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- ┌─────────────────────────────────────────────────────────────────────────┐
- │ Documentation for TUTORIAL.WAD v2.15 │
- │ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ │
- │ │
- │ This tutorial is divided into four parts: │
- │ │
- │ Part I Seeing is believing! │
- │ │
- │ This covers a walk through of the tutorial wad. Please take │
- │ a tour through the level. It makes the second part of the │
- │ tutorial clearer. │
- │ │
- │ Part II Show and tell. │
- │ │
- │ The second half is designed to show you how to make simple │
- │ objects, like a teleporter and lift. It uses the tutorial │
- │ wad for reference. │
- │ │
- │ Part III Some more examples │
- │ │
- │ The third part is an overview of the level DEEPEXAM.WAD. │
- │ It is an example of a level drawn using the predefined │
- │ Tools in DeeP. │
- │ │
- │ Part IV HEXEN information │
- │ │
- │ The fourth part is an introduction to the level SCRIPTS.WAD. │
- │ It is an example of simple scripting using the ACCS compiler.│
- │ │
- └─────────────────────────────────────────────────────────────────────────┘
-
- We Need your Input!
- ~~~~~~~~~~~~~~~~~~~
-
- I don't always remember what I wanted to learn about as a beginner.
- If there are parts that seem illogical or there are sections you would like
- to see, by all means let me know, it will be appreciated.
-
- See the "About" screen under Help for my email address. Please put
- "DeeP tutorial" as the subject of your message.
-
- Thanks and enjoy!
-
- Mike Vermeulen
-
-
- ─────────────────────────────────────────────────────────────────────────
-
- Which WAD to use
- ~~~~~~~~~~~~~~~~
-
- Use the following PWADs depending on the game:
-
- 1. DOOM I : use DOOM1TUT.WAD.
- 2. DOOM II : use DOOM2TUT.WAD.
- 3. HERETIC : use HERTUT.WAD. (not included with this tutorial!)
- 4. HEXEN : use HEXENTUT.WAD. (!! This is a rough draft !!)
-
- The DOOM I and DOOM II tutorials are covered here (HEXEN is similar, but
- all the descriptions have not been changed).
-
- You can make a HERETIC version using DeeP to convert the DOOM2 version.
-
- ** Note ***
-
- The HEXEN version is similar to DOOM, but in some areas HEXEN has some
- mistakes? or the LineDefs behave differently then I thought? Anyway, the
- upper left hand corner of the level, with the 3 floors do NOT operate
- consistently. On top of that, they go the WRONG direction part of the
- time *and* HEXEN may crash your system if the floor goes into "infinite
- lower". Go figure...
-
- The names of the Door keys are different, but the directions are OK.
- The HEXEN version also has some simple scripts added for sounds and
- a swinging door. The script is in HEXENTUT.ACS. The nodes were built using
- a node depth value of 4, (8 works too) to give a better balanced tree.
-
- Hey, this is a tiny level!
-
- NOTE: Print out this documentation before going through this level.
- That way, you don't have to recall why certain structures are
- important from memory.
-
- Print out this map for reference before you begin editing with DeeP.
- If you have MS Word, you can import the HGL file as described in
- the online Help.
-
- DOOM VERSION NOTE
- ~~~~~~~~~~~~~~~~~
- This WAD file has only been tested on DOOM 1.9 and DOOM II 1.9.
- Using any version lower than 1.9 may not give the correct results
- when using a switch.
-
- Not all triggers (both switch and walking) are in DOOM 1.4 and lower.
- If you have a DOOM version lower than 1.666, this WAD will not work.
- This wad will work on any version of DOOM 2, although I recommend
- downloading the 1.9 patch anyway to avoid problems.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ PART ONE: WALKTHROUGH │
- └─────────────────────────────────────────────────────────────────────────┘
-
- To see the tutorial levels in the game, type one of the following:
-
- DOOM -FILE {DeeP directory here}\DOOM1TUT.WAD <---- DOOM I
- DOOM2 -FILE {DeeP directory here}\DOOM2TUT.WAD <---- DOOM II
- HEXEN -FILE {DeeP directory here}\HEXENTUT.WAD <---- HEXEN
-
- {DeeP directory here} refers to your DeeP directory and this PWAD location.
- For example, if DeeP is stored in C:\DEEP, you would type:
-
- DOOM -FILE C:\DEEP\DOOM1TUT.WAD
-
- Start a normal game of DOOM and you will be in the tutorial.
-
-
- The First Room
- ~~~~~~~~~~~~~~
- The Four Switches
- -----------------
-
- The first room of this WAD contains four switches, which are in front
- of you. In order to observe what the switch does, position yourself to
- face the southwest corner. This way you'll see what is going on.
-
- Switch One
- ----------
- Use the far left switch (switch 1), it lowers the floor to the
- neighboring floor (you are presently standing on the neighboring floor).
-
- Switch Two
- ----------
-
- The switch second from the left affects the pillar in the northwest
- corner, so try to look at it when you use the switch.
-
- Using this switch lowers the pillar in the northwest corner until it
- is 8 units above the neighboring floor (again, the floor you are standing
- on).
-
- Switch Three
- ------------
-
- The switch second from the right will raise the ceiling to eight units
- below the neighboring ceiling.
-
- Switch Four
- -----------
-
- Finally, the switch on the far right will raise the ceiling of the two
- southern blocks to eight units below the neighboring ceiling.
-
- Two New Teleports!
- ------------------
-
- By using the two middle switches you will reveal two teleports, one in
- the northwest corner and one in the northeast corner. Walk onto either
- one of these teleport pads. You are transported to the other teleport!
- Oh, it's possible to leave one pillar "down" and teleport inside of
- it. Of course you are stuck. Use the following clip code to get out:
-
- casper - HEXEN
- idspispopd - DOOM
- idclip - DOOM II
-
- Just type the word shown for the applicable game. Watch the top of the
- screen! To reverse the action, type the same word again. This is the
- normal way to play and test levels. This "cheat" code does not work in
- death match (for obvious reasons<g>).
-
- When you have finished observing the results of using these switches,
- it's time to move onto the next room.
-
- The three (see next) doors in this room will all take you to the same place.
- Go through all three to see how doors work. Note that the door on the far
- left requires that you press the switch.
-
- A special kind of Door
- ----------------------
-
- The fourth door is in DOOM2TUT.WAD and HEXENTUT.WAD only. This door is quite
- interesting. It has a metal grate! Look at the way it is made, very unusual
- construction, but that's what it takes to make a door like this work.
- If you try to put that texture on a "regular" door, you'll find that the
- texture won't display correctly.
-
- Don't worry right now about how to do this, but remember that when you run
- the Error check, this door produces DeeP texture check "errors". Please
- ignore this "error", since if you fix it, the door won't work!
-
- The Second Room
- ~~~~~~~~~~~~~~~
-
- The second room of this level contains two switches, and one lift that
- is triggered by walking over a Linedef. For now, let's focus our
- attention on the switch closest to the doors.
-
- There is a twitching body by the switch. Walk up to the switch and use it.
- Directly in front of you a staircase begins to rise! Watch the stairs
- appear and when the staircase is done rising, go up it and obtain the blue
- keycard (Axe for HEXEN). You will need this key to enter the rest of the
- level.
-
- After you get the keycard, walk over to the lava pit and stand in it for a
- moment or two! Ouch! Collect a medikit if you need one (in the HEXEN
- level this is after the Axe door -north-).
-
- Now walk over to the southeastern door of this room, marked by blue skulls
- on the wall. Try opening the door. Nothing happens. This door requires
- that you press the switch located directly behind it, so walk north a
- little and turn back.
-
- See the switch sticking out of the ground? Use this switch and watch
- the door open. Walk into this room and press the button. The switch
- lowers, revealing another switch and the yellow keycard. Collect the yellow
- keycard and press the switch. Lights on!
-
- Finally, before moving on, walk up to the rectangular shaped block. As
- you walk up to it from the east, it lowers, allowing you to hop on. If
- you look on your automap (press TAB) you will see that there is a yellow
- line in this room. Whenever you walk across this line, the lift will lower!
- Let's move on to the yellow keycard door.
-
- The Yellow Keycard Room
- ~~~~~~~~~~~~~~~~~~~~~~~
-
- Walk up to the yellow keycard door and open it up. Once inside, you
- will see a lift near the southeast corner. Where should you go from here?
- The arrow provides a subtle<g> hint? No, it just points to the secret room.
- Before opening the secret door, look on your map. Note that the secret door
- only shows up as a red line. Now, open that door.
-
- Once inside this secret room, look to your right. The torch appears to be
- giving the room some light. In fact, this isn't true. This is a special
- effect. The light you see is created by making four Sectors, each with
- different light levels. Now let's look at those boxes.
-
- In front of you is one switch. Press this switch and a lift lowers.
- Pay special attention to how the switch texture moves WITH the lift.
-
- Now, walk around to the other side of this rectangle and look at the other
- switch. Press it and it will produce the same effect. But wait, something's
- different! This switch doesn't move with the lift! I'll explain why this
- is true later, but for now just make a note of it.
-
- Take another look at the automap (press TAB). So far, all lines you have
- crossed are yellow. But look at the secret door. It's red, even though
- you can walk over it. This is a secret Linedef, and I'll show you how to
- make one in the second part of this tutorial.
-
- In the eastern part of this room are some more boxes. You can get inside
- these boxes from the west side. Walk on in. After you have walked in,
- turn behind you and look out again.
-
- Oh no! You're trapped!
-
- Fear not, for there is an easy way out. In this small area are two
- switches. Walk to the southern one and press it. Now back up to the wall
- while still looking at the switch you just pressed. The ceiling of the
- area in front of you is moving!
-
- We'll examine that in a moment, but first, let's exit this little area.
- Walk to the northern switch and press it. This lowers the floor again
- and allow you to leave.
-
- On the way out look at the crusher you started. Don't walk into it though!
- Unless you're invincible, it will kill you. Time to move on to the blue
- keycard room.
-
- Head out of the yellow keycard door again and turn north. Cross
- the slime pit and enter the blue keycard room.
-
- The Blue Keycard Room
- ~~~~~~~~~~~~~~~~~~~~~
-
- There's lots to do in this area, but let's start by turning east. You'll
- see two torches against a wall here, and you'll walk through these later,
- so remember where they are. Try walking up to the blue switch and pressing
- it. Oops! Guess you'll need the red keycard.
-
- Anyway, walk along the northern wall until you see a switch and an arrow.
- The arrow is pointing upwards. Press this switch and look through the
- window that appears. The red keycard! We're not going to get this just
- yet though.
-
- Walk around to the southern side of this small room, until you see an
- arrow pointing down. Press this switch and the window will close! To
- undo this, just walk around to the other arrow and press the
- switch next to it again. Now let's grab that keycard.
-
- Go back to the two red torches and walk through them. The switch you
- just pressed raised the ceiling just enough so you can walk in!
-
- Get the keycard and head out.
-
- The Courtyard
- -------------
-
- Before moving on to that blue switch, turn your attention to the wood
- paneled area in the far eastern part of this room. Walk around the
- courtyard area both above and below. When you are done doing this,
- move on to that blue switch.
-
- The Blue Switch
- ~~~~~~~~~~~~~~~
-
- Walk up to that blue switch and press it. This time the metal barrier in
- front of you will open, revealing the last two areas of this tutorial.
-
- Three Rooms in Short Order
- --------------------------
-
- Pressing the blue switch will open the metal barrier blocking your
- progress, revealing two new areas. For now, let's look at the northern
- area. We will deal with the western area later.
-
- First run into the small room on the right (marked by hanging bodies) and
- QUICKLY run out. Look the room again. Looks like you activated a silent
- crusher.
-
- Now go into the room on the left (marked by green torches). Don't worry,
- there's nothing lethal here. Try pressing the switch. Nothing happens.
- Now try running into the switch at high speeds. Still nothing.
-
- Now throw your hands into the air in frustration. Nothing again.
- OK, take out your pistol and shoot the damned thing! There, now a
- floor on your right is going up to the ceiling. This type of switch is
- only activated through the use of your pistol, chaingun or fist.
-
- Finally, go into the room a little to the north (marked by two pillars).
- Walk in and the four floors with start moving up and down. Walk onto any
- of these and they will take you up and down until you're nauseous. When
- you're done with the moving floors, head out again and proceed to the
- western area.
-
- Rising floors Aplenty
- ----------------------
-
- In front of this room are three switches. Walk past the switches and go
- into the room. When you enter this large room the floor you are standing
- on rises. Keep walking towards the teleport (don't enter it yet) and
- the floor continues to rise. Turn around and look back from where you
- came. Note that the floor was divided into three sections, and all three
- are different heights.
-
- Note: In HEXEN, weird things happen here, so you're warned. In fact, if
- you have more information on this area, please write me.
-
- Fun with Switches
- -----------------
-
- On the northern wall there are two switches side by side and a third by
- itself. Pressing any of the three switches will yield different results.
-
- Experiment with these switches and then walk out of this room back into
- the room with the blue switch. Remember those three switches? Try
- pressing any of the three and observe the results. Each switch will make
- one part of the other room lower back down to where it was.
-
- Have a look around
- ------------------
-
- You have just completed a tour of the tutorial. We hoped you enjoyed the
- ride. Please pay the cashier on the way out. Take one last look around
- and then exit DOOM. It's now time to work with DeeP!
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ PART TWO: THE MECHANICS OF THE WAD │
- └─────────────────────────────────────────────────────────────────────────┘
-
- This section explains, in full detail, how the switches operate and how
- to go about changing them. It also explains how to create a door and
- other simple areas. For the most part, it deals with some of hardest
- parts of DOOM level editing, working with Linedefs and switches.
-
- I suggest you read the DEEP.HLP file to get familiar with the
- terminology and definitions.
-
- DeeP and the First Room
- ~~~~~~~~~~~~~~~~~~~~~~~
- It's assumed that you have installed DeeP already!
-
- Enter DeeP by typing DEEP at the DOS prompt and press enter.
-
- Using your mouse, select the File option on the top menu bar (or press
- Alt+F) and then select Open PWAD. In the Open Dialog box that appears,
- modify the Directory and Drive boxes to select the correct drive and
- directory and then select:
-
- DOOM1TUT.WAD <----- DOOM I
- DOOM2TUT.WAD <----- DOOM II
- HEXENTUT.WAD <----- HEXEN
-
- Note: The default path determines the initial drive and directory that
- appears. Set the path using the Alt+F5 option. You can also enter the
- complete drive+directory+file in the file name box, for example,
- C:\DEEP\DOOM2TUT.WAD and press enter.
-
- This will load the PWAD you just finished playing. If you are not in
- MAP01 or E1M1, select the File option again and select Edit level.
-
- E1M1 <--- DOOM I
- MAP01 <--- DOOM II and HEXEN
-
- You are now in DeeP map edit with the PWAD loaded.
-
- How the four switches work
- --------------------------
-
- When you are back in DeeP, enter Linedef mode by pressing the L key.
-
- Quick note : When you move the cursor over the map, objects turn
- Yellow. This DeeP method of letting you know that the object can
- now be edited or selected. This is referred to as highlighting in
- the text.
-
- Go to the first room of this WAD where we started. This is the player 1
- start position. There are four switches positioned on three walls.
-
- Move the cursor over the Linedef on the left wall to highlight it. The
- information box on the lower left hand side of the screen displays
- two important parts to this Linedef (press I to toggle the information
- box display) :
-
- 1. The Linedef does something. In this case, it lowers the floor to
- the floor next to it.
-
- 2. The second part is listed below. Now, let's edit that Linedef!
-
- Editing the Linedef
- -------------------
-
- One of the best ways to gain an understanding of how level editing works
- is through experimentation. This part of the tutorial covers how to edit
- Linedefs using DeeP.
-
- There are several steps to changing what a Linedef does. To edit this
- Linedef, highlight it while in Linedef mode, and follow these steps:
-
- 1. Press ENTER (or click the right mouse button)
-
- This brings up the Linedef editing screen. You are presented with
- several options, including changing the first and second Sidedefs.
- Right now we are going to edit the Linedef.
-
- 2. Select "Edit Linedef."
-
- Another sub-menu pops up. This menu allows you to edit the properties of
- this Linedef, including whether it's invisible, impassable, or can block
- sound.
-
- 3. Click on the button "Change Type"
-
- A third menu presents you a list of Linedef types, sorted according to
- what they do. Note that "Floors lower" is already highlighted for you,
- since this is what the Linedef currently does.
-
- 4. Choose "Floors lower"
-
- For now, we will not be changing the basic function of the Linedef.
- It will still lower a floor when we are finished. All we're going
- to do now is determine how low the floor goes and how fast it lowers
-
- 5. Choose "71 S1 Lower floor to 8 above adj."
-
- Now we will change what the Linedef does to the Sector in the corner.
- By selecting Linedef type 71 and pressing ENTER, you have just
- successfully changed a Linedef type!
-
- 6. Press ESC three times (or right click)
-
- Press the ESC key thrice to exit back out into the main editing
- screen (the right mouse button is easier for mouse users).
-
- The second important component of this Linedef is the Sector tag.
- This is crucial to making a switch, or "walking trigger (explained later),"
- work.
-
- When you first highlighted this Linedef, the Sector in the southwest and
- southeast corners lit up. This means that those Sectors have the same
- Sector tag as the Linedef you have highlighted. Whenever you flip a switch,
- it will affect only Sectors who have the same Sector tag as the Linedef
- that has the switch.
-
- In Linedef mode, this is called the Sector tag, indicating that all
- Sectors with this tag number are affected.
-
- In Sector mode, it is referred as the Linedef tag, meaning the number in
- the Linedef that refers to this Sector.
-
- These are both the SAME number. It depends on the viewpoint whether you
- call it a Sector tag or a Linedef tag. You see, when you are editing
- Linedefs, it means "find all Sectors that have this tag number", hence the
- term Sector tag. When you are editing Sectors, it means "find all Linedefs
- that have this tag number", hence the term Linedef tag.
-
- I hope this is not too confusing. It is important to not be confused here,
- since this is the key to making teleports, lifts and anything else that
- moves!
-
- Press S to go into Sector mode. Move the cursor over either of the two
- boxes in the southern area. The Linedef that you just changed lights up.
- Note the Sector tag of this Sector in the information box.
-
- Now, go back into Linedef mode by pressing L. Look at the Linedef that
- you just edited. Same tag. It's very important to use the correct tag
- number when editing Linedefs and Sectors. If you don't, the effect
- you want doesn't happen and at the worst DOOM can crash!
-
- Switch Second from left
- -----------------------
-
- Now let's look at the switch second from the left. Move the cursor over
- the Linedef to highlight it. As with the first Linedef you highlighted,
- highlighting this one will make a Sector light up. This Linedef will lower
- all Sectors with the same Sector tag to eight units above the neighboring
- floor.
-
- Let's change this Linedef too. Follow steps 1-4, then 6 when we're done.
- Step 5 is below
-
- 5. Choose "71 SR Lower floor to 8 above highest adj."
-
- As you already know, S denotes that this Linedef is triggered
- by using it and W denotes that you must walk over it. But
- what about 1 and R? 1 means that the switch will only work once,
- R means that a switch will work an unlimited number of times.
- When we test this WAD, you will see the difference between 1 and R.
-
- Switch Second from the right
- ----------------------------
-
- Highlight the Linedef second from the right. The box in the northeast
- corner lights up when you do.
-
- The switch second from the right differs from the first two. This switch
- opens doors. Let's edit this switch as we did the first two by following
- steps 1-3, then 6 when you're finished. Steps 4 and 5 are below.
-
- 4. Select "Doors (open)"
-
- The first two Linedefs we dealt with only lowered floors down. This
- Linedef moves the ceiling.
-
- 5. Select "115 SR Door open fast, stays open"
-
- Now the ceiling will rise much faster than it did before when we
- press the switch.
-
- Switch on Far Right
- -------------------
-
- We will also change the final switch in this room. Highlight the Linedef
- on the far right. The two southern Sectors should light up.
-
- Follow steps 1-3 above and the fourth step from the last editing we did.
- Follow step 6 when you're done. Step 5 is below:
-
- 5. Select "61 SR Open door, stays open"
-
- Instead of the ceiling going up fast, it will now go up much slower.
-
- Saving your WAD
- ~~~~~~~~~~~~~~~
-
- Now that you're done changing Linedefs, it's time to save your wad!
- To make sure you have not accidently changed something you were not
- supposed to, press F10 and select "B" to check your level.
-
- Then using the mouse, select "File" on the top menu bar far left
- (or press ALT+F).
-
- Scroll down to "Save" and press enter. You are prompted for a file name.
- Keep the name the same and press ENTER (pressing F2 does both).
-
- NOTE: If you accidentally moved any vertexes, DeeP will prompt you to
- build nodes. Press Y if you are given this question. DeeP will rebuild
- the nodes and your WAD will be ready to play!
-
- Exit back out to DOS and run DOOM as you first did. You will now be in your
- modified WAD. (If you have registered, you can select test level and play
- right now.)
-
- The First Room Re-visited
- ~~~~~~~~~~~~~~~~~~~~~~~~~
-
- The far left switch
- -------------------
-
- Now it's time to see how what you did affected this area!
-
- Start by pressing the switch on the far left as you did earlier. Now the
- floor lowers, but not all the way to the ground. You can now see a small
- part stick out of the ground. This is because the Linedef type tells the
- Sector to lower until the floor is 8 units above the floor next to it.
-
- The switch second from the left
- -------------------------------
-
- Walk up to the switch second from the left and press it again. It does
- the same thing that the last switch did. Step back from the switch and
- look at the far left switch and the switch you just pressed. Notice
- anything different?
-
- The switch you just pressed is still black while the one on the left is
- red. Why? The one on the left is a S1 switch, which means once you've
- pressed it, it can never be pressed again.
-
- The second switch pressed is a SR switch, which means you can walk up
- and press it to your heart's content, although it won't do anything until
- the floor is raised again.
-
- The switch second from the right
- --------------------------------
-
- The two noticeable differences here are:
-
- 1. The ceiling will rise much faster than it used to.
- 2. The switch darkens once it is pressed.
-
- Like the last switch, it is a SR, so you can press it as many times as
- you want.
-
- The switch on the far right
- ---------------------------
-
- Like the last switch, the speed in which the ceiling rises is much slower.
- Similar to the last two, this switch can be pressed infinitely (well close
- to it).
-
- Back to DeeP and Teleports!
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Now that you've edited the Linedef, it's time to move onto one of DOOM's
- more complicated features, the teleport!
-
- I've already created a simple teleport in the first room, and you can
- create another. Follow these steps to make the teleport.
-
- 1. Enter Linedef mode by pressing L
-
- We will start by changing the Linedef type to make a teleport.
-
- 2. Select all four Linedefs of the box in the southwest corner
-
- Click on each Linedef so that it turns dark green. Clicking means
- pressing the left mouse button quickly after each Linedef is yellow
- and then move on to the next one.
-
- After you do this, you have selected the Linedefs and all changes
- made now will affect all Linedefs selected.
-
- 3. Press ENTER
-
- Enter Linedef edit mode to begin editing
-
- 4. Select "Sector Tag"
-
- Before doing anything, we must first assign a tag to our Linedefs.
- DeeP will prompt you to enter a tag number. In parentheses DeeP
- will give the following:
- (Free XX)
-
- This number is a free tag. That means it is used nowhere else in
- the level. Enter the number it gives you (27) and press ENTER.
-
- 5. Select "Edit the Linedef," then "Change type"
-
- Now that you are back in the Linedef type sub-menu, you can define
- what these four Linedefs do.
-
- 6. Select "Special"
-
- Special Linedefs are those that cannot be defined under the other
- categories. This includes teleports.
-
- 7. Select "97 WR Teleport to another Sector (w/Telething)"
-
- By choosing the Linedef type you have just reached the halfway
- mark on creating a teleport. Press ENTER to select the Linedef
- type and exit back into the main screen
-
- 8. Press S to enter Sector mode
-
- Now that you have defined what the Linedefs to, it's time to make
- a Sector that the player can teleport to.
-
- 9. Highlight the Sector in the southeast corner and press ENTER
-
- Now you will be back in the Sector edit screen. From here we will
- assign a tag to the Sector.
-
- 10. Select "Linedef Tag"
-
- You are now presented with the option to enter a Linedef tag. The
- yellow text in this box gives you the last tag number used, 27.
- Type 27 and press enter.
-
- Almost there!
- -------------
-
- 11. Enter thing mode by pressing T
-
- Now that you are in thing mode, you can add a special type of thing,
- one that allows teleportation.
-
- 12. Set the grid to 8 by pressing G.
-
- Press G until the box labeled "grid" in the lower right hand
- corner reads 8.
-
- 13. Move the cursor inside the Sector and double left-click (or press INS).
-
- By moving the cursor inside the Sector and double left-clicking (or
- pressing INS), you will have created a monster, the trooper.
-
- We don't need him so let's edit this thing and change it to what we need.
-
- 14. Press ENTER then select "Change Type"
-
- The Thing edit screen is similar to the Linedef editing screen. You
- are given options about what the Thing is and when it appears
- (according to skill level). Clicking "Change Type" will present a
- list of things.
-
- 15. Select "Player Start/Teleport"
-
- Selecting this item will give you another list, including the thing
- we are interested in.
-
- 16. Select "Teleport Landing"
-
- Highlight or click on teleport landing and press ENTER. Now run
- the error checker.
-
- 17. Press F10, then select "B Check 2...8 all"
-
- Now DeeP's comprehensive level checker will go into action. If any
- problems are found with the teleport you just made, you will be
- told what is wrong. If DeeP reports you have no teleport thing
- in the Sector, then move the teleport landing (it should be yellow)
- into the Sector you have tagged.
-
- 18. Change which direction the teleport Thing faces
-
- Highlight the teleport landing and press the < and > keys to change
- the direction it faces. Which direction this points is what direction
- YOU will face when you exit the teleport.
-
- 19. Save and exit!
-
- Follow the steps above on saving and exiting. Now were ready to try
- it out!
-
- Test of the teleports
- ~~~~~~~~~~~~~~~~~~~~~
-
- Start DOOM and load your file again. Press the four switches on the wall
- to make your teleport possible to use. Walk over to the southwest corner
- into the box. If you teleported, congratulations! If not, here are some
- troubleshooting tips:
-
- Problem : Nothing happens
- Solution: This is caused by not having the teleport landing in the Sector.
- If you ran DeeP's error checker, it should have reported this
- error.
-
- Problem: DOOM crashes
- Solution: This is most likely caused by not changing the Linedef tag. If
- it's still set to 0 instead of 27, then DOOM will crash.
-
-
- Drawing your own areas
- ~~~~~~~~~~~~~~~~~~~~~~
-
- The large, dark area in the yellow keycard room has been provided so you
- can experiment with drawing a lift and a switch. Before we begin drawing
- a sample lift, first go into vertex mode by pressing V.
-
- Making a Lift
- ~~~~~~~~~~~~~
- (This is one of many ways to make a lift.)
-
- 1. Press G until the grid is 64
-
- Change the grid to 64 for now so the lift drawn is simple.
-
- 2. Press H to reveal the grid
-
- The grid will appear when you press H. This will allow easy drawing
- of your Linedefs.
-
- 3. Double left click or press Ins (Vertex Mode only or press ctrl+D in
- any mode)
-
- This brings you into one of DeeP's best features, line drawing
- mode. An information box will appear in the upper right hand
- corner. This is helpful for advanced and beginning users alike.
- Pay special attention to the first line, which tells you how long
- the line you are drawing is. The length is also displayed right next
- to the cursor.
-
- 4. Left click near the upper left hand corner.
-
- This will mark the first vertex of your lift. From here drawing
- is made simple through DeeP's Intelligent Inference Drawing (IID).
-
- 5. Drawing CLOCKWISE, draw the first three lines of the box.
-
- The box you have drawn will look like this:
-
- X--------->X
- |
- |
- |
- |
- |
- V
- X<---------X
-
- Make sure each side is 64 in length. If the grid was turned on,
- then drawing this box will be easy.
-
- 6. Right click once to close your Sector
-
- Right clicking draws the final line and closes the Sector.
-
- You have finished creating your first Sector! Yay.
-
- 7. Right click again to exit Linedef drawing mode.
-
-
- Edit that Sector!
- ~~~~~~~~~~~~~~~~~
-
- Now that you have created a Sector, it's time to edit it by going into
- Sector mode and giving it some attributes.
-
- 1. Press S to enter Sector mode.
-
- Change into Sector mode to edit your Sector.
-
- 2. Highlight the Sector and press ENTER (or right click once)
-
- You are now in Sector editing mode. First off, we need to make a tag,
- like we did with the teleport. Move down to "LineDef Tag" and press
- ENTER.
-
- 3. Assign your Sector an unused tag.
-
- Select "Linedef tag" and press enter.
-
- DeeP's Sector tag box will pop up. As with your teleport, you will
- need an unused tag, so type in the number that DeeP reports is free.
- Press ENTER when you're done.
-
- 4. Change the floor height.
-
- The floor of your box needs to be higher than the floor around it
- so we can make a lift. Select "Change floor height" and type
- 128. Press ENTER.
-
- 5. Go into Linedef mode and finish the lift.
-
- By changing the floor height, you have created the need for a lower
- texture.
-
- Press L to re-enter Linedef mode. Select all four Linedefs
- by left clicking on each one. When you have selected all four,
- press F8 to open the "Misc." menu.
-
- Select option 6, which will flip the direction your Sidedefs face.
- When you have completed this step, all of your Linedefs should be
- pointing outwards (you can also press ctrl+F).
-
- 6. Add some textures
-
- You will need to add some textures for the player to see.
- Select "Edit 1st Sidedef" and press ENTER.
-
- You are now given the option of changing the textures. Note in
- the "Lower texture" option the word "missing." This means that
- no texture is currently there, but one is required. Add one by
- selecting the Lower texture option and pressing enter.
-
- Another box pops up, the texture selector. There are many, many
- textures to choose from but we are only interested in one. (You can
- browse all of the textures by pressing F1 or left clicking inside the
- texture display box.)
-
- Type the word PLAT1. A texture resembling a lift appears. Press
- ENTER to accept this texture.
-
- 7. Edit the attributes of the four Linedefs
-
- Press ENTER to begin editing the Linedef.
-
- A. First, make the tag number the same as the Sector.
-
- Select "Sector tag" and press ENTER. At the top of this box,
- DeeP reports the Sector tag you just used for your Sector.
- Type in that number and press ENTER.
-
- B. Now select "Edit Linedef" and then click on CHANGE TYPE.
-
- 1. Select "Lifts and Moving."
- 2. Select the following Linedef: 62 SR Lower lift, wait, rise
-
- You have now defined what you want your Sector to do when a player
- tries to use it. Right click to exit this menu.
-
- 8. Check your work
-
- Press C to clear all selected Linedefs.
-
- Now highlight any of the four Linedefs.
-
- Did the Sector you made light up? If not, then they don't have the
- same tag number. Go into Sector edit mode and change the tag to the
- same number as the Linedefs.
-
- Run DeeP's error checker. If it reports no problems, then you're
- ready to go! Save, build the nodes, and exit back to DOS.
-
- Test the level as you did before.
-
- Approach the lift and press the Open (Use) button. If the lift lowers,
- then you have just created a simple Sector and made it into a lift.
- If the lift does not lower, then look below for a list of possible reasons.
- Note: I assume you have run the error checker (F10 Check 2...8 all).
-
- Problem: Trying to use the lift does nothing
- Solution: The first Sidedef (the one you just added a texture to) is facing
- the wrong direction. All Linedefs should be pointing outwards,
- like this:
-
- |
- X--------->X
- ^ |
- | |
- -| |-
- | |
- | |
- | V
- X<---------X
- |
-
- If your Sector does not resemble this, then re-read step 5. A completed
- lift has been included so compare the correct lift to yours if you
- encounter problems.
-
- -------------------------------------------------------------------------------
-
- That's All for Now
- ~~~~~~~~~~~~~~~~~~
-
- Future Versions
- ---------------
-
- Later we will include information on how to make a door and include more
- detailed information about how teleports, etc. work.
-
- I will also include a section about texture alignment, including how to
- align switches properly. DOOM2.TUT has been slightly revised for textures
- alignment tricks, so if you compare this to DOOM1.TUT you can see the
- differences. I think I'm going to have both aligned and non-aligned
- versions of the same textures in the PWADs so it's easy to see the
- differences.
-
- Bibliography
- ------------
-
- If you are interested in knowing more about DOOM editing terminology, it
- may interest you to read The Wad Designer's Handbook (it's free) or
- Tricks of the DOOM Programming Gurus (about $30-40 retail). Both of these
- explain how to create a basic level, but more importantly they'll
- familiarize you with terms like Vertex, Sidedef, and Sector.
-
- Newsgroups are a never-ending source of information about level editing.
- Check out the REC.GAMES.COMPUTER.DOOM.EDITING for questions and answers
- about level editing. Occasionally a FAQ (Frequently Asked Questions) is
- posted about how to make a level.
-
- If you have any further questions about level editing, then the above
- mentioned provide more than enough information.
-
- Under Construction
- ------------------
-
- As I mentioned earlier, this tutorial is far from complete. If you have
- suggestions, questions, or comments about this WAD, please e-mail me. I
- need to hear from you! Information about how to contact me is at
- the beginning of this document.
-
- The HERETIC and HEXEN tutorials are in progress but HEXEN delayed the
- us a bit.
-
- Learn from Example
- ------------------
-
- The best way to learn about level construction is by looking at examples.
- If you have DOOM I, look at E2M1 for a good idea of how teleports and doors
- operate. If you use DOOM II, look at MAP1-MAP4. These four levels combined
- provide an excellent example of how to make levels.
-
- End TUTORIAL.DOC
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ Part III DEEPEXAM.WAD - Examples of DeeP construction objects │
- └─────────────────────────────────────────────────────────────────────────┘
-
- DeeP assumes you have DOOMx version 1.9, this PWAD may not work on older
- versions!
-
- DEEPEXAM.WAD gives picture of the objects you can readily make with the
- DeeP tools (more to be added later).
-
- Each element is readily viewable. The favorite topics of teleports,
- doors, stairs, rising stair, windows, pools, pillars and some basic
- "how-to-get-a-look" are shown by example in this level.
-
- You can play it (of course), but the main goal was to have some fun AND
- see how to do it.
-
- Almost ALL the objects were made with the Tools. Very little manual drawing
- was done. Access the Tools by pressing F9 and selecting what you want.
-
- You don't have to know all the details. Copy what's done and later figure
- out the "why's"<g>.
-
- Some simple guidelines:
-
- Use the scaling and rotate feature to size and position objects made.
- (Press F1 for the keys to use).
-
- When you draw lines, pay attention to the direction of the arrows. They
- have to be the same as shown, or it won't be the SAME.
-
- Here's a brief overview of how the level was made:
-
- 1. The big outside polygon was drawn first (use F9 polygon object Tool).
-
- 2. The spiral center was made using the stair tool. This was then edited
- into sections and touched up in width at the end by dragging the
- vertices over.
-
- 3. The Window walls next to where you start were dropped in. The sides
- were merged into the polygon sides. The sidedefs and textures were
- corrected as required. I suggest you build a duplicate "window" right
- next to the one shown and you'll see that some tinkering is required.
-
- 4. The corridor to the left (as you look at the map) was done in Vertex
- line drawing mode. The doors were drawn in and make a door from
- 4-linedefs was used to make the doors. Again, the blending of the walls
- to the polygon side had some adjustments.
-
- 5. One polygon 6-sided plain object was made. This is the column. This was
- then cloned using Copy and then Pasted repeatedly.
-
- 6. The pool was made as 2 pool objects with a bunch of sides to get it
- round looking. Use the F8 X-alignment to get it to look good. This also
- applies to all the walls.
-
- 7. The letters were made by hand, although the second "DeeP" was cloned
- from the first, by copy/paste and then scale/rotate. Just remember that
- when you draw block "letters", always go clockwise. There is a Sector
- between the 2 LineDefs to give the depth to the letters.
-
- 8. The little stairs and pedestal were also Tooled in.
-
- 9. The visible Teleports were made using the teleport Tool. The "tags"
- making it work were done at the same time (so you don't forget).
-
- 10. Extra LineDefs were drawn on the curving stair to serve as teleports.
- They are made in Vertex mode. Press Ins (or left-double click) to start.
- Then when you have the cursor right on top of a LineDef left click. Move
- the cursor to the other side and left click again. Now press the right
- mouse button and choosed 2-sided LineDef from the menu.
-
- 11. Things were put in.
-
-
- That covers almost everything!
-
- SPECIAL NOTE:
-
- The walls have to be positioned where they are as full height! If you
- move areas and expose more "visible" areas, you may get visi-plane
- overflow errors. Sorry, that's a DOOM engine limit! So if you get that
- error, block the line-of-sight with a WALL. That's what was done here.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ Part IV SCRIPTS.WAD - Example of HEXEN scripting │
- └─────────────────────────────────────────────────────────────────────────┘
-
- The files SCRIPTS.WAD, SCRIPTS.DOC and SCRIPTS.ACS were written by
- Chris Becker, with slight editing. They contain a basic introduction to
- HEXEN scripts. Thank you Chris for helping us out!
-
- Please review his documentation and level for further information.
-
-
- ┌─────────────────────────────────────────────────────────────────────────┐
- │ End-of-Everything │
- └─────────────────────────────────────────────────────────────────────────┘
-