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deutut.txt
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1994-10-20
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DEU TUTORIAL v1.5
Making your first original level.
This document and the accompanying .wad files should help
you to see what you need to do to build a level. It's a
sort of touch-and-see how it works thing. (sounds like
fun!)
This tutorial works best it you print out the TUTOR.DOC
and then follow along with DEU on the computer.
Items appearing in braces {} indicate that there is a file
that you can load to follow along and see how to do things.
load the file by typing "R wadfilename.WAD" at the DEU Main Menu.
After the file is loaded type "E 2 1" to go into the editor.
then select the editing mode(s) indicated in the braces
and move the pointer around to touch things and look at how
they are structured.
Now we begin our journey...
1. First create the new map with the Create command from the
main menu (C 2 1). Go into vertices mode (hit tab) and
create some vertices by positioning the cursor where you
want the vertex and then press "Ins" to place a vertex
there. Using the Grid mode (press G) is helpful if you
want to line up the vertices. You will need a minimum of
three to create an enclosed polygon. (Don't be afraid
of running out until you're really good at this,
many doom maps contain well over 800 vertices.)
2. Group the vertices by marking them (highlight them and left click the
mouse or press "M") and add linedefs by pressing insert. It is best
to mark them in CLOCKWISE order.
3. Mark all of the lines for the sector (you will want to mark the ones
that aren't already marked) and press "Ins" to add a sector.
4. Repeat steps 1 - 3.
(You'll want more than 1 sector, unless you are very dull).
{S1.WAD - vertices, linedefs}
Load up this wad and see a very basic 2 sector map.
5. (This step is made mostly obsolete by DEU5.0 and above since
it now does these things automatically, but you can verify it
anyway.)
If you have any lines that are shared by 2 sectors and are meant
to be the place where you cross from room to room set the Flags
to 2S (two-sided and shoot thru) and turn off the Impassable Flag.
You will probably want to get rid of any of the Normal/Upper/Lower
Textures that are on lines that you walk across (usually, unless
you want to create the illusion of walking through a wall.).
{S2.WAD - Linedef} Check out Linedef # 1.
6. To change the way the walls look, select a line or a group of lines
and change the Normal texture on some of the Sidedefs. (To go to
line editing mode, press L).
{S3.WAD - Linedef} Take a look at Linedefs #0,2, and 3.
7. Change the Floor and Ceiling Textures in a sector. (To go to sector
editing mode press S).
{s4.wad -Sector} Look at Sector #1, compare to the default in
sector 0.
8. Add a Player1 Start thing. If you want to play cooperatively you
will also want to add a Player2, Player3 and Player4 start thing
and if you want to play in deathmatch mode you must have a MINIMUM
of 4 deathmatch start things)
{s5.wad -Things} That's were you start and the direction you're
facing.
9. Change the type of one of the lines to
"Special - Ends level goes to next level."
If you want to be able to leave the level you will need an exit.
(Even if just to see the deathmatch frag counts!).
{S6.WAD - Linedefs} Check out Line 5. Oh yeah, the texture was
changed to one of the SW1xxxx textures so that it looks like a
switch too. Nice touch eh?
10. Use Q to quit and save your changes. Answer Y to the question
about building the nodes, etc. (unless you use expert mode,
in which case... Why are you reading the tutorial?? ;-)
11. Use Q to quit DEU.
12. Fire up doom and try it out!
DOOM -FILE yourfile.WAD
If you are working on a level higher than E1L1 you can
go straight there by using IDCLEVxy where x is the episode
and y is the mission #.
13. To record a demo of your level (a .LMP file) type this:
DOOM -DEVPARM -WARP e m -SKILL s -RECORD demofile -FILE yourfile.WAD
You must NOT type the .LMP extention and you MUST type the .WAD
extension. 'e' is for Episode (1, 2 or 3), 'm' is for mission
(1 to 9) and 's' is for skill level (1 to 5). If you die before
the end, press SPACE to end the recording and go back to DOS.
14. To play back your demo, type this:
DOOM -PLAYDEMO demofile -FILE yourfile.WAD
CHAPTER 2: The Adventure Continues...
Now that we have a level, let's put some cool stuff in it. What
we will do here is to show ONE possible way to construct some
special sectors like doors, stairs and lifts. Please note that
there ARE other ways to do them because there are many different
types of doors & lifts, etc. Also, you're a little more experienced
at making vertices, lines and sectors already so we are not going
to have as many WAD files to demonstrate the structures, just one
or two to show each structure.
Adding a *DOOR*. We'll open it for you...
1. The split linedef feature can be used to add a vertex which
can then be dragged to where you want the edge of the door
to be. This is helpful if you decide after you build the
sector that you want to have a door. If you planned ahead
you won't need this.
Add some vertices & lines to build a new sector which will
later become the door.
You may want to add some more vertices and lines to build a sector
on the other side of the door so you've got somewhere to go once
the door is open.
{s7.wad - linedefs and sectors}
There's no door here yet, but it'll be coming soon.
Split line 0 into lines 0 & 8.
Added lines 9,10,11. Used lines 0,9,10,& 11 to add sector 2
(Sector 2 will become the door in the next file.)
Added lines 12,13,14. Added sector 3 on lines 10,12,13,& 14.
Sector 3 is the room on the other side.
2. The "Normal" vector of the lines (The side of the arrow with the
line sticking out of it) must be on the 'outside' of the door.
Change the type of the linedefs on the front and back of the door
to a DOOR type. 1 DR Open door - closes after 5 seconds is the
best one for beginners, you'll figure out other types of doors later.
Change the first sidedef of the front & back of the door to have
an Upper Texture only (NO Normal or Lower Texture). If you want it
to be obvious, make it a texture that looks like a door.
Change the ceiling height of the door sector to the same level
as it's floor. It will rise until it's just below the height
of the lowest adjacent ceiling.
Change the ceiling texture of the door sector to something that looks
like the bottom of the door.
On the linedefs on the sides of the door that are the door frame,
set the flags to Lo (lower texture unpegged.) This will keep them
from moving when the door goes up. Also, you should set the
Normal texture to something that looks like a door frame.
{s8.wad - linedefs and sectors}
Linedefs 0 & 10, changed type to Door - DR open door
Changed first sidedefs upper texture (BIGDOOR2).
Set sector #2 Ceiling height to the same as its' floor.
Changed ceiling texture (FLAT20).
Changed lines 9 & 11 texture (DOORTRAK).
Set 9 & 11 to type Lower Unpegged.
Tada! A working door!
Perhaps you can buy a Stairway to Heaven, but you'll have to
build the *STAIRWAY* to Hell!
1. Add the linedefs and sectors that will become the stairs.
2. Individually change the floor heights of each stair sector.
Change them in units of 8 or 16 for best results (24 is the
maximum for a stair