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┌─────────────────────────────────────────────────────────────────────────┐
│ Documentation for TUTORIAL.WAD v2.0 │
│ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ │
│ │
│ This tutorial is divided into three parts: │
│ │
│ Part I Seeing is believing! │
│ │
│ This covers a walk through of the tutorial wad. Please take │
│ a tour through the level. It makes the second part of the │
│ tutorial clearer. │
│ │
│ Part II Show and tell. │
│ │
│ The second half is designed to show you how to make simple │
│ objects, like a teleporter and lift. It uses the tutorial │
│ wad for reference. │
│ │
│ Part III Some more examples │
│ │
│ The third part is an overview of the level DEEPEXAM.WAD. │
│ It is an example of a level drawn using the predefined │
│ Tools in DeeP. │
└─────────────────────────────────────────────────────────────────────────┘
We Need your Input!
~~~~~~~~~~~~~~~~~~~
This is my first version of this tutorial and will be expanded more.
It's been over a year since I first began editing WADS, so I don't
remember what I wanted to learn about as a beginner.
I need some input on how to improve this tutorial. If there are parts
that seem illogical or there are sections you would like to see, by all
means let me know.
See the "About" screen under Help for my email address:
Please put "DeeP tutorial" as the subject of your message.
Thanks and enjoy!
Mike Vermeulen
─────────────────────────────────────────────────────────────────────────
Which WAD to use
~~~~~~~~~~~~~~~~
Use the following PWADs depending on the game:
1. DOOM I : use DOOM1TUT.WAD.
2. DOOM II : use DOOM2TUT.WAD.
3. HERETIC : use HERTUT.WAD. (not included with this tutorial!)
4. HEXEN : use HEXTUT.WAD. (not included with this tutorial!)
The DOOM I and DOOM II tutorials are covered here.
The HERETIC and HEXEN versions are not done yet.
NOTE: Print out this documentation before going through this level.
That way, you don't have to recall why certain structures are
important from memory.
Print out this map for reference before you begin editing with DeeP.
If you have MS Word, you can import the HGL file as described in
the online Help.
DOOM VERSION NOTE
~~~~~~~~~~~~~~~~~
This WAD file has only been tested on DOOM 1.9 and DOOM 2 1.9.
Using any version lower than 1.9 may not give the correct results
when using a switch.
Not all triggers (both switch and walking) are in DOOM 1.4 and lower.
If you have a DOOM version lower than 1.666, this WAD will not work.
This wad will work on any version of DOOM 2, although I recommend
downloading the 1.9 patch anyway to avoid problems.
┌─────────────────────────────────────────────────────────────────────────┐
│ PART ONE: WALKTHROUGH │
└─────────────────────────────────────────────────────────────────────────┘
To see the tutorial levels, type one of the following:
DOOM -FILE {DeeP directory here}\DOOM1TUT.WAD <---- DOOM I ONLY
DOOM2 -FILE {DeeP directory here}\DOOM2TUT.WAD <---- DOOM II ONLY
{DeeP directory here} refers to your DeeP directory and this PWAD location.
For example, if DeeP is stored in C:\DEEP, you would type:
DOOM -FILE C:\DEEP\DOOM1TUT.WAD
Start a normal game of DOOM and you will be in the tutorial.
The First Room
~~~~~~~~~~~~~~
The Four Switches
-----------------
The first room of this WAD contains four switches, which are in front
of you. In order to observe what the switch does, position yourself to
face the southwest corner. This way you'll see what is going on. When
you use the far left switch (switch 1), it will lower the floor to the
neighboring floor (you are presently standing on the neighboring floor).
Switch Two
----------
The switch second from the left will affect the pillar in the northwest
corner, so try to look at it when you use the switch.
Using this switch will lower the pillar in the northwest corner until it
is 8 pixels above the neighboring floor (again, the floor you are standing
on).
Switch Three
------------
The switch second from the right will raise the ceiling to eight pixels
below the neighboring ceiling.
Switch Four
-----------
Finally, the switch on the far right will raise the ceiling of the two
southern blocks to eight pixels below the neighboring ceiling.
Two New Teleports!
------------------
By using the two middle switches you will reveal two teleports, one in
the northwest corner and one in the northeast corner. Walk onto either
one of these teleport pads. You are transported to the other teleport!
When you have finished observing the results of using these switches,
it's time to move onto the next room.
The three doors in this room will all take you to the same place. Go
through all three to see how doors work. Note that the door on the far
left requires that you press the switch.
The Second Room
~~~~~~~~~~~~~~~
The second room of this level contains two switches, and one lift that
is triggered by walking over a Linedef. For now, let's focus our
attention on the switch closest to the doors.
There is a twitching body by the switch. Walk up to the switch and use it.
Directly in front of you a staircase begins to rise! Watch the stairs
appear and when the staircase is done rising, go up it and obtain the blue
keycard. You will need this key to enter the rest of the level.
After you get the keycard, walk over to the lava pit and stand in it for a
moment or two! Ouch! Collect a medikit if you need one.
Now walk over to the southeastern door of this room, marked by blue skulls
on the wall. Try opening the door. Nothing happens. This door requires
that you press the switch located directly behind it, so walk north a
little and turn back.
See the switch sticking out of the ground? Use this switch and watch
the door open. Walk into this room and press the button. The switch
lowers, revealing another switch and the yellow keycard. Collect the yellow
keycard and press the switch. Lights on!
Finally, before moving on, walk up to the rectangular shaped block. As
you walk up to it from the east, it lowers, allowing you to hop on. If
you look on your automap (press TAB) you will see that there is a yellow
line in this room. Whenever you walk across this line, the lift will lower!
Let's move on to the yellow keycard door.
The Yellow Keycard Room
~~~~~~~~~~~~~~~~~~~~~~~
Walk up to the yellow keycard door and open it up. Once inside, you
will see a lift near the southeast corner. Where should you go from here?
The arrow provides a subtle<g> hint? No, it just points to the secret room.
Before opening the secret door, look on your map. Note that the secret door
only shows up as a red line. Now, open that door.
Once inside this secret room, look to your right. The torch appears to be
giving the room some light. In fact, this isn't true. This is a special
effect. The light you see is created by making four Sectors, each with
different light levels. Now let's look at those boxes.
In front of you is one switch. Press this switch and a lift lowers.
Pay special attention to how the switch texture moves WITH the lift.
Now, walk around to the other side of this rectangle and look at the other
switch. Press it and it will produce the same effect. But wait, something's
different! This switch doesn't move with the lift! I'll explain why this
is true later, but for now just make a note of it.
Take another look at the automap (press TAB). So far, all lines you have
crossed are yellow. But look at the secret door. It's red, even though
you can walk over it. This is a secret Linedef, and I'll show you how to
make one in the second part of this tutorial.
In the eastern part of this room are some more boxes. You can get inside
these boxes from the west side. Walk on in. After you have walked in,
turn behind you and look out again.
Oh no! You're trapped!
Fear not, for there is an easy way out. In this small area are two
switches. Walk to the southern one and press it. Now back up to the wall
while still looking at the switch you just pressed. The ceiling of the
area in front of you is moving!
We'll examine that in a moment, but first, let's exit this little area.
Walk to the northern switch and press it. This lowers the floor again
and allow you to leave.
On the way out look at the crusher you started. Don't walk into it though!
Unless you're invincible, it will kill you. Time to move on to the blue
keycard room.
Head out of the yellow keycard door again and turn north. Cross
the slime pit and enter the blue keycard room.
The Blue Keycard Room
~~~~~~~~~~~~~~~~~~~~~
There's lots to do in this area, but let's start by turning east. You'll
see two torches against a wall here, and you'll walk through these later,
so remember where they are. Try walking up to the blue switch and pressing
it. Oops! Guess you'll need the red keycard.
Anyway, walk along the northern wall until you see a switch and an arrow.
The arrow is pointing upwards. Press this switch and look through the
window that appears. The red keycard! We're not going to get this just
yet though.
Walk around to the southern side of this small room, until you see an
arrow pointing down. Press this switch and the window will close! To
undo this, just walk around to the other arrow and press the
switch next to it again. Now let's grab that keycard.
Go back to the two red torches and walk through them. The switch you
just pressed raised the ceiling just enough so you can walk in!
Get the keycard and head out.
The Courtyard
-------------
Before moving on to that blue switch, turn your attention to the wood
paneled area in the far eastern part of this room. Walk around the
courtyard area both above and below. When you are done doing this,
move on to that blue switch.
The Blue Switch
~~~~~~~~~~~~~~~
Walk up to that blue switch and press it. This time the metal barrier in
front of you will open, revealing the last two areas of this tutorial.
Three Rooms in Short Order
--------------------------
Pressing the blue switch will open the metal barrier blocking your
progress, revealing two new areas. For now, let's look at the northern
area. We will deal with the western area later.
First run into the small room on the right (marked by hanging bodies) and
QUICKLY run out. Look the room again. Looks like you activated a silent
crusher.
Now go into the room on the left (marked by green torches). Don't worry,
there's nothing lethal here. Try pressing the switch. Nothing happens.
Now try running into the switch at high speeds. Still nothing.
Now throw your hands into the air in frustration. Nothing again.
OK, take out your pistol and shoot the damned thing! There, now a
floor on your right is going up to the ceiling. This type of switch is
only activated through the use of your pistol or chaingun.
Finally, go into the room a little to the north (marked by two pillars).
Walk in and the four floors with start moving up and down. Walk onto any
of these and they will take you up and down until your nauseous. When
you're done with the moving floors, head out again and proceed to the
western area.
Rising floors Aplenty
----------------------
In front of this room are three switches. Walk past the switches and go
into the room. When you enter this large room the floor you are standing
on rises. Keep walking towards the teleport (don't enter it yet) and
the floor continues to rise. Turn around and look back from where you
came. Note that the floor was divided into three sections, and all three
are different heights.
Fun with Switches
-----------------
On the northern wall there are two switches side by side and a third by
itself. Pressing any of the three switches will yield different results.
Experiment with these switches and then walk out of this room back into
the room with the blue switch. Remember those three switches? Try
pressing any of the three and observe the results. Each switch will make
one part of the other room lower back down to where it was.
Have a look around
------------------
You have just completed a tour of the tutorial. We hoped you enjoyed the
ride. Please pay the cashier on the way out. Take one last look around
and then exit DOOM. It's now time to work with DeeP!
┌─────────────────────────────────────────────────────────────────────────┐
│ PART TWO: THE MECHANICS OF THE WAD │
└─────────────────────────────────────────────────────────────────────────┘
This section explains, in full detail, how the switches operate and how
to go about changing them. It also explains how to create a door and
other simple areas. For the most part, it deals with some of hardest
parts of DOOM level editing, working with Linedefs and switches.
I suggest you read the DEEP.HLP file to get familiar with the
terminology and definitions.
DeeP and the First Room
~~~~~~~~~~~~~~~~~~~~~~~
Enter DeeP by typing DEEP at the DOS prompt and pressing enter. Once at
the main menu, type :
R DOOM1TUT.WAD <----- DOOM I ONLY
R DOOM2TUT.WAD <----- DOOM II ONLY
This will load the PWAD you just finished playing. Now, type:
E 1 1 <--- DOOM I ONLY
E 1 <--- DOOM II ONLY
You will now be in DeeP map edit with the PWAD loaded.
How the four switches work
--------------------------
When you are back in DeeP, enter Linedef mode by pressing the L key.
Quick note : When you move the cursor over the map, objects turn
Yellow. This DeeP method of letting you know that the object can
now be edited or selected. This is referred to as highlighting in
the text.
Move the cursor over the Linedef on the far left to highlight it. The
information box on the lower left hand side of the screen displays
two important parts to this Linedef:
1. The Linedef does something. In this case, it lowers the floor to eight
above the floor next to it.
2. The second part is listed below. Now, let's edit that Linedef!
Editing the Linedef
-------------------
One of the best ways to gain an understanding of how level editing works
is through experimentation. This part of the tutorial covers how to edit
Linedefs using DeeP.
There are several steps to changing what a Linedef does. To edit this
Linedef, highlight it while in Linedef mode, and follow these steps:
1. Press ENTER (or click the right mouse button)
This brings up the Linedef editing screen. You are presented with
several options, including changing the first and second Sidedefs.
Right now we are going to edit the Linedef.
2. Select "Edit Linedef."
Another sub-menu pops up. This menu allows you to edit the properties of
this Linedef, including whether it's invisible, impassable, or can block
sound.
3. Click on the button "Change Type"
A third menu presents you a list of Linedef types, sorted according to
what they do. Note that "Floors lower" is already highlighted for you,
since this is what the Linedef currently does.
4. Choose "Floors lower"
For now, we will not be changing the basic function of the Linedef.
It will still lower a floor when we are finished. All we're going
to do now is determine how low the floor goes and how fast it lowers
5. Choose "70 S1 Lower floor to 8 above adj."
Now we will change what the Linedef does to the Sector in the corner.
By selecting Linedef type 71 and pressing ENTER, you have just
successfully changed a Linedef type!
6. Press ESC three times (or right click)
Press the ESC key thrice to exit back out into the main editing
screen (the right mouse button is easier for mouse users).
The second important component of this Linedef is the Sector tag.
This is crucial to making a switch, or "walking trigger (explained later),"
work.
When you first highlighted this Linedef, the Sector in the southwest and
southeast corners lit up. This means that those Sectors have the same
Sector tag as the Linedef you have highlighted. Whenever you flip a switch,
it will affect only Sectors who have the same Sector tag as the Linedef
that has the switch.
In Linedef mode, this is called the Sector tag, indicating that all
Sectors with this tag number are affected.
In Sector mode, it is referred as the Linedef tag, meaning the number in
the Linedef that refers to this Sector.
These are both the SAME number. It depends on the viewpoint whether you
call it a Sector tag or a Linedef tag. You see, when you are editing
Linedefs, it means find all Sectors that have this tag number, hence the
term Sector tag. When you are editing Sectors, it means find all Linedefs
that have this tag number, hence the term Linedef tag.
I hope this is not too confusing. It is important to not be confused here,
since this is the key to making teleports, lifts and anything else that
moves!
Press S to go into Sector mode. Move the cursor over either of the two
boxes in the southern area. The Linedef that you just changed lights up.
Note the Sector tag of this Sector in the information box.
Now, go back into Linedef mode by pressing L. Look at the Linedef that
you just edited. Same tag. It's very important to use the correct tag
number when editing Linedefs and Sectors. If you don't, the effect
you want doesn't happen and at the worst DOOM can crash!
Switch Second from left
-----------------------
Now let's look at the switch second from the left. Move the cursor over
the Linedef to highlight it. As with the first Linedef you highlighted,
highlighting this one will make a Sector light up. This Linedef will lower
all Sectors with the same Sector tag to eight pixels above the neighboring
floor.
Let's change this Linedef too. Follow steps 1-4, then 6 when we're done.
Step 5 is below
5. Choose "71 SR Lower floor to 8 above highest adj."
As you already know, S denotes that this Linedef is triggered
by using it and W denotes that you must walk over it. But
what about 1 and R? 1 means that the switch will only work once,
R means that a switch will work an unlimited number of times.
When we test this WAD, you will see the difference between 1 and R.
Switch Second from the right
----------------------------
Highlight the Linedef second from the right. The box in the northeast
corner lights up when you do.
The switch second from the right differs from the first two. This switch
opens doors. Let's edit this switch as we did the first two by following
steps 1-3, then 6 when you're finished. Steps 4 and 5 are below.
4. Select "Doors (open)"
The first two Linedefs we dealt with only lowered floors down. This
Linedef moves the ceiling.
5. Select "115 SR Door open fast, stays open"
Now the ceiling will rise much faster than it did before when we
press the switch.
Switch on Far Right
-------------------
We will also change the final switch in this room. Highlight the Linedef
on the far right. The two southern Sectors should light up.
Follow steps 1-3 above and the fourth step from the last editing we did.
Follow step 6 when you're done. Step 5 is below:
5. Select "61 SR Open door, stays open"
Instead of the ceiling going up fast, it will now go up much slower.
Saving your WAD
~~~~~~~~~~~~~~~
Now that you're done changing Linedefs, it's time to save your wad!
To make sure you have not accidently changed something you were not
supposed to, press F10 and select "B" to check your level.
Then using the mouse, select "File" on the top menu bar far left
(or press ALT+F).
Scroll down to "Save" and press enter. You are prompted for a file name.
Keep the name the same and press ENTER (pressing F2 does both).
NOTE: If you accidentally moved any vertexes, DeeP will prompt you to
build nodes. Press Y if you are given this question. DeeP will rebuild
the nodes and your WAD will be ready to play!
Exit back out to DOS and run DOOM as you first did. You will now be in your
modified WAD. (If you have registered, you can select test level and play
right now.)
The First Room Re-visited
~~~~~~~~~~~~~~~~~~~~~~~~~
The far left switch
-------------------
Now it's time to see how what you did affected this area!
Start by pressing the switch on the far left as you did earlier. Now the
floor lowers, but not all the way to the ground. You can now see a small
part stick out of the ground. This is because the Linedef type tells the
Sector to lower until the floor is 8 pixels above the floor next to it.
The switch second from the left
-------------------------------
Walk up to the switch second from the left and press it again. It does
the same thing that the last switch did. Step back from the switch and
look at the far left switch and the switch you just pressed. Notice
anything different?
The switch you just pressed is still black while the one on the left is
red. Why? The one on the left is a S1 switch, which means once you've
pressed it, it can never be pressed again.
The second switch pressed is a SR switch, which means you can walk up
and press it to your heart's content, although it won't do anything until
the floor is raised again.
The switch second from the right
--------------------------------
The two noticeable differences here are:
1. The ceiling will rise much faster than it used to.
2. The switch darkens once it is pressed.
Like the last switch, it is a SR, so you can press it as many times as
you want.
The switch on the far right
---------------------------
Like the last switch, the speed in which the ceiling rises is much slower.
Similar to the last two, this switch can be pressed infinitely (well close
to it).
Back to DeeP and Teleports!
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now that you've edited the Linedef, it's time to move onto one of DOOM's
more complicated features, the teleport!
I've already created a simple teleport in the first room, and you can
create another. Follow these steps to make the teleport.
1. Enter Linedef mode by pressing L
We will start by changing the Linedef type to make a teleport.
2. Select all four Linedefs of the box in the southwest corner
Click on each Linedef so that it turns dark green. Clicking means
pressing the left mouse button quickly after each Linedef is yellow
and then move on to the next one.
After you do this, you have selected the Linedefs and all changes
made now will affect all Linedefs selected.
3. Press ENTER
Enter Linedef edit mode to begin editing
4. Select "Sector Tag"
Before doing anything, we must first assign a tag to our Linedefs.
DeeP will prompt you to enter a tag number. In parentheses DeeP
will give the following:
(Free XX)
This number is a free tag. That means it is used nowhere else in
the level. Enter the number it gives you (27) and press ENTER.
5. Select "Edit the Linedef," then "Change type"
Now that you are back in the Linedef type sub-menu, you can define
what these four Linedefs do.
6. Select "Special"
Special Linedefs are those that cannot be defined under the other
categories. This includes teleports.
7. Select "97 WR Teleport to another Sector (w/Telething)"
By choosing the Linedef type you have just reached the halfway
mark on creating a teleport. Press ENTER to select the Linedef
type and exit back into the main screen
8. Press S to enter Sector mode
Now that you have defined what the Linedefs to, it's time to make
a Sector that the player can teleport to.
9. Highlight the Sector in the southeast corner and press ENTER
Now you will be back in the Sector edit screen. From here we will
assign a tag to the Sector.
10. Select "Linedef Tag"
You are now presented with the option to enter a Linedef tag. The
yellow text in this box gives you the last tag number used, 27.
Type 27 and press enter.
Almost there!
-------------
11. Enter thing mode by pressing T
Now that you are in thing mode, you can add a special type of thing,
one that allows teleportation.
12. Set the grid to 8 by pressing G.
Press G until the box labeled "grid" in the lower right hand
corner reads 8.
13. Move the cursor inside the Sector and double left-click (or press INS).
By moving the cursor inside the Sector and double left-clicking (or
pressing INS), you will have created a monster, the trooper.
We don't need him so let's edit this thing and change it to what we need.
14. Press ENTER then select "Change Type"
The Thing edit screen is similar to the Linedef editing screen. You
are given options about what the Thing is and when it appears
(according to skill level). Clicking "Change Type" will present a
list of things.
15. Select "Player Start/Teleport"
Selecting this item will give you another list, including the thing
we are interested in.
16. Select "Teleport Landing"
Highlight or click on teleport landing and press ENTER. Now run
the error checker.
17. Press F10, then select "B Check 2...8 all"
Now DeeP's comprehensive level checker will go into action. If any
problems are found with the teleport you just made, you will be
told what is wrong. If DeeP reports you have no teleport thing
in the Sector, then move the teleport landing (it should be yellow)
into the Sector you have tagged.
18. Change which direction the teleport Thing faces
Highlight the teleport landing and press the < and > keys to change
the direction it faces. Which direction this points is what direction
YOU will face when you exit the teleport.
19. Save and exit!
Follow the steps above on saving and exiting. Now were ready to try
it out!
Test of the teleports
~~~~~~~~~~~~~~~~~~~~~
Start DOOM and load your file again. Press the four switches on the wall
to make your teleport possible to use. Walk over to the southwest corner
into the box. If you teleported, congratulations! If not, here are some
troubleshooting tips:
Problem : Nothing happens
Solution: This is caused by not having the teleport landing in the Sector.
If you ran DeeP's error checker, it should have reported this
error.
Problem: DOOM crashes
Solution: This is most likely caused by not changing the Linedef tag. If
it's still set to 0 instead of 27, then DOOM will crash.
Drawing your own areas
~~~~~~~~~~~~~~~~~~~~~~
The large, dark area in the yellow keycard room has been provided so you
can experiment with drawing a lift and a switch. Before we begin drawing
a sample lift, first go into vertex mode by pressing V.
Making a Lift
~~~~~~~~~~~~~
(This is one of many ways to make a lift.)
1. Press G until the grid is 64
Change the grid to 64 for now so the lift drawn is simple.
2. Press H to reveal the grid
The grid will appear when you press H. This will allow easy drawing
of your Linedefs.
3. Double left click or press Ins (Vertex Mode only or press ctrl+D in
any mode)
This brings you into one of DeeP's best features, line drawing
mode. An information box will appear in the upper right hand
corner. This is helpful for advanced and beginning users alike.
Pay special attention to the first line, which tells you how long
the line you are drawing is. The length is also displayed right next
to the cursor.
4. Left click near the upper left hand corner.
This will mark the first vertex of your lift. From here drawing
is made simple through DeeP's Intelligent Linedef Drawing (IDD).
5. Drawing CLOCKWISE, draw the first three lines of the box.
The box you have drawn will look like this:
X--------->X
|
|
|
|
|
V
X<---------X
Make sure each side is 64 in length. If the grid was turned on,
then drawing this box will be easy.
6. Right click once to close your Sector
Right clicking draws the final line and closes the Sector.
You have finished creating your first Sector! Yay.
7. Right click again to exit Linedef drawing mode.
Edit that Sector!
~~~~~~~~~~~~~~~~~
Now that you have created a Sector, it's time to edit it by going into
Sector mode and giving it some attributes.
1. Press S to enter Sector mode.
Change into Sector mode to edit your Sector.
2. Highlight the Sector and press ENTER (or right click once)
You are now in Sector editing mode. First off, we need to make a tag,
like we did with the teleport. Move down to "LineDef Tag" and press
ENTER.
3. Assign your Sector an unused tag.
Select "Linedef tag" and press enter.
DeeP's Sector tag box will pop up. As with your teleport, you will
need an unused tag, so type in the number that DeeP reports is free.
Press ENTER when you're done.
4. Change the floor height.
The floor of your box needs to be higher than the floor around it
so we can make a lift. Select "Change floor height" and type
128. Press ENTER.
5. Go into Linedef mode and finish the lift.
By changing the floor height, you have created the need for a lower
texture.
Press L to re-enter Linedef mode. Select all four Linedefs
by left clicking on each one. When you have selected all four,
press F8 to open the "Misc." menu.
Select option 6, which will flip the direction your Sidedefs face.
When you have completed this step, all of your Linedefs should be
pointing outwards (you can also press ctrl+F).
6. Add some textures
You will need to add some textures for the player to look at.
Select "Edit 1st Sidedef" and press ENTER.
You are now given the option of changing the textures. Note that
in the "Lower texture" option the word "missing." This means that
no texture is currently there. Add one by selecting it and pressing
enter.
Another box will pop up, the texture browser. There are many, many
textures to choose from but we are only interested in one.
Type the word PLAT1. A texture resembling a lift appears. Press
ENTER to accept this texture.
7. Edit the attributes of the four Linedefs
Press ENTER to begin editing the Linedef.
A. First, make the tag number the same as the Sector.
Select "Sector tag" and press ENTER. At the top of this box,
DeeP reports the Sector tag you just used for your Sector.
Type in that number and press ENTER.
B. Now select "Edit Linedef" and then click on CHANGE TYPE.
1. Select "Lifts and Moving."
2. Select the following Linedef: 62 SR Lower lift, wait, rise
You have now defined what you want your Sector to do when a player
tries to use it. Right click to exit this menu.
8. Check your work
Press C to clear all selected Linedefs.
Now highlight any of the four Linedefs.
Did the Sector you made light up? If not, then they don't have the
same tag number. Go into Sector edit mode and change the tag to the
same number as the Linedefs.
Run DeeP's error checker. If it reports no problems, then you're
ready to go! Save, build the nodes, and exit back to DOS.
Test the level as you did before.
Approach the lift and press the Open (Use) button. If the lift lowers,
then you have just created a simple Sector and made it into a lift.
If the lift does not lower, then look below for a list of possible reasons.
Note: I assume you have run the error checker (F10 Check 2...8 all).
Problem: Trying to use the lift does nothing
Solution: The first Sidedef (the one you just added a texture to) is facing
the wrong direction. All Linedefs should be pointing outwards,
like this:
|
X--------->X
^ |
| |
-| |-
| |
| |
| V
X<---------X
|
If your Sector does not resemble this, then re-read step 5. A completed
lift has been included so compare the correct lift to yours if you
encounter problems.
-------------------------------------------------------------------------------
That's All for Now
~~~~~~~~~~~~~~~~~~
Future Versions
---------------
Later we will include information on how to make a door and include more
detailed information about how teleports, etc. work.
I will also include a section about texture alignment, including how to
align switches properly. DOOM2.TUT has been slightly revised for textures
alignment tricks, so if you compare this to DOOM1.TUT you can see the
differences. I think I'm going to have both aligned and non-aligned
versions of the same textures in the PWADs so it's easy to see the
differences.
Bibliography
------------
If you are interested in knowing more about DOOM editing terminology, it
may interest you to read The Wad Designer's Handbook (it's free) or
Tricks of the DOOM Programming Gurus (about $30-40 retail). Both of these
explain how to create a basic level, but more importantly they'll
familiarize you with terms like vertex, Sidedef, and Sector.
Newsgroups are a never-ending source of information about level editing.
Check out the REC.GAMES.COMPUTER.DOOM.EDITING for questions and answers
about level editing. Occasionally a FAQ (Frequently Asked Questions) is
posted about how to make a level.
If you have any further questions about level editing, then the above
mentioned provide more than enough information.
Under Construction
------------------
As I mentioned earlier, this tutorial is far from complete. If you have
suggestions, questions, or comments about this WAD, please e-mail me. I
need to hear from you! Information about how to contact me is at
the beginning of this document.
The HERETIC and HEXEN tutorials are in progress but HEXEN delayed the
us a bit.
Learn from Example
------------------
The best way to learn about level construction is by looking at examples.
If you have DOOM I, look at E2M1 for a good idea of how teleports and doors
operate. If you use DOOM II, look at MAP1-MAP4. These four levels combined
provide an excellent example of how to make levels.
End TUTORIAL.DOC
┌─────────────────────────────────────────────────────────────────────────┐
│ Part III DEEPEXAM.WAD - Examples of DeeP construction objects │
└─────────────────────────────────────────────────────────────────────────┘
DeeP assumes you have DOOMx version 1.9, this PWAD may not work on older
versions!
DEEPEXAM.WAD gives picture of the objects you can readily make with the
DeeP tools (more to be added later).
Each element is readily viewable. The favorite topics of teleports,
doors, stairs, rising stair, windows, pools, pillars and some basic
"how-to-get-a-look" are shown by example in this level.
You can play it (of course), but the main goal was to have some fun AND
see how to do it.
Almost ALL the objects were made with the Tools. Very little manual drawing
was done. Access the Tools by pressing F9 and selecting what you want.
You don't have to know all the details. Copy what's done and later figure
out the "why's"<g>.
Some simple guidelines:
Use the scaling and rotate feature to size and position objects made.
(Press F1 for the keys to use).
When you draw lines, pay attention to the direction of the arrows. They
have to be the same as shown, or it won't be the SAME.
Here's a brief overview of how the level was made:
1. The big outside polygon was drawn first (use F9 polygon object Tool).
2. The spiral center was made using the stair tool. This was then edited
into sections and touched up in width at the end by dragging the
vertices over.
3. The Window walls next to where you start were dropped in. The sides
were merged into the polygon sides. The sidedefs and textures were
corrected as required. I suggest you build a duplicate "window" right
next to the one shown and you'll see that some tinkering is required.
4. The corridor to the left (as you look at the map) was done in Vertex
line drawing mode. The doors were drawn in and make a door from
4-linedefs was used to make the doors. Again, the blending of the walls
to the polygon side had some adjustments.
5. One polygon 6-sided plain object was made. This is the column. This was
then cloned using Copy and then Pasted repeatedly.
6. The pool was made as 2 pool objects with a bunch of sides to get it
round looking. Use the F8 X-alignment to get it to look good. This also
applies to all the walls.
7. The letters were made by hand, although the second "DeeP" was cloned
from the first, by copy/paste and then scale/rotate. Just remember that
when you draw block "letters", always go clockwise. There is a Sector
between the 2 LineDefs to give the depth to the letters.
8. The little stairs and pedestal were also Tooled in.
9. The visible Teleports were made using the teleport Tool. The "tags"
making it work were done at the same time (so you don't forget).
10. Extra LineDefs were drawn on the curving stair to serve as teleports.
They are made in Vertex mode. Press Ins (or left-double click) to start.
Then when you have the cursor right on top of a LineDef left click. Move
the cursor to the other side and left click again. Now press the right
mouse button and choosed 2-sided LineDef from the menu.
11. Things were put in.
That covers almost everything!
SPECIAL NOTE:
The walls have to be positioned where they are as full height! If you
move areas and expose more "visible" areas, you may get visi-plane
overflow errors. Sorry, that's a DOOM engine limit! So if you get that
error, block the line-of-sight with a WALL. That's what was done here.
┌─────────────────────────────────────────────────────────────────────────┐
│ End-of-Everything │
└─────────────────────────────────────────────────────────────────────────┘