home *** CD-ROM | disk | FTP | other *** search
-
- * GLADIATOR v2.2 *
- DRAGONHAWK PRODUCTIONS
- WAD Template v1.4 filled in/modified by Paul Pollack
-
- Title : GLADIATR.WAD
- Main author : Paul Pollack
- Playtester/co-author : Andy Stevens
- Release date : 02/26/95
- Email Address : No Internet account as of yet, but I can be
- reached as Paul Pollack on the Board of Trade BBS
- (813) 862-4772
- Misc. Author Info : (Paul Pollack) President of DragonHawk Productions,
- main author of GamePlay Magazine
-
- Story (yep, there actually is one)
- ----------------------------------
-
- You've done your job -- you saved mankind for what seems like the
- millionth time, and for what? Sure, you get a few thousand dollars, but the
- thing you need right now is some good old fashioned R & R. With your money,
- you purchase a room at the Holiday Hotel and pay the clerk. You take your
- key, go to your room, and right as you're about to insert it, you're not
- at the hotel anymore. You've been teleported, but where?
- There's no time to think about it. Cacodemons, demons, imps, and
- even your old friend Mancubus are all going to make you feel sorry you ever
- came here, even if it was against your will. You look around; a double
- barreled shotgun. A big grin creeps across your face. You grab it, put on the
- radiation suit nearby and show those imps who's boss. You turn around and
- walk forward, until you come to the end. You keep going, fall, run to escape
- the fiery coals, and find yourself looking at a giant arena surrounded by
- red torches where cyber demons and spider bosses fight it out to the death.
-
- It is the year 2012, and where these guys come from, that's when
- their `Olympics' are held. Only these aren't the usual Olympics; this is an
- all-out war where the populous send out their finest warriors to battle it
- out in a vicious fight to the death. You've intruded on their little game,
- and now they're sending their body guards to make sure it doesn't happen
- again.
-
- Additional Credits to : -ADMiRAL and SONiC (the Un-Naturals) for DEU2C
- -The creators of DeeP, a DEU-based level editor
- -Clint Russell for the T2 theme (from !CSRE2M1.WAD)
- -The creators of DDT, the Doom Development Toolkit
- -The contributors to the Doom Level Design FAQ,
- -Olivier Montanuy and HevKev for DEUTEX 3.1
- -The author of the Beginner's Guide to DEU
- -The original team behind the original DEU
- -Ben Morris, for the Doom Construction Kit
- -Steve McCrea, for tips from Trinity WAD
- -Colin Reed, for his wonderful BSP 1.2x
- -Bill Neisius for the Doom Music Editor
- -Other Doom WAD authors for inspiration
- -ID software for such an awesome game
-
- ================================================================
-
- * Play Information *
-
- Required Doom version : Doom ][: Hell on Earth v1.666+
- Recommended system : 486 DX2-66 or better with VLB/PCI for single-player
- 486 DX-33 or better for DeathMatch with no monsters
- 14,400 BPS modem for modem play
- Includes PWAD runner : Yes, GLADIATR.EXE v2.2 (single-player mode only)
- Level size : Small - Medium
- Estimated par time : Four-five minutes
- Difficulty (estimate) : Hard, but depends on which setting you play on
- Episode and Level # : Mission #1
- Single Player : Yes
- Cooperative 2-4 Player : Yes (untested), but made for single player mode
- DeathMatch 2-4 Player : Yes (untested), but made for single player mode
- Difficulty Settings : Yes (Easy -- I'm too young to die. Medium --
- Hey, not too rough. Hard -- Hurt me plenty/
- Ultra Violence. Nightmare)
- New Music : Yes, from Terminator II (courtesy of Clint Russell)
- New Sounds : No
- New Graphics : Yes (FIREBLU1 redesigned from old/new patches)
- New title screen and menu picture of Doom ][ logo
- Demos Replaced : None
-
- * Miscellaneous play information *
-
- Believe it or not, GLADIATOR was originally designed with God mode in
- mind; yeah, I put in a bunch of medkits and bonuses lying around for people
- who wanted to play it fair and square, but the level was really quite
- difficult, even with all these bonuses. While refining the level at Andy's
- house, we realized it would be pretty neat to let you, the player, watch as
- cyber demons and spider bosses fought it out in an all out war before
- eventually coming after you. After toying with ideas and tring several
- experiments to see what would look best, we came up with this finished
- product. But I'm getting ahead of myself.
- Gladiator is a pretty small WAD file, and it's main attraction is
- the ring where the cyber demons and spider bosses fight. Sure, there's a
- little bit more, but that's exactly what it is, a little bit. I tried to
- add textures, monsters, and linedefs specific to Doom ][, but since I wasn't
- too sure what textures were in the original Doom, I'm not sure how successful
- I was. The level took a lot of my time -- I'd say at least a good 55-75
- hours when you count playtesting and learning the basic DEU engine.
- The actual arena where the cyber demons and spider bosses fight in
- was finished long before the PWAD's completion. What took so long was the
- playtesting and learning the DEU2/DDT/DEU2C/DEU 5.21 engine. After going
- through the level for what seems like a million times, this is the finished
- product; tell me what you think. Enjoy!
-
- -- Version 2.0 Notes --
-
- Before release v2.0, I could not make a door (you may have noticed
- the absence of any in previous versions), so it was very difficult to create
- secrets. For version 2.0, however, I got my act together, downloaded a few
- documentation files, and created some nifty secrets throughout the level
- (four altogether).
- One of the other major changes that occurred in this version is a
- way to teleport back to the beginning of each part. In previous versions,
- after teleporting you were simply stuck where you ended up. This also gave me
- the opportunity to distribute some more DeathMatch starting points.
- Other things that I improved include the level layout, the music
- (now from Terminator ][), the difficulty settings, and the multiplayer
- options. Also note that saved games from previous versions of the PWAD will
- not work with the current version.
-
- Note: At the very end of my level, you'll notice that there's a nice pit
- with an exit switch on one of the walls. Please note that you should not, I
- repeat, should not enter there unless you intend to beat the level, as you
- cannot get out (without using IDCLIP).
-
- -- Version 2.1 Notes --
-
- Version 2.1 is basically a minor update of version 2.0, adding a
- single room near the end of the level (I moved a DeathMatch starting point
- there, and this helped spread things out). (Note: check out the animated
- monster on the back wall). This issue I also learned some more things
- (like how to create lifts, stairs, etc.) about both Doom and the Doom
- Developers Toolkit.
- I was thinking about running a copy of Reject Map Builder 1.0 (RMB)
- on my PWAD, but I thought it conflicted with the copy of DEUTEX I was running
- for reasons too long & boring to explain here. It didn't really seem to do
- much anyway, so it's nothing lost.
-
- -- Version 2.2 Notes --
-
- After playing the level, you'll notice that version 2.2 is really
- just a cosmetic update of version 2.1, with hardly any improvements. And
- you're essentially correct: I fixed some textures that I felt were downright
- ugly (especially the cement rooms which are now changed to the beautiful
- rock patterns you see on the title screen). I added a couple of monsters
- on easy setting by the end pool, and added a very small amount of DeathMatch
- specific items. There were also a few changes to ceilings/floors in the
- Wolfenstein sectors, but for the most part, the level's the same. I welcome
- suggestions for future editions of the PWAD, although I may not have enough
- time to implement them.
-
- * Running the PWAD *
-
- For those of you unfamiliar with running external PWAD's, I've
- included an EXE file compiled in QuickBASIC v4.5 that lets you choose which
- difficulty setting you want for the level and then proceeds to run the
- PWAD in single player mode. Just go to the Doom ][ directory, type GLADIATR
- at the DOS prompt and press enter.
- This too has been improved, and now includes an option to run the
- PWAD with no monsters, and the ability to toggle monster respawn on and off
- for all you people who think the level isn't already hard enough.
- This assumes that all the GLADIATOR files are in your basic Doom ][
- directory. If they are not, you may run the WAD by switching to your Doom
- ][ directory and typing the following:
-
- DOOM2 -FILE x:\directory\GLADIATR.WAD -WARP 1 -SKILL y
-
- In that example, x:\directory is the directory you would use, and y
- is the skill level you wish to play the level on. For example, typing the
- following would tell Doom ][ you wished to run C:\WADS\GLADIATR.WAD at
- difficulty setting three (it sets the difficulty at one less than what
- you specify at the command line).
-
- DOOM2 -FILE C:\WADS\GLADIATR.WAD -WARP 1 -SKILL 4
-
- After that, you should see a notice saying something to the effect
- that this version of Doom is modified, and that you won't receive tech
- support for modified games. Well, press enter and get ready to fight.
- Playing in DeathMatch and cooperative modes is a little more
- complicated, and all I can recommend is that you read the Doom FAQ, up to
- version 6.66 at press time. It's chock full of interesting information and
- you'll be blasting your friends in no time flat. I guess that about wraps it
- up for this area. Let's move on.
-
- Version 2.2 note: Since I replaced the title screen, using the supplied
- runner won't give you the full effect, since it automatically starts you
- at the level. So I recommend you run it from the command line at least
- once to see the nifty new screen. Trust me.
-
- * Modem/Network Play *
-
- This level, while designed around single-player mode, could actually
- work out quite nicely in cooperative or DeathMatch modes. I've positioned the
- starting points strategically, and made lots of nice items available for
- those using multi-player modes.
- Why, you may ask, would I want to use this PWAD to play DeathMatch
- when there are tons of PWAD's out there that are directly made for
- DeathMatch? The answer: it's still pretty darn fun. Imagine grabbing that
- BFG in front of you and chasing down your friend as he runs through the fiery
- coals. He's right in front of you, and one swift depression of your Ctrl key
- and he'll be gone. Suddenly he turns, and approaches the 1st teleportation
- area. You guys are the only two characters left, and you have no choice but
- to follow him there if you hope to win. You walk through the darkness, and
- suddenly you're someplace else. You look around the dark corridor; nothing
- but a slight outline is visible. You move ahead; bingo. You take out your BFG
- 9000, try to fire, but find out you're out of ammo. Right then your friend
- spots you. He turns around, but before he can shoot you, you've whipped out
- your double-barreled shotgun and he's history. See what I mean?
- Email me on the Board of Trade BBS and let me know how it plays.
- Once again, thanks for trying this great new PWAD.
-
- V2.0 update: Since the level's a lot (as in a whole lot) larger than in
- previous versions, you may think that the potential for good DeathMatch play
- has shrunk. However, that's not the case. I've tried to add more zones
- that would be fun for DeathMatch play (check out the room with four
- teleporters, each teleporting you someplace else in the room) and added more
- multi-player only items. All of this should make for a fairly well-rounded
- level. As I said earlier, Email me on the Board of Trade BBS with some
- feedback.
-
- * Construction *
-
- Base : New level from scratch/previous Gladiator versions
- Build Time : Hours upon hours (somewhere around 80-110)
- Editor(s) used : DEU2C (by the ADMiRAL and SONiC, the Un-Naturals),
- The Doom Developers Toolkit v1.0 BETA, BSP 1.2x,
- DeeP (and DeePBSP) v6.13a, DCK 2.0, The Doom Music
- Editor v1.0 by Bill Neisius, DEUTEX v3.1 (Doom
- Editor Utility Texture Editor) by Olivier
- Montanuy/docs by HevKev (Kevin McGrail)
- Known Bugs : Occasionally torches don't show up until you're
- very close; ceiling anomalies; minor TFE. Clipping
- problems (aka HOM -- Hall of Mirrors) are now
- virtually nonexistant; it took a while, but they
- seem to be gone everywhere but occasionally by the
- 1st teleport zone. Nothing really major.
-
- * Copyright / Permissions *
-
- Authors may use this level as a base to build additional
- levels, provided I am contacted by the author of the new PWAD.
- If I am not contacted, this level may NOT be used as a base.
-
- You MAY distribute this WAD, provided you include this file, with
- no modifications. You may distribute this file in any electronic
- format (BBS, Diskette, CD, etc) as long as you include this file
- intact.
-
- * Other WAD's by Paul Pollack *
-
- None as of yet, but there is a good chance that I'll attempt making
- a head-to-head DeathMatch WAD for four players in the near future.
- As for more single player WAD's, I really don't know. Write to me on
- the Board of Trade for feedback on this one first.
-
- * Where to get this WAD *
-
- BBS's: Board of Trade BBS (two high speed 28.8 modems) -- (813) 862-4772
- Other (possible): GamePlay issue 9.0 (available on the Board of Trade BBS):
- BONUS directory
-
- ──────────────────────────────────────────────────────────────────────────────
-
-
- -- THE GLADIATOR FAQ --
- (F)requently (A)sked (Q)uestions
-
- As a new edition to this version of the PWAD, the Gladiator FAQ
- should assist in answering any questions you may have about the level
- (how it was made, how long it took, who exactly made it, etc.) Obviously,
- I can't answer all your questions, so you should feel free to write to me
- on the Board of Trade BBS at (813) 862-4772. Call today. That said, let's
- get started.
-
- AREA #1: GENERAL QUESTIONS ABOUT DRAGONHAWK PRODUCTIONS
-
- Q: What exactly is DragonHawk Productions?
- A: DragonHawk Productions is an entity devoted to creating the ultimate
- gaming experience for all of you gamers out there. As gamers ourselves,
- we decided to write a magazine `by gamers, for gamers' and that ended
- up becoming GamePlay. GamePlay magazine is available as a free download
- on the Board of Trade BBS!
-
- Q: OK, now I know what it is, but who's on the team?
- A: The primary two contributors for DragonHawk Productions are Paul Pollack
- (myself) and Alex Thomas. An intermittent contributor, Andy Stevens, also
- occasionally takes part, and without his help, this PWAD might never
- have been created.
-
- Q: Where can I get software from DragonHawk Productions?
- A: The Board of Trade BBS is THE official distribution sight for DragonHawk
- Productions. Yes, you may be able to find a few of our products elsewhere,
- but for the latest releases, look no further than the Board of Trade. And
- while you're there, you may want to check out some of there other fine
- features, like the extensive file library or the well-written Pasco
- BBS Magazine.
-
- AREA #2: QUESTIONS ABOUT GENERAL PWAD EDITING/CREATION
-
- Q: How long did it take you to make Gladiator?
- A: Hmmmmm. That's a toughy. Not counting the time it took to write the
- documentation, I'd estimate around 100-120 hours (no joke). Much of my
- free time was spent daily on this PWAD, and I'm fairly happy with the
- results. As for the documentation, that went by pretty fast (largely
- because of the premade PWAD template): I'd estimate around two hours.
-
- Q: What editors did you use? What's your favorite?
- A: To create Gladiator, I used a whole lot of editors, ranging from pure
- map-makers like the Doom Construction Kit and DoomCAD v5.1 to replacement
- processors like DeuTex by Olivier Montanuy. (A pretty complete list can
- be found in the template). Toward the start, I used a nice little editor
- created by ADMiRAL AND SONiC, the UN-Naturals, called DEU2C (or the
- new DEU for Doom II). But as the level grew larger, the time it took
- to rebuild the linedef/reject/blockmap grew also, and I realized it was
- time I looked for a faster editor. A little before my level grew to
- that size, I came across a nifty little program called DDT, or the
- Doom Developers Toolkit. The program boasted the ability to use all your
- memory, so that it could edit practically any-sized PWAD and rebuild
- its data quite quickly. This I used for quite a while, even though it did
- have a few bugs that managed to really screw up the vertex placement.
- Toward version 2.0, I downloaded DeuTex, and it proved to be essential
- in creating the custom graphics that appear in this version of the PWAD.
- (Download a copy today). After that, I downloaded a copy of DeeP
- (Doom Enhanced Editor Program) and a copy of the Doom Construction Kit
- (DCK) by Ben Morris. Both of these programs were very well constructed.
-
- Q: That's all very well and good but you didn't answer the second part.
- What's your favorite PWAD editor and what would you recommend to new
- Doom PWAD authors?
- A: Another toughy... Some of them are just plain different; it's pretty
- hard to compare DeuTex and something like the Doom Construction Kit,
- since they serve different purposes. Even if you narrow it down to
- level design, it's still a tough question, but I can narrow the choice
- down to two excellent editors that new PWAD editors should be sure
- to try. One of them is DeeP (Doom Enhanced Editor Program), and the
- other is the Doom Construction Kit by Ben Morris. Another great tool,
- but one that falls into a different category, is DeuTex by Olivier
- Montanuy.
-
- Q: What features make these editors stand out?
- A: Most of the editors I've seen out there for Doom ][ were based on
- Brendon Wyber and Raphael Quinet's excellent DEU 5.21. While this in
- itself made for a pretty sophisticated editor, many authors could
- have greatly enhanced it, by changing a few features and adding more
- prefab structures. That's where DeeP comes in. DeeP's based on the
- familiar DEU 5.21, but adds a few neat twists when it comes to
- prefab objects, viewing things, and adjusting textures. Viewing objects
- in DeeP is easy. Just move the cursor over it and press enter to
- get info; a nice, color picutre of the object comes right up on your
- screen. Even if you decide not to press the enter key, the way the
- object looks shows up right at the bottom of the screen. With sectors
- it's just as easy; just move the cursor over a sector while in "sector
- mode" and it automatically displays the floor and ceiling textures at the
- bottom of the screen. And if you've spent any time editing Doom levels at
- all, you know how much of a timesaver this can be. And DeeP has its own
- node builder, aptly titled DeePBSP, and while most of these node builders
- aren't that acurate, DeePBSP can hold it's own against Colin Reed's famous
- node builder. (It builds nodes just as accurately, and probably a little
- faster; I didn't time it, though.)
-
- The Doom Construction Kit, a program NOT based on DEU, also offers
- some pretty nifty features. While moving the cursor over a sector doesn't
- immediately bring up what the textures look like, just a single press
- of the enter key does. And the object viewing is also very good; after
- going into thing mode, pressing T again loads up several sprite files,
- which give you a graphical representation of the objects on the Doom
- MAP (sorry, it doesn't show the enemies.) And if you really need to see
- it any clearer, just a press of the enter key on an object brings up
- a great picture. And unlike DeeP, which sometimes cuts off the image of
- some sprites (like the big tree), DCK doesn't. As for the node builder,
- DCK has Colin Reed's famous BSP 1.2x built right in. Get it today!
-
- DeuTex, by Oliver Montanuy and docs by Kevin McGrail, was actually
- originally derived from DEU 5.21. But yet it's not a level editor, a nodes
- builder, or a reject data builder. What exactly is it? DeuTex, like
- the previously mentioned DeeP and DCK offers support for both Doom,
- Doom ][, and Heretic. But unlike those others, DCK supports the shareware
- version of Heretic (because the author hadn't received the registered
- version at the time of release). Anyway, DeuTex is a replacement
- processor. You create text files telling it what to replace, and then
- you can simply run the program and compile your changes into a finished
- PWAD. It has a somewhat steep learning curve if you're a newbie, but after
- you get used to it, you'll wonder how you ever got along without. DeuTex
- is definitely THE tool to have when you want to replace graphics,
- sound, or music for your PWAD.
-
- Q: What's your favorite PWAD, besides Gladiator?
- A: I spent a lot of time with a neat little episode for the original
- Doom, called Return to Phobos. The construction was great, and everything
- just seemed perfect. It served as inspiration for one part of my level,
- although my imitation was a mere shadow of the original. But I digress.
-
-
- AREA #3: SPECIFIC QUESTIONS ABOUT DOOM LEVEL/GLADIATOR DESIGN
-
- Q: How do you make stairs?
- A: Look below; I created mine simply by messing with sectors with a higher
- floor height and equal ceiling height. I made mine a generic wooden
- texture because I didn't want to spend time getting the stair textures
- to line up properly. Each step in my stairs is a separate sector, and
- that allows each to have different light levels (like one of the secrets
- in the Wolfenstein part).
-
- Q: How do you make doors?
- A: This is covered in almost any tutorial you find, but just in case,
- here's the gist of it. You want an intermediate sector to serve as the
- door connecting two sectors adjacent to it. The height of this
- sector should be 0, as the floor height should equal the ceiling
- height for the door to start off in a closed position.
- The first sidedef of the door lines should always face the sectors
- they are connecting; neither of them should ever point toward the
- connecting sector. Each of these lines should be a type like
- "1 DR door," a standard Doom door type. The lines not connecting the
- sectors (the "door jamb" lines) should have a texture like DOORSTOP
- and carry the flag "unpeg lower." That's basically it; more detail
- can be found later.
-
- Q: How do you make crossing a line turn off lights in a specific area?
- Whenever I tried to make mine, it turned off lights in almost all of
- my level. What gives?
- A: This is actually easier than you might think. Use one of the linedef
- types your editor has built in (something like `lower light level to 0')
- and change the sector tag of the linedef to match the linedef tag of the
- sector. If the line's sector tag is 0, the lights will go off in all
- sectors which have sector tag 0 (which is the default). The moral is:
- just don't do that.
-
- Q: How do you make a teleporter?
- A: First of all, you should decide what textures you want to use (most
- users stick with the generic hexagram floor and ceiling combo). Secondly,
- you should insert a 64x64 rectangular sector where you want the teleporter
- to be created. This new sector should have a raised floor and a lowered
- ceiling (probably around 6-12 units each), and this can be obtained by
- following the instructions in the next section ("GLADIATOR: WHO, WHY, AND
- HOW"). Users of DeeP can simply press F9 and insert a rectangular object,
- with each dimension having measure 64 units. When you have that done,
- actually put in your ceiling and floor textures you decided upon in
- the first step. You'll also notice you need some upper and lower textures;
- this is because Doom needs to know what to put when the floor height
- is higher and the ceiling height lower (I use textures like GRAY1 and
- GRAY4 for Gladiator).
-
- If you ran your PWAD right now, and went to the area where the
- unfinished teleporter was located, you'd see exactly what it will look
- like when you're done; in fact, the only major difference is that what
- you have now won't function. To get it working, you need to set the
- linedefs (there are four, for each side of the rectangular teleporter)
- to one of the "Teleport to another sector" types. Now you have a
- teleporter, so you need an exit. Insert your exit at the location you
- want. Then select the original four linedefs, and give them a free
- sector tag number. Select the sector the teleport exit is in, and give
- that sector the same tag number.
-
- Q: How do you make a lift?
- A: For the end room of the level, you call down a lift, which brings you to
- the top of the sector, and allows an impressive view of the cyber demon
- animations. For this example, I'll assume you're using DeeP, or one of the
- many variations on DEU.
-
- First off, we want to create a sector between two other sectors to
- serve as our lift. Once this is done (you should know how to do this;
- it's almost the same as creating a door), you should be left with
- three sectors, which should look approximately like this (ASCII art
- strikes again):
-
- Legend: X= Vertex, - or | or / or \ = line
-
- X---------X
- / a \
- X-X---------X-X
- | b |
- X-X---------X-X
- / c \
- X-----------------X
-
- In the diagram, sector "b" is the middle, connecting sector between
- the two other sectors (each with its own floor and ceiling height). Make
- sure that one sector is substantially higher than the other, else
- a lift serves no purpose. Enter sector mode by pressing S, and then
- go to the top menu and select "Make lift from sector." This will cause
- the middle sector to serve as a lift and to go as high as the higher
- sector's floor height, allowing you to get off at the right spot. All
- the hard work's done; all that's left is selecting the textures
- (I recommend the SILVER* series or SHAWN*).
-
- Another thing that's interesting to note is that if you have a sector
- like a pool (one that's raised to a specific height, and stands as a
- separate sector inside another; like the ones talked about in the
- next section), you can simply select that entire sector and then
- run the option "Make lift from sector." All that's left is finish
- texture selection.
-
- Q: I've played Trinity WAD, and I've seen the cyber demon movie. I shrugged
- it off as some genius PWAD editor creating a nifty level, and thought that
- he's probably the only one who knew how. Then I got hold of your PWAD and
- saw almost the same thing, and since I know you're not a genius, it can't
- be that hard to do. So, how's it done?
- A: Like "Trinity: How I made it," by Steve McCrea, I too will quote the same
- passage of Matt Fell's Unofficial Doom Specs. In it, he states the
- following (don't worry if you don't quite understand it at first; I didn't
- either).
-
- "It is possible to change the walls and floors that are animated, like the
- green blocks with a sewer-like grate that's spewing green slime
- (SLADRIPx). The game engine sets up as many as 8 animation cycles for
- walls based on the entries in the TEXTURE resources, and up to 5 based on
- what's between F_START and F_END. The entries in FirstTexture and
- LastTexture, below, and all the entries between them (in the order that
- they occur in a TEXTURE list), are linked. If one of them is called by a
- sidedef, that sidedef will change texture to the next in the cycle about 5
- times a second, going back to First after Last. Note that the entries
- between First and Last need not be the same in number as in the original,
- nor do they have to follow the same naming pattern, though that would
- probably be wise. E.g. one could set up ROCKRED1, ROCKREDA, ROCKREDB,
- ROCKREDC, ROCKREDD, ROCKREDE, ROCKRED3 for a 7-frame animated wall!"
-
- (He sounds pretty excited about it, doesn't he?) What that basically says
- is that if there's an animated wall, like FIREBLU1, you can change it and
- create a number of intermediate frames for the animation. Doom will go
- through the original frame, all of the intermediate frames, and finally
- the ending frame (FIREBLU2, in my PWAD). But to get a good animation,
- you'll need to redefine some textures, and I recommend DeuTex
- (an EXCELLENT program!!). First of all, you'll need to make an entry
- in your WADINFO.TXT file for textures, with a heading called [TEXTURE1].
- (For Doom ][, for Doom I it can be either TEXTURE1 or TEXTURE2). Under
- the heading, you should put the name of the texture definition file (it's
- assumed it's in the TEXTURES subdirectory), containing the changes you
- want made. So under my WADINFO.TXT file, it has a nice heading of
- [TEXTURE1] with the filename TEXTURES under it, since TEXTURES (which
- resides in the subdirectory TEXTURES) is the definition file. Well,
- now that you've referred the program to the file, you need to create it.
- Here's what the one from Gladiator looks like.
-
- ; Same texture definition file for my Gladiator documentation.
- ; The stuff after a semi-colon is a mere comment.
- ;
- FIREBLU1 128 128
- * BLANK 0 0
- * CYBRE1 0 10
- ZZZA 128 128
- * BLANK 0 0
- * CYBRE2 0 10
- ZZZB 128 128
- * BLANK 0 0
- * CYBRE3 0 10
- ZZZC 128 128
- * BLANK 0 0
- * CYBRE4 0 10
- ZZZD 128 128
- * BLANK 0 0
- * CYBRE5 0 10
- ZZZE 128 128
- * BLANK 0 0
- * CYBRE6 0 10
- ZZZF 128 128
- * BLANK 0 0
- * CYBRE7 0 10
- ZZZG 128 128
- * BLANK 0 0
- * CYBRE8 0 10
- ZZZH 128 128
- * BLANK 0 0
- * CYBRF1 0 10
- ZZZI 128 128
- * BLANK 0 0
- * CYBRF2 0 10
- ZZZJ 128 128
- * BLANK 0 0
- * CYBRF3 0 10
- ZZZK 128 128
- * BLANK 0 0
- * CYBRF4 0 10
- ZZZL 128 128
- * BLANK 0 0
- * CYBRF5 0 10
- ZZZM 128 128
- * BLANK 0 0
- * CYBRF6 0 10
- ZZZN 128 128
- * BLANK 0 0
- * CYBRF7 0 10
- ZZZO 128 128
- * BLANK 0 0
- * CYBRF8 0 10
- FIREBLU2 128 128
- * BLANK 0 0
- * CYBRE1 0 10
- ;
- ; End of file
-
- Each of the intermediate frames contains two patches (actually CYBR* is
- a patch, but I'll get to that later). BLANK, a patch I created from
- a blank 320x200 screen, is the background for the CYBR* series, while
- each of those CYBR* files are different frames from the cyber demon's
- actual animation. Notice the numbers to the right of the patches. Those
- numbers signify the x and y offsets, respectively. Use this to get a
- patch properly alligned. As I said earlier, those cyber demon frames
- are actually sprites, but Doom has no problem treating them as
- patches for the sake of these animations. Download DeuTex (available
- at the awesome Board of Trade BBS) and check it out for yourself.
-
-
- -- GLADIATOR: WHO, WHY and HOW --
- A look at Doom & Doom ][ level design
- -------------------------------------
-
- Unchanged from version 2.1
-
- Part I: Doors/Pits
- (see GamePlay magazine for further continuations)
-
- Disclaimer: I, Paul Pollack, take no responsiblity for any
- destruction or Doom PWAD disasters that may befall your computer
- from following any of this advice. This is not meant to be a
- tutorial; more accurate information on Doom level design can
- be obtained by writing to me via the Board of Trade BBS or
- by downloading the Beginners' Guide to DEU (not written by me)
- or the Doom Level Design FAQ (also not by me).
-
- (Don't get too concerned about the previous disclaimer. It probably
- won't cause any damage to any parts of your computer, but I put it
- in just to be safe)
-
-
- (Hey, I'm a magazine writer; you should have expected this editorial piece.)
-
- The way I see it, there are basically three main types of players:
- the guys at id (obviously), the general public, and the craved lunatics who
- dabble with Doom modifications. As a member of the latter group, I know
- what it's level creation is like; frustrating.
- There are literally thousands of Doom PWAD files floating around on
- BBS's out there, ranging from excellent to utter #@$!. Some replace graphics,
- others music, and even sounds, but the vast majority of these PWAD's center
- around one aspect: levels. Most of the PWAD's out there are actually
- pretty decent, some of them even approaching id's lofty standards, but
- ones that go beyond that are pretty rare. But I digress.
- Gladiator is essentially a new level for id's Doom ][ v1.666 or
- above; yes, I did modify a texture via Olivier Montanuy's DEUTEX V3.1, but
- that was only with already-existing patches. If you're reading this, and
- you're already familiar with Doom level design, you'll probably know the
- techniques I'm describing. Aspiring Doom authors may find this an invaluable
- source; I know I would've when I first started creating PWAD's.
- It's incredible how much I've learned about PWAD creation; from the
- old myths and assumptions I took with me from Wolfenstein designs to the
- linedefs, uppers, lowers, and flags that are so essential to every single
- level. I've learned stairs, doors, lifts, pits, and even the ability to
- redefine textures via a program like DEUTEX (an AWESOME program). I'd
- like to share some of these steps in the creative process with you now.
- First off, in the beginning, I had a very big problem with doors.
- The problem lay in the fact that I simply, no matter what I did, could figure
- out how exactly doors worked; this is apparent from the beginning parts of
- my level. Since I used to be a self-titled Wolfenstein level designer (I
- created a set of nine levels for the shareware version), I immediately
- thought back to that experience, and came up with a bunch of wrong ideas.
- Doors in Wolfenstein were pretty darn simple. All that was necessary were
- two rooms and a tiny object called a door to fit between two of the blocks.
- But in Doom, you simply can't do that, and that's where I messed up.
- What I'd been trying to do was to simply lay down a line that
- connected two sectors, and then make it one of the door types that my
- editor (at first DEU2 by Adler, then DEU2C by the Un-Naturals, then DDT
- (Doom Developers Toolkit), and finally, DoomEnhancedEditorProgram, and
- finally DCK (Doom Construction Kit)) listed. (I'm a former Wolfenstein level
- creator, and if you've done into Doom editing at all, you know that they're
- worlds [closer to universes] apart). Unfortunately, that's not the
- correct way to go about creating doors.
- To create a door in Doom you need three things: two sectors to
- be connected, and a sector between them to serve as the door. For example,
- let's say you have two rectangular sectors, with one on top of the other.
- This would look something like this (x stands for a vertex, - means part
- of a line):
-
- A. B. C.
- x-------x x-------x x-------x
- | | | | | d |
- x-------x x--x-x--x x--x-x--x
- a| |b
- x-------x x--x-x--x x--x-x--x
- | | | | | c |
- x-------x x-------x x-------x
-
- But we need our nifty little connecting sector, so what we can do
- is to split the line sectors up and connect the resulting vertices. First,
- refer to figure B for what it would look like with the vertices split. To
- connect the vertices (figure C), select all four in a clockwise motion and
- pressing the insert key. So far, so good. But yet we still need that middle
- section to be a sector. So we select the four center linedefs (the one
- to the right of a, the left of b, down from d, and up from c) and press
- the insert key once more to make a new sector. This sector will serve as
- our door. (It's easier than it looks)
- What we can then do is to select our doors sector and to adjust the
- ceiling height to be the same as the floor height, just making our door
- start off in a closed position. We then select the linedef just below d
- and the linedef just above C and give them one of those exotic door types
- like `1 DR Door'. Be sure that the linedef's first sidedef is facing towards
- the room, not the middle section; almost all the time one of the linedefs
- will be facing the wrong direction. Select it and then goto `flip linedef'.
- After that it's time to pick the doors texture. When creating a door,
- you have to remember that it's pretty much only the first sidedef of the
- two door lines (the ones next to d and c, not the "door jambs" next to
- a and b) that deserve a texture, and that the texture you put should be an
- upper one. The two "door jamb" should carry the unpegged flag, have only
- one side, and have the impassible flag. Examples of textures that look good
- here are ZZWOLF10, DOORTRAK, and DOORSTOP.
- But instead of going through all that, you could have simply used
- DEU's premade feature that translates a sector into a door. So once you had
- your middle sector, you could select it and then run the option "Make door
- from sector." Nifty, eh? Of course, you'd still have to adjust the textures
- yourself, but it takes most of the hard parts out of level design.
- Another thing that bugged me was that I could never quite figure
- out exactly how some PWAD authors made certain sectors of their's only
- go up a certain distance. After all, whenever I inserted a premade object
- inside my sectors, they always went all the way up to the ceiling. But after
- tinkering for quite a while, I figured out a very simple method to create
- some nifty looking pools, pits, or crate columns.
- First of all, I'm going to assume for a moment that you have
- a copy of DEU (or a variant) nearby. This isn't asking too much, since the
- general consensus is that DEU is the king of Doom editors, and every PWAD
- author should keep a copy close at hand. (I could go into more detail about
- why I think it's the best, but I would then digress). First off, select your
- sector. Then hit F9 (at least that's what it is in DEU2 by Adler, DEU2C,
- DDT, and DEEP) to insert a premade object INSIDE a sector. Make sure it
- says inside, or you'll screw yourself up. If you have DEEP, you're pretty
- much set -- they have premade routines for acid pools and the like. But
- since the majority of PWAD authors out there aren't using DEEP, here's how
- it goes. At the menu you'll see a list of premade items to insert. Select
- either a rectangle or a polygon, whichever shape you're going to use. Fill
- in the information on the radius/width & height, and voila, your object
- is there: only problem is that it goes all the way to the ceiling. So what's
- a PWAD author to do? Select all the lines and then press the insert key
- to join them all into a sector. Now you can adjust the individual height
- of the item. But that isn't quite it.
- Select the sector, and put in the height you want, as well as the
- floor/ceiling (using F_SKY1 in the middle of a regular room can make a great
- skylight) texture. After the height's selected, select all the linedefs
- again. You'll find that a texture (indicated by the red) is now missing but
- needed, and that if not put in, you'll get major HOM (Hall of Mirrors). So
- fill in the upper or lower texture (depending on whether it's higher or
- lower than the floor) and voila, finito. (That's assuming it works; if it
- doesn't you might use some less pleasant foreign words) Now your sector
- should go up the correct distance; if not, feel free to contact me about any
- problem you may have.
-
- Address all questions or comments to Paul Pollack on the Board
- of Trade BBS ("Call here FIRST for the best in shareware"): (813) 862-4772.
-
-
-