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-
-
- DEU HELP FILE V1.2
-
- A STEP-BY-STEP GUIDE TO YOUR FIRST LEVEL!
-
- For Doom Editor Utility 5.21
- By Jawed Karim
-
- jawed@infiniti.org
-
-
- This text file was created to help DEU beginners build their first level.
- As you may have noticed, DEU521 is a great program, but the documentation
- that comes with it is not very helpful. This will help you to understand
- the basics of building your own Pwad. This file is very streight forward
- and not very long. As I said, this explains only the basics. It's not
- supposed to replace DEU.TXT. I noticed the biggest problem beginners have
- are small ones even though they might not think so themself. The more
- complicated stuff is better explained in the DEU documentation. But once
- you get started, believe me, you wont have any problems.
-
-
- 1) Linedefs and Sectors
- -----------------------
-
- At the DOS prompt, type DEU. You will see a menue (still in text mode). To
- create a NEW level, type C 1 1 (Create Episode 1 Mission 1) and hit ENTER.
- The screen switches to graphics mode.
-
- You should probably start out with a very simple level, that contains only
- a few rooms. With the TAB key you can switch between the following modes:
-
- -=> Verteces 'Corners'
- -=> Linedefs 'Walls'
- -=> Sectors 'Areas'
- -=> Things 'Enemies, Bonuses'
-
- I will explain later what they are all for. The easiest and fastest way to
- make a room is to 1. [define the corners] and 2. [connect them]. You should
- do that on a grid since it is easier that way to make lines streight. To do
- that, press 'G'. You will see a blue grid on the screen. In the lower right
- corner you will see a scale. If you have no idea how thick or long any
- thing in DOOM is, remember that the sides of a DOOR are usually 1/32 thick.
- Whenever you press 'G', the scale gets smaller. Keep pressing 'G' until you
- reach 1/32. Later, when you want to make more detailed shapes, you can even
- go to a smaller scale. But for now even 1/64 would be fine. We will make a
- square shaped room with 4 (Duh! :) corners. To define a corner, hit TAB
- until it sais "VERTECES" in the lower left. To place the four corners on
- the grid, chose a place where two lines of the grid intersect. (That should
- not be too hard to find :) Move the mouse pointer on that spot and press the
- 'INS' key. There! You will see a little yellow dot. That's one corner. Do
- the other 3 ones the same way. Now that you have 4 corners, you have to
- connect them. DEU wants you to click on the dots in the right order. Do this
- CLOCKWISE! I will explain later why. Go to corner #1 CLICK!, corner #2 CLICK!
- and corner #3 CLICK! Remember: CLOCKWISE. Don't click the 4th (or 1st) corner
- yet. Now that you selected #1, #2 and #3, press the 'INS' key. DEU will
- connect the first 3 dots with lines, called LINEDEFS. Hit TAB to get back
- to VERTECE mode (DEU automatically switched to LINEDEF mode after you hit
- 'INS'). Connect corner #3 and #1 and hit 'INS' again. Now you connected all
- 4 dots with LINEDEFS, which are walls. This is what your level should look
- like:
- 1 2
- *---------------*
- | |
- | |
- | |
- | |
- | |
- *---------------*
- 4 3
-
- What you have now is a room with walls but no floor or a ceiling. Although
- Linedefs can have wall textures, you need to make a Sector because only
- they can have floor and ceiling textures. Go into Linedef mode by hitting
- TAB. Then click all 4 Linedefs so they change color. The direction does not
- matter now. When all 4 Linedefs are selected, hit 'INS' to form a sector.
- A room does not always have to contain exactly ONE Sector. Let's say you
- want one part of the room to have a different floor or ceiling texture.
- Then you would have to divide the room into two Sectors. To form a Sector
- you always need at least 3 Verteces that can be connected and make a closed
- shape. But we're not done yet! Because some important parts of a level are
- still missing. Doom will crash if you try to play this level. One of the
- reasons is: YOU NEED AT LEAST 2 SECTORS IN A LEVEL. I don't know why, but
- that's the way it is. For now we will only make ONE SECTOR per ROOM, because
- it is easier. Let's build a second square shaped room right next to the
- other one and then connect them with a door! Do the same things you did
- before. Your level should look like this now:
-
- *---------------* *---------------*
- | | | |
- | 1 2 |
- | | | |
- | 4 3 |
- | | | |
- *---------------* *---------------*
-
-
- -The numbers are for part #3 DOORS
-
-
- 2) Sidedefs
- -----------
-
- Now I will explain why you had to connect the Verteces in CLOCKWISE order.
- When the Linedef appears (after you press 'INS' to connect two Verteces) you
- will notice that a Linedef looks kind of like this:
-
- Linedef:
-
- |
- First Sidedef | Second Sidedef
- --|
- |
- |
-
- The important thing is the little thing that sticks out from the side.
- Remember: Like an ordinary wall, every LINEDEF ('wall') has two SIDEDEFS
- ('sides'). The Sidedef that has the little stick is the FIRST Sidedef, or
- Sidedef #1. The one that doesn't is #2. This is important because if both
- Sidedefs have different textures, you want to know which one is which. When
- you click Verteces in CLOCKWISE order before connecting them, all the little
- sticks will point INWARD, so that the walls you see in the room are all the
- first Sidedefs and the second Sidedefs are outside. It just makes it easier
- this way. When building doors, you have to be careful which side (1 or 2) is
- outside of the door... so go on to part 3.
-
-
- 3) Making a door to connect two rooms
- -------------------------------------
-
- The distance between the two rooms on the grid should be 1/64. This is a good
- scale to work with. For this part of the level you might want to use '+'and
- '-' to ZOOM in or out because we will now build a door. The most important
- thing to remember when you build a door is that A DOOR IS A SECTOR. Many
- people tend to think that a door is just a line. Now put a Vertece on points
- #1, #2, #3 and #4 just like you did before. When you do that, DEU will ask
- you if you want to cut the Linedef in half (or seperate it) at that point.
- Press 'Y' for yes. Each of the two long Linedefs will now be 3 seperate
- Linedefs, the ones in the middle forming the door (almost..). Connect the
- four corners like before. First 1,2 and 3 and then 4 and 1 again. That's
- because if you do it all at once you would click #1 TWICE which would UN-
- SELECT it. Now you have a third sector in between the other two big ones.
- Look at the picture above again. !>! Make sure that the FIRST Sidedef of the
- Linedef between 2-3 and 1-4 points OUTSIDE. Whenever you activate a door in
- DOOM (usually with the SPACE bar) you activate the FIRST Sidedef. The second
- Sidedef cannot be activated. This is the biggest mistake people make with
- doors. Also the First sidedef of the Linedef between 1-2 and 3-4 should
- point INTO the door-sector. So this is what the door sector should look like:
- I included the 'sticks' that mark the first sidedef:
-
- The STICKS are '='s or '|'s.
-
- *-------*
- | | |
- | |
- =| |=
- | |
- | | |
- *-------*
-
- We're almost done. Switch to SECTOR mode (TAB) and move the mouse pointer
- over it. You don't actually have to click to select it. When it changes
- color you know that you 'semi' selected it. Now press ENTER and you will see
- a menu. Here you can change the properties of the sector. Click on the line
- that says CEILINGHEIGHT. Change it to 128. That's a good size since most
- of the wall textures are 128 units tall. Do the same thing with the other
- big room on the left. The floorheight should always be ZERO. Change the
- Ceilingheight in the door-sector to ZERO. That's important. As long as the
- door is not activated in the game, the door is down which means that ceiling
- and floor height are the same, ZERO. Switch to LINEDEF mode and select
- (CLICK) both of the DOOR Linedefs. They are still normal ones, so you have
- to tell DEU that they're supposed to be DOORS. Press RETURN and you'll see
- a LINEDEF menu. Go to the line that defines the TYPE of Linedef and hit
- RETURN. You'll see a second menu. Go to DOORS. There are at least 20
- different kinds of Doors. This is what the Letter in front on each type mean:
-
- D Door. Press SPACE to open it.
- S Switch. Press SPACE to activate this LineDef.
- W Walk. Walking across the Linedef activates it.
- G Gun. Shooting at the Linedef will activate it.
-
- So if you want a door that activates when you shoot at it, choose a G type
- door. In the main Linedef menu, add UPPER Texture to the First Linedefs
- (FIRST ONLY!). Remove any Normal texture from both sidedefs. Also, the 2nd
- Sidedef of the Door-Linedefs shouldn't have any texture at all.
-
- THINGS TO REMEMBER ABOUT MAKING DOORS:
-
-
- -------------> A door is not a line, but a seperate SECTOR.
-
- -------------> The first Sidedefs of the 'to be activated' Linedefs
- should point OUT.
- -------------> The Ceiling height and floor height in the door-sector
- have to be EQUAL. If the floor is ZERO, the ceiling is, too.
- -------------> Don't forget to set the LINEDEF type to DOOR!
-
- -------------> The 1st Sidedefs of DOOR Linedefs ONLY have Upper Texture.
- The 2nd Sidedefs of DOOR Linedefs have NONE.
- -------------> Doors should only have the property TWO-SIDED
-
- Now make sure that every Linedef (except for the Door Linedefs) in the entire
- level has the property IMPASSIBLE turned on. In the Linedef menue which
- you get by pressing RETURN after selecting a Linedef, go to PROPERTIES and
- turn on IMPASSIBLE. The two Door Linedefs should NOT be impassible, but
- TWO-SIDED!
-
- 4) IMPORTANT: Multiple Sectors
- ------------------------------
-
- One of the things that's hard to figure out on your own is how to put a
- sector into a second sector, like this:
-
- *------------*
- 1 | *----* |
- | | 2 | |
- | | | |
- | *----* |
- *------------*
-
- DOOM will crash if you just put sector #1 into #2. First, connect all dots
- with Linedefs but don't make any sectors yet. Select all Linedefs of #2 and
- hit 'INS'. Now square #2 is a sector. To make square #1 a sector, SELECT ALL
- OF THE LINEDEFS. That is, SELECT ALL LINEDEFS OF #1, THEN ALL LINEDEFS OF #2
- AND THEN HIT 'INS'. There! Now you have two sectors that will function
- correctly.
- If you have a sector within a sector within a sector [and so on], just do the
- same thing for the first two sectors, then ignore them and use the method
- described above, for the rest.
-
- 4) Things!
- ----------
-
- In order for the level to work, you need 4 player starting points and at
- least 4 deathmatch starting points. The more deathmatch points the better
- because they are selected randomly for each player at the beginning of a
- deathmatch game. Switch to THINGS mode and hit 'INS' anywhere inside of
- one of the two big rooms. It'll be a Seargent. So select it and hit RETURN.
- You will see a THING main menu. Go to PLAYER and then to PLAYER1 START. Then
- do PLAYER2 START and so on until PLAYER4. Now you have starting points for
- all 4 players. Below PLAYER4, there is a line that sais DEATHMATCH START. Put
- four of those into the level, too. That's it! You're done with your very
- first Pwad! Press ALT-F, then (S)AVE and exit. To play your Pwad, type
-
- doom -file mylevel.wad
-
- In this case, the name of your Pwad is mylevel.wad. Don't forget to read the
- DEU.TXT file that comes with DEU. And most important: HAVE FUN!
-