//-------------------------------------------------------------------------
//  Copyright 1995 Sensor Based Systems Inc.
//
//  This is the Online Documentation for DeeP and HeeP
//
//  To receive the Registered version of DeeP or HeeP
//  Register Online with CompuServe :
//           DeeP (GO SWREG ID = 4541 )
//           HeeP (GO SWREG ID = 4553 )
//
//  or See ORDER.FRM for Mailing Instructions.
//
//  Sensor Based Systems, Inc.
//  17010 NE 190th ST
//  Woodinville, WA 98072         (206) 827-8794
//
//  CompuServe :  75454.773@COMPUSERVE.COM
//  AOL        :  jackv56036@AOL.com
//-------------------------------------------------------------------------
//  This is the internal file for DeeP's use. Use DeeP to view it.
//  DeeP or HeeP can also print this file without the controls showing.
//  See Readme.1st and Readme.DOC and DeeP.INI (HeeP.INI) 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.
//
//  These are the current rules for this file (more stuff to be done later).
//
//  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.
//  53,47
//  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     y     rDeeP  DoomEnhancedEditorProgram   x    
x     y     rHeeP HereticEnhancedEditorProgram x    
r     y                                           
r     y   █████████       V 6.13      █████████   
r     y    ██     █                    ██     █   
r     y    ██     █ jackv56036@AOL.com ██     █   
r     y    ██     █                    ██     █   
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 = 4541 )        
x     G         HeeP (GO SWREG ID = 4553 )        
x     y                                           
x     y         rSensor Based Systems, Inc.x        
x     y         r17010 N.E. 190th St       x        
x     y         rWoodinville, WA      98072x        
x     y              (206) 827-8794               
x     y                                           

      rDOOM    levels are named E#M#  (#=number)
      rHERETIC levels are named E#M#  (#=number)
      rDOOM II levels are named MAP##

r y                                                  
r b Please DO NOT Distribute the REGISTERED Version  
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 is a trademark of Raven Software.
p     yDeeP is a trademark of Sensor Based Systems
p     yHeeP 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 Versions
p     y                                           


y1. bNo forced rabout screen so you start faster.

y2. bTest DOOM or HERETIC levels directly without
    exiting.

y3. bThe DOS DIR command works so you can find those
    pesky WADS easier.

y4. bPrint Maps of any level at all magnifications.

y5. bLockout of DOOM II features when using the DOOM
    WAD so you can still create DOOM levels without
    accidently using a DOOM II only feature.

y6. bEdit and save rall 32 blevels at the
    same time. The Shareware version does only 2.

y7. bGroup and Replace rall 32 blevels at the
    same time. The Shareware version does none.

y8. bBuild a New IWAD with rup to 32 blevels .
    The Shareware version does none.

y9. bThing percentage replace. This is useful to add
    new weapons to old DOOM levels by converting just
    some to new weapons and monsters.

y10.bAbility to add external PWADS that redefine the
    Sprites and Wall/Ceiling Textures.

y11.bThe latest online help and docs.

y12.b1/2 price Upgrades!

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.

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]

p   yRegistered only

    List any DOS directory

    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:

    bC:\MYDIR\somewad.wad

    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 wadfile only

yxDirW B[dirname] [outfile wadnumber]

    List wadfile 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 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.

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   (you're done)

    To replace levels in a Bgrouped PWAD, read the
    grouped PWAD (the levels it contains are shown),
    edit the levels you want to change and save each
    one changed as individual files (the way you
    created them to start with). The same original
    name can be used.

    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   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> <DirEntry>

    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.
    (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.

y   The characters b.WAD are automatically
y   appended if no b. is found.

yxS[ave] B<dirname> <wadfile>

    Save one object to a separate file.

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.


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 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
yDOOM. Example : bDOOM -file myown.wad.


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 TUTOR.DOC and load file TUTOR.WAD to
 learn the basics of WAD files and how to make them
 using DeeP.

 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 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, Sectors and Things.

y                 rVertices

 Vertices are x,y coordinates on a map. DOOM maps are
 2 dimensional. The height comes from Sectors, as you
 will see soon.

 Vertices are used as the starting and ending points
 of LineDefs (next). These are the bdots on the map
 in Vertex mode.

y                 rLineDefs

 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 LineDefs 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.

 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 LineDef edit mode.


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
 (be sure to swap the Sectors references back too!).


y                 rSideDefs

 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 same 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.

 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 vary in height
 between different Sectors/rooms.

 bUpper Texture : Texture you can see above the
 ceiling of a Sector.

 bNormal Texture: Texture you see between the ceiling
 and floor of a Sector.

 bLower 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?)


y                 rSectors

 A Sector is made up of 3 or more LineDefs that all
 connect together to form an enclosed area. A Sector
 is similar to a room or an area within a room.

 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.

 Sharing Sectors is a good way to speed up the game
 by limiting the work required by DOOM to calculate
 where you are (going).

 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.)

 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!


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.


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:

 1. You forgot a texture (easy to fix)
 2. Transparent Wall with a texture (not always)
 3. A LineDef is shared by 2 sectors, but the 2-sided
    flag is not set (F10 menu will fix).
 4. A LineDef/Sector is sticking its nose across
    another LineDef/Sector (move it back).
 5. Too many 2-sided LineDefs are visible from any
    point (fixed in 1.666 and DOOM II 1.7).
 6. A node building error (rearrange the area).
 7. You didn't (re)build the Nodes?.
 8. DOOM has an error (especially DOOM, see stairs).


p   y            Object Colors                  


 When an object is selected it will change color and
 the object select count (upper right top line) is
 increased by one. Use this to keep track of your
 work.

 Things with the same color are all the same type.

 Linedefs of different colors signify tags and
 possible texture problems. Look at the information
 displayed on the bottom texture boxes to tell.

 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.

x y            End of Section                 

//-------------------------------------------------------------------------
||F1EDIT
//-------------------------------------------------------------------------
B              y                   
B              y DeeP Editing Help 
B              y                   

  Use the bmouse or the bcursor keys to move around.
  The map scrolls when the pointer reaches the edges
  of the screen.

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.

  If you scroll to the edge and magnify with Auto
  Center turned off, you may loose sight of the map!
  Turn Auto Center back on, and zoom +/- to get
  your bearings again.


y            b                       
y            b Function Key Commands 
y            b                       


yrF1   There are three levels of Help screens.

      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 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 fast) to edit the object and then
      press F1.

      Each item is explained in more detail in the
      context sensitive help section.

yrF2   Save level in a PWAD file.

yrF3   Save As... Reassign level of a map.

yrF4   Search/Change for Object.

yrF5   Preferences, set default values.

yrF6   Print Map (see end this section).

yrF8   Miscellaneous Operations.

yrF9   Insert standard shapes.

yrF10  Check Level for errors.


yrAltF2 Save Level and always build Nodes

yrAltF3 Save as..  and always build Nodes

yrAltF4 Exit (same as Esc)

yrAltF5 Set Options for sound, grid, etc.

yrAltF6 Set Colors for mouse, grid, etc.


yrShiftF1 Test Level

yrShiftF2 Edit a different Level

yrShiftF3 Create a new level from scratch

yrShiftF4 Reset all PWAD files read

yrShiftF5 Read a new PWAD file


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 or copy object.
      The objects are returned to the starting
      locations. Copied objects still exist, and are
      behind the current objects shown. Be sure to
      either move or delete them.

      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. Be careful you don't lose
      track of any copies!

      In bIns Vertex mode, the last LineDef is NOT
      drawn to close the polygon (if it is missing).
      Ins Vertex is reset to the next area to draw.
      Press Esc again to exit Vertex insert mode.

yrIns

   bThing mode : Insert a new Thing at the current
   cursor position. Copies the last selected object
   or insert a default object (see Edit F1 help).

   bVertex mode: Starts insert mode for creating
   Vertices, LineDefs and Sectors (Sectors optional,
   set in Options).

   This is the workhorse mode 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 Vertexes/LineDefs to make
   them 2-sided.

   If you are making Door sides, Press bIns to stop
   (see below).

   When you place a Vertex on top of an existing
   LineDef, the LineDef is split at the location of
   the new Vertex. This is how you can quickly make
   Door sides (see Misc Help).

   To place only 1 Vertex, press the Left mouse
   button and then press the Right Mouse button.

   If you select 2 vertexes (before you press Ins)
   and then press Ins, a LineDef is created connect-
   ing the 2 vertices. No Sector is made.

   There are 3 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.

   2. 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 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 by setting the SideDef2 reference
      number to -1 (that's deleting it).

   3. Press the bEsc key to do everything you did
      in 1 except the LineDef is not automatically
      closed.

   Pressing Esc or Ins twice in a row, exits Vertex
   Ins mode, the same as Right clicking twice.

   bLineDef 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.

   bSector 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.

   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.

yrShift

   Prevent auto-object selection temporarily (see rA)

yrShift+Tab

   Switch to the previous editing mode.

yrShift+H

   Set grid scale to 0.

yrShift+M

   Same as Shift+Left mouse button.

yrDel

   Delete the current object

yrEnter

   Edit the current object

yrTab

   Switch to the next editing mode. If
   objects are marked, they remain marked
   with both forms of tabbing.

yrSpace

   Toggle the move/scroll speed from slow to
   fast.

yrArrows

   Move the cursor position (and Map)

yrHome

   In edit moves the Map Right a bunch.

   In menus, moves to the first item.

   In help, moves to the top.

yrEnd

   In edit moves the Map Left a bunch.

   In menus, moves to the last item.

   In help, moves to the bottom.

yrPageUp

   Move the Map Down a bunch

   In menus, moves down.

   In help, moves up a page.

yrPageDown

   Move the Map Up a bunch

   In menus, moves up.

   In help, moves down a page.

yrScroll Lock

   Turn on/off the autoscroll feature.
   Keeps the screen from moving accidently when
   you touch the edges.

   Scroll Lock also activates automatic Top
   menu selection. The menu appear as soon as
   the cursor is placed over the item.


y            b                        
y            b Character Key Commands 
y            b                        

yr+ -  ZOOM in or out (change the map scale)

   ZOOM levels range from 1/20 scale to 4/1 scale.

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/    Toggle Snap-To-Grid

   Automatically snaps objects to the active grid.
   Also set by the top menu button (s).

yr\    Toggle Auto Center

   Automatically center objects when zooming. Centers
   the map on the object. The bottom line displays a
   symbol when Auto Center is active.

yrA    Toggle default auto-object selection

   Enables individual object selection.

   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 or copy object.
   The objects are returned to the starting
   locations.  (Holding the Left mouse button for
   over 2/10 of a second also clears.)

   Copied objects still exist, and are behind the
   current objects shown. Be sure to either move or
   delete them. All the objects selected are cleared.
   It's better to use Esc to cancel, since the
   objects left selected.

   This also cancels Vertex insert mode. NO SideDefs
   or sectors are created!

yrD    Toggle drag mode (Vertexes/Things)

   If you don't have a mouse, select an object by
   pressing bM and then press bD to activate
   dragging. Use the cursor keys to move the
   object(s) and press bD again to release it.

yrF    Repeat last Find or Change

yrG    Change the grid scale

   Grid is use recommended, it automatically aligns
   objects the grid (Snap-to-Grid active). If the
   original LineDef or Sector was not aligned, switch
   to Vertex mode to align each Vertex.

   (If the program aligned the LineDefs/Sectors
   by itself, Vertexes could be overlaid.)

yrH    Toggle display grid (hides the grid)

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.

yrJ    Jump to a specific object #.

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, press bO
   to make a copy. Then bdrag the duplicates to the
   location desired using the Right mouse button.

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 (vertices) editor.

yr1...0 Set ZOOM level from 1 to 10 directly
      (1/1 - 1/10)


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. Smiley face= Things/Textures changed
      c. Diamond    = Geometry changed.

  2.  The second symbol shows the status of the
      Auto Select option.
      a. Blank              = not active
      b. Square with circle = active

  3.  The third symbol shows the status of the
      Auto Center option.
      a. Blank      = not active
      b. Star Burst = 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

   Mark/unmark the current object (select/unselect)
   or create selection box (same as Shift+Left mouse
   button).

   Quickly press the Left button to mark or unmark
   object(s).

   If the Left button is pressed and held for over
   2/10's of a second, Select box mode is entered.

   All the currently selected objects are cleared
   when you enter Select mode and the new objects
   in the Selection box are now active.

   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!

   The right side of the top menu bar shows the total
   number of objects currently selected.

   The first time you click an object it is added
   to a list of objects to edit. All objects selected
   will receive the edit changes you are making or
   will be 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) 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 bA
   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
   object 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

   Press the Left button after you press bIns in
   Vertex mode to create Vertices for LineDefs.


a       w Right Button has multiple uses 

yrRight button

   Edit or Drag the current/selected object(s).

   Quickly press the Right button to edit the current
   object(s).

   If the Right button is pressed and held for over
   2/10's of a second, drag mode is entered.

   Drag the object(s) selected by pressing the right
   mouse button and at the same time moving the
   mouse to the desired location. 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 by using the bShift+left button box
   select) they are all dragged at the same time.

   If you press and hold the Right mouse button and
   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.

yrRight button Insert Vertices

   Press the Right button to stop inserting vertices
   in Vertex mode (see above). The LineDefs are auto-
   matically closed. Press bEnd if you do not want to
   close the LineDefs.

yrShift+Left button

   Select and mark a group of objects. (This is also
   activated if you hold the Left mouse button for
   over 2/10 of a second.

   Drag a selection box around several objects
   and select them all at once. On large levels,
   do not select too many to prevent running out
   of memory (for now).


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                     

 If you have automatic object selection turned on
 (bA), 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 [-m <MainWadFile> ] [-n] [-fc] [-fm]
      [-f <PwadFiles>...] [-p <dir> ]
      [-bgi <driver>    ] [-v <mode>]
      [-config <IniFile>]
      [-h  <helpfile>   ]
      [-sp <sprite.wad> ]
      [-fl <flat.wad>   ]

yThe b- commands are used for temporary overrides
ywhen you start bDeeP. The name surrounded by the
yparenthesis b(..) followed by b= is used in the
ybDeeP.INI file to set the same option permanently.
yIf no () are shown, it's the same name. Example :
ybMain = c:\Doom2\DOOM2.wad defines the main IWAD.

c                                                     
CxReview the notes in the DeeP.INI file for more info.
c                                                     

yb-n (noload)

    Temporarily suppresses automatic DeeP restart.
    This clears all prior PWAD file names and all
    file additions. Used to start over again!

    See automatic restart options under Edit.

yb-bgi driver

    Set the default video driver (*.BGI file). You
    should only have to do this if you have a non-
    VESA video BIOS and/or have a newer driver for
    your video board.

    Use the name bVGAONLY for normal VGA, that
    is, use this if you can't run the default VESA
    SVGA.

    ALL of the colors can't be displayed in VGA, so
    the textures look weird.

yb-config name

    New name of the config file (DeeP.INI). This is
    handy to keep preconfigured options that you
    switch between often.

    If you have both DOOM and DOOM II, create a
    batch file for each version using different
    config files pointing to a different DOOM main
    wad file. This reduces disk space requirements.

    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.)

    In one batch file you might enter:

    bDeeP -config DeeP.ini  (for DOOM) and then
    bDeeP -config DeeP2.ini (for DOOM II)

    Each time you change the name of the DeeP.INI
    file, it is saved in DeeP.CFG. Thus if you
    start DeeP and do not override with a -config
    command, the last name you used is automatic-
    ally read. Remember this when you use batch
    files to edit both DOOM and DOOM II levels and
    you then directly run DeeP, bypassing your
    batch files.

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.)

    We may get rid of this option, since it is no
    longer as useful with the new save options.

yb-fc (fakecursor)

    Use fake crosshair mouse cursor. If you don't
    have a mouse and you have a non-VESA BIOS.

yb-fm  (fakemouse)

    Use fake mouse type cursor. Select if you do
    not have a mouse, but do have a VESA BIOS.

yb-h  (help)  C:\doom2\deep.hlp

    Name/location of the DeeP.HLP file. Default is
    DeeP.HLP in the current directory.

yb-m   (main)  C:\DOOM2\DOOM2.WAD

    Name/location of the main IWAD file. This file
    determines DOOM or DOOM II support.

    This path also determines the location of
    DOOM(2).exe when testing a level.

yb-p   (patch)

    Patch file default directory  for reading patch
    PWAD files (C:\Doom).  Default is current
    directory. This directory name is automatically
    added to any file name if you do not supply one.

yb-fl  (flat) flat.wad

p   yRegistered only

    Replacement floor/ceiling patch wad file. If no
    path is specified, a path is added (see PATCH).

    This file must contain a replacement for ball
    the floors/ceilings in DOOM. The file must
    contain the entry F_START and F_END with all the
    names inbetween.

    The b.wad extension is automatically added
    if no b. is used.

yb-sp  (sprite) sprite.wad

p   yRegistered only

    Replacement sprite patch wad file. If no
    path is specified, a path is added (see PATCH).

    This file must contain a replacement for ball
    the sprites in DOOM. The file must contain the
    entry S_START and S_END with all the names
    inbetween.

    The b.wad extension is automatically added
    if no b. is used.

yb-tx  (texture) texture.wad

p   yRegistered only

    Replacement texture patch wad file. If no
    path is specified, a path is added (see PATCH).

    This file must contain a replacement for ball
    the textures in DOOM. The file must contain the
    entry TEXTURE1 (and TEXTURE2 for DOOM), S_START
    and S_END with all the names inbetween.

    The b.wad extension is automatically added
    if no b. is used.

yb-v # (video)

    Set the default video mode number (resolution).
    Experiment with this to see if your monitor is
    readable at higher resolutions ( 800x600 looks
    nice on many 15" monitors ).


xyA r'+' ybefore the options reverses on/off options.

x y            End of Section                 

//-------------------------------------------------------------------------
||FILE
//-------------------------------------------------------------------------
B                y              
B                y File [Alt-F] 
B                y              

p                  y DeePbsp 


 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.

 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.

 DeePbsp will fail if you have overlapping
 vertices/linedefs, so be sure to run the check
 for this in DeeP.


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
y appended 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 already exists with the same save
 name it is renamed with the .BAK extension.

 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 2 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 Registered version saves up to 32 files.

pyClear the REJECTS

 If you do not clear them, 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 also
 only copies REJECT data.)

 We haven't verified the current information on
 REJECTS (too busy getting all this together),
 but know that there's more to it.

 We have cleared the REJECT information on some
 existing levels and they quit working, with
 lots of Hall of Mirror (bHOM) errors! Not
 exactly what you are led to believe by the
 information we read!

 When we rebuilt the level with DeePbsp, it all
 worked again (with a cleared REJECT), leading
 us to suspect that perhaps the REJECT is a
 workaround for their own node builder errors?

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.

 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.

 Reduce the number of Linedefs and simplify the
 area if you run into bHOM errors.

 Use the Grid feature when possible to minimize
 problems.

ybSave As ExMx

 Save the level with a different level number.
 Select the level and the rest is the same as
 above.

ybBuildNode

 Save the level and always rebuild nodes.

ybBuildNodeAs

 Save the level with a different level number
 and always rebuild nodes.

ybTest Level

pyRegistered only

 Load DOOM(II) or HERETIC and play a level you
 have saved.

a                                            
aw DOOM and HERETIC can thrash your memory,  
aw either due to DOOM errors or mistakes in  
aw your Level.                               
aw                                           
aw We therefore recommend to cold-boot (push 
aw the reset switch every once in a while to 
aw minimize unexpected failures in DOOM,     
aw HERETIC, DeeP or HeeP!                    
aw                                           

 The parameters -devparm -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, try
 turning of the BIOS shadow first. 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??

 The skill level displayed by HERETIC is one
 less than the actual number you entered.

 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)

 b CHOOKV23.WAD CHKSTUFF.WAD 
 b -skill 3 -nomonsters      

 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 is automatic).

 We do not have any systems with only 4MB but
 it should work ok, since only about 7kb is
 taken.

 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


ybEdit Level

 Select a different existing level to edit.

ybNew Level

 Erases all information so you can create a
 level from scratch.

ybReset Level

 Erases all PWAD information and resets all
 levels to the main IWAD.

ybPrint

pyRegistered only

 Print the level to printer or a file (see
 below).

ybeXit

  Exit the editor. Prompts to Save the file if
  changes have been made.



y            b Printing Maps 

 The map printed is exactly the same as
 currently displayed on the screen. So if
 you zoom, you get the zoomed version,
 scroll right and you get the section
 shown.

 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.
ybLinedef mode: Two-sided LineDefs are printed
               darker.
ybSector  mode: Just the map.

 If the grid is turned on, it is superimposed
 as dotted lines over the map at the grid size
 active.


ybPrint 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 the About Screen for the
 version).

 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 printer!

x y            End of Section                 

//-------------------------------------------------------------------------
||EDIT
//-------------------------------------------------------------------------
B               y              
B               y Edit [Alt-E] 
B               y              


ybCopy Object(s)  (O)

 Used to copy (groups of) Things, Vertices,
 LineDefs and SideDefs, or Sectors.

 After pressing bO move the copy to the
 location desired by pressing the Right
 mouse button and moving the cursor. When
 the Right button is released, the objects
 are moved.

 The same objects can be move again. Press
 bC to clear the selection. You can also
 clear them by holding down the Left mouse
 button (that creates the select box) for
 over 1/2 a second and then release it.

 While dragging, you can also press Esc to
 clear them all. This also cancels the drag.
 The copied objects still exist. You can't
 see them because they are on top of one
 another!

ybAdd Object (Same as bIns key)

 Be careful to not insert multiple Sectors at
 the same location! The check will catch this
 as Sector not closed messages, but it will
 not be obvious to you. See Ins in Sector mode
 below.

 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         rIns Vertex mode

 This creates the LineDefs/SideDefs/Sectors
 for a level. 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.

 SideDefs and Sectors are automatically created
 if Auto Insert Sector is turned on in Options.

 There are two variations in Vertex mode:

 b1. If 1 or no vertex is selected, press the
    Left mouse button to create Vertices/Line-
    Defs.

    if 1 vertex is selected, the next vertex
    is automatically 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 characteristics
    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           w 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 prior
    vertex.

    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 Mouse button
    2).

    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 grids misalign it.

a           w Splitting Lines 

    If you place a vertex directly on top of
    an existing line, the line is auto-
    matically split.

 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.

 Rooms go clockwise and objects are formed
 counter-clockwise.

 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 didn't use Auto Insert Sector, complete
 the unfinished area by selecting all the Line-
 Defs (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 area just made.


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 Line-
 Defs 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 if you want other
 areas to also use it.

 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.

ybClear Selection

 Same as pressing C to clear.

awAll the options below are saved in the file 
awDeeP.Cfg. This file is automatically created
awthe first time you start DeeP. If this file 
aw gets damaged, delete it and restart DeeP!  

ybPreferences

 Changes the default values for wall, floor,
 and ceiling textures, and floor and ceiling
 heights.

ybOptions

 The following options are toggled as shown:

awSound Selection  Sound when object is
                  selected.
awSound Errors     Sound when an error occurs.

awOverLap Check    Perform an overlap check
                  every time vertices move.
                  Disabling this speeds up edit-
                  ing large levels at the risk
                  of missing mistakes you make.
awSelect Object0   Select object 0 the first
                  time.
awAdditive Select  Add currently selected
                  objects to all in the
                  current select box.
awAuto Start       Automatically restart DeeP
                  and reload all PWAD active
                  since the last time. Use -n
                  to temporarily suppress.
awAuto Load        Automatically reloads the
                  last PWAD you were editing.
awGrid Dashed      Set grid lines

awSelect Dashed    Set select box lines

awInfo Objects     Display text information
                  about objects.
                  (bI toggles).
awInfo Picture     Display textures and things
                  in picture form.
                  (bI toggles)
awAuto Insert Sector  Automatically insert
                  SideDefs and Sectors when you
                  create LineDefs in Vertex
                  Mode. If you do not have this
                  active, create the SideDefs/
                  Sectors in LineDef mode by
                  selecting the LineDefs and
                  pressing the bIns key.
awThick Lines      Increase the line thickness
                  to 3. Useful when you use
                  large monitors at high
                  resolutions or use a white
                  background.
awResponse File    When testing, create a
                  response file. This is always
                  done for DOOM II and HERETIC.
                  DOOM 1.666 and later also
                  supports this.
                  (See Testing help under File
                  help).
awSpeed Options    Set your preferences for :
                  bObject Select Range
                  Determines the sensitivity to
                  selecting objects near the
                  cursor.
                  bMap Scroll Speed
                  Determines the amount the map
                  moves when it touches the
                  edges.
                  bMouse Sensitivity
                  Set how fast the cursor moves.
                  First time is the original
                  value.


ybMouse/LineColors

awMouse            The color of the mouse. You
                  must restart DeeP to see the
                  change. Since the mouse is
                  "tranparent" the colors vary
                  depending on the background
                  choosen.
awMouseEdge        Select the color of the
                  mouse edge (note as above).
awMenuHilite       Select the color of the
                  menu hilighted character(s).
awDragging         The color for dragged
                  objects.
awSelect Box       The color of the select box.

awHiLight          The color for automatic
                  hilighting of active objects.
awInsertVertex     The color of lines inserted.

awGrid             The grid color.

awRuler            The ruler color.

aw2-Sided LineDef  The color of 2-sided LineDefs.

aw1-Sided LineDef  The color of 1-sided LineDefs.

awBackGround       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.

ybPalette Colors

 Select and set the color value for the 16
 primary color selections. This changes the
 values available in Mouse/Line Colors above.

 It also changes those not directly set any-
 where else. If you get lost, delete DeeP.CFG
 and start over or use the following settings:

 The DOOM and HERETIC settings are for the
 respective games. The HERETIC information is
 to make the menus look like they are supposed
 to.

                DOOM  HERETIC
    Black       =   0    0
    Blue        = 202  197
    Green       = 118  216
    Cyan        = 194  200
    Red         = 180  155
    Magenta     = 253  172
    Brown       =  70   79
    LightGray   =  88   26
    DarkGray    =  95   19
    LightBlue   = 196  201
    LightGreen  = 114  223
    LightCyan   = 193  184
    LightRed    = 176  161
    LightMagenta= 250  173
    Yellow      = 231  144
    White       =   4   35

x y            End of Section                 

//-------------------------------------------------------------------------
||SEARCH
//-------------------------------------------------------------------------
B               y                
B               y Search [Alt-S] 
B               y                


ybFind/Replace  F4

y                   bFind

 bLinedef Type

   Find any Linedef type. Use this when con-
   verting a DOOM level to DOOM II.

 bThing Id

   Find any thing object.

 bFloor Texture Name

   Find any Floor/Ceiling texture.

 bWall  Texture Name

   Find any Wall texture.

y                   bReplace

 bReplaceThing Id

   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.

 bReplaceFloorTx Name

   Search for any Floor/Ceiling texture and
   replace it with a different one.

 bReplaceWall 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         
B                                        
y      b   Linedef & Sidedef   L         
B                                        
y      b   Vertices            V         
B                                        
y      b   Sectors             S         
B                                        
y      b   Next Mode           Tab       
B                                        
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                                        

 Please see ? help in the beginning for basic
 definitions of the above objects.


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
 bC6 Door closes after 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 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.

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 shown 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 rota-
     tion and a percentage scale. Use this to
     rearrange Things by spinning them around
     (change rotation angle) or moving them
     closer to each other (scale < 100%) or
     further apart (scale > 100%).


b             yVertices Mode

y1.b  Rotate and Scale Vertices 

    Move marked Vertices by the degree of rota-
    tion and a percentage scale. Use this to
    rearrange Vertices by spinning them around
    (change rotation angle) or moving them
    closer to each other (scale < 100%) or
    further apart (scale > 100%).

y3.b  Delete Vertex and join Linedef(s) 

    Deletes the marked vertex and joins Line-
    def(s) that were previously connected to
    the vertex.

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.

b        yLineDefs & SideDefs Mode

y1.b  Rotate and Scale LineDefs 

    Move marked LineDefs by the degree of rota-
    tion and a percentage scale. Use this to
    rearrange LineDefs by spinning them around
    (change rotation angle) or moving them
    closer to each other (scale < 100%) or fur-
    ther apart (scale > 100%).

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.

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 

    Flips the linedef(s) start and endpoints,
    thus reversing the side of the 1st and 2nd
    SideDefs.

y7.b  Swap Sidedef 

    Swaps the Sectors of sidedef(s) 1 and 2.

y8.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 Up/Down
    alignment.

y9.b  Align Textures (X Offset) 

    This may be used on a group of LineDefs
    that follow each other. The first linedef
    selected is used as the reference.
    This is for left/right alignment.

y10.b  Make Door from 4 LineDefs 

    You can also use the Object menu to make
    a predefined Door, if you prefer.

    Select 4 LineDefs that will be come the
    4 Door sides and then activate this function.
    The LineDefs, Ceiling height, textures,
    etc... will be 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 LineDefs butt heads at the *.

                    │
    *───────────────L1────────────────
    │                                │
    L4──                           ──L2
    │                                │
    ────────────────L3───────────────*
                    │

    L1 and L3 are counter clockwise.
    L2 and L4 are 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.

    Go into Vertex mode and Press Ins:

    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
       right (width of door) and Left click
       again to place the second Vertex.
       Press bIns key to finish (to prevent a
       2-sided LineDef from being created).

    2. Place your third vertex right on top of
       L2 where you want the door by pressing
       the Left mouse button. Move over to the
       right (width of door) and Left click
       again to place the fourth Vertex.
       Press bIns key to finish.

       This is what is should look like now:
                      1   2
  ...───────L1────────>─┬─>──────────────...>

      some hallway

  <...──────L2────────<─┴─<──────────────....
                      4   3

    3. Place your cursor right on top of the
       vertex 3 and press the Left mouse button.
       a. Move on top of vertex 2, Left Click.
       b. Move on top of vertex 1, Left Click.
       c. Move on top of vertex 4, Left Click.
       d. Move on top of vertex 3, Left Click.

       Press the bIns key to finish.

    4. Press the Right Mouse button (or Ins)
       again to exit Vertex create mode.

       Here's where you should be:
                      1   2
  ...───────L1────────>─┬─>──────────────...>
                      │ a │
      some hallway  d─│   │─c
                      │ b │
  <...──────L2────────<─┴─<──────────────....
                      4   3

    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!


    There are other ways to get here, but this
    is the easiest. If you do not draw the
    LineDefs as shown, let's say you did only
    c, you'll have to fix the sector reference
    for SideDef1, since it created a new one.

    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.


b               ySector Mode

y1.b  Rotate and Scale Sectors 

    Move marked Sectors by the degree of rota-
    tion and a percentage scale. Use this to
    rearrange Sectors by spinning them around
    (change rotation angle) or moving them
    closer to each other (scale < 100%) or fur-
    ther apart (scale > 100%).

    This will NOT move the "Things" in the sec-
    tor. 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... will be modified
    accordingly.

y4.b  Distribute Floor heights 

    This function takes the difference in floor
    heights between the first and last Sector
    selected, divide it by the number of sec-
    tors in between and then distribute the
    result across the floor heights of the in-
    between Sectors.

    This is useful for setting floor heights on
    stairways.

y5.b  Distribute Ceiling heights 

    This function 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.

    This is useful for setting ceiling heights
    on stairways.

x y            End of Section                 

//-------------------------------------------------------------------------
||OBJECT
//-------------------------------------------------------------------------
B          y                          
B          y Object Insertion [Alt-O] 
B          y                          

 A  rRoom   is outside a Sector.
 An rObject is inside a Sector.

 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 width and height (length) of the
 rectangle and DeeP automatically inserts the
 Vertices, LineDefs+SideDefs, and Sector at the
 current pointer location.

 This is adding a rectangular room.

 NOTE: If you press "Ins" after inserting the
 rectangle, a new Sector is created outside the
 rectangle and changes the walls to 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 number of sides and a radius and
 DeeP automatically inserts the Vertices,
 LineDefs+SideDefs, and Sector at the current
 pointer location.

 You can create anything from a triangle to a
 32 sided polygon.

 This is adding an N-sided room.

 NOTE: If you press "Ins" after inserting the
 rectangle, a new Sector is created outside the
 rectangle and changes the walls to 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  Vanilla Stuff   
p         y  Pools           
p         y  Pedestals       
p         y  Teleporter Pad  
p         y  Ceiling Lights  
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 = Normal vanilla shape, (a column)
 1 = Sunken Pool, (a recessed floor area)
 2 = Raised pedestal, (a podium)
 3 = Lights, (a pedestal hanging from the
     ceiling and a pedestal on the floor)

 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 type 0, Normal.

 You can tinker with the light sector, make it
 extend down and now you have a wall with a
 see-through gap!

 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 vanilla shape (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 is set to the Sector they are
 contained in. Think of this as inserting an
 N-sided pillar.

 NOTE: If you made a vanilla shape (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                

 There are two easy ways to make a teleporter
 pad:

 1. Make an Object and then press Ins to make
    it 2-sided. Then tag with the Teleport
    LineDef and give it a "destination".

    Adjust the Sector heights and texture to
    suit your design.

 2. Use the Pedestal feature.

    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).


r          yStairs are Special

 Stairs are always created inside a Sector.
yThe rbottom step connects to this Sector
 for reference. You need to complete the
yrtop step by connecting it the Sector
 desired.

 Switch to Vertex mode and place the last 2
 vertexes on 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 and an
 error is listed, press return to continue
 checking or press Esc to select the problem
 object.

 If you are converting from DOOM II to DOOM, or
 from HERETIC, be sure to replace any
 incompatible LineDefs!

 Use Search to find and decide what will work
 almost the same.

 Be sure to 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).

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 tech-
 nically not closed, but if you can never reach
 it, no problem occurs. Some DOOM levels,
 for example, MAP14, have some of these.

 The Sector not closed message can also mean
 you have two (or more) LineDefs/Sectors in the
 same location. Go into Vertex mode and see if
 when you drag a vertex another one shows up!

 Try deleting one and see if you still have a
 Sector showing?

 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                          


 1. You have 1-Sided LineDefs and they do not
    all go the same direction. This is easy to
    see and understand.

 2. The Sector reference used in the SideDef
    does not match an opposite LineDef/SideDef
    that uses the same Sector.

    For example, a room has an "opposite" wall
    that has the same Sector. In fact, all the
    walls have the same sector reference.
    If you changed 1 of the SideDefs to be a
    different Sector, you will get the infamous
    "not closed" message.

    Try this for yourself!

    You fix this by change the Reference Sector
    for the SideDef in LineDef edit mode.

    This is usually 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)!

    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(s) used. As you follow the Line-
    Defs,look at the bottom display and view
    the Sectors used.

    The enclosed area (room) described by the
    SideDefs must all use the same Sector
    number.

    For an object, (the LineDefs point out),
    Sector numbers must match the Sector of the
    immediate area (room) the object is in.


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.

y4. bCheck for missing textures

 Report any SideDefs that may need to have a
 Normal/Upper/or Lower texture defined.

 If the texture can never be seen, a missing
 texture causes no problems.

y5. bCheck Texture Names

 Report any texture names which are not found
 in the current DOOM IWAD file.  The names are
 different for DOOM and DOOM II.

y6. bCheck Thing Names

 Report any Thing names which are not found
 in the current DOOM IWAD file.  The names are
 different for DOOM and DOOM II.

y7. bCheck LineDef Types

 Report any LineDef types that are not known to
 DeeP. Also makes sure Sector tags are present
 when required!

 A missing Sector tag (tag is 0 and it
 shouldn't be) crashes DOOM.

 Id could have used this!

pyRegistered DeeP distinquishes between
 DOOM and DOOM II LineDefs. A LineDef that does
 not exist in DOOM comes up as missing. The
 DOOM II description is in the information box.

y8. bCheck Sector Types

 Report any Sector types that are not known to
 DeeP.

 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!

y10. bCheck (2,3,4 )SectorsClose, Cross-Ref, 
     Missing.

 Self explanatory!

y11. bCheck (2 ... 8)all of the above

 Self explanatory!  Always run this to be sure.

y12. bAutomatic fix missing Textures

 Check for differences in heights, this there
 should be a texture. Use the current default
 textures. If it doesn't show, it can be left
 alone, but it doesn't hurt to put it in.

y13. bAutomatic fix Texture names

 A quick way to convert DOOM to DOOM II. Uses
 the current default textures.

 Will also convert to HERETIC.

x y            End of Section                 

//-------------------------------------------------------------------------
||THINGS
//-------------------------------------------------------------------------
B               y            
B               y Edit Thing 
B               y            


ybAngle

 Angle:

 The initial direction or orientation of the
 object. Click on the direction desired.

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.

 Levels designed for death match can also have
 different things.

 Make monsters deaf so you can sneak up on
 them!

ybType

 Select the type of thing, monster, player,
 decorations, etc.

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. The
 descriptions are self-explanatory except for
 bUnpegged and bSecret.

 An bUnpegged texture does not move with a
 Sector that moves, it is stationary.

 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.

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.

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).

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 Line-
 Def (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!

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.

 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.

x y            End of Section                 

//-------------------------------------------------------------------------
||SECTORS
//-------------------------------------------------------------------------
B                y             
B                y Edit Sector 
B                y             


ybFloor Height

 Set the floor height. Usually from -512 to 512.

ybCeiling Height

 Set the floor height. Usually from -512 to 512.
 The maximum distance between the floor and
 ceiling is 1023.

ybFloor Texture

 Select a Floor Texture.

ybCeilingTexture

 Select a Ceiling Texture.

ybLight Level

 Determines how much light there is. 0 is dark,
 255 is full on.

ybType

 Describe how the sector behaves. Here's where
 you can set the Secret attribute.

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.

x y            End of Section                 

//-------------------------------------------------------------------------
||HOWTO    (in progress)
//-------------------------------------------------------------------------
B               y              
B               y How To Build 
B               y              

B  y                                   
B  y  See TUTOR.DOC for introduction   
B  y                                   


ybStarting Out

 Read the introduction to this help.

ybDoors

 See LineDef mode Misc create Door from
 4 LineDefs.

 See Obj  create Door.

ybPools

 See Obj create Rectangle or Polygon.
 with the Pool turned on.

ybLifts

 See Sector mode Misc, create lift from
 sector.

ybTeleporters

  See Insert Object Pedestal.

ybStairs/Rising Stairs

  Stairs, see Objects, stairs. Rising stairs
  have a step of 0 and the appropriate Linedef
  type. (To be done automatic later).

ybSecret Areas

  This is just a Sector Type


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).

gbHelp (basics)

 Same as F1 key.

gbAll Help

 This is a complete listing of all the help.


g        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.


gbAbout DeeP...
gbAbout HeeP...

       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 B         DoomEnhancedEditorProgram         
x B        HereticEnhancedEditorProgram       
x y                                           
x y    Register Online with CompuServe for    
x G More Features DeeP (GO SWREG ID = 4541 )  
x G More Features HeeP (GO SWREG ID = 4553 )  
x y         r   or see ORDER.FRM.      x        
x y         rSensor Based Systems, Inc.x        
x y         r17010 N.E. 190th St       x        
x y         rWoodinville, WA      98072x        
x y                 (206) 827-8794            
x y                                           
x y             jackv56036@AOL.com            
x y          75454.773@COMPUSERVE.COM         
x y                                           
//-----------end of help-----------------------
