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- _______________ _____ __ __ ______ __ __ ______
- \ \/ ____| | | | / __ \| \ | | __ |
- | ,-------, | |__ | | | | | |__| | \ | | || |
- | | | | __|| | | | | ____ | \| | || |
- | | | | |___| |_| | | | | | |\ | ' /'
- | | ,| |______|\_____/ |__| |__|__| \__|___/'
- | | ,/ /
- | | ,/ /'----.------.---. .---.
- | | / /| __ | __ | `\ /' | Level Construction
- | `' /' | || | || | `\ /' | _ _
- | /' | `' | `' | |\ `' /| | | `\_/' |
- | /' '\____/'\____/|___| `\__/' |___| |_|\_/|_| iNi-TuToRiAl
- | /'
- /'
-
- _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- _|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_
-
- Legal Stuff:
-
- Any precise names, within this document, referring to a product or company
- (possibly) protected by copyrights and/or trademarks are hereby acknowledged:
-
- id Software
- DEU
- DoomEd
-
- Any other mentionings of copyrighted or trademarked material not listed
- above are also hereby acknowledged.
-
-
- Also, if you decide to extract any portion of this file for your own purposes
- *don't* attach my name to it. In other words, if you alter this text file,
- *you* are responsible, not me. This includes the deletion of this message!
-
- _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- _|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_
-
- I. Getting Started
- A. What Editor to Choose? . . . . . . . . . . . . . 1
- B. Understand the Editor . . . . . . . . . . . . . . 2
- C. Understanding the Construction Features . . . . . 3
-
- II. Building a New Level
- A. Inserting Vertices . . . . . . . . . . . . . . . 4
- B. Inserting Linedefs . . . . . . . . . . . . . . . 4
- C. Inserting a Sector and Automatic Sector Linking . 4
- E. Understand the Flags . . . . . . . . . . . . . . 5
- F. When to Choose Textures (Upper, Normal, Lower). . 5
-
- III. Step-by-Step Tutorial
- A. Setting up the Level . . . . . . . . . . . . . . 6
-
- IV. Starting Doom with a custom PWAD . . . . . . . . . . . 9
-
- --,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,
- _/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/
- _________________ ________
- | Getting Started | | Page 1 |
- |_________________| |________|
-
- What Editor to Choose?
- ----------------------
-
- The choice of editor is primarily based upon the person wanting to
- create a new level; some prefer DoomEd while others prefer DEU. I will not
- go into great lengths about the features of all the editors; only DEU, since
- it seems to be sweeping across the world with great gusto. The following
- tutorial will instruct the user how to create a level with DEU, but, don't
- think that the same concepts cannot be applied to other editors. If, for
- instance, you would rather create a level quickly and be done with it, you
- may want to use DoomEd. Those people with the "down and dirty" type person-
- ality may enjoy DEU. For those who are new, DEU can be located at the follow-
- ing sites, and it may or may not be there!
-
- ocf.unt.edu
- /pub/doom/deu
-
- wuarchive.wustl.edu
- /pub/MSDOS_UPLOADS/games/doomstuff
-
- Name: DEU5BET4.ZIP or DEU5.ZIP or DEU50.ZIP
-
- If you are still unable to locate the file, you can contact me (the author)
- and I'll see if I can't locate the file for you.
- Cleary there are advantages to retrieving the newest release of any
- program, right? Well, you will have to decide this for yourself. Currently,
- DEU 5.0 BETA 4 provides a clean executing graphical user interface for con-
- structing Doom levels. The only catch lies within *how* the user must build
- his/her level. DEU 5.0 BETA 4 requires that *everything* in regards to
- vertices, linedefs, and sectors (explained below) be precise and in accor-
- dance with the reconstruction phase, often known as the compilation phase.
- Should you, the user, fail to abide by the strictness that BETA 4 requires,
- you can lose all of you *current* work. Fortunately, DEU, in the newer
- releases, will create a backup copy of your WAD file using the .BAK extension.
- Several people have had their masterpieces saved because of this handy
- feature. The newest version of DEU, version 5.0 non-BETA, will warn the user
- of possibly open-ended sectors, but, it will still compile the level. Once
- again there is a catch. DEU 5.0 (non-BETA) tends to add a slight clipping
- effect and therefore may produce undesirable results. It is up to you, the
- user, to decide which version or editor to use. The tutorial assumes that
- you have already obtained an editor capable of constructing a level from
- scratch.
-
- ________
- | Page 2 |
- |________|
-
- Understanding the Editor
- ------------------------
-
- Before you begin entering the world of Doom construction, you should
- first understand exactly what the editor is dealing with. As mentioned above,
- Doom uses vertices, linedefs, sectors, and the elusive "nodes" in order to
- construct an interactive world consisting of walls, ceilings, and floors. Of
- course, things, like weapons, add to the realism; however, they won't
- affect the outcome of compilation. So, let's dig deep!
-
- VERTICES: points on the map that designate the beginning and
- the ending of LINEDEFS.
-
- LINEDEFS: lines on the map (marked at the beginning and end with
- vertices) that eventually represent walls, walk-over
- triggers, windows, and much, much, more.
-
- SIDEDEFS: definitions attached to LINEDEFS requiring a reference
- to a SECTOR. A single SIDEDEF cannot exist without its
- respective LINEDEF. SIDEDEFS permit the user
- to define what their wall textures look like. There can
- only be two SIDEDEFS per LINEDEF and there must be at
- least one SIDEDEF for every LINEDEF. Furthermore, every
- SIDEDEF must be linked to an enclose region, called a
- SECTOR. When creating a new SIDEDEF, whether first or
- second, DEU automatically links the SIDEDEF to the newest
- SECTOR. If no SECTORS exist, then SIDEDEF is assigned the
- number -1. I have never left any SIDEDEFs assigned in this
- fashion and therefore do not know what will happen if they
- are left this way.
-
- SECTORS: An *enclosed* region that is bounded by a collection
- (at least, three) LINEDEFS. Say, for instance, you
- want to build a pillar, the surface of the pillar
- will be one enclosed SECTOR and so will the region
- of space surrounding the pillar. A SECTOR doesn't need to
- be referenced in order for Doom to operate, but,
- SECTORS referenced by SIDEDEFS must bound a region of
- space. I realize this definition is seriously lacking,
- and I apologize for this.
-
- NODES: Fortunately the editor takes care of this portion of the
- the level construction. NODES, if I my information is
- current, assist Doom in deciding what regions to render
- and how to render them.
-
- The editor, DEU, from a quick glance resembles a CAD program, but,
- the best part is that you get to interact with the world you create. If you
- do not have a mouse, you should get one. Also, if you have the newest
- of DEU, you may or may not want to use resolutions higher than 640x480 since
- DEU provides a "fake cursor" for editing, however, this cursor does not track
- when you are using some of the menus. Pressing the F1 key will bring up a
- list of commands, but, you should really be familiar with the editor before
- using the tutorial. In other words, print out the documentation file and
- keep a list of commands handy.
-
- ________
- | Page 3 |
- |________|
-
- Understand the Construction Features
- ------------------------------------
-
- DEU, like most editors, permits the user to add just about every
- single keyword defined above; with the exception of nodes. So, after reading
- the documentation file, you can obviously switch to the appropriate mode and
- insert that type of object. The DEU instruction manual explains just how to
- do this, but, in my step-by-step tutorial, I will instruct which keys to
- press. The same holds true for deleting these objects, whether you have
- selected a thing, a linedef, or a sector. These rules do not apply to
- sidedefs. Sidedefs can be added to linedefs by selecting the lindef, or a
- group of linedefs, and selecting the edit mode (middle mouse button or ENTER).
- Fortunately, DEU will not damage any of your work when you "group select"
- some objects on the screen. For instance, say that you already have two
- linedefs with sidedefs, but, you switch to vertex mode, insert a new
- vertex, click on two vertices, and add a new linedef. This new linedef won't
- have a sidedef defined, until you, the user, define the first sidedef. Like-
- wise, if a linedef doesn't have a first sidedef, adding a second sidedef will
- only result in adding a first sidedef. Just remember, first sidedef must
- always come first. Now, getting back on track. If you "group select" these
- three lines, which can be done by clicking the mouse on the line and repeating
- this process for every desired line, it should be obvious that one of the
- linedefs does not have a sidedef and therefore, any sidedef changes made to
- the other two linedefs will not affect this single linedef. Also, the
- reverse is true; if you group select some linedefs and accidently highlight
- a linedef with a sidedef, adding a second or first sidedef will not affect
- the linedef pending the respective sidedef already exists. Whew! Did I lose
- you? In summary, try to use the group select method whenever possible so as
- to save yourself time.
- DEU also has some neat features, like FLIP LINEDEF and a texture
- previewer. The flip linedef feature will be described below in the step-by-
- step tutorial. The texture previewer will activate everytime you decide
- to change a wall texture, ceiling texture, or floor texture. When you see
- the graphic appear on screen you might notice that the colors do not match
- with what you saw in Doom; that's okay, just bear in mind that everything
- tends to have an orangish hue when operating in VESA mode 0, standard VGA
- (640x480x16). Also, it only happens when the video mode switches to 320x200
- for previewing in 256 colors. In my experiences, the higher VESA resolutions
- do not have this problem since the texture previewer displays in the current
- resolution. Since I haven't mention this, floor and ceiling textures require
- a sector to be defined, and, wall textures (upper, lower, normal) require a
- sidedef to be defined. The sidedef has the option for X and Y offsets,
- something which I will let you experiment with, permitting the you, the user,
- to align textures properly and keep those secret doors secret!
-
- --,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,
- _/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/
- ______________________ ________
- | Building a New Level | | Page 4 |
- |______________________| |________|
-
- To begin with, type "DEU -v 0" at your command line prompt to enable
- VGA only graphics. I have discovered that the "fake cursor" mode available
- in DEU 5.0 (non-BETA) works nicely for experienced users, however, being
- able to see all the differently colored lines really assists in accelerating
- the editing process. So, for starters, start with the command information
- above and DEU should load and enter a text/prompt mode. From here, type
- "C 1 1" and ENTER to creative a new PWAD replacing Episode 1, Level 1. Don't
- panick, creating a new level will not overwrite your origial WAD file unless
- you decide to "save" over it. After this, you should enter a graphics mode.
- If you lack a mouse, or, you are using a graphical mode above 640x480 (DEU
- 5.0 non-BETA only) you should see a cursor looking like a big green "X".
- If you are stuck with keyboard only, use the arrow keys to navigate and press
- SPACE to toggle between small and large increments. By the way, if you are
- using mouse and want to permanently switch to keyboard for the session, press
- "K". In DEU 5.0 (non-BETA) this option has been removed. If you have a
- mouse and a mouse driver loaded (appropriately -- duh!) you should see a cute
- little arrow pointer. If your mouse supports three buttons then the middle
- button takes the place of ENTER; otherwise, for a two button mouse just press
- ENTER to enable edit mode.
- Clicking the left mouse button will select an object for grouping,
- whereas as just moving over the object will highlight the object (alone) for
- editing. To edit, just press the middle mouse button or ENTER. Granted,
- there is nothing to edit, but we'll fix that. You can use the right mouse
- button to move the object(s) around the screen.
- First of all, if you like, enable the grid mode by pressing "G" and
- select the grid that best fits your tastes. Also, use the "=" and "-" keys
- to zoom in and zoom out, respectively. I tend to use the tightest grid set-
- ting and zoom in all the way. You might as well do this now, just in case,
- since DEU 5.0 BETA 4 tends to have problems "snapping to the grid" at the
- looser grid settings. Also, my step-by-step procedure will use this setting.
-
-
- Inserting Vertices
- ------------------
-
- For vertex mode, press "V", and if you forget, just press F1 for help.
- Now, move to an arbitrary point on the screen (not too far left or too far
- right) and press the "INS" key to insert a vertex. Since it takes to points
- to construct a segment (in mathematics) it should be obvious that we'll need
- another vertex. So, move somewhere close to the other vertex (but don't get
- too close) and poke "INS" again. Now, we are going to insert a LINEDEF.
-
-
- Inserting Linedefs
- ------------------
-
- If you need to reconstruct a level manually, or, you just like to
- punish yourself during development, you can press "L" to enter LINEDEF mode.
- Once again, if you forget, just press F1 for the help screen. In this mode
- you can press "INS" and type the reference numbers of the vertices in the
- boxes provided. A linedef is construct from tail-to-head. Therefore, the
- first vertex you select will be the tail and the second will be the head.
- To make your life simpler, don't press "L", but, stay in VERTEX mode. Now,
- select the tail vertex and then select the head vertex by clicking the mouse
- button both times. Now, press "INS". Voila! You have just used one of
- DEU's most powerful features; automated mode switching. Next, assuming you
- had a group of lines selected, (but you don't have to do this to understand
- the concept) we are going to insert a SECTOR.
-
-
- Inserting a Sector and Automatic Sector Linking
- -----------------------------------------------
-
- Once again, if you like punishing yourself, you can use the "S" key
- to enter SECTOR mode. As stated before, a sector must be an enclosed region
- of space, thus, Doom won't react properly if you goober and leave a sector
- open. To simulate the idea, we'll do something inappropriate and leave a
- sector open only to illustrate a particular function. If you have created
- four vertices and selected the vertices in a clockwise manner (I'll explain
- in the tutorial) and then created linedefs joining the vertices, you can
- group select the linedefs and poke "INS" to link the linedefs to an enclosed
- SECTOR. Currently, if you followed the directions above, you can also poke
- "INS", but, you will only have a sector linked to a single linedef. This
- shouldn't compile properly; so don't try it. Now you should understand
- the idea. When you poke "INS" while in LINEDEF mode, DEU automatically
- creates the first sidedef(s) if it doesn't exist and then links the sidedef(s)
- to the sector. You can now understand why you wouldn't want to handle the
- numbers manually, but, you can if you need to.
- method for inserting an unlinked sector is to switch to sector mode
- "S" and press "INS". You have now allocated a blank sector that won't affect
- anything if left alone, but, this can be useful if you wan't to link a second
- sidedef to a sector. DEU automatically links every new sidedef to the newest
- sector. So, it is advisable to use this to your advantage as well.
-
- ________
- | Page 5 |
- |________|
-
- Understanding the Flags
- -----------------------
-
- In DEU 5.0 (non-BETA) much of this process has been automated such
- that any two adjacent sectors sharing a single linedef (remember each linedef
- can have two sidedefs, one for either adjacent sector) will cause the linedef
- to automatically have one flag set and one flag cleared. By default, in DEU
- 5.0 BETA 4, every line had the "impassible" flag set; no others. In the new-
- est release, the automation will cause the "impassible" flag to be cleared and
- the "two-sided and shoot through" flag to be set. This is standard if you
- plan to have a trigger switch that the player needs to walk over. So, learn
- about the flags and below is a table which should describe what some of the
- flags will do and possible side effects.
-
- --------------------------------------------------------------------------
- Impassible | For on sided walls; blocks sound, too?
- --------------------------------------------------------------------------
- Monsters can't cross | Self-explatory
- ---------------------------------------------------------------------------
- Two-Sided/Shoot thru | The linedef has two sidedefs and can be shot through
- ---------------------------------------------------------------------------
- Upper tex. unpegged | For lowering floors, keeps door jam from animating
- ---------------------------------------------------------------------------
- Lower tex. unpegged | For doors & ceilings, keeps door jam from animating
- ---------------------------------------------------------------------------
- Secret | If crossed, credits player with secret?
- ---------------------------------------------------------------------------
- Blocks Sound | Prevents sound from crossing
- ---------------------------------------------------------------------------
- Invisible on Map | Make linedef invisible on map
- ---------------------------------------------------------------------------
- Already on Map | Pre-explored area?
- ---------------------------------------------------------------------------
-
-
-
- When to Choose Textures (Upper, Lower, Normal)
- ----------------------------------------------
-
- For most general purposes, excluding doors, pillars, and some other
- oddities, you will only need to worry about normal textures. You can select
- the normal, upper, and lower textures after you have added at least the first
- sidedef to your linedef.
-
- WARNING:
- If you set up a linedef to be two-sided and shoot through, and you
- leave the impassible flag set, you will get the hall-of-mirrors side effect.
- Also, if you place a texture on both your first and second sidedef and then
- run Doom, you will see all kinds of black and colored dots in this particular
- region. Also, you will know this has happened if when you approach the
- area, facing the wall, your machine comes to a grindingly slow pace. In
- short, don't do it.
- Now, if you have three sectors like so, and the middle sector has
- _
- _ _| |
- |_|_| |
- |_|
-
- a lower ceiling than the rest, and a higher floor than the other two sectors,
- you will get this type of perspective:
-
- The .'s and :'s represent the farthest distance. The !'s represent the
- middle sector's distance, and the #'s represent the closest distance.
-
-
- _/'###############################\
- _/'~ # norm. ( upper tex. ) norm.# \
- /'~ # tex. ################ tex. # \
- # # ! : : ! # # \
- # # ! :......: ! # #
- # # !' `! # #
- # # !,,,,,,,,,,! # #
- # #!____________!# #
- #_________Lower tex.__________#
- / |
- / |
- / |
- / Floor |
- / |
-
- Hopefully this will clarify any confusion regarding when a level
- requires an upper, lower, or middle texture.
-
-
- --,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,
- _/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/
- _______________________ ________
- | Step-by-Step Tutorial | | Page 6 |
- |_______________________| |________|
-
-
- As describe in an earlier section, start DEU and type "C 1 1" and
- ENTER to edit Episode 1, Level 1. Like I mentioned before, no changes will
- be made to your original WAD file until you save. You will be given the
- opportunity to enter another filename such that DEU won't write over your
- original WAD file. For safety purposes, I recommend making your WAD file
- "read-only" using the following DOS command (do this before running DEU).
-
- ATTRIB +R DOOM.WAD
-
- If you are editing the ShareWare version you won't need to worry about this
- command line since DEU won't let you save anyway.
- After entering the editor, set the grid to the tightest resolution
- (smallest) and zoom in all the way. Now, choose an arbitrary point on the
- screen and insert sixteen vertices like below:
-
- x x x x
- 6 7 10 11
-
-
- x x x x
- 5 8 9 12
-
-
-
- 4 1 16
- x x x x
- 13
-
- 3 2 15 14
- x x x x
-
-
- Next, connect the vertices in a clockwise fashion from vertex 1 to 2 to 3
- to 4 to 5 to 6 to 7 to 8 and press "INS" twice. At this point, you have
- created linedefs linked in the shape of the letter "C". At the same time
- you have established a sector linked to the first sidedef (inserted and
- linked automatically by DEU) of each new linedef.
- Now, we need to seal off the sector. To accomplish this, switch
- back to vertex mode by pressing "V" and connect the vertices 1 to 8, re-
- spectively. Press "INS" to create a linedef between the two vertices.
- Notice that I have intentionally set up this linedef such that the first
- sidedef (represented by the perpendicular line, also the right hand side
- of the arrow) is facing on the wrong side for us to simply add a first
- sidedef and utilize DEU's autolinking capability. To resolve our situation,
- we need to flip the linedef. If you are using DEU 5.0 BETA 4 you can flip
- the linedef by entering the edit mode (middle mouse button or ENTER). The
- flip linedef function will appear at the bottom of the "edit linedef" menu.
- So, choose option "1" from the edit menu and then select "flip linedef" from
- the next menu. If you are using DEU 5.0 (non-BETA) press F10 and then select
- option 5 from the pop-up menu. If the process carries through properly, you
- should now see the perpendicular line on the inside. From here, select the
- linedef, if it isn't already, and edit the linedef. At the pop-up menu,
- select the "edit 1st sidedef" and click on "change sector ref." Enter the
- number "0" and press ENTER. You screen should now have output resembling
- the following diagram:
-
-
- x----------x x x
- / 6 7 \ 10 11
- / \
- / \
- x 5 8 x x 9 12 x
- | |
- | |
- | |
- | |
- | 1 |
- x 4 x x 16 13 x
- \ /
- \ /
- \ 3 2 / 15 14
- x----------x x x
-
- ________
- | Page 7 |
- |________|
-
-
- With one sector defined, we should move onto another region that
- will simplify the development process. Arranging the middle region, what
- soon will become a door, immediately is something that I do not suggest.
- Instead, change back to vertex mode and, like before, move around in a
- clockwise direction from vertex 9 to vertex 16. Briefly, 9 to 10 to 11
- to 12 to 13 to 14 to 15 to 16 and then poke "INS" twice. Your output should
- look something like (excluding the numbers):
-
- x----------x x-----------x
- / 6 7 \ / 10 11 \
- / \ / \
- / \ / \
- x 5 8 x x 9 12 x
- | | |
- | | |
- | | |
- | | |
- | 1 | |
- x 4 x x 16 13 x
- \ / \ /
- \ / \ /
- \ 3 2 / \ 15 14 /
- x----------x x-----------x
-
- Next, change back to vertex mode by pressing "V" and create a linedef by
- selecting vertex 16 and then vertex 9, in that order. Now, poke "INS"
- only once. Then, edit the linedef, by pressing ENTER or clicking the middle
- mouse button, and select "add 1st sidedef." You have now used DEU's auto-
- linking capability to add that linedef to the newest sector. It just so
- happens that our newest sector is then one we needed to establish a link
- with. With out diagram resembling the following:
-
- x----------x x-----------x
- / 6 7 \ / 10 11 \
- / \ / \
- / \ / \
- x 5 8 x x 9 12 x
- | | | |
- | | | |
- | | | |
- | | | |
- | 1 | | |
- x 4 x x 16 13 x
- \ / \ /
- \ / \ /
- \ 3 2 / \ 15 14 /
- x----------x x-----------x
-
-
- ________
- | Page 8 |
- |________|
-
-
-
- it is now time to add our last sector. Switch to vertex mode, select vertex
- 8 and then 9; finish the process by pressing "INS" once. Do the same for
- vertices 16 and 1, respectively. First vertex 16, then vertex 1. Finish
- the process by pressing "INS" once. Now, you should theoretically be in
- linedef mode, but, if you are not, press "L" to switch to linedef mode.
- Group select the linedef between vertices 8 and 9, as well as, the linedef
- between vertices 16 and 1. Remember, to group select, simply mark the item
- with the first mouse button or "M" and then move to the next target, and
- mark it as well. Now, go to edit mode and select "add 1st sidedef." As of
- this point in time your level is complete. You can safely press "Q", type
- in a filename, and save your progress. If you choose you may do so, but,
- you will need the following two commands to enter the editor with the current
- level:
-
- r filename.wad
- e 1 1
-
- If you feel strong and capable, you may continue with the tutorial without
- saving.
-
- NOTE: Do not perform the following if you are using DEU 5.0 (non-BETA)
- This is only for use with DEU 5.0 BETA 4.
-
- Next, select the linedefs between vertices 1,8 and vertices 9,16.
- Then, edit the linedefs and select "change flags" and then click on
- "impassible." Now, repeat the process and click on "two sided and shoot
- through." You have now established the linedefs joining the sectors as
- transition regions capable of permitting the player's passage. The linedefs,
- in sector mode, should appear gray when they are no longer "impassible."
- Furthermore, keeping the linedefs highlighted, edit the linedefs and select
- "edit 1st sidedef." Change the normal texture to "-" and repeat this process
- for the next the second sidedef as well. As of this point, change to thing
- mode and in a "player 1 start" somewhere with the sectors. Press "Q" to
- quit, type in a filename or accept the current pathname, and press ENTER.
- Now that you have come this far, it's time to test the level.
- Use the command line in the next section to start Doom and load your WAD file.
-
- --,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,
- _/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/
- __________________________________ ________
- | Starting Doom with a custom PWAD | | Page 9 |
- |__________________________________| |________|
-
-
- Finally, to start Doom with your custom WAD file and warp directly
- to the level, type the following:
-
- DOOM -FILE YOURNAME.WAD -DEVPARM -WART episode_number level_number
-
- Enjoy the new level and experiment like crazy!
-
-
-
- --,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,--,
- _/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/._/
- __________________________________
- | Information regarding the author |
- |__________________________________|
-
-
- Name: Michael Kelsey
- E-mail address: mkelsey@eecs.wsu.edu
- Favorite Actor: Harrison Ford
- Favorite Music Group: Alan Parsons Project
- Hours spent learning DEU: WAY TOO MANY
- IBM games cracked: D/Generation
- PC System: 80486DX2/66 EISA-VLB
- Cirrus Logic CL-GD5424
- 8 Mb. RAM
- Zoom VFX V.32 External Modem
- Apple II Joystick rewired PC
- ...and it all works fine with Doom.