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-
- --------------------------------------------------------------------
- DESIGN12.FAQ -- Frequently Asked Questions about DOOM Level Design
- --------------------------------------------------------------------
- Version 1.2, 09 Sept 1994. Editor: Tom Neff <tneff@panix.com>
-
-
- INTRODUCTION
- ------------
-
- This document answers questions on DOOM level design in general, not
- how to play the game (covered in the DOOM FAQ - see Appendix B) or how
- to use a particular editor (read the documentation that came with it).
-
- Designers should also get the Unofficial DOOM Specs (see Appendix B).
-
- Contributions to this document are welcome (see Appendix C).
-
- The main sections are:
- 1. EDITORS 6. MONSTERS/THINGS
- 2. WALLS 7. LEVELS AND MAPS
- 3. SECTORS/ROOMS/FLOORS/CEILINGS 8. GRAPHICS/SOUNDS
- 4. DOORS 9. OTHER ERRORS
- 5. TAGS/TRIGGERS/EFFECTS
-
- The Appendices are:
- 1. THE 10 MOST COMMON DESIGN ERRORS 3. CONTRIBUTING TO THIS DOCUMENT
- 2. GETTING ESSENTIAL FILES 4. DESIGN SOFTWARE/REFERENCE LIST
-
- Questions and sections are numbered for reference, e.g., [3-5].
-
-
- 1. EDITORS
- ----------
-
- [1-1] What's the best level editor? Where can I get Editor XYZ?
-
- A. Try a few out and decide for yourself. See Appendix D for a list
- filenames and current versions, as found on the primary DOOM software
- sites listed in Appendix B. (Editor's Note/Full Disclosure Dept.: I am
- on the development team for one of the popular editors [DEU], but this
- FAQ plays no favorites. All the packages are of excellent quality
- nowadays, and well worth your time to download and try.)
-
- -----
-
- [1-2] Where can I get an editor that works with Shareware DOOM?
-
- A. Id has asked that user written DOOM utilities, including editors,
- only work with the registered version of DOOM, and every major author has
- complied as of this writing. Register your copy and join the fun.
-
- -----
-
- [1-3] Will the DOOM editors work with DOOM II or QUAKE?
-
- A. The structures of DOOM II and the final (1.666) release of DOOM I
- are expected to be similar, but we won't know for sureuntil DOOM II is
- officially released in October. (Rumors indicate some changes in
- mission naming may be needed.) No known level editor will support
- anything having to do with the infamous "pirate copy" of DOOM II, in
- keeping with Id's wishes.
-
- QUAKE (still in early development) is going to be a completely
- different design, and its "maps" will have nothing to do with DOOM WADs.
- Id seems to be ready to encourage user-written QUAKE add-ons as they
- have done with DOOM, but an entirely new set of editors will have to be
- written when the time comes. Today's editors are for DOOM, period.
-
- -----
-
- [1-4] I heard about some editor that speeds up the shotgun or makes
- Imps shoot barrels; how does that work?
-
- A. Those are "EXE HACK" utilties, and not covered in this DOOM Level
- Design FAQ. The most popular EXE hacker is DEHACKED, found on the FTP
- sites mentioned in Appendix B. Lots of fun, but not our topic!
-
-
- 2. WALLS
- --------
-
- [2-1] I flagged a two-sided wall Impassable, but monsters and players
- can still shoot through it. What's wrong?
-
- A. Lines with the 2S flag lit DO NOT stop bullets/fireballs, no matter
- what other flags are set. To stop shots, you need either one-sided
- lines (void space) or a floor-ceiling mismatch high enough to block the
- line of sight. "Impassable" only refers to motion by monsters or
- players.
-
- (Note that lines having two sidedefs but with the 2S bit OFF will
- stop bullets -- but not rockets or plasma. See [2-9] below.)
-
- -----
-
- [2-2] I set "Blocks Sound" on the lines surrounding a room, but monsters
- still seem to hear me. What's wrong?
-
- A. A sound you make (punching, firing or launching, not grunting,
- wheezing or talking in Multiplayer) will activate every non-deaf monster
- that hears it. Sound first fills your own sector, then travels across
- every *2S flagged* line into adjacent sectors whose floor and ceiling
- leave a gap (i.e., not closed doors or sealed-off lifts). It then fills
- those sectors and proceeds the same way. Sound will cross *one* line
- with the "Blocks sound" flag lit, but will stop at the *second* such
- line it encounters.
-
- So - place a thin "buffer sector" next to your room, with both lines
- flagged "Blocks Sound," and monsters on the other side of the buffer
- sector won't hear you.
-
- -- with material from Richard Krehbiel <richk@netcom.com>
-
- -----
-
- [2-3] OK, I understand how sound blocking works and my monsters work
- properly, but why can *I* can still hear everything (monsters, shots,
- lifts, etc), even across "Blocks Sound" lines?
-
- A. Sound blocking only affects monsters. Human players can hear
- everything possible (if there is a physical sound path) without regard
- to line flags. Sound does attenuate with distance, e.g., a distant lift
- will sound faint to you, a near one loud. (Monsters hear perfectly at
- any distance.)
-
- -----
-
- [2-4] I wanted to make a doorway that LOOKS like a wall, by taking a
- passable two-sided line and giving it a Normal texture on one or both
- sides. Then you could walk/shoot through it, hide behind it, etc. But
- when I loaded my level and walked up to the secret wall, it looked like
- weird colored strings, and my PC slowed to a crawl. What's wrong?
-
- A. We call this the Medusa Effect - it looks like snakes and you turn
- to stone. :-) It happens because you used a *multi-patch* texture on
- the Normal of your passwall. A fuller explanation of patches and
- textures can be found in the Unofficial Specs (see Appendix B), but
- briefly, each texture (like STARTAN3) is built from one or more graphic
- "patches" (like SW19_1 and SW19_2); and for some reason, DOOM's engine
- can only draw SINGLE-patch textures on passable walls. Examples of
- single-patch textures (which you could use) are BROWNGRN, SKINTEK2, and
- ASHWALL. Examples of multi-patch textures that won't work are STARTAN3,
- COMPBLUE, and WOODSKUL. A complete list (TEXPATCH) of textures and the
- patches that make them up is available (see Appendix [D-4]).
-
- -----
-
- [2-5] I got some strange colored dots and lines on some of my walls, but
- I wasn't trying to make anything secret or strange. My PC seems to run at
- full speed and the walls function normally, but they look funny. What
- did I do?
-
- A. This is Tutti Frutti effect (TFE), sometimes called "pink bug." It
- happens for one of three reasons: you used a short texture (less than
- 128 high) on a taller wall; or you used a transparent texture (like
- MIDGRATE) on an Upper or Lower surface, instead of the Normal surface;
- or you accidentally set an X offset greater than the width of the
- texture applied. (Many editors will attempt to prevent this, except
- that if you change the texture to a narrower one afterward the old X
- offset will stay.)
-
- The "short texture TFE" happens because textures are only *vertically*
- tiled on 128 pixel boundaries. If your wall is taller than your texture
- and the texture is less than 128 high, DOOM fills in the extra pixels
- with quasi-random garbage, hence the colored tutti frutti. You often
- see this when designers put "STEPx" on 20-24 high steps.
-
- The "upper/lower holes TFE" happens because Upper and Lower surfaces
- actually have *nothing* behind them, so DOOM has nothing to show through
- the holes; hence random garbage or tutti frutti.
-
- -----
-
- [2-6] A wall in my level looks strange - it seems to flash rapidly
- with lots of overlapping textures and pictures from elsewhere in my
- viewscreen. What did I do wrong?
-
- A. This is the infamous Hall Of Mirrors (HOM) effect. You probably
- omitted a necessary texture: either the Normal of a one-sided line, or
- the Upper/Lower of a side whose upper/lower surface is exposed to air.
- Many editors will catch this nowadays, but you can still run into it
- when a lift or floor/ceiling movement exposes a surface that was
- "originally" covered in the editor.
-
- Note that there is another way to get Hall Of Mirrors, from too many
- lines in view: see [9-1].
-
- -----
-
- [2-7] There is a place in my level where the whole screen flashes for
- a moment, usually in random hash but sometimes in a pattern. If you
- keep walking, it goes away. Am I hallucinating?
-
- A. That's the "Moire'" or "Flash Of Black" error. It's another
- DOOM bug/limit, triggered by getting close to a wall in a very tall
- room. The effect first kicks in at about 559 units high, and gets worse
- (you see it farther from the wall, and stay in it longer) as the room
- gets taller. (The "pattern" you see is actually your old room's ceiling
- texture, repeated forever at a great distance above and below you, as
- though you were floating in some vast Stargate. Cosmic, man!)
-
- If you don't really NEED the tall room, get it below 559 high. (Some
- people make F_SKY1-ceiling exteriors very tall, for example, because
- they figure "why not?" Answer: moire' error is "why not.") If you must
- have it, accept the (harmless) error, or else work your way down to
- below 559 high with steps up (constant ceiling) before exiting the room.
-
- This is fixed in DOOM 1.4 and later versions.
-
- -----
-
- [2-8] Some of my level's long walls behave strangely. If you stand on
- the edge, or in the corner, of this *big* room I built, you can SEE the
- wall sort of "jump" and slide around. If you shoot from there, the
- bullets sometimes stop right in front of your face! What did I do?
-
- A. This is the Long Wall Error (LWE). Your wall is thousands of units
- long, right? That gives the DOOM engine fits with round-off error
- when it tries to compute and display the wall's position relative to
- you. The blocked shots are from the "real" wall right in front of your
- face! The solution is simple: break up long lines. Keep them under
- 1024. If you choose 768 or 512 unit long "segments," you will never
- have a problem with X offsets in the texture tiling.
-
- -----
-
- [2-9] I guess I don't understand why the "2 Sided" flag (the 0x04 bit)
- is needed at all! If a line has two sides, isn't that automatically a
- two-sided line? What does the flag do, and what happens if you leave it
- off? (I tried turning it off, but my editor wouldn't let me, it
- silently put the flag back!)
-
- A. The 2S flag allows light, sound and bullets to cross a line. It
- does not affect the movement of players, monsters or projectiles
- (rockets and plasma). It is required if one or both sides carry either
- no middle texture or a see-through texture like MIDGRATE. If 2S is lit,
- any nonempty middle texture must be "single patch" (see [2-4] above).
-
- If you set up a line with two sides but the 2S flag turned off, you
- and your enemies will be able to walk through it and fire projectiles
- through it, but not see, hear or shoot through it. It must carry an
- opaque texture on both sides, although this can be multi-patch.
- Monsters on the other side will not wake up or notice you, even if you
- shoot plasma at them through the wall, but once they ARE awake and "on
- your trail" they will follow you through the wall (but not try to shoot
- or throw projectiles across it, even though the latter would work,
- because they cannot "see" you). This might have some uses as a "trick
- feature" in a level.
-
- Ideally, editors should not interfere with you turning off (or on)
- any flag you want, although their consistency checkers might notice
- this kind of "strangeness" and query you on it.
-
-
- 3. SECTORS/ROOMS/FLOORS/CEILINGS/STAIRS
- ---------------------------------------
-
- [3-1] Is it possible to make a two-story area, where you could walk
- over or under another player? What about a floating cube?
-
- A. Not really - that's a limit of the DOOM engine. Only one sector can
- occupy a given spot on the (2-D) map, and that sector has one floor and one
- ceiling height.
-
- You can do some fairly convincing imitations, though. Two- or
- three-"story" buildings have been done, with transporters placed in the
- middle of the "up"/"down" staircases or lifts. Criss-crossing mazes on
- two or three levels (see OCTAGON) have been done, where you jump over
- "trenches" while running the upper levels.
-
- You can also make things that LOOK like floating platforms, even
- though you can't go both over and under them. Judicious use of F_SKY1,
- uppers and lowers does the trick.
-
- -----
-
- [3-2] I set a sector's type to Light Pulsates Smoothly, but it doesn't.
-
- A. First, some versions of some editors got the pulsating sector type
- wrong. It is type 8. Second, the smooth pulsing goes from the initial
- brightness level *DOWN TO* the lowest adjacent brightness, and then back
- up. If the type-8 sector is at or below the brightness of all adjacent
- sectors, nothing will happen.
-
- -----
-
- [3-3] I made a Teleporter, but I can't get the "pentagram" floor
- texture to line up properly with the teleporter pad. Aren't there X and
- Y offsets for floor textures?
-
- A. No, floors and ceilings are tiled on a fixed 64x64 grid throughout
- the level, regardless of where you draw your lines. In order to make
- the various patterns align properly, you need to build your ceilings,
- telepads, etc, *on* the 64x64 grid or some multiple thereof. Most
- editors have some kind of grid overlay that can make this easier.
-
- -----
-
- [3-4] How do I make stairs?
-
- A. Consult your editor's documentation: some have canned procedures
- for this, and some do not. In general, stairs must be shallow enough to
- climb and wide and tall enough to fit through. Remember that the HIGHER
- step riser's floor must be at least 56 units below the LOWER adjacent
- ceiling, or you won't fit. You can only climb up 24 units at a time.
-
- -----
-
- [3-5] How tall can I make my ceiling, or how deep my floor? Editor XYZ
- only lets me input values from -1000 to +1000 (or whatever), but someone
- told me they saw a WAD with rooms taller than that.
-
- A. The only hard limit is +16383 for the ceiling and -16384 for the
- floor. Many editors impose more conservative limits, but they should
- properly allow any value in the above range. Under DOOM versions 1.2 and
- earlier, the Tall Room or "Moire'" error (see [2-7]) will crop up if the
- *difference* between floor and ceiling is great; but a (Floor=15000,
- Ceil=15100) room will play perfectly in all versions. The only reason most
- designers would want to put rooms that high or low would be to take
- advantage of the enormous jump-down or lift raise/lower times they incur!
- (The author sometimes builds "delay" Deathmatch exits atop 2000-high lifts
- inside an elevator alcove: anyone can call for it, but it takes fifteen
- seconds to arrive, enough time for cowards to be "discouraged.")
-
- -----
-
- [3-5] I wanted to have a sector rise and change texture, then later
- lower it again. I have the sector tagged properly and a "lower floor"
- switch set up with the same tag, but after I raise and match the floor,
- it won't lower! What's wrong?
-
- A. "Raise and match texture" appears to work by *copying* ALL sector
- information from the sector to be matched (the one on the right side of
- the activation line; see [5-6] below) to the target sector, including
- textures, type, light levels and -- what counts here -- tag number. Any
- tag you had originally set in the map is gone.
-
- A workaround is to set a *different* tag number on the sector to be
- matched; this will then be copied to the target sector at the time of
- raise-and-match. The second "lower" switch could then be tagged to this
- new number. Only problem is that this means the sector adjacent to the
- raise-and-match activation line will also be lowered! But you may be
- able to set another line somewhere in a 0-tagged sector to do a "dummy"
- raise and match and wipe out the extra "lower" tag number. Oh, it gets
- hairy. Experiment with it.
-
- -- with material from Evan Bynum
-
-
- 4. DOORS
- --------
-
- [4-1] How do I make a door?
-
- A. Your editor's documentation probably covers this, including whatever
- specific keys, buttons, menu selections (and so on) that you need to use
- to do it. But in general, for the simplest, "classic" Door, you need to
- have a sector lying between two other sectors. The Door sector itself
- should have its Ceiling lowered to equal its Floor height. The two "door
- face" lines should be two-sided, with their right (first) sides facing
- outward; those right sides should have no Normal texture, but an Upper
- texture of something "doorish" like BIGDOOR2. The Door face lines
- should have a "Door" Type number like 1, and Tag of 0.
- The other two ("door jamb") lines should be one-sided (void space
- behind them), with a Normal texture like DOORTRAK and the "Unpeg
- Lower" flag set. (This holds the DOORTRAK still while the door goes up
- and down.) The lowest of the adjacent sectors' ceilings must be at
- least 64 higher than the highest adjacent floor, or you will not be able
- to walk through the door. (The rising door stops 4 below the lowest
- adjacent ceiling, and you are 56 high.) There are many more complicated
- kinds of door and door-like features, but this is the simplest.
-
- -- with corrections from Scott Amspoker
-
- -----
-
- [4-2] I built a door in a high-walled room, and now the door texture
- "repeats" all the way to the ceiling. It's very ugly. How do I get
- rid of it?
-
- A. Recess the door. Add a mini-"hall" leading from your main room,
- with a lower ceiling height to match the texture height of your door, and
- place the door in that.
-
- |
- +-+-+-------
- : |d|
- room : |o| hall
- : |o|
- : |r|
- +-+-+-------
- |
-
- -----
-
- [4-3] I added a door but when I play the level, the door is already open,
- and it makes an opening noise but it won't close. What gives?
-
- A. It's hard to get this to happen. You may have a Tag number set to
- something inappropriate: for most Door types, it should be zero. Make
- sure the activating lines face "outward" (right side facing the player).
- Most doors start out closed (floor = ceiling), but they don't have to.
-
- Note: Even if a door starts out partly open, it will still close all
- the way (floor=ceiling).
-
- -----
-
- [4-4] How can I keep monsters from opening a door?
-
- A. One way is by requiring one of the Keys (red/blue/yellow) to open
- the door. Monsters don't have keys. This is the only simple way to
- keep monsters out or let them in under *your* control. If you want to
- keep them out of a door, period, you could put a thin high step in front
- the door, or mark one of the door lines with the BLOCKMONSTERS flag.
- There are also some Tag-based "door-like" special linetypes which
- monsters do not seem to want to trigger, so you could use one of those.
-
- -----
-
- [4-5] I want to make a door that only works (opens) AFTER a switch
- somewhere else is pressed. Can this be done?
-
- A. Not "directly" -- linetypes cannot change dynamically in a map -- but
- you can make a terrific mock-up that does what you want.
-
- The trick is to put a thin door IN FRONT of the door you want to open
- later. The inner and outer doors might have exactly the same Upper
- texture and lighting level, unless you want to make the change obvious.
- You can even light the "Unpeg Upper" flag on the front of the outer
- door. Then, when you press your external switch elsewhere on the level,
- the thin outer door rises, revealing the "real" door underneath. If you
- unpeg the outer front and keep your thickness down, this process will be
- nearly undetectable.
-
- To make sure the user can't activate the inner door by pressing
- "through" the outer one, you may want to give the outer door's front
- face an innocuous special linetype, like one that lowers a hidden lift
- somewhere.
-
- -----
-
- [4-6] I set up a door (or even a secret door) in a wall, and I raised
- the "sill" a few units above the floor. But now you can see right
- through it on the Map display as if it weren't there! I don't want this
- effect, is there a workaround?
-
- A. DOOM has a bug where, if you look at a closed door whose
- floor(=ceiling) is higher than the sector floor beyond, it appears on
- the map like an open window. Secret flags don't help. What you can do
- is either make the whole sector behind the door higher to match the
- raised sill, or at least put a narrow "buffer sector" behind the door at
- the same height. Then the door will become opaque on the Map again.
-
- -- with material from Robert Forsman
-
-
- 5. TAGS/TRIGGERS/EFFECTS
- ------------------------
-
- [5-1] I can't get my Tags to work right. I put the sector number I
- wanted into the Linedef...
-
- A. Hold it right there! :-) Tags are perhaps the most misunderstood
- DOOM feature. Tags are NOT sector numbers and they are NOT line
- numbers! They are *arbitrary* numbers, 1 to 32767, that are *shared* by
- one or more lines and sectors, as a way of identifying the sectors as a
- group. It's just like being assigned a "box number" when you place a
- newspaper classified ad. You say, Here's my ad, and they give you Box
- 78, which happened to be unused. 78 bears no relationship to you
- personally, it's just the place where replies to your ad will be sent.
- Similarly, if you set up an effect like "lights out," with a walk-over
- line to trigger it and a set of one or more sectors whose lights you
- want to go out, the actual *numbers* of the lines and sectors don't
- matter. You pick an unused Tag number out of thin air -- say #7 is free
- -- and you plug that Tag number into *both* the trigger line (or lines)
- and the affected sector (or sectors). Then later, when you walk over
- that line, DOOM says oh, that had Tag #7, now where are all the Tag #7
- sectors? and when it finds them, whatever their actual sector numbers,
- it turns out their lights.
-
- -----
-
- [5-2] Then what's a Platform?
-
- A. Originally it was Id slang for a lift, the "down wait up stay"
- elevator sectors. Platforms needed tags like any other effect, but
- unfortunately the concepts got confused in a few minds and some design
- software came out that used "platform" to mean Tag. In fact, Tags are
- much more flexible and applicable to many more things than just lifts.
- Current versions of just about everything get it right.
-
- "Plat" in the game has a related but different meaning: it's a data
- structure used to apply an effect to a sector. If you mess up your Tags
- and accidentally try to lower every sector in the level at once, you'll
- probably bomb out to DOS with a "no more plats!" error message.
-
- -----
-
- [5-3] I set a line to turn the lights out on a sector, but when I walk
- across it, almost ALL the lights go out in my level! What in the world
- have I done now?
-
- A. You forgot to set the Linedef Tag number (and the affected Sectors)
- to something NONZERO. If DOOM sees a Tag of zero (0) on a trigger
- line, it will find all the sectors with the SAME (0) Tag (i.e., most of
- the sectors on your level) and do the action on all of them.
-
- There is some confusion about when and how Tags should be used. There
- are only TWO kinds of trigger lines that don't require a Tag: "true"
- Doors (types 1, 26, 31, etc - see the Unofficial Specs) and the End Level
- group. Every other kind of special linetype WILL use the Tag stored in
- its Linedef.
-
- -----
-
- [5-4] I have a lift in front of a door, and sometimes I can't get the
- door to open. What's wrong?
-
- A. When two trigger lines are in front of you, DOOM always chooses
- the closer of the two. What's probably happening is that your lift is
- so narrow that its trigger line blocks the door's. Try setting the lift
- well back from the door, or using a separate wall switch for the door.
-
- Of course, this can be an advantage too: to keep people from pressing
- the "back" of a switch (in a cooperative exit, for instance), surround
- it with innocuous special linetypes that do something like open a door
- or turn the already-bright lights up.
-
- [5-5] How do I make a teleporter?
-
- A. This is covered in a lot of tutorials and editor manuals, but
- briefly: You need at least one departure Line, one arrival Sector and
- one destination Thing. The line can be anywhere, must be two-sided, and
- must have its linetype set to 39. Its Tag number should be set to match
- the Tag of the arrival sector. The sector can be anywhere, should be
- tall enough to accomodate a player, must share the same Tag number and
- must be the only Sector with that Tag (although there can be as many
- Lines as you like). Inside the arrival Sector must be exactly one Thing
- of type 14 (Teleport exit).
- With those pieces in place, you're set: a player or monster walking
- from Right to Left (1st side to 2nd side) across the line will be
- teleported onto the Thing in the destination Sector. The Direction of
- the destination Thing will be the direction you face on arrival.
-
- -----
-
- [5-6] I wanted to make a sector that moves and changes texture, using
- one of those exotic linetypes my editor tells me about. But when I hit
- the switch, the sector gets the wrong texture! How do I fix that?
-
- A. Most "change texture" triggers modify the tagged (target) sector
- floors to match the texture on *side 1 of the line where the switch is*.
- Put the texture you want on that side, and the tagged sector will follow
- suit.
-
- -----
-
- [5-7] Rising staircases are confusing! Mine do everything but what I
- want. How do I fix them, and what does the Tag 999 do?
-
- A. Yes, they can sure be confusing, but we're fearless, so read on.
-
- Here's how rising stairs work. You trigger the first (bottom) step in
- the expected way, with a linetype 7 or 8 (in DOOM 1.666, linetypes 100 and
- 127 also work) tagged to a sector. That sector rises -- make sure it
- has the necessary lowers or you'll get HOM! -- and then DOOM looks for
- the next sector to raise by searching for the *lowest numbered* linedef
- whose *first* (right) side faces onto the current sector. If no first
- side faces inward, rising stops. Otherwise the "found" neighboring
- sector is raised, and the search continues from there. Tags are not used
- at any time.
-
- Now, why do Id's examples have odd tag numbers like 99 or 999 on
- alternating sectors? For the very dumb reason that their nodes builder
- -- IDBSP, whose source was released to the DOOM user community -- actually
- *combines* adjacent sectors with identical characteristics! Before
- rising, all the staircase steps have the same height, light levels and
- textures. So, to make them "different" and prevent IDBSP from merging
- them, Id's level designers stuck a nonsense tag number on every other
- one. The nodes builders we use these days (including several
- adaptations of Id's original) no longer do nasty things like combining
- sectors without permission, so we can skip the tagging gymnastics.
-
- -----
-
- [5-8] I set up a floor sector that's supposed to rise and fall every
- 5 seconds, but when I activate it nothing happens! Or, I made a "lift"
- but it doesn't go up and down! What could be wrong?
-
- A. Make sure that you start "perpetual raise" floors (linetypes 53
- and 87) and lifts in the *UP* position. They are designed to go DOWN
- from their initial position to the lowest nearby (or nearest) floor when
- activated, then back up to the initial position. If you start them
- "lowered" in the level map, they will go nowhere.
-
-
- 6. MONSTERS/THINGS
- ------------------
-
- [6-1] I built a hallway/room that my monsters refuse to enter. They
- stamp around at the entrance but that's it.
-
- A. Make sure your hall is wide and tall enough! The Unofficial
- Specs [4-2-1] have a list of monster heights and widths. What's more, if
- a hall is *just* wide enough for a monster, it's less likely to enter
- than if it's *plenty* wide enough.
-
- Also be careful about step-downs and step-ups. Monsters will not step
- up/down too far onto narrow steps. If you want a monster to go up or
- down more than 16, make sure there's plenty of room on both sides of the
- riser line.
-
- The actual tested measurements for all monsters are in the METRICS
- document; see Appendix D.
-
- And of course, make sure you didn't accidentally mark the entrance
- with BLOCKMONSTERS or something, by accident in the editor.
-
- -- with material from Adam P. Harris
-
- -----
-
- [6-2] I put some demons in a room but they don't move, they just stand
- there and twitch, although they scream when I shoot them. How did that
- happen?
-
- A. You probably placed them too close together when you laid out your
- level. Monsters have to be separated from each other (AND from nearby
- walls) by at least their own width, or they freeze in place. (If you
- kill all of a monster's too-close neighbors, it will usually free the
- monster to attack you.)
-
- The other possibility is that your ceiling is too low. See the
- Unofficial DOOM Specs (Appendix B) for monster widths and heights.
-
- -----
-
- [6-3] There's this great "zoo room" I built with a hundred demons in
- it! What a blast to mow your way through so much alien flesh. But it's
- weird, like some of the monsters "flicker" in and out of view. Should
- that be happening?
-
- A. DOOM can only keep track of 64 sprites in your view at once. If
- you have more than that, some will fail to display in each frame,
- effectively at random. (This includes things like torches and barrels.)
- The more sprite overload, the greater the chance that any given sprite
- will be "invisible" at a given moment. Put 200 imps in a room and each
- one will be "gone" 2/3 of the time.
-
- The workaround is, quite simply, to design your level in a way that avoids
- sprite overload. Instead of 100 troopers in a room, use 50 and keep the
- hanging corpses to a minimum in that area... etc.
-
- -- with material from Vesselin Bontchev
-
- -----
-
- [6-4] How close to the edge of a "shelf" do I need to put my stim
- packs and potions so the players can get them? How far back must I put
- something to keep the player's hands off of it until the right moment?
- Does it matter how high or low the items are?
-
- A. First the height issue: In order to be grabbed, a thing must be
- sitting on a floor that's between your feet and your head, e.g., between
- 0 and 56 units above the floor the grabbing player stands on. Above or
- below that and it won't be taken no matter how close to the edge.
-
- As for horizontal distance from the edge: On paper, your body radius
- is 16 units, your grabbing "arms" extend another 32 units beyond that,
- and gettable objects themselves have a radius of 16, so that when you
- bump up against an unclimbable "shelf" lower wall, you should be able to
- grab things centered as much as 48 units back from the edge. But in
- practice I find considerable "slop" at the edges of these numbers, and
- also a longer reach if you run full speed into a barrier. To be
- absolutely certain an item will be taken at the lightest shelf contact,
- place it 24 or fewer units back. To be absolutely sure the item will
- NOT be taken, even with a running start at -turbo 200, place the thing
- 40 or more units back. (If you try to finesse these numbers or shave
- them very close, beware of editors or WAD post-processors that snap
- Thing coordinates to an 8x8 or coarser grid!)
-
- -----
-
- [6-5] I put some Columns and Torches in a room, but they look funny,
- almost as though they're sticking up "into" the ceiling. Why does that
- happen and what do I do about it?
-
- A. Make the room taller or pick shorter Things. Each Thing has an
- apparent height when its Sprite is drawn, and low ceilings do not cut off
- any excess; the whole thing is drawn, even if it seems to pass
- mysteriously into the ceiling. Tech Columns are about 112 high, the
- highest example. Other things are lower.
-
- -- with material from Vesselin Bontchev
-
-
- 7. LEVELS AND MAPS
- -------------------
-
- [7-1] When I play my level and switch to Map mode, it only shows me a
- little bit of the local area I'm in, even when I hit "-" a lot or "0" to
- Zoom Out. The Id levels seem to work OK and some of the levels I've
- downloaded do too. What am I doing wrong?
-
- A. The culprit is the resource called BLOCKMAP. It is described in
- the Unofficial Specs [4-11]. Some editors don't build a good one. You
- can usually overcome this by creating a few dummy "sectorlets" or just
- linedefs out at the "corners" outside of your real level map area.
- Otherwise, you'll have turn Follow off and scroll around the map.
-
- -----
-
- [7-2] I designed a level that's about as complicated as one of the
- original ID levels - roughly the same number of rooms, monsters, etc.
- But mine plays much *slower* than the originals! What's wrong?
-
- A. Remember that DOOM only loads PWADs when it needs them, so there
- will be some inevitable disk overhead when your level first starts, and
- occasionally thereafter if DOOM needs to keep going to disk to get other
- entries from your WAD file. (If you have enough memory, DOOM actually
- improves with about 1 Megabyte of disk cache, although results vary from
- system to system.)
-
- More importantly, there is a resource called REJECT that quickly tells
- DOOM whether sectors can "see" each other, allowing many expensive
- line-of-sight checks to be skipped. Without REJECT, DOOM must
- constantly check each monster to see whether it has a line of sight to
- your location. On a level with a lot of monsters, this can be time
- consuming.
-
- As of this writing, some editors generate a real, usable REJECT resource
- when you save a level, while others need to be used in conjunction with a
- separate, standalone REJECT builder (like IDBSP, REJECT10 or RMB) in order
- to optimize playing speed. See Appendix D.
-
- -----
-
- [7-3] I have designed several mission maps, but now I'd like to combine
- them into a mini "episode" for distribution together. How do I do it?
-
- A. You may be able to do it right in your editor; check the
- documentation to find out whether your software supports combining
- multiple PWADs into a single group file. If not, you may have to "borrow"
- another editor temporarily, just long enough to do the combine.
-
- If you have created each of your mission maps as E1M1, and if your
- editor doesn't easily allow you to change a map's mission number
- (something just about all of them do), you can use the MOVELEV utility to
- change the episode and/or mission of your PWAD in place without editing
- it. See Appendix D.
-
- -----
-
- [7-4] I just lost two days worth of work because that new Beta Test
- release of NODEMAKE 2.99 [a made-up example] is buggy! I saved my PWAD,
- ran NHOUND on it, and when I edited the PWAD again the lines were all
- crazy! How can I get my data back?
-
- A. You probably CAN'T get your data back, because you made the
- dangerous mistake of editing, post-processing, and playing all out of the
- SAME file. That's not the way to protect your valuable design effort!
-
- Here is the safe way to do design work. Have one "cycle" of files which
- contain nothing but editable map data for the level you're working on. If
- your editor allows it, you can give these files a different extension,
- say, MYLEV.EDI instead of MYLEV.WAD. Your editor may also allow for the
- "old" input file to be renamed as MYLEV.BAK when you save, adding
- another level of protection. Then when you edit, do it with a *batch
- file* that runs your editor followed by any post processor, directed to
- another file. So for example
-
- MYED.EXE %1.EDI
- NODEMAKE.EXE %1.EDI %1.WAD
-
- after which you might have as many as *three* good files: MYLEV.BAK,
- MYLEV.EDI, and MYLEV.WAD. So if a test version of NODEMAKE hoses the
- output, you're still in business.
-
- -----
-
- [7-5] Do nodes builder programs like BSP take into account any nodes I
- have already built in the editor or with a previous program?
-
- A. No, they always build them from scratch using just the map data.
- You may have some control over the "depth" and/or "speed" of the BSP
- structure, depending on your editor's or utility's parameters; consult
- the documentation for details.
-
- -- with material from Douglas Baker
-
- -----
-
- [7-6] Is there any way to import AutoCAD or other CAD/CAM or home
- design program datasets into DOOM as level maps?
-
- A. Nobody has written a DOOM level editor that reads such files, to
- the best of my knowledge. In principle, any CAD program that allows
- dataset export to a Text file could be used along with a suitable text
- editing script or program, to generate a DWD or WIF file which could
- then be converted to a WAD with the IDBSP package (see Appendix D), but
- again, nobody's done it that I know of. One of the problems you would
- have, of course, is that much important information (special line and
- sector types, tag numbers etc) would probably be absent from the CAD
- dataset and have to be added later.
-
-
- 8. GRAPHICS/SOUNDS
- -------------------
-
- [8-1] Some of these DOOM levels I download have custom graphics. How
- can I do that?
-
- A. If you can create or find a GIF file of the right size, there is a
- utility called DMGRAPH (see Appendix D) that will insert it into your
- WAD file. You are on your own as far as picking a Windows or DOS based
- graphics editor -- there are a lot of them, preferences vary widely, and
- if you've never made a picture before, you're probably not ready to use
- them in your DOOM levels. Once you have a picture, the DMGRAPH
- documentation tells you more about how to use it.
-
- -----
-
- [8-2] I wanted to change STARTAN3, but when I ran the DMGRAPH utility,
- it said "entry not found." What's wrong?
-
- A. As described in the Unofficial Specs (see Appendix B), textures are
- built out of graphic "patches." DMGRAPH 1.1 (the latest version at this
- writing) only deals with patches, which have their own names. STARTAN3
- is a texture name. A few textures are composed of exactly one "patch,"
- allowing you to do a full substitution, but others are built of three or
- five or more "patches." A future version of DMGRAPH may (or may not)
- address this situation.
-
- -----
-
- [8-3] I can change the wall graphics just fine, but when I try to
- change a floor or ceiling, DOOM either crashes or ignores my new
- texture. What am I doing wrong?
-
- A. Not much, unfortunately. As the DMGRAPH documentation points out,
- only some kinds of graphic patches can be supplied in PWAD files.
- Floors and ceilings ("flats") cannot be used from PWADs in any DOOM
- version; sprites (Imp, Shotgun, Torch etc) can be used from PWADs in
- DOOM 1.6 and later, but not in DOOM 1.2. (Yes, Id once said they would
- allow flats to be added from PWADs in 1.6, but it didn't happen.) The
- only thing you can do is patch them in the *original* DOOM.WAD file.
- You could supply the GIFs, a copy of DMGRAPH and a batch file along with
- your custom level, so that the user can insert the graphics him/herself,
- but many users don't like having to patch their main IWAD.
-
- Note that the one "ceiling" you CAN change in a PWAD is the Sky
- graphic that's displayed "outdoors" in rooms with F_SKY1 as the ceiling
- texture. But this is really a wall patch (SKY1/SKY2/SKY3, depending on
- which episode you're in) that's displayed as a combination wall/ceiling
- via a special algorithm.
-
- -- with material from Matt Fell and Arek Wojciechowski
-
- -----
-
- [8-4] I got a utility (DMAUD) that replaces DOOM sounds, but I don't
- know what numbers go with what sounds, and the Unofficial Specs don't
- say. What are the various sound names?
-
- A. Ask DMAUD: just type "dmaud -l" at the command prompt, and you'll
- see a list of them.
-
- -----
-
- [8-5] Why can't I replace the DOOM music with the cool "Batman" theme
- music .WAV file I downloaded from a BBS?
-
- A. Because a .WAV file is a sampled waveform -- essentially one long
- digitized sound effect -- and DOOM only uses this form for "noises" like
- door sounds, gunshots, grunts etc. (Those you CAN replace, with Bill
- Neisius's DMAUD utility; see Appendix D.) DOOM's background music is
- stored in .MUS format, similar to MIDI (and convertible from MIDI with
- the MIDI2MUS program; same Appendix) -- actually specifying instruments,
- notes to be played, durations etc. There's no readily accessible way of
- going "backward" from a .WAV to a MIDI music sequence. So if you want
- to substitute your own music, you need to find some MIDI files, or
- record your own with a MIDI-capable synthesizer.
-
- -- with material from Jered Floyd and Brad Reynolds
-
- -----
-
- [8-6] Okay, I got a top of the line bitmap editor and I created some
- GIF pictures to use as textures, then I inserted them into a PWAD using
- DMGRAPH and I played my WAD. The pictures are there, but the colors are
- awful! Lots of ugly red speckles, washed out areas, nothing looks the
- way I expected. How did Id get theirs looking so good, and how do I do
- the same?
-
- A. Simple, they cheated. :-) That is, Id uses a non-uniform palette
- that's optimized for the "look" they wanted their world to have. If you
- extract one of their big patches out to a GIF file with DMGRAPH, then
- load that into your graphics editor and examine the "image palette,"
- you'll see what I mean: lots and lots of shades of grey, plenty of
- intermediate greens and browns, a few blues, some reds, few yellows, and
- other areas very skimpy. This lets Phobos look terrific, but when you
- import your Euro Disney slides and feed them to DMGRAPH straight, it has
- to map colors to their nearest equivalents in the DOOM palette, with
- sometimes-horrendous results.
-
- How to cope? Your fancy bitmap editor may or may not allow you to
- "coerce" work to stay within the DOOM palette; some, like Corel
- Photo-Paint 4&5, are designed for pro artists and always "think 24 bit."
- If you keep the DOOM palette loaded, though, you can still use it
- exclusively for new fills, lines, textures etc. You can also use one or
- another freeware/shareware "image handlers" like Paint Shop Pro, which
- can run in the background and coerce images to the palette for you. If
- you can see in advance what the graphic's going to look like, you're a
- lot better off. In general you can try to use colors that have plenty
- of equivalents in the DOOM palette, keep things muted and somewhat low
- contrast, etc. Beware when "dithering" pictures, because the results
- may look awful up close in play.
-
- -----
-
- [8-7] I created some graphics and put them into my PWAD with DMGRAPH,
- but when I run my editor it spits out some funny error messages, and when
- I save my edited level the graphics are gone! Or the editor preserves the
- graphics, but when I pass my PWAD through my favorite standalone NODES or
- REJECT builder, it strips away my custom graphics and music. How can I
- get around this?
-
- A. The easiest way is to maintain a *separate* graphics/music PWAD while
- you develop your level. Use only DMGRAPH/DMAUD/DMMUS to insert, remove or
- change graphics/sound/music into that PWAD; never open it with an editor
- or feed it to any other standalone map-oriented utility. Let the PWAD you
- use in your editor contain *only* map data. Then when you test your
- growing level, simply load *both* PWADs, map and graphics/sound/music,
- with the -file switch:
-
- doom.exe -devparm -skill 4 -file mylev.wad mygfx.wad
-
- Then when you are ready to release your level, combine the two PWADs
- into a single one using an appropriate editor or utility; see [7-3].
- (Also see question [7-4] which is related to this one.)
-
- -----
-
- [8-8] How do I make a see-through wall like MIDGRATE?
-
- A. Everywhere in your graphic that is PURE CYAN (Red=0, Green=255,
- Blue=255) will be rendered as transparent if a texture using your
- graphic patch is applied to the Normal (Middle) surface of a 2S line. To
- see the proof of this, extract MIDGRATE (patch name M1_1) to a .GIF file
- with DMGRAPH and edit it with your favorite graphics editor. The reason
- this might not have been obvious is that many DOOM graphics viewers and
- editors politely translate "pure cyan" to BLACK for you on the display.
-
- -- with material from Adam P. Harris
-
-
-
- 9. OTHER ERRORS
- ----------------
-
- [9-1] I have a level that passes all my editor's consistency checks,
- and looks clean to me, but when I play it, I get strange flashing
- effects on a few of the walls, what I think they call "Hall of Mirrors."
- What's wrong?
-
- A. First, make sure you built a good node tree with a BSP utility.
- (See Appendix B for where to get them.) If you used BSP and it still
- happens, and you're *sure* you didn't omit any required textures, you
- may have hit a DOOM engine limit.
-
- The limit has to do with how many lines DOOM can show you at a time.
- If you have too many lines in sight at once (128 in DOOM 1.2, increased
- to 256 in DOOM versions 1.4 and later), the extra sides will not be
- drawn, and you will tend to see the Hall of Mirrors (HOM) effect
- somewhere twards the back of the room.
-
- Note that there are often MORE edges visible than there are lines on
- the map! Looking at a staircase from above, for example, will show
- two edges (riser and flat) for every map line. And an intervening
- "shaft" or pillar in the middle that cuts the staircase in half will
- double the number of long edge segments visible -- so you can reach the
- limit more quickly than you think.
-
- If you hit this limit, find a way to simplify your room's layout or
- interpose some void space (one-sided surfaces) so you can't see so many
- lines at once.
-
- -- with assistance from John Carmack,
- and material from Robert Forsman
-
- -----
-
- [9-2] I'm getting Hall of Mirrors, but I'm sure my room isn't too
- complicated or anything. My level passes all the editor's checks and I
- use the best BSP node builder. But when my crushing ceilings (or rising
- platform/stairs, or lowering wall etc) are activated, the HOM appears.
- What did I do wrong?
-
- A. You're missing a necessary texture just like always, but your
- editor's consistency checker didn't catch it because the texture is only
- needed *dynamically* -- in the initial static map state, the pillar's
- lower, crushing ceiling's upper, etc, are safely "hidden" and don't
- appear to need a texture.
-
- The only "solution" is to be vigilant about textures when adding a
- feature like a surprise crusher, and/or keep careful bug-notes on such
- things when testing out your level.
-
- -----
-
- [9-3] Some of my level's walls seem to "jump around"...
-
- A. It might be Long Wall Error. See [2-8].
-
- -----
-
- [9-4] When I playtest my level, I sometimes get "invisible barriers"
- running across a room or corridor. Either I can't get through them at
- all or I can only squeeze past with great difficulty. When I type IDDT
- on the Map display, I see extra lines that aren't on my real level! Why
- does this happen?
-
- A. These seem to be artifacts created by some Nodes builders.
- Usually they occur in conjunction with very complex-shaped, "straggly"
- or concave single sectors. A curved "maze" done as one big sector may
- show this effect, or a giant "crescent moon" sector. Try breaking up
- such sectors into simpler, more nearly convex pieces. You may also want
- to try feeding your level to a different Nodes builder.
-
- -- with material from Leigh Dehaney
-
-
- APPENDIX A. THE 10 MOST COMMON DESIGN ERRORS
- ---------------------------------------------
-
- Some of these are show-stoppers, i.e., DOOM will crash if you try to run
- the level; others will let you run DOOM but game play is screwed up;
- others are just ugly; and a few are common stylistic complaints. All
- are encountered often in user-written levels, or asked about in
- discussion forums, or both. There is no particular order.
-
- [A-1] Bad Wall Effects. This includes HOM (Hall Of Mirrors), caused
- by missing textures (see [1-7]); Medusa Effect, caused by incorrect
- Normal textures on 2-sided walls (see [1-5]); Tutti Frutti, caused by
- short Normal or transparent Upper/Lower textures (see [1-6]); Long Wall
- Error, from superlong lines; and Moire Error, caused by ceiling changes
- near tall rooms (see [1-8]).
-
- [A-2] Wall Pegging. Wall faces exposed by rising/lowering ceilings or
- floors (including door side tracks) should usually have the Unpegged
- Lower/Upper bits set in their Linedef. This keeps the side textures
- from "following" the adjacent rising/lowering sector. Many, many user
- level designers forget to unpeg their door tracks. Just cosmetic, but
- contributes to the sense of realism or lack thereof.
-
- [A-3] Lines/Vertexes that Cross or Coincide. A show-stopper. If two
- or more vertexes occupy the same position, or if two or more lines cross
- or lie "on top of" one another, DOOM's engine will crash trying to work
- out the sector math. Several editors are capable of checking for this;
- if you get crashes, use one.
-
- [A-4] Slowdown from Monster/Two-Sided Line Glut. Not a crash but a
- playability issue. See [6-2]. Designers should try their levels on
- less powerful PC's and/or at full screen resolution to see whether some
- rooms are unacceptably slow.
-
- [A-5] Unaligned Textures, both X and Y. Just cosmetic, but important
- for realism. If your X textures are properly aligned and you split a
- line or drag vertexes around, you will probably need to re-align. A
- tedious job, but some editors help automate it for you. (But note: It's
- considered polite to offset secret door textures a little bit -- say 2
- pixels -- just enough so that an attentive player might notice it.)
-
- [A-6] Missing Player Starts, Insufficient Sectors. Another
- show-stopper. Every level must have a minimum of two (2) sectors. It
- must also have a Player 1 Start if you are going to play solo; Players
- 2-4 Start if you will be playing Cooperative multiplayer; and anywhere
- from four (4) to ten (10) Deathmatch starts if you will be playing
- Deathmatch. Otherwise DOOM will crash. Hint: Unless your Deathmatch
- design specifically forbids it, use all 10 starts; it will make play
- more interesting.
-
- [A-7] Floor/Ceiling Mismatch. Usually caused by raising/lowering a
- floor but forgetting the associated ceiling, or vice versa. Sometimes
- caused by accidentally "including" an unintended sector in a
- floor/ceiling change, under editors that support multi sector "gang"
- operations. Unless the ceiling is at least 56 higher than the floor,
- you either can't enter or (if you are already there, via teleport,
- floor/ceiling movement or start of play) you will be stuck. This is
- sometimes an issue on stairs: the LOWER ceiling must be at least 56
- higher than the HIGHER floor, or you cannot pass between two sectors.
-
- [A-8] Missing/Wrong Tag Numbers. When tagged operations like Lights
- Out or Raise Floor get the tag number wrong (in the activating Linedef),
- the results are usually awful. The whole level "rises" or crushes or
- something else you don't want. This can be tough to spot at first in
- gameplay. Ideally, editors should check for this.
-
- [A-9] Monsters Too Close To Each Other or to Walls. See [5-2]. You
- must also be careful to place Deathmatch and multi-player Start points
- far enough from walls, or arriving players will be immobilized.
-
- [A-10] Dead Ends. Designers sometimes leave out an EXIT switch, which
- makes it hard to play a level in Deathmatch or as part of a larger
- episode. Also, perhaps this is a stylistic argument, but at least be
- AWARE of which places (if any) on your level have "no escape" for the
- unwary user who enters. ID's original levels do have a couple of these,
- but many users don't like them.
-
- -- with assistance from John Romero
-
-
- APPENDIX B. GETTING ESSENTIAL FILES
- ------------------------------------
-
- There are a number of essential files files for DOOM level designers,
- particularly the basic reference Text files like the DOOM FAQ and the
- Unofficial DOOM Specs; see Appendix D, [D-4] for a list.
-
- Many of these documents are widely distributed on the various DOOM
- BBS's, Usenet newsgroups, game boards of online services, and FTP sites
- supporting DOOM players. Some services may use slightly different names
- from the ones listed in Appendix D, and versions change over times, so
- examine the directory listings carefully.
-
- Where to FTP this stuff? Try one of the following sites:
-
- infant2.sphs.indiana.edu:/pub/doom/wad_edit
- wuarchive.wustl.edu:/pub/msdos_uploads/games/doomstuff
- ftp.uwp.edu:/pub/incoming/id
- /pub/msdos/games/id/home-brew/doom
-
-
- APPENDIX C. CONTRIBUTING TO THIS DOCUMENT
- ------------------------------------------
-
- If you have a correction, contribution or suggestion, please mail it
- to me, the editor, at one of these addresses:
-
- tneff@panix.com (Internet)
- uunet!panix!tneff (UUCP)
- >INET:tneff@panix.com (CompuServe)
-
- or any other Internet mail gateway you can reach. I will read all
- submissions and (if I use them) credit the author.
-
- Remember, this is a level design FAQ for things that users really ask
- about. It is not for editorial essays, unpublished screenplays, or wish
- lists for someone's editor. :-) If you have discovered some new and
- interesting technical fact about DOOM, mail it to Matt Fell for the next
- Specs. I only want material that answers real-world design questions.
-
- I am grateful for the numerous contributions this document has already
- received from generous readers. Where their material has inspired or
- improved an entry, I have mentioned them by name. I would also like to
- thank the "Doom Design Elders" for your patience and support.
-
-
- APPENDIX D. DESIGN SOFTWARE/REFERENCE LIST
- ------------------------------------------------
-
- These are in alphabetical order within each section. No endorsement of
- any particular product over its competitors is intended, although the
- reference files in [D-4] get thumbnail evaluations. Each section
- heading is followed by the name of the directory where the files
- mentioned can be found on the INFANT2.SPHS.INDIANA.EDU FTP site (see
- Appendix B).
-
- [D-1] LEVEL EDITORS - /pub/doom/wad_edit/editors
-
- DCK11.ZIP - Doom Construction Kit 1.1 by Ben Morris. A DOS-based
- level editor.
-
- DE_260B4.ZIP - DoomEd 2.60b4 by David Bruni. A Windows-based level
- editor. A preliminary, incomplete release of 3.0 (DE3ALPH8.ZIP) allows
- texture previewing and some other things.
-
- DEU521.ZIP - DOOM Editing Utility 5.21, by Raphael Quinet and Brendon
- Wyber. A DOS-based level editor. DEU521GCC.ZIP contains a GNU C
- compiled version which uses a DOS extender to allow editing bigger
- levels, but which will not work under Windows or OS/2.
-
- DMCAD43.ZIP - DoomCAD 4.3 by Matt Tagliaferri. A Windows-based level
- editor.
-
- EDMAP110.ZIP - EdMap 1.10 by Jeff Rabenhorst. A DOS-based level
- editor. A newer file, EDMAP111.ZIP, upgrades to version 1.11 but
- requires that 1.10 already be installed.
-
- MDE90B1.ZIP - My DOOM Editor 0.90b by Patrick Steele. A DOS-based
- level editor, last updated May 1994.
-
- ULTED.ZIP - UltEd 1.00b by Peter Ott. An OS/2-based level editor
- (preliminary, use with caution).
-
- WADED129.ZIP - WadEd 1.29 by Matthew Ayres. A DOS-based level
- editor.
-
- WADSUP11.ZIP - Wads_Up 1.1 by G. Whitehead. A Windows-based level
- editor, last updated April 1994.
-
- -----
-
- [D-2] NODE/REJECT BUILDERS - /pub/doom/wad_edit/node-build
- /pub/doom/wad_edit/misc
-
- BSPxxx.ZIP - BSP nodes builders by Colin Reed and collaborators.
- There are several different versions, so a chart may help:
-
- Filename Version Runs on Extended Memory? 387 needed?
- -------- ------- ------- ---------------- -----------
- BSP11TC 1.1 DOS No No
- BSP11W 1.1 Windows Yes No
- BSP12X 1.2 DOS Yes Yes
- BSP4OS2 1.2 OS/2 Yes No
-
- IDBSPxxx.ZIP - Nodes+REJECT builders adapted from Id's published
- "IDBSP" code by Ron Rossbach and collaborators. Another chart:
-
- Filename Version Runs on Extended Memory? 387 needed?
- -------- ------- ------- ---------------- -----------
- IBSP101D 1.01 DOS No No
- IBSP101L 1.01 Linux Yes No
- IBSP101O 1.01 OS/2 Yes No
- IBSP102D 1.02 DOS No No
-
- IDBSP10 1.0 DOS No No
- (this version moves Things and merges Sectors - use 1.01 or better)
-
- IBSPWAT 1.0x DOS Yes No
- (Steve Larsen's WATCOM build fixes some bugs)
-
- NODENAV.ZIP - NodeNav 0.8 by Frank Palazzolo. Shows nodes rather than
- building them, but useful for learning how nodes work.
-
- REJECT10.ZIP - REJECT.EXE 1.0 by L.M.Witek. A DOS-based REJECT
- builder; uses a distance based algorithm that may cause problems on some
- WADs.
-
- RMB11.ZIP - Reject Map Builder 1.1 by Jens Hykkelbjerg. A DOS-based
- REJECT builder with full line of sight computation and a command file
- based override/customization facility.
-
- VNB1050.ZIP - VNB 1.050 by Robert Fenske, Jr. A DOS-based Nodes+Blockmap
- builder.
-
- -----
-
- [D-3] WAD MANIPULATION UTILITIES - /pub/doom/wad_edit/misc
-
- DMADDS1B.ZIP - Doom Add Sprite utility 1.0b by Bernd Kreimeier.
- Allows sprites from PWADs to be added to the main IWAD.
-
- DMASE.ZIP - DOOM Audio Sound Extractor 1.2 by Bucky La Dieu. A front
- end to DMAUD (see below) that extracts all sounds from a PWAD at once.
-
- DMAUD11.ZIP - DOOM Audio Editor 1.1 by Bill Nesius. Inserts and
- extracts digitized audio (sound effects) from IWAD and PWADs. Outputs
- WAV files, inputs any kind.
-
- DMCHECK09.ZIP - DOOM Check 0.9 by Jean-Serge Gagnon. Checks DOOM
- version, file space, etc, for use in batch files.
-
- DMDUMP09.ZIP - DOOM Dump 1.0 by Steve Simpson. Dumps PWAD data
- out in readable text format.
-
- DMGRAP11.ZIP - DOOM Graphic Editor 1.1 by Bill Neisius. Extracts,
- replaces, adds and views graphics in WADs. Inputs, outputs GIF or
- PPM files.
-
- DMMUI.ZIP - DOOMusic User Interface 1.0 by Pooka. A front end to
- DMMUSIC (see below) and MIDI2MUS, to simplify putting and getting
- music into and out of WADs.
-
- DMMUS10A.ZIP - DOOM Music Editor 1.0a by Bill Neisius. Extracts,
- replaces and adds music to/from IWAD and PWADs.
-
- DMPS20.ZIP - DOOM PostScript Map Generator 2.0 by James Bonfield and
- Gerhard Karnik. Produces printer-ready PS images of IWAD or PWADs.
-
- DMTEX09B.ZIP - DooMTex 0.9b by Steve McCrea. Tools for adding new
- patches and textures to PWADs. Requires WadTool and DMGRAPH.
-
- DOOMTOOL.ZIP - Doom Tools by James Dooley. Has a standalone tool for
- combining two PWADs into a third.
-
- DVIEW200.ZIP - DOOM View 2.0 by Mr. Skibone. Views and extracts
- graphics from WADs.
-
- EWT.ZIP - WAD Extended Tools 1.0 by VeLS. Views resources.
-
- MIDI2MUS.ZIP - MIDI to MUS Converter from Id. Converts MIDI to
- "Paul's MUS format." Needed with DMMUSIC.
-
- MOVELEV2.ZIP - Move Level 2.0 by Steve Simpson. Displays
- and/or changes the episode and mission numbers in PWADs.
-
- RENWAD.ZIP - another ExMx changer, by ASRE.
-
- TED12.ZIP - TED 1.2 by Peter Monks. Edits the ENDOOM resource
- (colored text displayed on exit from game) in WADs.
-
- WACKERB7.ZIP - Wacker 0.7beta by Keith Wilkins. Edits and creates new
- graphic textures in WADs.
-
- WADGC2.ZIP - WAD Graphics Compiler by Stefan Gustavson. Beta source
- (Unix flavor) for graphics tools.
-
- WADHAK.ZIP - Wad Hacker 1.0 by Roger Hayes. A Windows-based WAD
- resource viewer.
-
- WT100.ZIP - WAD Tools 1.0 by Jeff Miller. A DOS-based WAD
- resource viewer/exporter/importer.
-
- -----
-
- [D-4] REFERENCE FILES - /pub/doom/wad_edit/text
-
- ALLWALL2.ZIP - contains a single huge GIF showing all the wall
- textures. Someone needs to break it up into manageable pieces; it
- would then be an important reference tool instead of a curiosity.
- An "ALL-FLOOR" companion GIF also exists but is not as widely
- distributed.
-
- DESIGNxx.ZIP - Level Design FAQ, edited by Tom Neff, i.e., this
- document! In case you found it floating in a bottle, and wanted to look
- for a newer version...
-
- DMFAQ58.ZIP - The Official DOOM FAQ 5.8 by Hank Leukart. A big
- omnibus collection of info on DOOM game play, culture and origins. Now
- shipped with registered DOOM itself. Designers have less call to use it
- than you'd think, but when they need it, they need it.
-
- DMSPEC13.ZIP - The Unofficial DOOM Specs 1.3 by Matt Fell. An
- essential compilation of technical data on all aspects of the game and
- level design. Should be on every designer's desk. Needs updated with
- some DOOM 1.666 changes, so look for 1.4 soon.
-
- METRICS.ZIP - "DOOM Metrics" by Scott Amspoker. Comprehensive summary
- of DOOM sizes, distances, clearances, speeds etc, with all information
- experimentally verified. Covers more detail on this subject than the
- Specs, and where they disagree, Scott is usually right.
-
- TEXPATCH.ZIP - Textures To Patches, by Gregory Lewis. Lists texture
- names on the left, with component patches and offsets on the right.
- Very useful for creating substitute graphics.
-
- TEXTURES.ZIP - "Managing Textures and the Unpegged Attribute" by Scott
- Amspoker. Intensive examination of how to use textures effectively in
- level design.
-
- * * * END OF FAQ * * *
- .
-