doors, etc.). You should always
try to keep lines aligned in the same plane to
keep the number of nodes down. If you have a
problem you can slide the area around or draw some
"extra" stuff to force the nodes to take a
different path. MAP01 in HEXEN is a good example
next to the sliding doors.
Press F1 for the options available.
ybeXit
Exit the editor. Prompt you to Save the file if
changes have been made.
x y End of Section
**---------------------------------------------------
||PRINTMAP
**---------------------------------------------------
b y
b y Printing Maps
b y
pyThe Registered version prints any size map.
The map printed is exactly the same as currently
displayed on the screen for any resolution (please
refer to portait printing note).
You can zoom and get the zoomed MAP print. Use the
Zoom-to-Window to get the exact section printed!
(Hold the left button down and start drawing the
selection box around the area. Then while still
pressing the left mouse button, press Z.)
All maps print the level as shown on the screen with
three variations. Each type is automatically
selected by the edit mode (Things, LineDefs,
Sectors).
ybThing mode
Things are shown with an X on the map. If you
enabled Thing numbers or descriptions, these
will print too.
ybLineDef mode
Two-sided LineDefs are printed darker.
ybSector mode
Prints just the map.
ybGrid Lines
If the grid is turned on, it is superimposed as
dotted lines over the map at the grid size active.
There are three additional options when printing:
ybLandScape
This is the default. Clicking it OFF prints in
portrait mode.
In portrait mode the map is slightly elongated,
but makes a long map print with more printing space
for descriptions.
Slide the map over to the left of the screen to
get the map to print correctly on the paper.
ybNumberThings
Places the thing number next to each thing.
ybThing Desc
Places a maximum 10 character description next to
each thing.
ybText 2X
When you print a full size map, the printing might
be unreadable. Normally select 2X to make it twice
as large. Experiment to suit your printer and
taste.
y bPrint Operation
If you have an HP printer that supports the HPGL
language, you can print directly to the printer.
If the printer prints characters and numbers
(e.g.,PD12,55), the printer does NOT support HPGL.
If your printer doesn't work directly, chose a file
for output. Then import it into Word for Windows as
an HPGL (.HGL) graphics file.
Set the page to Landscape and maximize the margins.
Use Insert Picture to put the map in a word
document, importing as HPGL of course.
You can then print the file from Word, using
Windows' print drivers for your printer.
You need Word's graphic import filter for .HGL
installed (one of the options on Word setup 6.0a
graphic filters). Download an upgrade for FREE from
Microsoft if you have 6.0. (See Word's About Screen
for the version number).
NOTE: If the map is very large, Word's import filter
does not scale correctly. Left click to select the
Map, then drag the right edge to the right margin.
This has been tested with Word 6.0a. Corel
PhotoPaint can also import it, but it's pretty
lousy. If you know of others, let us know and we'll
include it here.
On some computers, you may get an error after
printing for a while. The message is out of our
control, just reply Y to retry. If you are out of
paper, put some more paper in!
We can't control this right now, it's a dumb
compiler problem, it won't tell us there is problem
with printing!
x y End of Section
**---------------------------------------------------
||EDIT
**---------------------------------------------------
b y
b y Edit [Alt-E]
b y
y b
y b ClipBoard Buffer
y b Undo Buffer
y b
There are two buffers available:
1. The bClipBoard buffer contains a copy of
the last object Copied, Mirrored or Deleted.
2. The bUndo buffer contains a copy of the
level prior to performing any command that
changes the level.
Note: The following ctl+ commands are the same
as used in MS Word and other programs. This
makes it easy to remember for those familiar
with those programs, however, if you have never
used them, it may appear "strange". The keys are
grouped next to the Ctrl key and are easy to
combine for most of us <g>.
yrctl+B View ClipBoard
Displays an image of the current object(s) in the
clipboard (including Things). This is the data
copied with the Paste (ctl+V) command.
yrctl+C Copy objects (same as O)
Copy the selected objects to the bClipBoard.
You should always try to get complete objects, that
is, they should form a closed loop (see Paste
below).
Teleport Things are always copied when in Sector
mode. If you move (by dragging) a Teleport landing
Sector (destination), be sure that the Teleport
thing stays with the Sector.
If you are not in Sector mode or if the drag Things
option is not enabled, Teleport things are NOT
moved. The F10 check will catch this as a missing
Teleport thing.
In LineDef and Sector mode, bshift+Left button,
bO and bctl+C are all the same.
In Sector mode, Things are also copied if the
Move Things option (alt+F5) is turned on.
yrctl+M Mirror the object(s) selected
Mirrors the current selected object(s) to the
current cursor location (also see Paste).
A mirrored object is created as if a mirror
was placed at the current cursor location.
There are 8 possible mirror forms of an object.
An imaginary box is drawn around the object(s)
to mirror. The boundaries of the box decide what
form the mirrored object is to take.
Suggestion: Before you mirror an object, check
the level otherwise you will copy the object,
defects and all.
In Sector mode, all the LineDefs with the same
sector are mirrored.
In LineDef mode, only the LineDefs marked are
mirrored. Sectors are created as required. It
is possible that the area is "not closed" since
you can select incomplete areas.
bctl+Left Mouse button and bctl+M are all
the same.
yrctl+V Paste objects
Copy the objects in the bClipBoard buffer to the
current cursor location.
Use bctl+B to view the contents of the ClipBoard
buffer.
Place the mouse where you want the pasted object(s)
to appear, then press ctl+V.
The objects can be pasted inside an existing sector
or placed in a new area. The resulting object Line-
Defs are adjusted according to the destination
sector.
1. Placing objects in an existing sector.
Be careful that the COMPLETE object(s) is
enclosed by the destination sector (actually the
LineDefs surrounding the object(s). If some
parts stick out, the resulting object may have
incorrect LineDefs!
The exterior LineDefs of the object(s) are
adjusted to point to the destination sector.
Sidedefs are added as required to complete the
object.
2. Placing objects in a new area (no sector is
there).
The exterior LineDefs of the object(s) have the
SideDefs deleted as required, since no exterior
sector is present anymore. This one can present
the most amount of "fixing" required if the
source object is in pieces.
NOTE : If you somehow fool DeeP into thinking that
you are in a Sector and you are not, move to an
area to outside the boundaries of the Map. Paste or
Mirror there and then drag the objects back. This
can happen if you have partial construction else-
where in the level. (Can also work in reverse, it
detects no Sector and you think there is!)
If you Paste/Mirror where DeeP thinks there is a
Sector, but you meant for it to be a new area, the
Exterior LineDefs are not correct. Same thing for
the opposite case.
If you surround them by a new area, then you are OK.
All you have to do is change the outside LineDefs
(sidedef) sector references to your new sector. But
if that's true, you should have made the target
area first and then Pasted into the area!
yrctl+X Cut objects (same as Del).
Deletes all the selected objects. The type of
objects deleted vary by Edit mode.
A copy of the object is placed in the bClipBoard.
Vertex mode: Depending on the VertexJoin Del option,
either deletes the vertex and joins the connected
LineDefs or deletes the vertex and all LineDefs
using the vertex (set in alt+F5 option).
LineDef mode: Delete the linedef and all vertexes
if the vertexes are not in use by any other Linedef.
Sector mode : Delete a Sector, all the linedefs and
vertices (as above) that reference the sector(s).
Things are also deleted if the Move Things option
(alt+F5) is turned on.
Teleport Things are always deleted when in Sector
mode.
All the deleted items are put in the bClipBoard
buffer. If you immediately change your mind, use
ctl+Z to undo the delete. If you have done other
changes, but have not reused the paste buffer, you
can use ctl+V to paste the object back, although
you may have to "connect" some part manually.
yrctl+Z Undo, restore level to prior state.
There is only one level of Undo. If you repeat
the command, it flips between the new and prior
states.
Most commands that change the map geometry make
a copy of the level before the change is made.
a y
a y Paste / Mirror Notes
a y
For some situations manual correction is necessary.
The most common one occurs if 2-LineDefs point to
each other, for example:
│ sd2a sd2b │
─┤ ├─
│ (sector 3 ) │
Assume the sd2a is some sidedef2 that points to
sector 3 and sd2b is another sidedef2 also
pointing to sector 3. If you copy the LineDefs that
contain those those sidedefs, DeeP may think that
sd2a and sd2b are OK since they both point to the
same sector.
This is not always correct on outside boundaries.
If they came from a section that looked like this:
┌─────────────────┬──────────────────┐
│ Some Sector /LineDef area │
│ │
│ ┌──────┴──────┐ │
├─ │ sd2c │ ─┤
│ │ │ │
│ ─┤sd2a sd2b├─ │
│ │ │ │
└────┴─────┘ (sector 3 ) └─────┴─────┘
In the above example, sd2a, sd2b, sd2c were
originally a separate area all sharing the same
sector 3. DeeP will fix sd2c, since no sector
3 is found looking "South", but sd2a and sd2b look
OK (as mentioned earlier).
If the source object (in the Clipboard or from the
selected objects for Mirror) is not complete, that
is, some parts (LineDefs) are missing, DeeP
attempts to determine what to do.
If the object(s) selected have an open area between
their own LineDefs (such as a spiral stair), they
will appear as a "good" sector to DeeP, as noted
above, but that sector was originally the sector
that the object(s) came from.
So adjust as required, by deleting those areas that
DeeP could not determine as valid or ADD the
missing sector by completing the pasted object(s)
and correcting the LineDefs and Sector references.
ybAdd Object (Same as bIns key)
If you insert multiple Sectors at the same location
they are deleted when you run the Xref check (if
you never use them.
New Sectors use the default values you set in
Texture defaults.
Also refer to the documentation of the bIns key
for some more information.
y r Ins Vertex mode
y r Line Drawing Tool
This creates the LineDefs/SideDefs/Sectors for a
level.
You can start Line Drawing Mode three ways:
1. From Vertex mode, quickly double click the left
mouse.
2. Pressing ctl+D from any mode.
3. Quick double right click and select LineDraw.
Insert Mode continues until you stop it with the
Right Mouse button (the normal method), press the
bEsc or bInskey. If have made some lines already,
press either of these again to exit.
LineDefs, SideDefs and Sectors are automatically
created.
There are two variations in Vertex mode:
b1. If 1 or no vertex is selected, press the Left
mouse button to create Vertices/LineDefs.
if 1 vertex is selected, the next vertex is auto-
matically connected to the one selected. Use this
method to connect multiple areas.
Draw over an existing LineDef of the old area to
automatically make the old LineDef 2-sided and
make the new sector share the same character-
istics as the one you are connecting to.
Each time the Left button is pressed a Vertex and
a LineDef is created (if you have 2 or more
vertices).
a y Joining Areas
If you are joining areas, move the cursor over an
existing vertex in the area to join. Make it
select (bottom box shows it and the vertex lights
up/sound) and then press the left button. The
existing vertex is now selected and joined to the
priorvertex.
Go over the existing LineDef to make it 2-sided
somewhere in your creation path.
If you miss, manually move the vertex by dragging
it on top of the other one (stop insert mode
first by pressing the Right Mouse button).
The current grid is used to align vertices
(Snap-to-Grid active).
A grid of 8 is recommended. Move an existing
vertex to make it line up if you can't match
because the grid misaligns it.
a y Splitting Lines
If you place a vertex directly on top of an
existing line, the line is automatically split.
The line turns color (default RED) and shows the
line as split. If the line did not turn color and
the "arrows" did not appear at the when the
vertex was created, you "missed" the LineDef.
Increase the Zoom, adjust the grid or snap-to-
grid as appropriate. If the LineDef is on the
grid, snap-to-grid should be on. If the LineDef
is off the grid, turn snap-to-grid off. You
should also set the grid size to match the area.
b2. If exactly 2 vertexes are selected, a new
LineDef connecting the two is created. Insert
mode automatically ends.
This is mostly used for odd situations where
you are connecting two separate areas or you
are fixing a mistake.
Press the Right button to stop inserting. The last
two open vertices are connected, creating the last
LineDef to close. The SideDefs and Sector is
automatically created (unless you turned Auto Insert
Sector OFF).
If you do not want the LineDefs closed, press the
bEsc key.
A check is made to see if any obvious overlaps exist.
The check can be turned off in Edit Options for
faster operation.
If you press bC, the command is immediately
stopped and no SideDefs and Sector are created.
When creating an area, you should end up with all
the LineDefs forming a complete loop. All the arrows
should point the same way.
y r Rooms and Objects
Rooms:
Draw Rooms clockwise. An inner New sector is created.
All the LineDefs are 1-sided.
Objects:
Draw Objects inside a room counter-clockwise. The
room Sector is assigned to the LineDefs made.
If you do this outside a room, a brand new Sector is
assigned. If SmartDraw is enabled, the LineDefs are
automatically flipped to clockwise, since normally
that's how they should be for a Room. DeeP assumes
you made a mistake and fixed it for you. If you
don't want it to do this, turn SmartDraw off and
DeeP will assume you know what you are doing!
You will fix this of course. This results in a
Sector not closed message if you forget.
Flip the LineDef (F8 Misc menu) to correct any
errors.
LineDefs that do not loop result in Sector not
closed messages. Also LineDefs that butt heads
(they do not all go the same direction) also cause
Sector not closed errors (if not 2-sided).
If the ends do not touch, use method 2 above to
connect the opening or select one of the vertices
and drag it on top of the other one. Reply yes to
merge them together (works only if you haven't
turned the check off).
If you want to Insert Sector for the inner portion,
complete the unfinished area by selecting all the
LineDefs (or outline a complete bclosed area).
Then switch to LineDef mode (press bL) and press
bIns again to create SideDefs and a Sector for the
inner area. Now all the LineDefs are 2-sided.
y rIns LineDef mode
In LineDef mode when a group of LineDefs are
selected and you press bIns a new Sector is
created and one SideDef in each LineDef is bound to
this Sector. The edit mode will switch to editing
Sectors.
Normally, SideDef1 already exists, so it adds
SideDef2 to all the sides and makes the LineDefs
2-sided with no textures.
If SideDef1 did not exist, it adds SideDef1 and
nothing else.
y rIns Sector mode
Use this to create a new Sector that you are going
to manually reference with a SideDef or to replace
a Sector that was manually deleted in the SideDefs
and now you want it to have a different sector.
This is normally done, when you can't change the
existing Sector, since it is shared by other
enclosed areas (you would change all of them),
so a new one is created.
The LineDef/ SideDefs involved are manually changed
to point to the new Sector.
Select and modify LineDefs by using the Del key to
get rid of Sectors/SideDefs you don't want and add
new ones back in by pressing Ins. You may also want
to change the references to SideDefs or Sectors to
-1, the same as deleting them, with the advantage
that you can tailor each individually without any
danger of loosing it all!
y rIns Thing mode
A new Thing matching the current object selected is
created.
ybDelete Object
Same as bDel key. Press the Del key again to
confirm the deletion.
For Vertex mode only, the Vertex and all connected
LineDefs are Joined OR if the VertexDel Join option
is turned OFF, the Vertex and all connected
LineDefs are deleted (see VertexDel).
ybClear Selection
Same as pressing C to clear or hold the Left mouse
button down for about a second.
ybThing Filter Mask K
Clear/Mark the boxes to display or not display the
items shown. It also controls the Things selected
by a selection box drawn around the Things.
For example to display everything for skill level 1,
unmark levels 3 and 4-5 and leave everything else
marked.
To display all the network only items, unmark all
the skill/deaf boxes and then mark NET and the
item(s) you are interested in. For example, click
on only NET and ENEMIES to see only the enemies in
a network game.
a wAll the options below are saved in the file
a wDeeP.CHK and appropriate Project and Texture
a wconfiguraton files. These files are automat-
a wically created the first time you start DeeP.
a wDelete this file if it gets damaged somehow.
ybTexture Defaults F5
Changes the default values for wall, floor, ceiling
textures for the different type of objects and floor
and ceiling heights. (Press F1 within the selection
for more information).
ybLoad Options/Etc altF5
Changes the default values for the video resolution,
files, and various startup options. Press F1 in this
selection to see more help.
ybZoom/Mouse/Map Opt F6
Changes the default values for Zoom, Mouse and Map
variables. There are two screens for this option.
Press F1 in this selection to see more help.
ybMouse/LineColors altF6
This sets the colors for many items, including the
mouse and map line colors.
Press F1 in the Color Option menu for more
information.
yb Palette Colors altF7
Select and set the color value for the primary color
selections. This changes the values available in
Mouse/Line Colors above.
Press F1 help in Palette menu.
x y End of Section
**---------------------------------------------------
||TEXTUREP
**---------------------------------------------------
b y
b y Texture Defaults F5
b y
Changes the default values for wall, floor, ceiling
textures for the different type of objects and floor
and ceiling heights.
Save these defaults to a different name by selecting
the alt+F5 menu, selecting Set Texture Group and
entering a new name.
The value for the Floor/Ceiling increment is used
when the PageUp/PageDown keys are used in the number
boxes for ceiling and floor heights. The values are
increased/decreased by this amount.
Edit these to suit your taste. When you follow a
theme, you may want to make the defaults follow your
main idea. For example choose stone defaults for a
castle theme.
The textures values for DOOM are for DOOM II. Adjust
the values for DOOM.
Any textures can be used for walls with only 1-side.
For walls with 2-sides, you have to be careful if
you use textures on BOTH sides.
Textures come in 2 flavors, single patch and multi-
patch. All textures start out (of course) as a
graphic. If a texture is made from only 1 graphic,
it is suitable for use anywhere.
A texture made from a composite of other textures is
called multi-patch. That means that a combination of
graphics combine to make the texture you see. If you
use the Picture command (end DeeP graphic mode and
enter the character mode prompt) you see ALL the
raw graphic elements of DOOM/HERETIC.
Some of the textures look just like the walls
textures, but the name is not the same. If the
graphic is exactly the same, then that graphic is
a single-patch for that texture.
If you examine the others, you'll see that by
combining them, you have the other textures. These
composites are multi-patch textures.
The texture selection box displays the number of
patches for a textures to help you decide if the
texture is suitable.
The default textures are all 1-sided to keep
beginners out of trouble with textures. Bad textures
cause weird colors and a "freezing" of action. If
you run the Check option, it will tell you where you
have problems automatically.
You can choose textures made up from a combination
of other textures (patches), but you have to be
careful not to use them where you have textures on
both sides of a wall.
a y Ceiling
The ceilings for objects are only used if you are
making a Room. This is an object that is not inside
an existing area. If an object is made inside an
existing area, the current ceiling is used.
a y F_SKY1
F_SKY1/F_SKY is a special texture name results in the
SKYx textures used for upper Textures and Ceilings.
When you create predefined Teleports objects, DeeP
looks for this name. If F_SKY1 is used, the Teleport
ceiling is also set to F_SKY1, not the default value.
a y Texture Sizes
The floor and ceiling textures align on a 64x64
grid. Most of the time you don't care. When you make
small areas, the way the texture appears is decided
by how it aligns on the grid.
So for teleports, they look best if they align
perfectly on a 64x64 grid.
Walls have similar guidelines. Use the X-axis
(left to right) texture alignment to minimize the
number of "lines" in a wall. For short walls it can
make a big difference how good the walls look.
Stairs are a good example.
This is a judgement call and takes some experience
to decide. This is normally done when you are
finishing a level. One of the detailing steps!
Top to bottom (Y-axis) alignment is trickier, but
made a lot easier with interactive texture align-
ment. You can see the textures drawn with the offset
directly on the screen!
The simplest is to try and Unpeg the upper or lower
texture (see the Unpegged discussion in LineDefs).
For 1-sided LineDefs:
1. Normal textures are always drawn from the top down.
2. Unpegged textures are drawn from the bottom up.
For 2-sided LineDefs:
1. Unpegging the Upper texture draw the texture from
the top down. Normally they are drawn from the
bottom up.
2. Unpegging the lower texture draws the Lower
texture from the bottom up. Normally they are
drawn from the top down. In some situations, the
DOOM engine adds its own "height" offset before
drawing the texture. We are almost done making
all this automatic too.
x y End of Section
**---------------------------------------------------
||CHKOPTIONS
**---------------------------------------------------
b y
b y Map Checking Options
b y
ay Upper Textures
Check to see if any Upper textures are missing.
ay NormalTextures
Check to see if any Normal textures are missing.
ay Lower Textures
Check to see if any Lower textures are missing.
ay X offsets
Check to see if X offset exceed texture limits.
ay Y offsets
Check to see if Y offset exceed texture limits.
ay Multi-Patch
Check to see if texture has more than 1 patch.
ay Sector Closed 1
Check to see if all linedefs match.
ay Sector Closed 2
Check to see if all SideDef references match.
ay Thing in Sector
Check to see if all Things are in sectors.
ay Things on Top
Check to see if all Things are on top of each
other.
ay Check Tags
Check to see if that LineDefs have tags where
required and that a matching Sector is found.
HEXEN has some changes so the last three should
be disabled for now.
x y End of Section
**---------------------------------------------------
||OPTIONS
**---------------------------------------------------
b y
b y Load Options/Etc. altF5
b y
The following options are toggled as shown:
In the display boxes, Red = ON, White = OFF.
yb Options
aySound Selection
Sound when object is selected.
aySound Errors
Sound when an error occurs.
ayLineDef Split
Perform a check to see if any vertices are on top
of a LineDef every time Vertices move. Disabling
this speeds up editing large levels at the risk of
missing mistakes you might make.
An overlap check for Vertices is always done.
aySelect Object0
Select object 0 the first time.
ayAdditive Select
Add currently selected objects to all in the current
select box.
ayAuto Start
Automatically restart DeeP in Edit mode,
Use -n when loading to temporarily suppress.
ayAuto Load
Automatically reloads the last PWADs you were
editing.
Use -n when loading to temporarily suppress.
ayGrid Dashed
Set grid lines to be dashed or solid lines.
aySelect Dashed
Set select box lines to be solid or dashed.
ayInfo Objects
Display text information about objects.
bI toggles, this is for the mouse only user.
ayInfo Picture
Display textures and things in picture form.
bI toggles, this is for the mouse only user.
ayCache Textures
Activate this to speed up the display of textures.
You should have at least 5MB free when you start
up. Turn this OFF if you run out of memory.
The first time the textures are displayed there is
some delay, subsequent displays use the resident
copy.
If you use up the memory for textures, the Thing
display will not have any left. So if you display
things in picture mode on the map, you may not want
to cache textures if you have limited memory.
Any texture over 32,768 is not cached. There are
a few of those. This compromise lets more "small"
textures be resident, rather than a few "big"
ones.
ayThick Lines
Increase the line thickness to 3. Useful when you
use large monitors at high resolutions or use a
white background.
ayResponse File
When testing, create a response file. This is always
done for DOOM II and HERETIC. DOOM 1.666 and later
also supports this. The default is a response file,
since the older versions have more problems, so most
are newer?
(See Testing help under File help).
ayVertex Arrows
Places direction arrows in Vertex Mode.
aySnap Cursor
Cursor automatically follows menus.
ayExpert Mode
Turn this ON to not have confirmations for deleting
anything nor a warning when you flip SideDefs. Be
careful to catch loose fingers <g>.
Sector create and merge error messages also do not
appear! So be sure you check your work.
ayThing Picture
Display a picture of all Things in any edit mode.
The type of Thing (circle or picture) is set by the
last setting in bT display. See what you like!
The default is a cross.
ayMenu Nesting
Keeps menus displayed until you quit by pressing Esc
or clicking the Right mouse button.
If you turn this OFF, all of the menus, except for
Things, exit after you select one item. This
behavior is similar to DEU. You may wish to switch
this back and forth, especially if you are
"touching" up a level.
ayShowDrawLength
Displays the length of each line in LineDrawing
mode next to the cursor.
OFF displays no line length. The length is also
displayed in the upper left corner.
ayTexture Bottom
Wall and ceiling textures are displayed on the
right side if this is turned off. Experiment to
see which way you prefer to see the textures.
B y VideoMode
ay 1 640x480
ay 2 800x600
ay 3 1024x768
ay 4 1280x1024
Sets the video resolution desired.
End the Edit mode and restart (or start the screen
saver) to activate.
If your video board does not support the resolution
and the video driver is able to detect this, the
resolution is reset to 1.
The video driver is changed by loading Deep -D new.
B y File Locations
You can use the cursor, Home, Delete and End keys to
edit the name.
ay 5 Set Project Name
This selects the type of game you want to edit.
Be sure to use the correct Project for the type
of game you are editing.
There are 4 predefined project names:
DOOM.PRJ = DOOM (original or Ultimate)
DOOM2.PRJ = DOOM2
HERETIC.PRJ = HERETIC
HEXEN.PRJ = HEXEN
Press F1 help when selected for more information.
ay 6 MainWAD File
Enter the location and name of the IWAD file.
For example: bC:\DOOM2\DOOM2.WAD for DOOM2.
The maximum length is 43 characters!
Press F1 help when selected for more information.
ay 7 File Path
The default Drive and Directory path choosen when
you read or save files. You can manually type over
the drive:\directory when you read or save, this is
the default if no entry is made.
The maximum File path length is 26 characters!
Press F1 help when selected for more information.
ay 8 Help File
If you have a customized help file, share the file
with this entry. Normally do not change this entry.
ay 9 Set Texture Group
This step creates a Texture Group file for all the
current texture defaults.
Press F1 help when selected for more information.
aySector Join
This is for Vertex LineDef drawing mode only.
If this option is ON, when you draw over an
existing LineDef the Sector used by that LineDef
is extended to the new area drawn.
Press shift+Right Mouse button to override the
setting.
When this option is OFF, the opposite is true.
Even if you draw over an existing LineDef, new
Sectors are always created.
To override this setting, press shift+Right Mouse
button to join to the existing Sector.
(Draw over only 1 LineDef).
ayVertexDel Join
This is for Vertex mode only.
If this option is ON, the Del key deletes a vertex
and joins the two LineDefs (on each side of the
vertex) into one.
If no LineDef is connected to the vertex, the
vertex is always deleted.
If this option is OFF, the Del key deletes all
LineDefs connected to the vertex.
Press shift+Del to perform the opposite of this
setting. For example, if Join is set, press
shift+Del to delete the Vertex and the LineDefs,
rather than joining them.
ayEnable Undo
Normally you would not change this. This sets
support for the ctl+Z Undo command.
If you have a HUGE level, only 4MB of RAM and who
knows what else, you may have to turn the Undo OFF
so you have enough memory for other stuff.
ayMove Things
Turn this ON if you want Sector copies and deletes
to also copy and delete the Things in the Sector(s).
This takes a bit longer, depending on the machine
and level size.
ayDrag Things
Turn this ON if you want Sector Dragging to also
move the Things in the Sector(s). This takes a
bit longer, depending on the machine and level
size.
Dragging, drags only those Things in the same
sector(s) you are dragging. If you have sectors
within sectors, select them ALL to drag all
Things!!
Sector that are indirectly connected do not have
the Things moved. Those are the LineDefs that
"slant" with the Sector when you move.
aySmartDraw
Turn this OFF if you are drawing areas where the
Intelligent Inference Drawing (IID) code is
flipping your LineDefs and you want them as drawn.
This occurs when DeeP determines that all SideDef1s
do not point to a matching sector and thus
concludes that you must have drawn it backwards.
This is normally a correct assumption, but being
smart can also make it stupid, so this option is
here just in case!
ayClearReject
Turn this OFF if you want to always answer the
Clear Reject prompt. You may want to do reply No
to the prompt if you have a level that has a good
REJECT (which took some time) and the changes you
made will not change anything.
You can always temporarily override by using the
Build Nodes option when you save. The prompt always
appears when forcing a node build.
ayGroupSave
Turn this ON to always save grouped PWADS.
No prompt will appear.
ayTool Continue
Turn this OFF to end Tool mode after one object
object (Rectangle/Polygon/etc.) is created.
ON keeps the Tool active so you can make more
objects of the same type.
ayShowDragLength
Displays the length of up to 30 LineDefs when
dragging in LineDef or Vertex mode. This provides
instant feedback on the length of the line(s)
dragged, making is very easy to set the length
precisely.
Use the F6 option to change the maximum number of
lines displayed. The default is 3.
Turn this OFF if you do not want to see lengths
displayed.
ayCursorKeys move Map
Turn to ON if you want the cursor keys to move
the MAP instead of the Home/End/Page keys.
The default is OFF and these keys move the mouse
cursor.
x y End of Section
**---------------------------------------------------
||ZOOMMOUSE
**---------------------------------------------------
b y
b y Zoom/Mouse/Map Options F6
b y
There are two screens for this option.
x y Screen 1 preferences
ayObject Select Range
Determines the sensitivity to selecting objects
near the cursor.
ayOverlap Tolerance
Determines the number of Doom unit variance to allow
before two points are considered to have the same
coordinates. Default = 3.
Decrease if you are creating very tight areas.
It is normally impractical to make it 0, since you
have to be EXACTLY on top of a vertex to make it
overlap. This allows some leeway to make it easier
to merge vertices.
ayLower Grid
The minimum grid size.
ayUpper Grid
The maximum grid size.
ayShowDragLength Limit
When ShowDragLines is enabled (alt+F5), sets the
maximum number of lengths to display at one time.
Select a number that suits your style and monitor.
ayLower Zoom
The lower zoom limit when Z is pressed.
ayUpper Zoom
The upper zoom limit when Z is pressed.
ayLower - Key zoom
The lower zoom limit for b- key zooming.
ayUpper + Key zoom
The upper zoom limit for b+ key zooming.
ayXalign Minimum
The minimum valid value for Xalignment. Normally
this is -255 since the maximum texture width is
256, thus alignment past this is not required.
If you are using textures wider than 256, increase
this number.
ayXalign Maximum
The maximum valid value for Xalignment. Normally
this is 255 since the maximum texture width is 256,
thus alignment past this is not required.
If you are using textures wider than 256, increase
this number.
ayYalign Minimum
The maximum valid value for Yalignment. Normally
this is -127 or more since the maximum texture
height is normally 128. Alignment past the texture
height usually makes no sense.
The default value is -255 for compatibility with
existing levels. We suggest making it -127.
There are some "special" effects that require an
exception.
ayYalign Maximum
The maximum valid value for Yalignment. Normally
this is 127 or less since the maximum texture
height is normally 128. Alignment past the texture
height usually makes no sense.
The default value is 255 for compatibility with
existing levels. We suggest making it 127.
There are some "special" effects that do, for
example, the "bar door", a door made from bars
that rises, normally not possible. It also
requires a special construction technique!
ayNode Depth
Change this to -8 to get TURBO mode nodes built
for rapid development and 8 for FINAL nodes.
HEXEN usually requires FINAL mode and most DOOM/
HERETIC levels are OK in TURBO mode. Experiment
to see what works best for you. FINAL mode also
does a better job of balancing the node tree.
This helps performance on large levels.
For some Maps, vary this value to try to fix
"barrier" problems you may encounter with large
levels or disappearing walls. This is usually
cause by 2-sided lines drawn clockwise instead
of counterclockwise.
A lower value is recommended (like 0) to start
with. If that fixes the problem, work to a higher
value to reduce the number of nodes. Also try
the two ways of building nodes, TURBO vs FINAL.
Changing the angle of LineDefs also can fix
problem areas. Try to make vertex points align
with other vertices if possible.
A different nodebuilder using a different
formula, may also fix the problem. This is
fairly unusual, although has been observed.
WARM is one recommended alternative, but not
BSP1.2.
x y Screen 2 preferences
ayRuler Radius
Set the radius for the ruler. Three rectangles are
drawn. Starting with the value given, each inner
rectangle is 1/2 the prior size. A size of 0 is no
rectangle.
ayMap Scroll Speed
Determines the amount the map moves when the cursor
touches the edges.
ayMouse Sensitivity
Set how fast the cursor moves. First time is the
original value.
ayMouse Click Speed
Sets the double click speed in Milliseconds (ms).
This also determines how long a button has to be
held to enter drag or select mode.
Increasing this, makes "selection" slower.
Experiment to fit your click style.
ayMouse Timer Value (*#)
This is the timer calibration value dynamically
assigned by DeeP the first time it was installed.
If you get a new system, you should delete DEEP.CHK
and then DEEP will reconfigure all the defaults.
You can also change the value here. For example, if
you started with a 486DX/33, the number is around
500. Then you upgrade to a 486DX4/100, the number
should be about 1500. Manually adjust the speed up
up if have a faster processor to get response times
that suit you. A good test is the "About DeeP"
screen under Help on the top menu bar. The monsters
should cycle fairly smoothly.
The (*#) represents any adjustment required to keep
the number below 32768. High end machines may have
a value greater than 1.
ayThing Fill Pattern
You can change the pattern display of the Things to
one of the following values:
│ 0 │ Thing Color Transparent
│ 1 │ Solid fill
│ 2 │ ---
│ 3 │ ///
│ 4 │ ///, thick lines
│ 5 │ \\\, thick lines
│ 6 │ \\\
│ 7 │ Light hatch
│ 8 │ Heavy crosshatch
│ 9 │ Interleaving lines
│ 10 │ Widely spaced dots
│ 11 │ Closely spaced dots
ayPalette Number
Adjust for you monitor. Loads a different palette
from the IWAD. 1 through 8 are redder. 0 and 9 are
similar. 13 is green.
More stuff in the future. Adjust to your viewing
pleasure.
ayBotm Texture Magnify
0 displays textures in 1/2 size, so more of it shows.
1 is normal size, perhaps easier to view, but less
shows.
ayBeep Browse Freq
Speaker beep frequency as you move the cursor across
the map and different items select (color changes to
Yellow).
ayBeep Select Freq
Speaker beep frequency when you select an item with
the left mouse button (color changes to Green).
ayBeep Error Freq
Speaker beep frequency when an error message appears.
x y End of Section
**---------------------------------------------------
||COLORS
**---------------------------------------------------
b y
b y Color Options
b y
ayMouse
The color of the mouse. You must restart DeeP to see
the change.
ayMouseEdge
Select the color of the mouse edge (note as above).
ayMenu Color
The background color for all menus.
ayMenuHilite
Select the color of the menu hilight character(s).
ayButtonColor
The color of buttons for all menus.
ayButtonActive
Select the color of the button when it is active.
ayDragging
The color for dragged objects.
aySelect Box
The color of the select box.
ayHiLight
The color for automatic hilighting of active objects.
ayInsertVertex
The color of lines inserted.
ayVertex Square
The color of Vertex dot.
ayGrid
The grid color.
ayRuler
The ruler color.
ay2-Sided LineDef
The color of 2-sided LineDefs.
ay1-Sided LineDef
The color of 1-sided LineDefs.
ayBackGround
The screen background color.
If you change the background color, be sure to
change the color of the LineDefs so they show up
(and any others as appropriate). For example if
you make the background white, then the 1-sided
should be black and the 2-sided darkgray.
ayBackGround Things
The screen background color when displaying Thing
pictures in Thing mode. Switch to any color you like.
Normally a lighter color displays better, but each
to their own taste.
ayBackGround ThingLines
Color of 1-sided lines when Things pictures are
displayed. They will be invisible unless this is set.
aySecret
The color of secret areas.
ayInvisible
The color of invisible LineDefs.
ayMonster Block
The color of LineDefs that block monsters.
aySound Block
The color of LineDefs that block sound.
ayTagged Line/Sector
The color of LineDefs/Sectors that are tagged.
ayNot Normal Line
Color of any LineDef with some type of attribute
other than normal.
ayBad Tag
The color of LineDefs/Sector with missing tags.
ayNot Normal Sector
Color of any Sector with some type of attribute
other than normal.
ayMainMap Browser
Color of browser map background for levels in main
file (IWAD). Quick visual cue to indicate that the
level is the default level.
ayMainMap Browser Lines
Color of browser map lines for levels in main file
(IWAD).
ayPWADMap Browser
Color of browser map background for levels in addon
file (PWAD). Quick visual cue to indicate that the
level is an added level.
ayPWADMap Browser Lines
Color of browser map lines for levels in addon file
(PWAD).
ayTop/Misc Info Box
Color of background for Top/Bottom menu lines and
information for Tools.
ayMenu Info Heading
Color of background for Menu information boxes.
(Some are always WHITE).
ayMenu List Boxes
Color of background for Menu List boxes.
yb Default Color Settings
SelectColor = CYAN
color for selection box
DragColor = RED
color for dragging
MouseColor = YELLOW
color of mouse
MouseColorEdge = BLACK
color of mouse edge
MenuColor = LIGHTGRAY
color of menus
MenuHiLite = YELLOW
color of menu hilight char
InsVertexColor = YELLOW
insert vertexes line color
VertexColor = LIGHTBLUE
color for vertex
HiLightColor = YELLOW
color of hilight active
GridColor = LIGHTGRAY
color of grid
1-sided LineDef = LIGHTGRAY
color of default lines
2-sided LineDef = WHITE
color of lines with 2 sides
BackGround = BLACK
color of background
BackThingColor = DARKGRAY
color of background things
BackThingLines = BLACK
color of 1-sided lines
SecretColor = DARKMAGENTA
secret area
InvisibleColor = ORANGE
invisible lines
MonsterBlockColor = DARKGREEN
monster can't pass
SoundBlockColor = DARKRED
sound can't pass
TypeTagColor = LIGHTGREEN
linedef has a type + tag#
LineTypeColor = LIGHTMAGENTA
linedef has a type/no tag
TagBadColor = LIGHTRED
linedef has no type/wtag
SectorSpecialColor= LIGHTCYAN
sector is "special" type
RulerColor = MAGENTA
color of ruler
ButtonColor = LIGHTGRAY
color of buttons normal
ButtonColorActive = LIGHTGRAY
color of buttons when pushed
MainMap Browser = WHITE
color of IWAD browser map
MainMap BrowserLine=DARKGRAY
color of IWAD browser lines
PWADMap Browser = LIGHTBLUE
color of PWAD browser map
PWADMap BrowserLine=BLACK
color of PWAD browser lines
Top/Misc Info Box = WHITE
color of top/bottom menu boxes
Menu Info Heading = YELLOW
color of menu heading boxes
Menu List Boxes = LIGHTCYAN
color of menu list boxes
Note : The following colors are used when
browsing the map and are fixed:
Matching LineDef/Sector tags = LIGHTRED
All object selections = GREEN
x y End of Section
**---------------------------------------------------
||PALETTE
**---------------------------------------------------
b y
b y Palette Colors
b y
When a color is selected, the b+ and b- keys set
30 levels of Gamma Correction.
The correction is for ALL colors. Use this to
brighten your display as required.
Adjust the colors after Gamma Correction is applied
to make the appearance of the menus suitable for
your monitor.
It also changes those not directly set anywhere else.
If you get lost, delete DeeP.CFG and start over.
Press F1 when indicated in the square color panel
(appears after you press enter/click to change a
color) and all the colors are shown at once.
Record your favorite settings here
(print it out):
Black =
Blue =
Green =
Cyan =
Red =
Magenta =
Brown =
LightGray =
DarkGray =
LightBlue =
LightGreen =
LightCyan =
LightRed =
LightMagenta=
Yellow =
White =
Gray =
DarkerGray =
DarkRed =
DarkGreen =
DarkBlue =
DarkMagenta =
Orange =
LightBrown =
Extra choices for anything you like
Anycolor =
Anycolor =
Anycolor =
Anycolor =
x y End of Section
**---------------------------------------------------
||FILTER
**---------------------------------------------------
b y
b yThing Filter Mask K
b y
Clear/Mark the boxes to display or not display the
items shown.
For example to display everything for skill level 1,
unmark levels 3 and 4-5 and leave everything else
marked.
To display all the network only items, unmark all
the skill/deaf boxes and then mark NET and the
item(s) you are interested in.
For example, click on only NET and ENEMIES to see
only the enemies in a network game.
x y End of Section
**---------------------------------------------------
||SEARCH
**---------------------------------------------------
b y
b y Search [Alt-S]
b y
ybFind/Replace F4
y bFind
ayLineDef Type
Find any LineDef type.
Use this when converting a DOOM level to DOOM II or
a DOOM II level to HERETIC.
ayLineDef Tag
Find LineDef with the tag entered.
The list shows all the LineDef tags and the sectors
that use them. The search will show the LineDefs.
aySector Type
Find any Sector type. Use this when converting a
DOOMx level to HERETIC.
aySector Tag
Find Sector with the tag entered.
The list shows all the Sector tags and the
LineDefs that use them. The search will show the
Sectors.
ayThing Id
Find any thing object.
ayFloor Texture Name
Find any Floor/Ceiling texture.
ayWall Texture Name
Find any Wall texture.
y bReplace
ayReplace Thing
Find any Thing object and replace it with a
different one. The percent replace option, replaces
the percent Things matching. Use this to add new
Things from DOOM levels converted to DOOM II or just
for fun.
ayReplaceFloorTx Name
Search for any Floor/Ceiling texture and replace it
with a different one.
ayReplaceWall Tx Name
Search for any Wall texture and replace it with a
different one.
ybRepeat last Change or Find
Perform the last command again to find the next
match.
ybNext Object (N)
Go to next object.
ybPrev Object (P)
Go to previous object.
ybJump to Object # (J)
Go to a specific object number.
ybSearch Help ctl+F2
Enter a string to search for in the Help.
Press F3 to look for the next match in the Help
(while the Help Screen is displayed).
x y End of Section
**---------------------------------------------------
||MODE
**---------------------------------------------------
b y
b y Modes [Alt-M]
b y
Changes current editing mode
B
y b Thing Mode T
y b LineDef & SideDef L
y b Vertices V
y b Sectors S
B
y b Rectangle Tool ctl+R
y b Polygon Tool ctl+P
y b Stair Tool ctl+A
B
y b Next Mode Tab
y b Last Mode Shift-Tab
B
y
y x When shifting modes using Tab
y x or Shift-Tab, all selections
y x you have made stay active.
y
y x Using one of the Letters to
y x switch modes, may lose the
y x current selection if it's not
y x the same as using the Tab
y x command.
y
y x Tab is only for T,L,V,S
y
Please see ? help in the beginning for basic
definitions of the above objects.
y b Tools
All the tools create the type of object inter-
actively on the screen.
Rectangles or Polygons drawn directly from the
mouse sub-menu draw different LineDefs compared to
those drawn from the Object menu selected from the
top menu bar.
1. Shapes drawn from the mouse submenu:
Tool shapes drawn inside existing areas make
2-sided LineDefs with no textures.
Tool shapes drawn outside existing areas make
1-sided LineDefs with normal textures.
2. Shapes drawn from the top Object menu:
Regular Tool shapes drawn inside existing areas
make 1-sided LineDefs with normal textures.
Tool shapes drawn outside existing areas make
1-sided LineDefs with normal textures.
Move the Mouse to change the angle or size. Press
F1 when using the Tool to see the appropriate
commands to size the object.
The Left mouse button is used to accept the object
as drawn. bEnter also accepts the object.
The Right mouse button drags the object on the map
after it is shown. If no object is drawn yet, the
right button cancels the Tool command.
bEsc or bC also cancel the command.
BE CAREFUL when making MANY SIDES! Sometimes you
will get a visi-plane error. This is inconsistent
and varies on when/how/where you play in the map.
(Somewhere around 128).
So sometimes it will play fine and sometimes it
doesn't. Just depends on the sequence of events
(a coding error in DOOM and HERETIC?)
You should probably limit yourself to around 32
stair steps and test those beyond that. We have
built 200 steps, but the rest of the area was
fairly empty. So try it and see what happens. The
effort will be worth it.
y b LineDef & SideDef L
The following 2 character abbreviations are
used in the LineDef type descriptions:
The first letter :
bD Door - a door, duh..
bS Switch - a switch, same..
bW Walk - walk across to activate
bG Gun - shoot to activate
The second letter :
bR Repeatable - works every time
b1 One time - works only once
The following abbreviations are used in the
shortened type name :
bO Door stays open
bC Door closes after 4-6 seconds
bF Door opens fast
bS Stays open when shot
bCe Floor rises until it reaches the ceiling
bNe Floor rises/lowers until it reaches floor
height of adjacent (Neighbor) Sector.
bT Same as Ne, but the texture and type of
Sector are also changed.
b<> Modifiers for Ne, Ce and T to indicate
where the it stops, < means below a
floor and > means above a ceiling.
b+- Modifiers for Ne and Ce to indicate
where the it stops, - means below lowest
and + means above a highest ceiling.
x y End of Section
**---------------------------------------------------
||MISC
**---------------------------------------------------
b y
b y Miscellaneous [Alt-I]
b y
The options available vary according to the editing
mode. The second option is the same for all editing
modes.
y2. bFind First Free Tag
Locates the first tag number that has not yet
been used in this map. This always automatically
shows when you enter a new tag as the number
between ().
The rest of the options vary by mode as follows:
b yThings Mode
y1. b Rotate and Scale Thing(s)
Move marked Things by the degree of rotation and
a percentage scale.
This is the same as b< > which is a quicker way
to Enter Scale/Rotate mode.
b yVertices Mode
y1. b Rotate and Scale Vertices
Move marked Vertices by the degree of rotation
and a percentage scale.
This is the same as b< > which is a quicker way
to Enter Scale/Rotate mode.
y3. b Delete Vertex and join LineDef(s)
Deletes the marked vertex and joins Linedef(s)
that were previously connected to the vertex.
If the VertexJoin option is enabled, the Del key
does the same thing.
y4. b Merge several Vertices into one
Same as #3 above, with multiple Vertices.
y5. b Add LineDef & Split Sector
You must mark exactly TWO Vertices from the SAME
Sector before calling this command. This adds a
LineDef and a new Sector.
See Vertex Ins mode for a second way to do this.
b yLineDefs/S SideDefs Mode
This can also be done by drawing a LineDef from
one side to the other. When you end by pressing
the Right mouse button, DeeP asks if you want to
split the Sector or make the LineDef 2-sided.
b yLineDefs & SideDefs Mode
y1. b Rotate and Scale LineDefs
Move marked LineDefs by the degree of rotation
and a percentage scale.
This is the same as b< > which is a quicker way
to Enter Scale/Rotate mode.
y3. b Split LineDef (add new Vertex)
Splits the selected LineDef(s).
y4. b Split LineDefs and Sector
Splits the selected LineDefs by adding a vertex
at the midpoint, connecting the new Vertices with
a LineDef which divides the original Sector.
See Vertex Ins mode for a second way to do this.
y5. b Delete LineDefs and join Sectors
Removes the selected two-sided LineDef(s) that
divide Sectors and makes them into a single
Sector.
y6. b Flip LineDef and Swap SideDefs
Flips the LineDef(s) start and endpoints.
Also swap the SideDefs. This reverses the 1st and
2nd SideDefs. This alters the Sector references,
what was on one side is now on the other side.
Normally, you wouldn't do both, unless you have
big plans in mind. DEU does both at the same
time, so that's why it's here.
y7. b Swap LineDef SideDefs (ctl+S)
Swaps SideDef(s) 1 and 2. This swaps the Sectors
assigned to each side, so check that the Sectors
match correctly!
This is the same as bctl+S.
y8. b Flip LineDef Vertex Only (ctl+F)
Flips the LineDef(s) start and endpoints.
This is the same as bctl+F.
y9. b Align Textures (Y offset)
Align the textures on the Y offset. The first
LineDef selected is used as the reference point.
This is for vertical (up->down) Y alignment. Any
textures that have the upper or lower texture
unpegged are ignored.
y10.b Align Textures (X Offset)
This is for horizontal (left->right) X alignment.
Select a group of LineDefs that follow each other.
Select in the direction the arrows point. The
exact sequence doesn't matter, but the direction
arrow of each LineDef has to go to same.
Each LineDef can connect to only 1 other LineDef
at the start or end of the line. You can't have
an "intersection" selected.
The first one in the "chain" gets the initial
offset value. The first one is the one you can
SEE. The beginning has no arrow. The last LineDef
in the list has the arrow.
If the LineDefs form a complete loop, the one the
cursor is positioned on is is the first one
aligned, i.e., it gets the first offset value.
The 2nd SideDef is aligned in reverse, but still
selected the same way. The sequence is auto-
matically reversed. The last LineDef selected is
the first one aligned. They all flow in reverse
of the 1st SideDef sequence.
Textures can be checked for Identical Names or
the names of the textures are ignored and are
not compared.
If you ignore checking textures for the same
name, each time the texture name changes, the
alignment offset is reset to 0 if you answer yes
to the prompt that appears or the offset
calculations continue.
This is the sequence of texture selection:
1. If no Normal textures is found the Upper
texture is used.
2. If no Upper texture is found the Lower
texture is used.
LineDefs with no textures are ignored and the
offset is reset 0.
y11.b Make Door from 4 LineDefs
You can also use the Object menu to make a pre-
defined Door, if you prefer or Make a Door from
a Sector (see Sector mode menu below).
Select 4 LineDefs that will be come the 4 Door
sides and then activate this function.
The LineDefs, Ceiling height, textures, etc., are
modified accordingly.
The 4 LineDefs are required to be 4 types as
shown below. The * represents the arrow or the
direction of the LineDefs.
The 4 LineDefs butt heads at the *.
L1
*────────────────┴───────────────
│ │
├─ L4 L2 ─┤
│ │
────────────────┬───────────────*
L3
L1 and L3 are counter clockwise.
They should be at least 1-sided. At
the end they are made 2-sided.
L2 and L4 are 1-sided and clockwise.
p y Working with 4 Existing LineDefs
If you have 4 existing LineDefs, but one of the
Door sides is oriented in the wrong direction,
use Misc Flip LineDef to fix.
Don't mess with the sides. They should be going
in opposite directions already, like in a hall.
If you flip them, you may have to fix what they
connect to also!
It doesn't matter if all the SideDefs exist
already or not.
1. Go into LineDef mode and select the 4
LineDefs L1, L2, L3, L4
(Left mouse click them one at a time.)
2. Select Misc, Create Door from 4 LineDefs.
3. You are done!
p y Working with No Existing LineDefs
We're going to assume you have a hallway already
and want to put a door in it.
This is what you have so far, it doesn't matter
where they start or end.
...───────L1──────────────────────────>...
some hallway
...<──────L2──────────────────────────...
Snap-to-grid normally helps place the vertex on
top of a LineDef. However, if the LineDef runs
at a slant, it may be easier to turn snap-to-grid
off (/) so you can place it wherever you want it.
It's also suggested to run at a minimum Zoom of
1000 to make it easier to align!
Go into LineDraw mode (press ctl+D or quick
double right click and select LineDraw):
1. Place your first vertex right on top of L1
where you want the door by pressing the Left
mouse button.
Move over to the left (width of door) and
Left click again to place the second Vertex.
This is what is should look like now:
v2 v1
...───────L1────────<─┼─<──────────────>...
If you did it correctly, the line turned Red
and you have ┼ since the split line goes to
the Right and you drew to the Left.
This is OK. The same thing happens again in
the next 2 steps.
2. Now move down from v2 and down to L2. Press
the Left mouse button on top of the line to
create vertex v3.
Here's where you should be:
v2 v1
...───────L1────────<─┼─<──────────────>
│ a
some hallway d─┤
│ b
..<───────L2────────<──────────────────...
v3
3. Now move to the right from v3 and line up with
v1 and press the Left mouse button.
Here's where you should be:
v2 v1
...───────L1────────<─┼─<──────────────>
│ a
some hallway d─┤
│ b
..<───────L2────────>─┼─>──────────────...
v3 v4
4. Now click the Right Mouse Button to finish
the area. You do not need to draw back to v1,
that's done by itself. (If you did draw back,
it will work too!).
Right Click again to exit LineDraw mode if
you have nothing else to draw.
The final result (see how the sides turned
out OK):
v2 v1
...───────L1────────>─┬─>──────────────>...
│ a │
some hallway d─┤ ├─c
│ b │
...<──────L2────────<─┴─<──────────────....
v3 v4
5. Go into LineDef mode and select the 4 LineDefs
a,b,c,d:
(Left mouse click them one at a time.)
6. Select Misc, Create Door from 4 LineDefs.
7. You are done!
The method shown, automatically picks up the
correct reference sector from a or b, the ones
we drew on top of, so the bottom of the Door
Sector is correct.
y12.bMake Stair from 2 LineDefs
Select 2 LineDefs that will be come the Stair
sides and then activate this function. The
LineDefs, Ceiling height, textures, etc., are
modified accordingly.
The word bBOTTOM indicates the bottom of the
stair default. Reply Y to the next prompt to make
the bottom the TOP!
Enter a negative value to make the stairs go down.
This is similar to reversing the stair direction,
but the steps are created for going Down instead
of Up.
Check that the stair did not overlay some
existing area. Sometimes you need to fix the
final sector, if the steps end up overlaying an
existing LineDef.
The TOP of the stair changes the floor height of
the old Sector! So anything that that connects to
the old sector should be raised to match the new
floor. Make the stairs first to avoid extra work.
b ySector Mode
y1.b Rotate and Scale Sectors
Move marked Sectors by the degree of rotation and
a percentage scale.
This is the same as b< > which is a quicker way
to Enter Scale/Rotate mode.
This will NOT move the "Things" in the sector.
After rearranging the Sector, you may have to go
into Things mode and select them and do the same
rotation/adjustment on them.
y3.b Make lift from Sector
Select the Sector that is to become the lift and
then activate this function. The LineDefs,
textures, etc... are modified accordingly.
y4.b Make Door from Sector
You can also use the Object menu to make a pre-
defined Door, if you prefer or Make a Door from
4-LineDefs (see LineDef mode above).
Select the Sector that will be come the Door and
then activate this function.
The Sector choosen should be between 2 other
Sectors. The original layout should resemble the
following:
a
...──────────────>────┬───>──────────────...>
sector │ sector │ sector
1 d ─┤ 2 ├─ c 3
│ │
<...─────────────<────┴───<──────────────....
b
Please note:
1. LineDefs a and b are 1-sided.
2. LineDefs c and d are 2-sided.
3. All the linedefs go clock-wise.
If you do not have it exactly as shown, messages
appear telling you what's wrong. The most common
one is forgetting to have one only 1 sidedef for
a and b. The resulting message explains that you
have too many door sides.
y5.b Distribute Floor heights
This takes the difference in floor heights
between the first and last Sector selected,
divide it by the number of sectors in between and
then distribute the result across the floor
heights of the inbetween Sectors in the order
selected.
This is useful for setting floor heights on
stairways.
You should start with the sector that has the
lowest floor desired and end with the sector with
the highest floor.
Do NOT accidently move the cursor when you select
this option or you may select a Sector and get
out of the sequence chosen!
y6.b Distribute Ceiling heights
This takes the difference in ceiling heights
between the first and last Sector selected,
divide it by the number of Sectors in between and
then distribute the result across the ceiling
heights of the in-between Sectors in the order
selected.
This is useful for setting ceiling heights on
stairways.
You should start with the sector that has the
lowest floor desired and end with the sector
with the highest floor.
Do NOT accidently move the cursor when you select
this option or you may select a Sector and get
out of the sequence chosen!
y7.b Distribute Sector Lighting
This takes the difference in lighting between the
first and last Sector selected, divide it by the
number of Sectors in between and then distribute
the result across the lighting of the in-between
Sectors in the order selected.
This is useful for setting gradual changes in
lighting in moving from area to area.
You should start with the sector that has the
lowest lighting desired and end with the sector
with the most lighting.
Do NOT accidently move the cursor when you select
this option or you may select a Sector and get
out of the sequence chosen!
y8.b Merge Sectors
Takes all the Sectors selected and makes them ALL
the same number (the first one). If they are
different heights, you may have to fix the
textures in the SideDefs.
This useful for making areas share the same
Sector if they already share the same character-
istics (and anything else you may think of <g>).
x y End of Section
**---------------------------------------------------
||OBJECT
**---------------------------------------------------
b y
b y Object Insertion [Alt-O]
b y
Basic Rectangle, Polygons, and Stairs are made
much easier using the new interactive drawing
Tool for these objects.
After the menu values are supplied, press the
Left Mouse button to start drawing. Press the
Left mouse button again to accept the object as
show. Then repeat or press the Right Mouse button
to stop (or press Esc, Cancel, L, S, T or V ).
Rooms and objects created by the different methods
available in DeeP vary in the default number of
sides (SideDefs) and textures created. This area
discusses those made using the Object menu.
The default Object (wall) made using the Object
menu has only 1 SideDef when drawn inside an
existing Room and has textures. The other objects
(see below) have 2-sides.
Objects inside a Room drawn using the bMode menu
selection (or the one you get when you quickly Right
Mouse click) always are 2-sided with no textures.
For all of these objects, you enter interactive Tool
mode. You can alter the dimensions originally chosen
by pressing +, -, cursor keys, PageUp/Down, Home/End,
Ins/Del depending on the object.
Press and hold the Right Mouse button to drag the
Tool anywhere on the Map.
Press F1 after entering Tool mode to see the various
key choices.
A rRoom is outside a Sector.
An rObject is inside a Sector.
You can change your mind about whether you are
making a Room or Object after you start by moving
the cursor into or out of a sector.
Teleports and Doors must be inside a sector to work.
No part of the created object may cross any existing
lines. After the object is made you can Drag the
object (hold the right mouse button) to the correct
location and release the button to place it.
Failure to move the object results in Sector not
closed messages.
If you have a crescent shaped Sector and you want to
make a room, but keep getting the "you need to be
outside a sector" message, move away from the
crescent, make the room and then drag it back.
This is easy to do.
MAP01 is a good example of this slight problem.
We compromised between speed and accuracy.
It takes a LOT longer to be exact.
b yROOM - Outside A Sector
ybInsert a Rectangle
Enter the beginning width and height (length) of the
rectangle. After the selection is made, you enter
interactive Rectangle drawing with the default
values selected.
You can change them. Press the Left mouse button
to accept the object and DeeP automatically inserts
the Vertices, LineDefs+SideDefs, and Sector where
shown.
This is adding a rectangular room.
NOTE: After you exit this Tool, if you press "Ins"
for the new selected rectangle, a new Sector is
created outside the rectangle and the walls are
made transparent.
This makes it 2-sided. You are responsible for
making the Sector references match up. That is,
you have to match the Sector number of SideDef2 to
the "other" room you have to create around it.
ybInsert a Polygon (N-sided)
Enter the beginning number of sides and radius of
the polygon. After the selection is made, you enter
interactive Polygon drawing with the default
values selected.
You can change them. Press the Left mouse button
to accept the object and DeeP automatically inserts
the Vertices, LineDefs+SideDefs, and Sector where
shown.
You can create anything from a triangle to a 64
sided polygon.
This is adding an N-sided room.
NOTE: If you press "Ins" after inserting the
polygon, a new Sector is created outside the
polygon and the walls are made transparent.
This makes it 2-sided. You are responsible for
making the Sector references match up. That is,
you have to match the Sector number of SideDef2
to the "other" room you have to create around it.
p y
p y Plain Wall
p y Sunken Pool
p y Pedestal/Box
p y Light Box
p y Wall Window
p y Teleport Exit
p y Teleport Entrance
p y
b yOBJECT -Inside A Sector
The following additional options are available for
both Rectangle and Polygon (Pool value).
Options 1, 2, and 3 make a 2-sided object for you.
0 = Plain Wall
A wall or column
1 = Sunken Pool
A recessed floor area
2 = Pedestal/Box
A podium or a box
3 = Light Box
A pedestal hanging from the ceiling and a
pedestal on the floor.
4 = Wall Window
A wall with a window slit.
5 = Teleport Exit
A 64x64x8 pad with the LineDef type set to
Teleport. In LineDef mode, connect all the
LineDefs to a destination by setting the LineDef
Sector tag number to a Teleport Entrance Sector.
The one made with 6 would work!
HEXEN note: The Teleport Thing type 14 has a
"tag" instead of a Sector. Make the Thing "tid"
(tag id) the same as the LineDef Sector tag
number. In this case, it is really a Thing tag
number.
6 = Teleport Entrance
A 64x64x8 pad with a Teleport Thing inserted.
In Sector mode, connect using the LineDef tag
number to a Teleport Exit LineDef. The one made
with 5 would work!
HEXEN note: This is different for HEXEN, tele-
port thing tags determine the destination.
The Depth/Height, sets how deep a pool is and how
high a pedestal is. The maximum amount you can walk
over is 24. The same value is used to set the light
box size and pedestal combo.
Ignore the Depth/Height for a Plain Wall (0) or
Teleports. Teleports always start at 8. You should
not go over 24 if you want to walk on top of them.
Of course you can have ones you jump into from a
higher level. In addition, make sure the teleports
align on a 64x64 grid, otherwise the texture may
not be what you wanted.
We suggest you make each of these objects in a
sector, see what they look like and then modify the
sector heights to see what you can do.
One nice effect is to make a Pool (fairly large,
512,512 and then insert a Pedestal inside of it.
You can also insert Pedestal on top of Pedestal
and you get a nice spire!
ybInsert a Rectangle
Same as outside a Sector, but the first SideDefs
will be set to the Sector they are contained in.
Think of this as inserting a rectangular pillar.
NOTE: If you made a Plain Wall (0), pressing "Ins"
after inserting the rectangle creates a new Sector
inside the rectangle and changes the walls to
transparent. This makes it 2-sided.
Use this to define a new area inside a Sector.
If you don't you'll get sector not closed!
ybInsert a Polygon (N-sided)
Also the same as outside a Sector, but the first
SideDefs are set to the Sector they are contained
in. Think of this as inserting an N-sided pillar.
NOTE: If you made a Plain Wall (0), pressing "Ins"
after inserting the polygon creates a new Sector
inside the polygon and changes the walls to
transparent.
This makes it 2-sided. You are responsible for
making the Sector references match up.
p y
p y Teleporter Pad
p y Notes
p y
After you make a Teleporter pad you must connect the
Teleport to the appropriate LineDef(s) or Sector.
(You don't have to use the premade pads to teleport,
any LineDef/Sector combination can teleport, this is
a quick way to do it all- the Lights also look nice!)
1. Teleport Exit
a. Give "destination" bSector Tag.
b. Go to the destination Sector and give it
a bLineDef Tag that is the same Tag
number you said the Sector Tag would be.
c. Place a teleport Thing in the sector
where you will materialize (done automatically
for you in Teleport Entrance).
2. Teleport Entrance
a. Give "source" bLineDef Tag.
b. Go to the source LineDef(s) and give it
a bSector Tag that is the same Tag
number you said the LineDef Tag would be.
Adjust the Sector heights and texture to
suit your design.
3. Use the Pedestal feature to custom design your
own pads.
Make a pedestal, don't raise it more than 24
above the floor, otherwise you can't step on it!
Change the floor texture to the Teleport look
(or anything you like).
Finish using the same stuff as in 1. above.
r yStairs are Special
This discusses stairs created as a separate object.
Making a stair from 2 LineDefs is different from
what follows.
Stairs are always created inside a Sector.
yThe rbottom step connects to this Sector for
yreference. You need to complete the rtop step by
connecting it the Sector desired.
Switch to Vertex mode and place the last 2 vertexes
yon the rLineDef desired and reply yes to the split
LineDef message.
You can also do this by dragging the stair on top of
the LineDef you want it to connect to.
Finish by changing the LineDef just created by the
split to point to the Sector of the last step
( Sector reference ).
ybFor DOOM don't make more than 16 steps!
ybYou will get HOM errors (fixed in DOOM II)
ybInsert a Door
Enter the width and height (length) of the Door and
DeeP automatically inserts the Vertices, LineDefs,
SideDefs, and Sector at the current pointer location.
Everything is made for a Door.
Drag the Door over where you want it. Rotate it as
required or drag the vertices. The easiest way to
connect it to a hallway is to select the door ends
and drag them on top of the hallway LineDef one at
a time.
If everything is aligned on the grid then snap to
grid helps you. If not, turn snap off.
Fix any missing textures as apppropriate. This
displays on the bottom panels as "missing".
y bBe sure to move a rRoom
y bstair out of the Sector.
x y End of Section
**---------------------------------------------------
||CHECK
**---------------------------------------------------
b y
b y Check [Alt-C]
b y
When using the following diagnostics, if an error is
listed, press return to continue checking or press
Esc to select the problem object.
These diagnostics are warnings. It is possible to
deliberately do it "wrong" to get some special
effect, e.g., floating objects, transparent stairs,
and "bar" doors. Some of the checks can be disabled
using the Check Option selection on the bottom of
this menu.
If you are converting from DOOM II to DOOM or from
DOOM to HERETIC or visa-versa, be sure to replace
any incompatible LineDefs! HEXEN conversion always
erase all LineDef and Sector types.
Use Search to find and decide what will work almost
the same.
Always run the complete check before you test the
level!
y1. bNumber of Objects
Gives a count of all the objects in a level. The
last five are built by the DeePbsp node builder.
The amount of bytes needed to store the information
in a PWAD file is rounded to the nearest Kbyte).
The next screens display Things information to help
you evaluate the playability of the level for the
different skills.
y2. bCheck if all Sectors are closed
Test all Sectors and make sure they are closed.
If they are not closed it reports the number of the
unclosed Sector. There are some circumstances when a
Sector is technically not closed, but if you can
never reach it, no problem occurs. Some DOOM levels,
for example, MAP14, have many of these.
The Sector not closed message can also mean you have
two (or more) LineDefs/Sectors in the same location.
Please run the Xref check to automatically find
these!
Remember, the final test is playing the level!
If the area not closed causes trouble, you
must fix it.
p y
p y Sector Not Closed Errors
p y Most Likely Causes
p y
x yNOTE : See drawing at the end for how a Sector
x y should look.
a. You have 1-Sided LineDefs and they do not all go
the same direction. This is easy to see and
understand.
b. The Sector reference used in the SideDef does not
match an opposite LineDef/SideDef that uses the
same Sector.
Remember, we are trying to mimic a real 3-D room.
If you look at a "real" room and place yourself
next to a wall, what do you see when you look at
the wall facing you?
You see the floor and ceiling "connecting" to
that wall. If the opposite wall did not have the
same floor and ceiling (it had the floor and
ceiling of the bathroom and you are in the living
room) you have a "sector not closed". Simple!
All the walls in a Room must have the same sector
number describing the same floor and ceiling!
You get errors by drawing and deleting areas and
therefore implicitly changing the SideDefs (which
contain the Sector numbers) and nothing matches
anymore.
As an experiment, go to a good existing level and
change 1 of the SideDefs to be a different Sector,
and you will get the infamous "not closed"
message.
You fix this by changing the reference Sector for
the SideDef in LineDef edit mode. So fix the
error you made above to see that this really
works.
Sometimes Sector errors are visible as a "gap" in
sector display.
If you see a "red" Sector, you have no sector
defined at all at that spot (if it's not a tag)!
A quick recap:
The enclosed area (room) described by the SideDefs
must all use the same Sector number for the side
that points to the room.
For an object in a room, the "outside" wall of
the object should be the same Sector number as
the Sector (or room) that it is contained in.
Look at the SideDefs and compare the Sector
reference numbers used. As you follow the Line-
Defs,look at the bottom display and view the
Sectors active.
For an object, (the LineDefs point out), Sector
numbers must match the Sector of the immediate
area (room) the object is in.
c. 2-sided LineDefs that are do not make a complete
are (you forgot to finish it or perhaps they were
all supposed to be deleted) can mislead the
routine into reporting totally different Sectors
as not closed. This is a tough one to spot, since
the error is not at all where you are looking.
Sectors at about 90 degrees to the line-of sight
are good candidates.
d. In some rare instances, there is not enough
accuracy in the math-coprocessor to determine
the Sector. Examinine the Sector pointed to. If
you see a "good" Sector on both sides of the
problem area, then everything is OK. This is
fairly rare, so be sure to check the rest.
(No level in DOOM, DOOM II or HERETIC has this
problem.)
p y
p y How a Sector should Look
p y
Here is how all Sectors should look. Exceptions to
this drawing are possible for special effects,but
this is for experienced users only!
a. L1 through L4 represent 4 LineDefs.
b. The ─┴─ represents the SideDef1 side of the
LineDefs.
L1
┌──────────┬──────────┐
│ 22 │
│ │
L4 ├─22 22─┤ L2
│ │
│ 22 │
└──────────┴──────────┘
L3
The rule is simple. All SideDefs that are opposite
one another, have the same Sector number.
So all the "22"s indicate that all the SideDef1s of
all the LineDefs have a Sector number of 22.
If for example, L1 had a Sector number of 33 (any
number but 22), then L1 would get a "Sector not
closed error".
If a LineDef is 2-sided, then it could be SideDef1
or SideDef2 that has to have the Sector reference
numbers match.
To illustrate, we use the same picture again, but
now some of the LineDefs are 2-sided and the ─┴─ is
not always pointing inwards.
L1
┌──────────┬──────────┐
│ 22 │
│ │
L4 ─┤ 22 <-SideDef2-> 22 ├─L2
│ │
│ 22 │
└──────────┴──────────┘
L3
Now we carry this concept one step further with an
"object" within a "room" and you should have a
better idea of how to trouble shoot.
┌─────────────────┬─────────────────┐
│ 55 │
│ 55 │
│ ┌─────────┬─────────┐ │
│ │ 22 │ │
├─55 55├─22 22─┤55 55─┤
│ │ 22 │ │
│ └─────────┴─────────┘ │
│ 55 │
│ 55 │
└─────────────────┴─────────────────┘
The inner area is the same one as before, using
Sector 22. All the LineDefs in the inner area are
2-sided. So the SideDef2s (the outside) of the
inner rectangle all have a Sector reference of 55.
If you look at the outer rectangle, you'll notice
that all the SideDef1s have the SAME Sector number,
55.
That's it, it's that simple! You just have to
match the sides of LineDefs and make sure that the
Sector numbers match up.
y3. bCheck cross references
Verify the integrity of the level and help locate
possible problem areas. This helps locate orphaned
SideDefs, etc. It will also remove extraneous
LineDefs if there are two LineDefs between the same
Vertices. Ditto for duplicate Vertices.
y4. bCheck SideDef Textures
Report any SideDefs that may need to have a
Normal/Upper/Lower texture defined.
If the texture can never be seen, a missing texture
causes no problems.
In some cases textures are deliberately omitted to
build an "invisible block". If this is not your
level, check the level out first before changing.
It also checks to see that normal textures for
2-sided LineDefs have only 1 patch.
2-Sided LineDefs with textures containing more than
1 patch slows the game to a crawl and causes the
'Medusa Effect' - Looks like snakes and turns you to
stone.
Textures with multi-patches that are side-by-side
are OK.
This also checks for floors and ceilings that move.
For example, a floor that moves UP exposes a lower
wall (so requires a texture there) and a ceiling
that moves DOWN exposes an upper wall (which
requires a texture).
Sectors that move both Up and Down are not checked.
So if you activate the Up/Down moving Sector and
you get HOM, add the texture missing!
It is possible have a design where a Sector moves
only after another neighboring Sector has moved.
Remember, if no neighbor floor or ceiling is higher
(or lower) then a Sector with a LineDef type of
"move to next higher/lower", the Sector will not
move since there is nothing higher/lower.
If there is no neighboring Sector that can move,
this is a design error. If, however, there is a
neighboring Sector that moves due to another LineDef
type action, after this neighboring Sector moves it
becomes an eligible neighbor target of the original
Sector. So if the end result of the moves is no
difference in heights, no textures is actually
required (is this all clear as mud?)
DeeP will report a missing texture that cannot occur
since the Sector will not move until an adjacent
Sector moves. Adding the texture normally does not
matter.
y5. bCheck Texture Names
Report any texture names which are not found in the
current DOOM/HERETIC IWAD file. The names are
different for DOOM, DOOM II and HERETIC.
y6. bCheck Thing Names/Doors/Sectors
First check Player/Deathmatch start and see if
there are enough and if they are valid.
Report any Thing names which are not found in the
current game IWAD file. The names are different
for DOOM, DOOM II, HERETIC and HEXEN.
Check for Things outside of Sectors. It's possible
in rare instances to misreport the sector.
Check for Enemies/Players on the same skill level
on top of each other.
Check for Enemies/Players stuck to a wall. This
depends somewhat on the Thing. Some things can be
partially stuck and can "free" themselves. If you
keep the outside "circle" away from the walls, you
should always be OK.
Check for any Sector with an Enemy/Player that is
lower than the the height required.
Check for all keyed Doors and see that keys of that
color exist in the level.
y7. bCheck LineDef Types/Tags
Report any LineDef types that are not known to DeeP.
Make sure Sector tags are present when required! A
missing Sector tag (tag is 0 and it shouldn't be)
crashes DOOM. (Ignored for now in HEXEN.)
Report LineDefs with tags that do not require them.
If you reset to 0, the sectors they referenced will
complain about a missing tag, but that's ok since
they should be set to 0 also. Recheck to make sure
some other LineDef isn't using that tag!
Tags 99 and 999 (99 DOOM I) were originally used to fix
stair problems? Tags 666 and 667 denote special
endings for the level they are in.
Id could have used this!
DeeP assumes that you are running the later versions
of DOOM. There are no more differences between DOOM
and DOOM II LineDefs.
y8. bCheck Sector Types
Report any Sector types that are not known to DeeP.
List any Sectors with tags that do not have a
matching LineDef with the same Tag number. This is
OK, if you removed them as noted above in the
LineDef Tag check. Otherwise, it indicates left-over
useless tags. (Ignored for now in HEXEN.)
Use this when converting between DOOM types or
HERETIC to find the differences.
y9. bCheck (5,6,7,8)Texture,Things,LineDefs,
Sectors.
Self explanatory!
yA. bCheck (2,3,4 )SectorsClose, Cross-Ref,
Missing.
Self explanatory! Should always be run to prevent
Node building errors.
yB. bCheck (2 ... 8)all of the above
Self explanatory! Always run this to be sure.
yC. bCheck for textures not required
Checks for textures not required. This makes it
easier to edit the level.
Although these textures do not affect the game, it
is potentially confusing to see have textures where
none have to be. See note below for rising stairs.
yD. bAutomatic fix missing Textures
Check for differences in heights and determines if
there should be a texture. Use the current default
textures. If the wall doesn't show, it can be left
alone, but it doesn't hurt to put it in.
yE. bAutomatic fix Texture names
A quick way to convert DOOM to DOOM II. Uses
the current default textures.
Will also convert to each of the games from DOOM
to HERETIC/HEXEN or any combination thereof.
yF. bAutomatic remove Extra Texture names
Removes all textures not required. This makes it
easier to edit the level.
For HEXEN, be careful since the the LineDefs are
not checked for movement yet!
Sometimes these textures affect the display of
textures and it is potentially confusing to see
textures where none are required.
x y Rising Stairs
Rising Stairs always require a lower texture. DeeP
does not determine all the Sectors that belong to
the rising stair to exclude them from the check.
Answer N to exclude the lower texture from the
check.
When rising stairs are present, lower extra
textures are not removed.
This features is not yet enabled for HEXEN!!
yG. bSet Check Options
Enable or disable some of the checks. This is
normally done if you have built a level with
the "special" effects mentioned earlier.
x y End of Section
**---------------------------------------------------
||THINGS
**---------------------------------------------------
b y
b y Edit Thing
b y
For the boxes you may either use the mouse and click
the box or enter the character displayed in the box
to activate.
ybAngle
The initial direction or orientation of the object.
You can also use the b< > keys in Thing mode to
quickly change object(s) direction.
ybSkill
Sets the skill level for when objects will appear.
You can make it harder (for hard levels of course)
and reduce the difficulty for the beginners by
reducing the number of monsters and increase the
weapons.
HEXEN has additional appear flags. The network
flag now is for a dormant Thing. Refer to the file
HEXSPECS.DOC for more details.
Make monsters deaf so you can sneak up on them!
Levels designed for death match can also have
different things.
ybHexen Thing Height
For HEXEN only, this sets the initial height a
Thing is above the floor when the game starts. For
some objects, gravity will make them "fall" for
others they float higher.
ybHexen Thing Angle
The "angle" number refers to polyobjects. Like a
"tag" this connects the 3000/3001/ and 3002 items
together.
x yNote
If you turn on NET, the thing will only appear on
NETWORKED games! So do not click this box if you
want the thing to be there in a regular game.
ybChange All Skills
When this entry is active, the skill of all the
Things selected is changed.
When not active, the skill of only one Thing is
changed.
Use this as a safety feature so you don't accidently
change all of the selected objects.
ybChange All Angles
When this entry is active, the angle of all the
Things selected is changed.
When not active, the angle of only one Thing is
changed.
Use this as a safety feature so you don't accidently
change all of the selected objects.
ybChange Type
Select the type of thing, monster, player,
decorations, etc.
x y End of Section
**---------------------------------------------------
||SPAWNTHINGS
**---------------------------------------------------
b y
b y Spawn Thing
b y
The Things presented in this list are used for the
Thing-Spawn and Thing-Projectile LineDefs.
The Tid represents the Tid of a Thing MapSpot or
MapSpot with gravity where the Thing is created.
The Angle sets the original angle the Thing faces.
Use the angle numbers shown in the online help box.
For Projectile LineDefs, the arguments set the Speed
of the projectile and how fast it travels to the
ground (vspeed).
x y End of Section
**---------------------------------------------------
||LINEDEFS
**---------------------------------------------------
b y
b y Object to Edit
b y
ybEdit LineDef
Describes basic rules about the LineDef. Controls
what happens or can happen.
HEXEN only:
LineDefs can be individually programmed
for features such as Speed and Time delays.
When a LineDef type is selected, the next prompt
request the parameters for that LineDef. The type
of parameter is noted before each prompt. "na"
designates that this position is ignored for the
LineDef (a few of those).
ayImpassable
Line is impassable for players and monsters.
ayMonster Block
Line is impassable for monsters only.
ayTwo-Sided
Line has 2-sides. The line is assumed "transparent"
and Doom will show the area past the line. If this
flag is not set and if there is no Normal texture,
you will get HOM.
ayUpper Unpegged
For 2-sided LineDefs, draw the Upper texture from
the top down. Normally they are drawn from the
bottom up.
ayLower Unpegged
For 2-sided LineDefs, draw the Lower texture from
the bottom up. Normally the are drawn from the top
down.
Unpegged textures for 1-sided LineDefs draw the
Normal texture from the bottom up.
A bPegged texture moves with a Sector that moves.
Pegged textures follow the lower ceiling.
An bUnpegged texture does not move with a Sector
that moves, it is stationary.
Unpegging textures is useful for making the textures
blook good. For example, if a stair is visible
from the side, unpegging the the lower texture
aligns the textures to the bottom floor. This
depends on the texture used of course.
aySecret
A bSecret (red on the Automap) hides what's behind
it (does not show up on the Automap. It is not
related to the secret areas. Those are set by the
Sector.
Makes it difficult to identify areas. (So players
can't figure out your trap!)
ayBlocks Sound
Monsters can't hear you shoot! Surround the entire
area with this flag set so they can't hear you.
Should speed up a game with many monsters if done
correctly.
ayInvisible
This line is never put on the Map.
ayAutoMapped
This line is always shown on the Map.
ayActivated When (HEXEN)
Unlike DOOM or HERETIC, HEXEN control the activation
of many actions by setting this value. You can also
control the "repeatability" as a separate choice.
ybEdit the 1st SideDef
Set the textures and connects it to a Sector (for
floor/ceiling information). Use this to fix bad
sector references that cause "Sector not closed
messages".
Normally you may have a requirement to switch the
sectors assigned from one side to the other, for
example, when you flip a LineDef.
You also use this to assign the correct sector
number of an object inside a room. That is, change
the Sector number of the SideDef to match the Sector
of the room. This is one of the methods used to fix
"Sector not closed".
xyX and Y offsets
The X and Y offsets permit manual shifting of the
textures to minimize "seams".
ITA (Interactive Texture Alignment) shows you the
texture with the offsets right on the screen!
The location of the texture (upper, normal or lower)
and whether it is unpegged determines the texture
drawing sequence. The texture displayed is for one
panel with the offsets entered.
Review the discusson on unpegged upper and lower
textures to determine whether the texture is drawn
from top-to-bottom or bottom-to-top.
x yInterActive Browser
Press F1 when in the texture selection box to bring
up a display of all the textures. You can inter-
actively select the texture by left mouse clicking
or using the cursor keys to move around.
The following keys control the browser:
1. PageUp/PageDown keys move back and forth.
2. Home = Start with first texture.
3. End = Start with last set of textures
4. Any character, starts the list with the any name
that is closest to the character entered. For
example, if you key in a bG, textures whose
names start with G come first. If no match is
found, the closest one starts the list.
5. Escape or Right Mouse click exits the list and no
changes are made.
6. Enter selects the current outlined entry.
If you press a key while the textures are still
displaying, the display stops. If you did this by
accident, press the first character of the texture
to start redrawing.
ayAdd a 1st SideDef
This appears (instead of Edit) if no SideDef1 exists
for the LineDef. A SideDef1 must exist!
ybEdit the 2nd SideDef
Set the textures and connects it to a Sector (for
floor/ceiling information).
The X and Y offsets permit manual shifting of the
textures to minimize "seams". ITA (Interactive
Texture Alignment) shows you the texture with the
offsets entered right on the screen! See Edit 1st
SideDef discussion.
ayAdd a 2nd SideDef
This appears (instead of Edit) if no SideDef2 exists
for the LineDef. A SideDef2 is optional.
aySector Tag
A Sector Tag is a number that connects a LineDef to
a Sector with the same Tag number.
For example, a door with a switch has a LineDef
(type = Switch Door) and a Sector with the same Tag
number. This causes the assigned Sector to move (and
not some other Sector).
More than one Sector can have the same Tag number,
they will all move at the same time!
Note: Use the ctl+T command to automatically assign
new Tag numbers and connect them with the correct
LineDef.
ay1st SideDef ref
ay2nd SideDef ref
You use this to delete a SideDef or change the
reference (be careful). You always need a SideDef1!
If you end up with a 1-sided LineDef, edit the
LineDef and change the type to 1-sided. F10
Check will catch and fix it automatically.
ayDelete SideDef1
ayDelete SideDef2
Deletes a SideDef. You always need a SideDef1!
If you delete all the -same- side SideDef reference
for a surrounded area, you can select them all and
then press Ins to recreate them all with a new Sector.
ayTexture Browser
Display as many textures on the screen as will fit
as determined by your video resolution. You can
also browse by pressing F1 in the texture selection
menu.
Pressing any key stops the graphical representation
of a texture. The names are always listed. Use this
to quickly page!
Press Esc or Right mouse click to stop.
Press the first character of the texture to start
the display with textures starting with that
character.
If no texture starts with that character the closest
prior one is shown as the first texture.
Press + and - to choose from two display sizes.
No changes to the map are made when browsing.
x y End of Section
**---------------------------------------------------
||THINGLINEDEFS
**---------------------------------------------------
b y
b y Thing LineDef Specials
b y
This is the list of LineDef types that can be
selected for Things that are activated when the
Thing is destroyed.
After a LineDef type is selected, enter the argument
values as appropriate for the LineDef.
x y End of Section
**---------------------------------------------------
||SECTORS
**---------------------------------------------------
b y
b y Edit Sector
b y
ybType
Describe how the sector behaves. Here's where you
can set the Secret attribute.
ybCeilingTexture
Select a Ceiling Texture.
ybFloor Texture
Select a Floor Texture.
x yInterActive Browser
Press F1 when in the texture selection box to bring
up a display of all the textures. You can inter-
actively select the texture by left mouse clicking
or using the cursor keys to move around.
The following keys control the browser:
1. PageUp/PageDown keys move back and forth.
2. Home = Start with first texture.
3. End = Start with last set of textures
4. Any character, starts the list with the any name
that is closest to the character entered. For
example, if you key in a bG, textures whose names
start with G come first. If no match is found,
the closest one starts the list.
5. Escape or Right Mouse click exits the list and no
changes are made.
6. Enter selects the current outlined entry.
If you press a key while the textures are still
displaying, the display stops. If you did this by
accident, press the first character of the texture
to start redrawing.
ybLight Level
Determines how much light there is. 0 is dark,
255 is full on.
ybCeil/Flr Height
Set the both the ceiling height and the floor height
at the same time. Usually from -512 to 512.
The maximum distance between the floor and
ceiling is 1023 for the older DOOM.
Use the PageUp and PageDown keys to automatically
increase or decrease the values shown. The amount
of each change is set in F5 defaults.
ybCeiling Height
Set only the ceiling height.
When you are changing many sectors, this lets you
change all the selected ceiling height but leave
the floors the same.
See above for PageUp/PageDown keys.
ybFloor Height
Set only the floor height.
When you are changing many sectors, this lets you
change the all the selected floor height but leave
the ceilings the same.
See above for PageUp/PageDown keys.
ybLineDef Tag
This ties the sector (and how it behaves) to a
LineDef with the same Tag number. A number here,
implies a LineDef with the same number.
DOOM will crash if you forget to tie the Tags
together!
In Sector mode, the Tagged LineDef is rRed and in
LineDef mode the Tagged Sector is rRed.
Note: Use the ctl+T command to automatically assign
new Tag numbers and connect them with the correct
Sector.
ayBrowse Floor/Ceiling
Display as many textures on the screen as will fit
as determined by your video resolution. You can
also browse by pressing F1 in the texture selection
menu.
Pressing any key stops the graphical representation
of a texture. The names are always listed. Use this
to quickly page!
Press Esc or Right mouse click to stop.
Press the first character of the texture to start
the display with textures starting with that
character.
If no texture starts with that character the closest
prior one is shown as the first texture.
Press + and - to choose from two display sizes.
No changes to the map are made when browsing.
x y End of Section
**---------------------------------------------------
||FIND
**---------------------------------------------------
b y
b y Find
b y
yb Finds the item types listed
ay Find LineDef Type
ay Find LineDef Tag
ay Find Sector Type
ay Find Sector Tag
ay Find Thing
ay Find FloorTexture
ay Find Wall Texture
yb Finds and Replaces the item types listed
ay Replace Thing
ay ReplaceFloorTexture
ay ReplaceWall Texture
ay ReplaceFloorTextureConvert
ay ReplaceWall TextureConvert
These last two should only be used when you are
converting from one game to another, for
example, DOOM to DOOM II or DOOM to HERETIC,
etc.
Since the textures don't exist in one game, DeeP
can't show them so any name is permitted. You
can't really mess up, since this is the search
name!
x y End of Section
**---------------------------------------------------
||HOWTO
**---------------------------------------------------
b y
b y How To Build
b y
x y
x y A Quick First Level to get going!
x y Press the print button on the
x y bottom so you can mark the steps.
x y
Read the introduction to this help for some basic
terms, adjust the default textures if you are using
DOOM (F5), and adjust the display speed by pressing
] to slow down and [ to speed up. The map will fly
all over the place if you don't set the delay to
around 50 (displayed on the bottom left of the
screen).
To make a quick first level just to see if you can,
follow the steps below. It appears long because each
step is listed, describing each movement. (Please
make sure Snap-to-Grid is on, the bs button on the
top of the screen should be down, press b/ to fix.)
Clue: This is what you will end up drawing!
┌──────────┬──────────┐
│ │
│ │
├─ Your 1st level ─┤
│ │
│ │
│ │
└──────────┴──────────┘
OK, so do the following:
1. Enter Edit mode if not already there, entering E
after the character command prompt.
2. Press alt+F or Click File on the top bar.
(selects File menu)
3. Press N or click New Level
(to make a brand new level).
4. Press Home and Press Enter.
(Select the first level. This makes
it easier to test for Shareware).
5. Press F9 (objects)
6. Press 1, make a Rectangle Room.
7. Enter 512 x 512 in the size boxes.
8. Place the mouse cursor in the middle of the
screen (the exact area doesn't matter), click
the left mouse button and view the upper right
corner of the screen to make sure it's about
512x 512 and press Enter or click the left mouse
button.
9. Press the Right Mouse button to exit Tool mode.
10. Press T to go into Thing Edit mode.
11. Move the mouse cursor inside the rectangle.
(Places the Thing coordinate location, next)
12. Press the Ins key.
13. Press Enter (brings up Thing menu).
14. Press T (or click Change Type button)
(Select change type of thing)
15. Press 3, Player Start/Teleport
(Type of change)
16. Press 1 , Player 1 Start
(Change Thing to what we want)
17. Press Esc or Right Click
(To exit menu)
18. Press Esc or Right Click
(To exit menu)
19. Press Alt+F (or Click File on Top)
(Selects File menu)
20. Press S or click Save
(Save the file, ignore warnings)
21. Edit the file name or press enter
or click Ok if you like it.
22. Press Enter (Click OK/Yes) to the
rest the messages.
Saves the level and builds nodes.
This isn't much of a level, but you can see that it
WORKS!.
You can play it using the -file option for DOOM/
HERETIC/HEXEN. Or if you Registered, you can play it
directly from DeeP!
(Select File and press F1 for more info.)
NOTE: It's possible that a 1 room level will not
work with future releases of DOOMx or HERETIC. As
of 1.9 and HERETIC 1.2, this all works. Some node
builders will not work with 1 Sector levels!
x y
x y Expand your First Level!
x y
Here's a brief example of how easy it is to make
your level more than just one room. Again, each
step is listed, but it goes really fast! Have at
least a Zoom size of 1000 so you can see what you
are doing.
1. Enter Edit mode if not already there, entering E
after the character command prompt.
2. Select the level you made above (this is auto-
matic, if you didn't switch levels!).
3. Press ctl+D and draw another rectangle above
the rectangle you made. Draw the rectangle
bclockwise. (You could use the rectangle
tool again, but then you wouldn't see how easy
drawing really is.)
Make the bottom line that is closest to the
original rectangle parallel to the top line of
the old rectangle. If it goes at a slant you
may have trouble "hitting" it later on.
a. Press the Left mouse button to start, then
move left, press the Left button again, move
up, etc, until you have 3 sides (see below).
b. Press the Right mouse button to finish the
second rectangle. (You are still in LineDraw
mode, so don't Right click yet!).
4. Hopefully this is what you have on the screen:
┌──────────┬──────────┐
│ │
│ │
├─ New Rectangle 2 ─┤
│ │
│ │
│ │
└──────────┴──────────┘ <-start here
┌──────────┬──────────┐
│ │
│ │
├─ Old Rectangle 1 ─┤
│ │
│ │
│ │
└──────────┴──────────┘
5. Now let's CONNECT them!
Use the picture show below to guide
you.
a. Place the cursor on top LineDef O1 and press
the left mouse button. The line should turn
RED and you should see a Blue dot. If this
did not happen, Right click right now and
try again!
b. Move up and place the cursor on top of
LineDef N1 and Left click again. As before,
the line should turn RED. If you miss this
time, you should start over, not that you
have to, but we'll have detail overload at
this point. (To start over, go to the File
menu and select Edit level, THIS one!)
c. Move to the right a bit and Left click to
create v3. Make sure the line really split
there!
d. Now move down to LineDef O1 again and place
v4 on top.
e. Right click the mouse (makes the last line)
and that's it!
┌──────────┬──────────┐
│ │
│ │
├─ New Rectangle 2 ─┤
│ │
│ │
│ v2 v3 │
└─N1───<───┴───<──────┘
│ │
├─ ─┤
│ │
┌─O1───>───┬───>──────┐
│ v1 v4 │
│ │
├─ Old Rectangle 1 ─┤
│ │
│ │
│ │
└──────────┴──────────┘
6. Press Alt+F and save the file as before.
Saves the level and builds nodes as you did the
first time.
x y
x y For a Really Good Time, add a Door!
x y
I'm going to assume that you know what to do getting
the last level loaded so we resume where we left off.
The Rectangles are chopped, since what we care about
now is the connecting corridor we made earlier. The
corridor is made larger, again for clarity.
There are 3 ways to make Doors, this is the easiest
to start with, although later you may prefer to use
the other methods.
1. Place your cursor in above the middle of the
corridor made above as shown by the X below.
The rotation places the object farther down, so
by placing it higher we adjust for where we want
it.
2. Press alt+F9 select 7, make a Door. Enter an
angle of 90.
3. Press the Right Mouse button to drag the door
into position. All the sides must be contained
within the corridor. It should be close to
what you see below. The exact position is not
critical, since that is easy to adjust. Press
F1 help for what you can do do position the
Door.
When you have it close enough, press the Left
mouse button, the press the Right mouse button
to exit.
│ │
├─ Rectangle 2 ─┤
│ X │
└────────<───────┴───────<────────┘
│ ┌─────────┐ │
A ├─ │a door b│ ─┤ B
│ └─────────┘ │
┌────────>───────┬───────>────────┐
│ │
├─ ─┤
│ Rectangle 1 │
4. If door lines a and b are not parallel to lines
A and B we need to move the vertices a bit.
Go into Vertex mode (press V) and place the
cursor on top of the offending vertex. Press the
Right mouse button (hold it down) and move. When
the line is parallel let go. Adjust any other
sides now.
5. Enter LineDef mode (press L). Place the cursor
on top of Door LineDef a and press and hold the
Right mouse button. Now drag the "a" LineDef
over on top of the "A" LineDef. You see why the
lines had to be parallel?
Release the Right mouse button, you should get
2 messages, one about splitting the LineDef and
one about merging LineDefs. Reply Y to both.
6. Repeat the above using LineDef b and B.
7. Press Alt+F and save the file as before.
Saves the level and builds nodes as you did the
first time.
x y
x y If you're Cooking, lets' make another
x y Room inside the area!
x y
We are going to make another room inside the top
Room we made before, Rectangle 2 (you can duplicate
what's shown here and do it below too).
1. Place your cursor at the X as shown below and
press ctl+D to enter LineDrawing mode. Press the
Left mouse button to place a vertex at the X and
draw the area shown: move left, down, right, up,
etc.
When you get to Y you can Right click and the
line will be finished to X.
┌─────────────────┬─────────────────┐
│ │
│ ┌────┴───────X │
│ │ ┌───┬───┐ │ │
├─ ┤ ├ │ │ ─┤
│ └┬┘ │ │ │
│ ┤ ├ │
│ ┌┴┐ │ │ │
│ ┤ └───┴───┘ │ │
│ └─────┬─────┘Y │
└─────────────<───┴───<─────────────┘
├─ ─┤
Adjust the spacing so you can "fit" (the above
is not meant to be to scale). Go into LineDef
or Vertex editing mode (press L or V), move the
cursor on top of the object to move, press and
hold the Right mouse button down and then move
the mouse.
2. Press Alt+F and save the file as before.
3. You can now put a door in the opening as
described earlier.
Hopefully, this gets you going. Understanding how
the pieces fit together is the most difficult part
to learn. Once it hits you between the eyes, you
will reap great benefits from the understanding,
so don't give up!
(Stop my head hurts..........)
B y See TUTORIAL.DOC for more introduction
B y See DEEPEXAM.WAD for examples
B y of the following
ybDoors
Select LineDef mode Misc (F8) create Door from
4 LineDefs.
Select Object (F9) create Door for a prefab door
that you drag/stretch to fit your space.
ybPools
Select Object (F9) create Rectangle or Polygon and
turn the Pool option on.
ybLights
Select Object (F9) create Rectangle or Polygon and
turn the Light option on.
ybWindows
Select Object (F9) create Rectangle or Polygon and
turn the Window option on.
ybLifts
Select Sector mode then Misc (F8) , create lift from
sector.
ybTeleporters
Select Object (F9) Rectangle object and select
Teleport Exit/Entrance pads. Connect the Teleport
Exit to the Entrance pad using the the Tags. You
don't have to use an Entrance pad, any Sector will
do, this is mainly for looks.
ybStairs/Rising Stairs
Stairs, see Objects, stairs.
For Rising Stairs, set the step height to 0. Make
some LineDef one of the rising stair LineDef types
and using the Tags, connect the LineDef to the
first sector of the stair (see Introduction on
Tags).
ybSecret Areas
This is just a Sector Type.
x y End of Section
**---------------------------------------------------
||NODES
**---------------------------------------------------
b y
b y Node Viewer
b y
The nodeviewer lets you visually inspect how the
nodes were created. For HEXEN, it is important that
you check to see that NO lines split an area that has
a PolyObject inside of it. A simple example is a
square rectangle. The square should be surround by
blue/red lines, with no line anywhere inside of it.
You can correct node problems by trying to align
areas in line-of sight to share the same X or Y plane
and by trial-and-error moving stuff around/adding
"junk". "Junk" has nothing with the level, but it
can fool the nodebuilder. Refer to MAP01 of the
HEXEN beta to see "junk" around the sliding doors.
B y Keyboard Keys
ybLeft arrow Move to left Node
ybRight arrow Move to right Node
ybUp arrow Move up a Node
ybDown arrow Move down a Node
ybC Clear map
ybG Toggle node lines
ybJ Jump to node
ybN Toggle show nodes
ybS Toggle segment lines
yb+ - Change Map size
(Use C to clear)
ybEsc/Enter Done
ybF1 Press for more Help
x y End of Section
**---------------------------------------------------
||HELP
**---------------------------------------------------
b y
b y Help [Alt-H]
b y
Print the help by pressing the Print button on the
bottom of the current help screen.
Each section prints only what is covered. To print
all the help at once, select All Help (see below).
ybHelp (basics)
Same as F1 key.
ybAll Help
This is a complete listing of all the help.
ybPrint Order Form
Select Print Order form and then press F1 for
Ordering Information.
y b General Information
The bottom bar displays editing modes, auto-object
bA, centeringb\, delayb[], and zoom bZ and
grid bG sizes.
The top bar show the number of objects in the select
list and the DOOM coordinates.
Additional help information is displayed on the top
as appropriate.
ybAbout DeeP...
Brief information about the DeeP
programmers and Registration.
x y
x G If you Registered, Thank You!
x y See ORDER.FRM for Upgrade pricing.
x y
x y DOOM-HERETIC-HEXEN
x B DoomEnhancedEditorProgram
x B
x y rSensor Based Systems, Inc.x
x y r17010 N.E. 190th St x
x y rWoodinville, WA 98072-8237x
x y (206) 827-8794
x y
x y
x y 75454.773@COMPUSERVE.COM
x y
x y End of Section
**---------------------------------------------------
||ORDER
**---------------------------------------------------
b y
b y OrderForm
b y
r y
r y To order the Registered version
r y of DeeP
r y
p y 1. Register Online with CompuServe :
r y
r y DeeP (GO SWREG ID = 5392 )
r y
p y 2. Print the ORDER.FRM for Mail delivery
r y
p y 3. Register voice with MC, Visa or COD.
r y
r y Call : (206) 827-8794 voice
r y
p y
x y Call Today and start your new adventure as
x y a DOOM, HERETIC or HEXEN wad author.
p y
x y End of Section
**---------------------------------------------------
||SUMMARY
**---------------------------------------------------
x y Graphic Mode Character Key Command Summary
These commands apply when the editor is in Map Mode
and vary according to the editing mode.
yrShift Auto-object temporary override
yrShift+Tab Switch to the previous editing mode.
yrShift+PageUp Immediately Increase Sector ceiling
yrShift+PageDown Immediately Decrease Sector ceiling
yrShift+Home Immediately Increase Sector floor
yrShift+End Immediately Decrease Sector floor
yrShift+Del Vertex mode only, opposite of Del
HEXEN only
yrShift+PageUp Immediately Increase Thing height
yrShift+PageDown Immediately Decrease Thing height
yrShift+A Toggle default auto-object selection
yrShift+C Set ceiling height Sector mode
yrShift+F Set floor height Sector mode
yrShift+H Set ceiling/floor height Sector mode
yrshift+I Toggles bottom display; all to none
yrshift+R Refreshes screen display only
yrShift+X X align both sidedefs, no texture chk
yrShift+Y Y Align both sidedefs
yrshift+Z Rezoom prior to Zoom-to-Window
yrShift+ + Increase Zoom while in Tool mode
yrShift+ - Decrease Zoom while in Tool mode
yrshift+Enter Edit the current object directly.
yrEnter Edit the current object
yrTab Switch to the next editing mode
yrSpace Toggles the scroll, rotate slow/fast
yrHome Move map, Tool control, 1st item
yrEnd Move map, Tool control, last item
yrEsc Exit commands, menus, program
yrIns Add current object, start/quit drawing,
Tool control
yrDel Delete the current object(s),
Tool control
yrPageUp Move map, Tool control, page up
yrPageDown Move map, Tool control, page down
yrArrows Move cursor or Tool control
yrScroll Lock Turn auto scroll on/off.
yr+ - Zoom in/out, Tool control
yr[ ] Change the map scroll speed delay
yr< > Scale/Rotate, Thing angle
yr/ Toggle Snap-To-Grid
yr\ Toggle AutoCenter (3 choices)
yrC Clear all selections and redraw map
yrF Repeat last Find or Change
yrG Change the grid scale
yrH Toggle display grid (hides the grid)
yrI Toggle display object information
yrJ Jump to a specific object #
yrK Thing Mask menu.
yrL Switch to the LineDef mode
yrM Mark/unmark current object (select)
yrN Jump to the next object
yrO Copy group of objects selected
yrP Jump to the previous object
yrR Toggle display ruler
yrS Switch to the Sectors editor
yrT Switch to the Things editor
yrV Switch to the Vertexes editor
yrX X align both sidedefs, texture check
yrY Y align both sidedefs
yrZ Zoom IN/OUT instantly
yrZ Zoom-to-Window (if Left Button pressed)
yr1...0 Set Edit ZOOM level from 100 to 1000
yr 0 In menus with numbers, exit the menu
yralt+1 LineDef mode, edit sidedef1
yralt+2 LineDef mode, edit sidedef2
yralt+X Center the Map at current size
yralt+Z Zoom to Extents (scale to fit)
yrctl+B View the contents of Clipboard
yrctl+D Enter Line Drawing mode
yrctl+G Set grid scale to 0
yrctl+M Mirror the object(s) selected
yrctl+N Normalize LineDef or Sector
yrctl+T Automatic LineDef/Sector Tagging
yrctl+V Paste objects (from clipboard)
yrctl+X Cut objects (same as Del)
yrctl+Z Undo, restore level to prior state
yrctl+F1 Test Level (all files loaded)
yrF2 Save level in a PWAD file
yrF3 Save As... Reassign level of a map
yrF4 Search/Change for Object
yrF5 Texture/height default values
yrF6 Zoom/Mouse/Map options
yrF8 Miscellaneous Operations
yrF9 Insert standard shapes
yrF10 Check Level for errors
yrAlt+F1 Screen Saver, key press stops
yrAlt+F2 Save Level and always build Nodes
yrAlt+F3 Save as.. and always build Nodes
yrAlt+F4 Exit (same as Esc)
yrAlt+F5 Set Options for sound, grid, etc.
yrAlt+F6 Set Colors for mouse, grid, etc.
yrAlt+F7 Set Palette colors
yrAlt+F8 Go into Scale/Rotate (same as < >)
yrShift+F1 Test Level (one file only)
yrShift+F2 Edit a different Level
yrShift+F3 Create a new level from scratch
yrShift+F4 Reset all PWAD files read
yrShift+F5 Read a new PWAD file
yrShift+F6 Reset 1 PWAD file read
x y Mouse Button Summary
All left, right terms refer to the left or right
mouse button respectively. Add any other key as
listed while the button is pressed.
yrLeft Select/unselect current object
(quick click)
yrLeft Vertex mode, enter LineDrawing
(quick double click)
yrLeft Draw a selection box (Edit modes)
(button is held down)
yrLeft+Z Zoom-to-Window (Edit modes)
(button is held down, then press Z)
yrLeft Tool mode, create current object
yrRight Edit the current/selected object(s)
(quick click)
yrRight Bring up mode/tool menu (edit modes)
(quick double click)
yrRight Drag the current/selected object(s)
(button is held down)
yrRight Tool mode, exit after last create
yrshift+Left Copy (bctl+C)
yrshift+Left Vertex Only, Split LineDef
yrShift+Right Delete (bDel)
yrctl+Left Mirror (bctl+M)
yrctl+Right Map Panning using mouse
x y Character Mode Character Key Command Summary
These commands may be entered at the character
prompt following DeeP (?=Help) >.
yx+ -
ZOOM in or out BPicture and BView
yxB[uild] B<wadfile>
Build a new main WAD file
yxDir B[drive:][path][filename]
List Dos Directory
yxDirA B[dirname] [outfile]
List all xWWAD directories
yxDirM B[dirname] [outfile]
List Master IWAD directory
yxDirW B[dirname] [outfile wadnumber]
List PWAD directory
yxDumpM B<dirname> [outfile]
Dump Master directory entry in hex
yxDumpW B<dirname> [outfile wadnumber]
Dump a Wad directory entry in hex
yxE[dit] B[episode/mission level]
Edit this level
yxG[roup] B<WadFile>
Group all patch wads together in one file.
yxH[elp] Help for setting DeeP options
yxI[nsert] B<RawFile> <DirName>
Insert a raw file in a patch wad file.
yxN[ew] B[episode/mission level]
Create and edit a New (empty) level.
yxP[icture] B[Picname]
Display any Picture in the DOOM file.
yxQ[uit] End DeeP or Heep
yxR[ead] B<wadfile>
Read a new PWAD file.
yxS[ave] B<DirName> <WadFile> [newDirName]
Save one object to a separate file.
yxTexport B<WadFile>
Save all the textures to a separate file.
yxV[iew] B[SpriteName]
Display all the sprites (see +/- above).
yxW[ads]
Display open wad files
yxX[tract] B<DirEntry> <RawFile>
Save one object to a raw file.
x y Options when loading DeeP or HeeP
xyDeeP [-n]
[-m MainWadFile ]
[-f PwadFiles...]
[-p dospath]
[-prj project.PRJ ]
[-v mode ]
[-d new ]
yb-n (noload)
Temporarily suppresses automatic DeeP restart.
yb-m (main) C:\DOOM2\DOOM2.WAD
Name/location of the main IWAD file.
yb-f (file) file1.wad file2.wad ...
Add patch wad files to load.
yb-p (path) C:\DOOM2\WADS
Set the default path for reading and saving files
yb-prj your.PRJ
Set the current project to use
yb-v # (video)
Set the default video mode number (resolution).
1=640x480, 2=800x600, 3=1024x768, 4=1280x1024
yb-d new (driver)
Change the video driver.
x y End of Section
**---------------------------------------------------
||IWAD
**---------------------------------------------------
b y
b y Set IWAD File
b y
Set the name and location of the IWAD name.
Select the IWAD file appropriate for the Project
current active.
In other words:
1. if you have a DOOM project, select a DOOM IWAD.
2. if you have a HEXEN project, select a HEXEN IWAD.
The typical names are :
DOOM.WAD = DOOM or Ultimate DOOM
DOOM2.WAD = DOOM II
HERETIC.WAD = HERETIC
HEXEN.WAD = HEXEN
x y Browsing Operation
File browsing displays a scroll box of file names,
directories and drives.
If you know the complete path, you can enter it in
the file name box. For example, C:\DOOM2\DOOM2.WAD
The Tab/Shift+Tab key moves between areas as well as
using the mouse to activate a dialog area (the color
of the top box changes color).
Selecting a directory, reselects files from that
directory using the current search string.
The lists displayed are scrolled the same as all the
other scroll lists. To select the entry displayed
in the WHITE box, left click the mouse in that
location or press Enter.
Press Esc (or right click) to exit without
selecting anything.
Press F1 help on the Option screen for more Help.
x y End of Section
**---------------------------------------------------
||PWAD
**---------------------------------------------------
b y
b y Read a PWAD File
b y
x y Browsing Operation
File browsing displays a scroll box of file names,
directories and drives.
If you know the complete path, you can enter it in
the file name box. For example, C:\MYWADS\SAMPLE.WAD
The Tab/Shift+Tab key moves between areas as well as
using the mouse to activate a dialog area (the color
of the top box changes color).
Selecting a directory, reselects files from that
directory using the current search string.
The lists displayed are scrolled the same as all the
other scroll lists. To select the entry displayed
in the WHITE box, left click the mouse in that
location or press Enter.
Press Esc (or right click) to exit without
selecting anything.
A preview of any legitimate PWAD level is automatic-
ally displayed. If there are multiple levels in the
PWAD, control shifts to the lower right box. As you
scroll this list, each level in the PWAD is
displayed. To return to the file control list, press
TAB.
x y End of Section
**---------------------------------------------------
||TCF
**---------------------------------------------------
b y
b y Create a Texture Group
b y
This step creates a Texture Group file for all the
current texture defaults.
If you enter a name different from the one currently
in use, all your current defaults are stored in the
new Texture Group name.
Use the F5 menu to set the texture defaults.
You can create as many Texture Groups as required
for your taste.
When you select a new file name, the new name now has
all the current defaults. To use this name in any
Project, read in the Texture Group by selecting
yRead Texture Grp using the alt+F menu.
x y End of Section
**---------------------------------------------------
||ACS
**---------------------------------------------------
b y
b y HEXEN Action Code Script
b y
This reads a file made by the HEXEN ACC.EXE script
compiler.
The file replaces the current BEHAVIOR resource for
level currently being edited. When you save the
level, this new ACS file replaces the contents of the
BEHAVIOR for this entry. Refer to the ACS documen-
tation for how to code for the script compiler.
If an ACS file is not supplied, the default BEHAVIOR
resource used is the BEHAVIOR found in HEXEN.WAD for
that level.
x y End of Section
**---------------------------------------------------
||PCX
**---------------------------------------------------
b y
b y View DOOM PCX files
b y
The PCX viewer is made for DOOM/HERETIC/HEXEN PCX
files ONLY.
Useb -devparm on the command line for DOOM and
DOOMII to enable screen shots.
Useb -ravpic on the command line for HERETIC and
HEXEN to enable screen shots.
Press F1 to take a screen shot when the game starts.
It was not tested on other PCX files and does not
display certain types correctly. This is not a bug!
All we cared about was the DOOM PCX shots and not
others.
x y End of Section
**---------------------------------------------------
||PRJ
**---------------------------------------------------
b y
b y Create a Project Name
b y
This step creates a Project file for all the current
color settings, texture defaults, and files in use.
If you enter a name different from the one currently
in use, all your current defaults are stored in the
new Project name.
A project contains the following:
1. The Name of the IWAD file.
It's recommended to read the default PRJ name,
such as HERETIC.PRJ matching the type of GAME file
and then change the name. Doing it this way auto-
matically sets the correct color and texture
defaults.
If you select a HERETIC IWAD for a DOOM Project,
all the colors and texture defaults will be wrong!
To fix this, either set them all manually, or
delete the project and start over.
Use (#5) on the option screen to set the IWAD
name.
2. The default Texture Group Name
This name contains all the default textures. You
can create multiple Texture Group Names using the
Set bTexture Group option on the alt+F5 menu.
You switch between different defaults by selecting
bRead Texture Group under the alt+F files
menu.
If you switch IWAD files from DOOM to HERETIC or
HEXEN, be sure to set the default textures.
Use the F5 menu to set the texture defaults.
3. The Default Path for reading/saving files
Use #7 on the screen to set the Path.
4. All the files you want to work with at the same
time.
Each file currently read is saved for the project.
Reset (delete) any file(s) in a project using the
reset commands under File.
x y End of Section
**---------------------------------------------------
||INSTALL
**---------------------------------------------------
b y
b y INSTALL
b y
y b
y b First Time Initialization
y b
y b! Be SURE to select the correct Project FIRST !
y b
Select the correct Project name first, matching the
type or game you wish to edit:
Please Enter the file names for:
1. Select Project Name
2. Set Main IWAD name
3. Set File path
On the next screen, press
5,6 and 7
(or click with the mouse)
This screen is entered when the DEEP.CHK or IWAD
file is either not present or is an old version.
Use the cursor keys to edit file name entries. The
Home key moves the cursor to the front of the entry.
NOTE: The maximum total path name is 43 characters!
yx1. Set Project Name
This selects the type of game you want to edit
(press 5).
Be sure to use the correct Project for the type
of game you are editing.
There are 4 predefined project names:
DOOM.PRJ = DOOM (original or Ultimate)
DOOM2.PRJ = DOOM2
HERETIC.PRJ = HERETIC
HEXEN.PRJ = HEXEN
yx2. The main IWAD file
On the next screen press the number 6 (or click
the box with the 6 in it) and enter the name of
your DOOM, DOOM II, HERETIC or HEXEN file.
Enter the complete path including the drive and
directory. Some examples are:
DOOM 2 : C:\DOOM2\DOOM2.WAD
HERETIC : C:\HERETIC\HERETIC.WAD
HEXEN : C:\HEXEN\HEXEN.WAD
These are the default values, so you do not need
to change them if they match your system. Do not
put the name of the HERETIC IWAD in DeeP or visa
versa.
If you have installed DOOM/HERETIC/HEXEN on a
different Drive or directory, change them as
required.
yx3. Set the File Save path
NOTE: The maximum path length is 26 characters.
On the next screen press the number 7 (or click
the box with the 7 in it).
This is not a file, but represents the default
directory to use for reading or saving PWAD files
and also the default for the DIR command for the
registered version.
If no name is entered, the default directory is
the current directory.
Please TEST your path with a file save before you
continue!
yx4. The Help File name
On the next screen press the number 7 (or click
the box with the 7 in it) and enter the name of
the DEEP and HEEP help file. You normally should
not have to do this!
If you place DEEP and HEEP in different direct-
ories and want to save on disk space you can
share the same help file. This entry points to
the shared copy. Enter the complete path as
above.
yx5. The DEEP.CHK file
If an old CHK file from a prior version of DEEP
was found, a new one will be created. At the
same time all the default .CFG .PRJ, and .TCF
files are created.
The DEEP.CHK file can be deleted at any time
and the defaults are recreated the next time.
p y
p y Enter F1 in the next SETUP screen for a
p y description of all the entries.
p y
p y There are other option screens available.
p y Press alt+E on the top menu bar to see!
p y
r y
r y To order the Registered version
r y of DeeP
r y
p y 1. Register Online with CompuServe :
r y
r y DeeP (GO SWREG ID = 5392 )
r y
p y 2. See ORDER.FRM for Mailing Instructions.
r y
p y 3. Register voice with MC, Visa or COD.
r y
r y Call : (206) 827-8794 voice
r y
p y
x y Call Today and start your new adventure as
x y a DOOM, HERETIC or HEXEN wad author.
p y
x y End of Section
**-----------end of help-----------------------