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-
- EdMap
- version 1.21b
-
- DOOM Map Editor
-
- This software package enables users to create or modify maps used
- in the virtual-reality game DOOM (and DOOM II), by id Software.
- DOOM is a trademark of id Software. id Software will not provide
- any assistance for EdMap or any map created or modified by EdMap.
- EdMap was not designed to function with unregistered versions of
- DOOM. If you like DOOM, and/or want to use EdMap, you must first
- register your copy of DOOM with id Software.
-
-
- Included in this package are the following files:
- EDMAPSYS EXE 302467 10-13-94 12:31p (new) editor program
- EDMAP EXE 7902 10-11-94 10:58p (new) parent/loader
- EDMAPCFG EXE 52804 10-11-94 10:58p (new) config utility
- INFO BAT 48 run in EdMap to examine the child-process environment
- BUILD BAT 700 batch file (yes, child process) to build the map
- EGAVGA BGI 5554 used in a few graphics routines
- ACTSLIST DAT 13632 data | list of linedef actions
- HELPINDX DAT 3367 files | data file for on-line help
- PTX-6 DAT 2304 used | text font: 320x200
- PTX2S-8 DAT 1536 by | text font: small in 640x480
- PTX2S DAT 1536 EdMap | text font: normal 640x480
- VGA50 EXE 2948 used in INFO.BAT: 50 lines on the screen
- DOOM2WAD EXE 13669 converts DOOM I <-> DOOM II WAD format
- IDBSP EXE 245194 map BSP node builder (run in BUILD.BAT)
- WAD_DWD EXE 126757 map converter for IDBSP.EXE
- FLORLIST TXT 4072 floor names and descriptions read by EDMAPCFG
- HELP TXT 39808 on-line help text used in EdMap (do not edit)
-
-
- These files must be present in the current directory when "EDMAP"
- is typed at the DOS prompt:
-
- EDMAP.EXE
- EDMAPSYS.EXE
- EDMAP.CFG (or whatever *.CFG is specified)
-
- All other files should be in the EdMap directory.
-
- EDMAPCFG is the utiltity that configures EdMap. If EdMap cannot
- load properly, EDMAPCFG may be loaded to create the necessary
- files to load. After the configuration is done, EdMap will
- automatically try again to load. EDMAPCFG can also be loaded
- seperately from the DOS prompt.
-
- The DOOM directory is where DOOM.EXE and DOOM.WAD (or DOOM2.EXE
- and DOOM2.WAD) are located. The PWAD directory is the directory
- where the map files will be saved to and loaded from. The EdMap
- directory is where the EdMap data files are located.
- For example, the DOOM directory could be D:\GAMES\DOOM and PWADs
- could be located in D:\GAMES\DOOM\PWADS and the EdMap file could
- be in D:\GAMES\DOOM\EDMAP. The three above files would have to
- be in the DOOM directory if that was where you intended to load
- EdMap from. EDMAPCFG can be used to create additional config
- files, which can be specified on the command line when loading
- EdMap.
-
-
- To load EdMap, type EDMAP at the command prompt while in DOS.
- Typing EDMAP /? will display the following:
- |
- |EdMap v1.21
- |DOOM map editor
- |(c) 1994 Jeff Rabenhorst (araya@wam.umd.edu)
- |
- |EDMAP [pwadfile [pwadfile [...]]] [/M:mapnnumber] [/C:filename] [/?]
- |
- | [pwadfile [..]] adds WAD files. (file extentions are optional)
- | [/M:mapnumber] loads specified map into editor:
- | DOOM I/"ExMy" format: from E1M1 to E3M9,
- | DOOM II: mapnumber must be in [1..32]
- | [/C:filename] specifies config file.
- | [/dir] lists resources in the specified WAD directory.
- | [/Q] "Quiet": prevents text after command line.
- | [/L] Disables auto-loading the latest PWAD.
- | [/?] (this) help text.
- |
- | ex: EDMAP MISSION1.WAD MISSION2 /M:E1M2 /C:MYCONFIG
- |
- Like DOOM itself, the WAD files update the main DOOM WAD.
- The last map of any name found in the list is the only one used,
- even if previous WAD files contain the map. WAD files may be
- added while in the EdMap editor, and one may be loaded
- automatically; the "Auto-load latest PWAD" option in EDMAPCFG
- lets EdMap scan the PWAD directory for the "*.WAD" file with
- the latest timestamp. EdMap will notify you if the map
- currently being edited is updated by a new PWAD file in the list.
-
-
- EdMap control is centered around the mouse. (A mouse is required
- to run EdMap) I tried to stuff as many controls onto the rodent as
- possible. I may have gone overboard, but most controls on the mouse
- may be substituted by the keyboard ("most"). Here's the controls:
- While holding the 2nd (right) button:
- ...drag the mouse to pan around the map. The control is
- intentionally not propotional; it decreases some
- as you zoom out.
- ...hold the 1st (left) button to zoom. Push the mouse up
- to zoom in, pull back to zoom out. Note that to
- enable zooming the 2nd button must be pressed first.
- Using the 1st (left) button:
- ...tap to snap the mouse cursor to the nearest object of
- that mode and pick it up (modes are: Vertices,
- LineDefs(&SideDefs), Sectors, and Things).
- The object is not "attached" to the mouse; you can
- drag any object around, then tap the 1st button
- again to drop the object.
- ...tap while holding CTRL to add/remove an object to the
- multiple-select list.
- ...hold the 1st button and move the mouse in any direction.
- this will bring up a tiny mode-pad. Mode selection
- and mult-selection can be controlled using this pad.
- release the 1st button while the mouse is on the
- desired selection. Leave the mouse in the center
- and the hold is treated as a tap, and you pick up
- the nearest object (click again to drop the object
- without moving it).
- ...while holding the 1st button, tap the 2nd button.
- This will add an object where the mouse is on the
- map.
- In Vertex mode this adds an unattached vertex,
- can only be used as a marker.
- In LineDef mode this breaks the line into two halves.
- In Sector mode this will create a sector. If the
- mouse is in a sector already EdMap will
- verify that you wish to create a sector
- within a sector. (unless you turn that off).
- In Things mode this will copy the current thing
- and place it under the mouse.
-
-
- Key commands were made to be short and simple. To make a selection
- from a menu, press the first letter of the selection you want.
- To edit a field of data for the current object, press the letter or
- number associated with that line on the object information bar.
-
- general key functions:
- F1 help
- F2 save
- F3 load
- F4 PWAD list
- F5 checking
- F7 tag sector to line
- F8 align textures / sector styles
- F9 build / play
- F10 viewer
- (The menu does display hot keys on the selection buttons)
-
- *** Improvements new to v1.21
- to v1.21b:bugs fixed:ESC from multi,choose texture, etc.
- new play-map panel: toggle/adjust options & choose level
- many tiny improvements
- bugs fixed from v1.20
-
- *** new to v1.20
- DOOM II support!
- Multiple-selection
- DOOM2WAD utility provided: simple DOOM I <-> DOOM II converter.
- only changes map directory entry.
- Improved process handling (EDMAP->EDMAPSYS<->DOOM?<->etc)
- faster: initialization, graphics text, viewer, etc
- auto-configuring; will load EDMAPCFG if bad *.CFG
- INFO.BAT file to examine a child-process environment
- texture-aligning using the viewer: handy; view and adjust the
- texture exactly as it would appear in DOOM.
- THing radius circles. color, too.
- Auto-saving options, undo feature.
- many, many other improvements.
-
- **** new to v1.12:
- If play-skill level 0 is chosen, a panel will prompt for a
- skill level for play-map.
- The /dir paramter now lists entry names correctly.
-
- **** new to v1.11:
- Two bugs in auto-stairs fixed: the block-all bit is off, and
- the step-top texture now uses the correct panel.
- The center button on 3-button mouses (mice?) should select/
- de-select (as pressing enter). this is untested.
- The File-opening routine has been replaced by code written
- by Scott Bussinger (Compuserve 72247,2671) EXTEND5.ZIP
- this allows about 100 additional PWAD files to be used.
- (100 is impossible, since there are only 27 maps)
- Some routines have been rewritten in assembler for speed.
-
- *** Improvements new to v1.10
- Much better error checking; checks for:
- texture:Missing textures/Hall of Mirrors,
- Medusa effect: multi-patch on 2S main
- Tutti Fruitti (1): short texture
- Tutti Fruitti (2): transparent above/below
- linedef:Short lines
- Long Wall Error (LWE)
- things :heights,
- in a sector
- associations:triggers when needed,
- teleporter destinations
- begin/end:all starts & one or more end.
- Errors can be listed or displayed
- Viewer: views walls, floors, sprites, and patches in the normal
- DOOM palette. can be used to select textures.
- On-line help: press F1, help screen is almost always availible.
- Automatic Stairs: automatically contructs a staircase within
- or outside any sector. Can be triggered to rise out
- of the floor. many options, all automatically saved.
- Automatic Door: like stairs, makes a door.
- Polygon creation: makes polygon sectors (also adjusts textures)
- Texture align: aligns textures, either by sector or linedef
- much better/easier file-handling.
- Sector resizing and rotating
- Map-wide editing: lights, X/Y/Z proportions & origin.
- sector retexturing: press Alt-F8
- preferences panel: saves mouse data, verifys, play level, etc.
- pop-up calculator: If Num-lock is on, so is the calc (almost)
- new panels, better algorithms (faster, too)
- easier to use
- many many other features
-
- *** Improvements new to v1.02
- Error checking (including, of course, texture checking)
- Independant batch-driven builder making EdMap more flexible
- Better process-handling; switches between EdMap/builder/DOOM better
- "Load Latest PWAD" now scans the PWAD dir for the latest "*.WAD" file
- Sector deletion
- Some of the redraw routines were scrapped & rewritten in assembler
- better menus in full-screen mode (does it look like a NeXT yet?)
- some other bugs fixed.
-
- *** Improvements from v1.01
- Reverse mouse buttons now works
- Reverse panning control
- More informative load map; dots mark updated levels & "reload" marked.
- Adjustable grid & snap (by config)
- Fully supports other map levels, not just E1M1
- Faster "enhanced map" redraw
- Colors in object info bar
- some other bugs fixed..
-
-
-
- *** A few things:
- To designate sectors to preform actions:
- go to the line, choose an action (press "0").
- press F7(tag sector), then select a sector (click once).
-
-
- *** Notes on the builder:
- EdMap now loads COMMAND.COM to run the batch file "BUILD.BAT" with
- the current PWAD name as the only parameter (no extension). The
- included builder requires a math co-processor (80x87), and EdMap 1.01
- ran the builder by name. This version allows those who do not have
- a math co-processor to install their own builder, and create their
- own BUILD.BAT file. EdMap passes the patch-WAD filename to BUILD.BAT,
- so BUILD.BAT must make use of "%1". For example, if you are editing
- "C:\DOOM\WADS\MYHOUSE.WAD" the batch file would run as if you typed:
-
- C> BUILD.BAT C:\DOOM\WADS\MYHOUSE
-
- Take a look at the included BUILD.BAT as an example.
-
-
-
- I, Jeff Rabenhorst (araya@wam.umd.edu), created EdMap for all those
- DOOMers out there who cant get enough of what could possibly be the
- greatest game this world has ever seen.
- I wrote EdMap myself, but I couldnt have done it without some peoples
- kind contributions:
- My testing team, especially:
- Andrew Baker (IdahoNova@aol.com)
- Johnny Nugnug (jnugnug@nas.com)
- l_brown@swales.com
- jimbo@eskimo.com
- mmar1@tower.york.ac.uk
- bvg@wam.umd.edu
- powell_jo@a1-jax.navy.mil
- Hank Leukart (ap641@cleveland.freenet.edu) for writing
- DOOM Specs (DMSPEC13.TXT). EdMap was written using
- only a copy of DOOM Specs (v1.3) and lots of hours
- pounding the life out of my keyboard.
- Tom Neff (tneff@panix.com) for DESIGN11.FAQ.
- Ron Rossbach (ej070@cleveland.freenet.edu) for the BSP
- node builder (IDBSP10.ZIP) (see BUILDER.TXT)
- John Carmack and folks at id for releasing the code for the
- node builder and info to hack.
- id Software in general for .. releasing.. something.. hmm..
- DOOM!! ..and DOOM II !!
-
-
- comments? suggestions? bugs? ..& access to internet:
- mail me (or write to alt.games.doom, I read it often &
- my mail gets stuffed fast) araya@wam.umd.edu
-
- Like EdMap? Give it to a friend (who has a reg'd copy of DOOM or DOOM2).
- Don't like it? Tell me what to improve.
-
- finger araya@wam.umd.edu for the latest info on EdMap.