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-
- ΓòÉΓòÉΓòÉ 1. Introduction ΓòÉΓòÉΓòÉ
-
- DoomEdit/PM is a 32-bit DOOM and DOOM2 map editor. It enables you to edit
- existing maps, to edit maps created by others, and to create your own maps from
- scratch.
-
- DoomEdit/PM (DEPM) is multi-threaded to take advantage of OS/2's preemptive
- multitasking; it was written for C Set++ version 2.1 to maximize performance
- and functionality.
-
- DOOM has become the most widely-played game in existence; in part, this is due
- to id's beginnings and continuing presence in the shareware market. No other
- game in history has inspired so many hacks, add-ons, cheats, and discussions.
- No other game vendor in history has been so open about the implementation of
- their game as id Software has been.
-
- If you are playing an illegal copy of DOOM or DOOM2, please register (or buy)
- it; I (and many others) want id to continue to make games like DOOM and to
- continue to allow us to mess with their products.
-
-
- ΓòÉΓòÉΓòÉ 1.1. Using this Tutorial ΓòÉΓòÉΓòÉ
-
- Parts of this Tutorial assume that you are not using it for reference, but to
- learn how to use DEPM. These sections will lead you through a number of
- activities intended to instruct. It is assumed that because you are using
- OS/2, you can be running DEPM while you are reading this tutorial.
-
- Black text indicates an activity for you to perform.
-
- If you are using this Tutorial as a reference, you should not perform the
- activities because any work you have done could get erased. I recommend that
- you go through the Tutorial before you start working on your own PWAD.
-
-
- ΓòÉΓòÉΓòÉ 1.2. Copyrights ΓòÉΓòÉΓòÉ
-
- OS/2 is a trademark of the IBM Corporation.
-
- DOOM and DOOM2 are trademarks of id Software.
-
- DoomEdit/PM and DragonWare are names made up by Gerald Callow so please don't
- steal them.
-
- Gerald Callow is a product of Mom and Dad.
-
-
- ΓòÉΓòÉΓòÉ 2. Terminology ΓòÉΓòÉΓòÉ
-
- This tutorial (and the DEPM online help) uses terminology that may be
- unfamiliar to you:
-
- Thing An object in the game "world".
- Vertex A point in two-dimensional space which defines the end-point of
- one or more two-dimensional lines.
- Linedef A two-dimensional line which connects exactly two (2) vertexes.
- Sidedef A plane into the third dimension along one side of a linedef.
- Sector A map area bounded by sidedefs.
- Sector Tag An arbitrary number used to assign linedef effects to sectors.
- Texture The game appearance of a floor, ceiling, or wall.
- Episode In DOOM, a grouping of nine (9) maps; in DOOM2 there is one
- episode only.
- Map A group of things, vertexes, linedefs, sidedefs and sectors which
- define a scenario for game play; also known as a "level".
- Extra A resource for sound, music, wall texturing, and so on.
- IWAD A large file containing all resources needed for basic play;
- distributed by id Software with the game.
- PWAD A smaller file which is used to "patch" the IWAD; can contain
- maps and/or extras.
- Node Builder A program which "compiles" a map into a form which the game
- engine uses while rendering the game "world".
- Compress a process by which duplicate sidedefs are removed from a PWAD to
- reduce its size.
-
-
- ΓòÉΓòÉΓòÉ 2.1. Things ΓòÉΓòÉΓòÉ
-
- A thing is an object (for example, a monster) that exists in the game world,
- but does not DEFINE the game world. Things do not have to be visible, and may
- not always appear. Examples of things are: monsters, teleport exits, weapons,
- ammo, decorations, player starting points, and bonus items.
-
- A thing has the following properties:
-
- Type What the thing is (teleport exit, monster, ammo, and so on).
-
- Angle The direction in which the object is facing when the map begins.
- This applies to monsters, player starts, and teleport exits. It is
- not important, for example, which way a shotgun is facing -- it will
- always look the same.
-
- Flags A number of on/off bits that determine the object's behavior and when
- it appears:
-
- Easy Thing appears in EASY mode (skill 0).
- Medium Thing appears in MEDIUM mode (skills 1 and 2).
- Hard Thing appears in HARD mode (skills 3 and 4).
- Deaf / Ambush Thing (monster only) does not react until it sees the
- player. If this bit is left off, the monster will react
- when it hears shots.
- Multi-Player Thing appears in multi-player (deathmatch or
- cooperative) mode ONLY.
-
-
- ΓòÉΓòÉΓòÉ 2.2. Vertexes ΓòÉΓòÉΓòÉ
-
- A vertex is a point in two dimensional space which defines the end-point of one
- or more two-dimensional linedefs. It has no attibutes other than its position
- on the map.
-
-
- ΓòÉΓòÉΓòÉ 2.3. LineDefs ΓòÉΓòÉΓòÉ
-
- A linedef is a two-dimensional line which connects exactly two (2) vertexes.
- Linedefs do not necessarily define walls (they CAN); they simply indicate a
- line along which the map makes a transition from one "area" to another.
-
- Linedefs travel from one vertex to another. This direction is very important
- because a linedef may have two sides: a right side and a left side. If you
- rotate the linedef so that it is pointing straight up (the from vertex is on
- the bottom), the right side is the right side of the line. Linedefs can be used
- to "trigger" events when the player crosses them, or pushes on them (switches,
- doors, lifts). Some linedefs trigger the sector on their left sides, some
- trigger a sector on neither side. A linedef which triggers an event in a
- sector other than the one on its left side must be defined with a sector tag
- which is used by the sector affected. For example, if linedef #231 causes
- sector #21 to raise, both must have the same sector tag (for example, "13").
- More than one sector and more than one linedef can have the same sector tag.
-
- A linedef has the following properties:
-
- Type What the linedef does when activated. DEPM uses the following
- convention:
-
- TAR Description
-
- T indicates whether or not a sector tag is required; this will be "T" if
- a sector other than the one on the left side of the line is affected,
- or " " if the sector on the left side of the line will be affected.
- A indicates the activation type; this will be "W" if the linedef is
- activated when the player walks over it, "S" (switch) if the linedef is
- activated when the player pushes on it, or "G" (gun) if the linedef is
- activated when the player shoots it.
- R indicates whether the event can take place more than once; this will be
- "R" if the event is repeatable, or "1" if the event may take place once
- only (the single exception is "animated wall" which takes place all the
- time).
-
- Attributes A number of on/off bits that determine the linedef's properties:
-
- Impassable The player cannot cross this linedef.
- Monsters cannot pass Monsters cannot cross this linedef.
- Two Sided This linedef has two sides; monsters and
- players can move and shoot through this
- linedef.
- Upper texture unpegged When the ceiling of the sector adjacent to
- this linedef moves up, the upper texture will
- not move with it (used very rarely).
- Lower texture unpegged When the ceiling of the sector adjacent to
- this linedef moves up, the lower and normal
- textures will not move with it (used mainly
- for door tracks).
- Secret This linedef appears to be a normal wall on
- the automap (used mostly for secret doors).
- Sound dampening This linedef dampens sound. It takes two such
- linedefs to silence noise such that monsters
- will not react to it; this property is used
- only for two sided linedefs -- one sided
- linedefs are inherently soundproof.
- Invisible on map This linedef does not appear on the automap.
- Mapped at start This linedef appears on the automap at the
- start of the map.
-
- Sector Tag The arbitrary sector tag which is used by the sector(s) this
- linedef affects.
-
- Right Side The sidedef on the right side of the linedef.
-
- Left Side The sidedef on the left side of the linedef.
-
-
- ΓòÉΓòÉΓòÉ 2.4. Sidedefs ΓòÉΓòÉΓòÉ
-
- A sidedef can be thought of as a plane into the third dimension along one side
- of a linedef. It defines the appearance of its side of the linedef in the game
- "world". A sidedef has the following properties:
-
- X Offset The horizontal offset into the textures from the left. A
- positive offset "shifts" the texture to the LEFT; a
- negative offset "shifts" the texture to the RIGHT.
-
- Y Offset The vertical offset into the textures from the bottom. A
- positive offset "shifts" the texture UP; a negative offset
- "shifts" the texture DOWN.
-
- Sector The sector this sidedef is a part of.
-
- Normal Texture The texture rendered between the ceiling and the floor in
- the sector this sidedef is a part of.
-
- Lower Texture The texture rendered in the sector this sidedef is a part
- of, below the floor of the sidedef on the other side of the
- linedef.
-
- Upper Texture The texture rendered in the sector this sidedef is a part
- of, above the ceiling of the sidedef on the other side of
- the linedef.
-
-
- ΓòÉΓòÉΓòÉ 2.5. Sectors ΓòÉΓòÉΓòÉ
-
- A sector is an "area" on the map. It defines a region to which its properties
- apply. A sector is defined by the sidedefs which are parts of it.
-
- A sector has the following properties:
-
- Floor Height The height of the floor; this can range from -16384 to
- 16383.
-
- Floor Texture The texture rendered onto the floor of the sector. Note
- that floor textures are aligned on a 64-unit grid.
-
- Ceiling Height The height of the ceiling; this can range from -16384 to
- 16383, but must be greater than the floor height.
-
- Ceiling Texture The texture rendered onto the ceiling of the sector. Note
- that ceiling textures are aligned on a 64-unit grid.
-
- Light Level The brightness of the sector; this can range from 0 to 255.
-
- Sector Tag The arbitrary sector tag which is used by the linedef(s)
- which affect this sector.
-
- Effect A special effect which takes place in the sector. Light
- effects generally alternate between the light level of the
- sector and the light level of a neighbouring sector.
-
-
- ΓòÉΓòÉΓòÉ 2.6. Sector Tags ΓòÉΓòÉΓòÉ
-
- A sector tag is an arbitrary, usually unique number which is used to identify a
- link between sectors and the linedefs which affect them.
-
- More than one linedef can affect a sector; for example, one may start the floor
- moving, another may stop the effect (or, more than one may lower a lift).
-
- Likewise, more than one sector can be affected by a linedef; for example, a
- linedef may cause a number of pillars to lower into the floor.
-
- DEPM allows you to find the first free tag by using the "Locate" menu and
- selecting "Free Tag".
-
-
- ΓòÉΓòÉΓòÉ 2.7. Textures ΓòÉΓòÉΓòÉ
-
- A texture is the graphical appearance of a wall, floor or ceiling. Floor and
- ceiling textures are stored as simple 64 x 64 bit colour values, and the game
- engine aligns them on a 64 x 64 grid.
-
- Wall textures are composed of smaller "patches" of graphics information which
- are rendered at different points along the wall; some walls are composed of a
- single patch, some are composed of many.
-
-
- ΓòÉΓòÉΓòÉ 2.8. Episodes ΓòÉΓòÉΓòÉ
-
- In DOOM, an episode is a group of nine maps. There are three episodes.
-
- In DOOM2, there is one episode only.
-
-
- ΓòÉΓòÉΓòÉ 2.9. Maps ΓòÉΓòÉΓòÉ
-
- A map is a group of things, vertexes, linedefs, sidedefs and sectors which
- define a scenario for game play; it is also known as a "level".
-
- A map must contain at least two sectors, must have four player start things,
- must have at least four deathmatch start things, and must have some way to end
- the map.
-
-
- ΓòÉΓòÉΓòÉ 2.10. Extras ΓòÉΓòÉΓòÉ
-
- An extra is a resource stored in a PWAD to alter the game environment by
- changing sounds, music, wall patches, or sprites. DEPM does not allow the
- creation or editing of extras, but it will allow you to copy them from one PWAD
- to another, or to rename them (if you want to mess around with these, I
- recommend you get the unofficial DOOM specs).
-
-
- ΓòÉΓòÉΓòÉ 2.11. IWADs ΓòÉΓòÉΓòÉ
-
- The IWAD is a large file containing all resources needed for basic play; it is
- distributed by id Software with the game.
-
- For DOOM, this file is named DOOM.WAD; if you select this IWAD when DEPM starts
- up with a new profile, DEPM will run in DOOM mode.
-
- For DOOM2, this file is named DOOM2.WAD; if you select this IWAD when DEPM
- starts up with a new profile, DEPM will run in DOOM2 mode.
-
-
- ΓòÉΓòÉΓòÉ 2.12. PWADs ΓòÉΓòÉΓòÉ
-
- A PWAD is a smaller file which is used to "patch" the IWAD; it can contain maps
- and/or extras.
-
- DOOM PWADs will not work with DOOM2 and vice-versa; however, DEPM allows you to
- load either type of PWAD in either mode, and makes the necessary adjustments.
- DEPM does not change the contents of the PWAD, therefore changing a PWAD from
- one game to the other still requires you to modify the PWAD contents (textures,
- things, and extras).
-
-
- ΓòÉΓòÉΓòÉ 2.13. Node Builder ΓòÉΓòÉΓòÉ
-
- The Node Builder is a program which "compiles" a map into a form which the game
- engine uses while rendering the game "world".
-
- When you enter linedefs mode, DEPM clears the previously-built nodes from
- memory (this removes "additional" vertexes from the map -- they are not
- "linked" to any linedef and would be confusing if they appeared in the editor).
- This means that before the map can be saved, the node builder must be run
- again.
-
- When the map needs to be rebuilt, and it is safe to do so, DEPM starts up a
- separate thread to run the node builder. This allows you to continue working
- in things mode and sectors mode. An indicator appears to let you know that the
- node builder is running.
-
- The node builder partitions each sector into sub-sectors which are concave
- (that is, from any point within the sub-sector, you can see every point on
- every sidedef that defines it). This requires some sidedefs to be split; a
- binary tree is built which contains the sub-sectors and definitions of their
- positions in two-dimensional space.
-
- The node builder selects "partition lines" along which to split sectors into
- sub-sectors by weighing the number of splits needed against the tree's overall
- balance. You can change the weights assigned to avoiding splits and balancing
- the tree.
-
-
- ΓòÉΓòÉΓòÉ 2.14. Compress ΓòÉΓòÉΓòÉ
-
- Many linedefs may have sidedefs which are identical. It is possible to make
- these linedefs point to a single sidedef without affecting the way the game
- engine operates (in fact, it may improve performance since the PWAD is
- smaller).
-
- Compress is a process by which duplicates are removed to reduce size.
-
- If you select compress and load a PWAD, DEPM will search for linedefs which
- point to a single sidedef, and will decompress these. This allows you to edit
- as usual.
-
- If you select compress and save a PWAD, DEPM will search for linedefs which
- could point to a single sidedef, and will compress these.
-
- If you load a compressed PWAD without decompressing it, you must not enter
- linedefs mode because the node builder will build something that makes
- absolutely no sense to the game engine.
-
- If you don't know whether a PWAD is compressed, load it in with compression
- selected; if the level was not compressed, DEPM won't do anything to it.
-
- If you are going to use compression, I recommend you not compress while saving
- until your "final cut"; loading and saving is MUCH faster when compression is
- turned off.
-
-
- ΓòÉΓòÉΓòÉ 3. Getting Started ΓòÉΓòÉΓòÉ
-
- The first time you start up DEPM, you will have to tell it where your IWAD is.
- This IWAD may be DOOM.WAD or DOOM2.WAD. DEPM will detect which one it is.
-
- When DEPM is started with no parameters, it sets up the default profile (called
- "DoomEdPM") and stores the path to your IWAD in it. This profile also contains
- the preferences and the properties of the last saved thing, sidedef, sector,
- and PWAD.
-
- You can start up DOOMEDPM.EXE with a single parameter; this parameter is the
- name of a custom profile in DOOMEDPM.INI. You can use this to create different
- desktop program objects for DOOM and DOOM2 editor sessions. When you specify a
- profile which doesn't exist, you will have to tell it where your IWAD is; this
- information will be saved into the new profile.
-
- For example, to create a new profile named "Doom2" you would enter "DOOMEDPM
- Doom2".
-
- Please start up DEPM now and tell it where to find your IWAD (if you haven't
- done so already).
-
-
- ΓòÉΓòÉΓòÉ 4. Editing a Map ΓòÉΓòÉΓòÉ
-
- DEPM allows you to examine and/or edit maps from the IWAD, and optionally to
- save changed maps to a PWAD.
-
- The Title Bar displays the name of the PWAD currently being edited. At the
- moment, it should read "(untitled.wad)". This means that no PWAD is in memory
- at this time.
-
- Using the Edit Menu, select "Edit Map". The "Edit Map Selection" dialog will
- appear.
-
- The Edit Map menu item allows you to select a map to edit. Map entries which
- appear black are maps which are currently in memory (and in the current PWAD).
- Map entries which appear dark cyan are maps which are available in the IWAD.
- The default selection is always map 1.
-
- Press the "OK" button to enter Edit Mode.
-
-
- ΓòÉΓòÉΓòÉ 4.1. The Editor Window ΓòÉΓòÉΓòÉ
-
- The Editor Window is the group of controls on the left side of the DEPM window:
-
- ExMx / MAPxx The map control group is used to identify the map currently
- being edited, and to select the desired edit mode. There
- are three edit modes:
-
- Things In things mode, DEPM allows you to work with the things
- defined for the map.
-
- LineDefs In linedefs mode, DEPM allows you to work with the
- vertexes, linedefs, and sidedefs defined for the map.
-
- Sectors In sectors mode, DEPM allows you to work with the
- sectors defined for the map.
-
- Zoom The zoom spin button is used to change the scale at which
- the map is displayed. Press the up arrow to increase the
- magnification. Press the down arrow to decrease the
- magnification.
-
- Grid The grid zoom spin button is used to change the grid
- displayed on the map. Objects moved or added when a grid
- is displayed will "snap" to the grid. Press the up arrow
- to step through the available grids. The progression is 8,
- 16, 32, 64, 128, 256, 512, 1024, none. Press the down
- arrow to step through the available grids. The progression
- is 1024, 512, 256, 128, 64, 32, 16, 8, none.
-
- Tools The tools group contains a collection of tools used during
- editing, as well as the "nodes building" indicator.
-
- Thing Template This tool is used to add new things to the map.
-
- Vertex Template This tool is used to add new vertexes to the map.
-
- Sector Template This tool is used to add new sectors to the map.
-
- Rendering This indicator is used to let you know that DEPM is
- rendering the wall and floor textures into bitmaps. A
- separate thread performs this operation; you can
- still look at "unbitmapped" textures, it will just
- take longer for them to be displayed. Once a texture
- has been rendered into a bitmap, it appears much more
- quickly when selected.
-
- Nodes Building This indicator is used to let you know when the node
- builder is running. Press the LineDefs radio button
- to enter linedefs mode. Note that the map window to
- the right changes. Press the Things radio button to
- return to things mode. You will see the nodes
- building indicator show up:
-
- Shredder This tool is used to delete things, vertexes,
- linedefs, and sectors.
-
- Reporting Information will appear at the bottom of the Edit Window as
- the mouse pointer moves around in the Map Window; it
- indicates the mouse position and the feature the mouse is
- pointing at.
-
-
- ΓòÉΓòÉΓòÉ 4.2. The Map Window ΓòÉΓòÉΓòÉ
-
- The Map Window is the graphic window on the right side of the DEPM window. It
- displays a two-dimensional representation of the map. Depending on the mode
- the editor is in, different aspects of the map will be displayed.
-
- The two scroll bars can be used to scroll around the displayed map. The scroll
- bars support line scrolls, page scrolls, and real-time positioning by using the
- thumb tabs. When the thumb tab is used to scroll the map, only the
- two-dimensional map is displayed (without features present in the current
- editing mode) to allow real-time scrolling to take place with acceptable
- performance.
-
- Move the mouse pointer onto the thumb tab of the horizontal scroll bar, hold
- down the left mouse button, and try moving the thumb tab left and right.
- Notice that the things do not appear while the map is being moved. Performance
- depends on the amount of the map visible: zoom in to around 75% and try this
- again to see the difference.
-
-
- ΓòÉΓòÉΓòÉ 4.2.1. Things Mode ΓòÉΓòÉΓòÉ
-
- In things mode, the Map Window displays the two-dimensional map in dark cyan,
- and the things in a variety of colours depending on which category they fall
- into:
-
- Dark Green Player starts and teleporter exits.
- Dark Blue Red, blue and yellow keys.
- Light Red Monsters.
- Dark Grey Ammunition.
- Dark Red Bodies.
- Dark Pink Decorations.
- Light Pink Light sources.
- Light Green Medikits, Stimpacks, Soul Spheres, Blur Spheres, etc.
- Brown Weapons.
-
- Each thing is displayed as a circle with a line in it. The line indicates the
- direction in which the thing is facing.
-
- Move the mouse pointer onto one of the things on the map. Note that the editor
- window reports what the thing is.
-
-
- ΓòÉΓòÉΓòÉ 4.2.2. Linedefs Mode ΓòÉΓòÉΓòÉ
-
- With the zoom at around 75%, press the LineDefs radio button to enter linedefs
- mode. Note that the map window to the right changes.
-
- In linedefs mode, the Map Window displays the two-dimensional map as vertexes
- and linedefs. Linedefs are displayed in several colours to assist you in
- determining what type of linedef they are:
-
- Black This linedef has a right sidedef only.
-
- Grey This linedef has both a right and a left sidedef.
-
- Pink This linedef has a right sidedef only, and has some sort of effect
- defined for it.
-
- Green This linedef has both a right and a left sidedef, and has some sort
- of effect defined for it.
-
- Red This linedef has a left sidedef only; this is an error.
-
- When you point to a linedef which has a sector tag, sectors with the same tag
- will be highlighted in pink.
-
- Vertexes are displayed as small green circles. The right sides of linedefs are
- indicated by a "spike".
-
- Move the mouse pointer onto one of the lines on the map. Note that the editor
- window reports which linedef you are pointing to. Move the mouse pointer onto
- one of the green circles. Note that the editor window now reports that you are
- pointing at a vertex.
-
- DEPM correllates the mouse position against vertexes first; if a linedef is
- defined by two vertexes which are close together, you may have to zoom in a
- large amount, or move one of the vertexes before it will find the linedef.
-
-
- ΓòÉΓòÉΓòÉ 4.2.3. Sectors Mode ΓòÉΓòÉΓòÉ
-
- Zoom out to around 25%, and press the Sectors radio button to enter sectors
- mode. Note that the Map Window to the right changes.
-
- In sectors mode, the Map Window displays the two-dimensional map in dark cyan.
- When you move the mouse pointer into a sector, the lines defining the sector
- turn black.
-
- When you point to a sector which has a sector tag, linedefs with the same
- sector tag will be highlighted in red.
-
- Move the mouse pointer around the map to see how sector identification works.
- Note that for small sectors, you may have to zoom in quite a bit before DEPM
- will be able to see them.
-
-
- ΓòÉΓòÉΓòÉ 4.3. Closing the Map ΓòÉΓòÉΓòÉ
-
- When you have finished editing a map, you can close it to edit another map, or
- to perform other functions at a PWAD level.
-
- WARNING: if you enter linedefs mode and close the map without rebuilding it,
- you will not be able to play it (assuming you then save it).
-
- Using the Edit Menu, select "Close Map". The Editor and Map Windows will be
- dismissed.
-
-
- ΓòÉΓòÉΓòÉ 5. Loading a PWAD ΓòÉΓòÉΓòÉ
-
- To load a PWAD into memory, you can either open it, or import it.
-
- Open PWAD... When you open a PWAD, the PWAD in memory is cleared and the
- new PWAD is loaded in.
-
- Import PWAD... When you import a PWAD, the new PWAD is loaded and merged
- with the PWAD in memory. If there are conflicting maps or
- extras, you will be asked if you want to replace the one in
- memory with the one being imported.
-
-
- ΓòÉΓòÉΓòÉ 5.1. Compression ΓòÉΓòÉΓòÉ
-
- If you are not sure whether a PWAD has been compressed, it is a good idea to
- load it in with compression turned ON.
-
- Using the Preferences Menu, check "Compress". Using the File Menu, select
- "Open PWAD..." and select "DEPMTUTR.WAD". Once the load has completed, use the
- Preferences Menu to uncheck "Compress".
-
-
- ΓòÉΓòÉΓòÉ 5.2. Altering Maps ΓòÉΓòÉΓòÉ
-
- DEPM allows you to change which episode and map are patched by a PWAD.
-
- Using the Edit Menu, select "Alter ExMx...". Note that the first map is
- currently patched, and its radio button is selected. Press "OK". The
- selection dialog is displayed again. Press the second radio button and then
- hit "OK".
-
- Using the Edit Menu, select "Alter ExMx...". Note that the second map is
- currently patched, and the first radio button is selected. Press the second
- radio button, then press "OK". The selection dialog is displayed again, and
- the first radio button is selected. Press "OK". The map is now back in its
- original Episode 1, Map 1 slot.
-
-
- ΓòÉΓòÉΓòÉ 5.3. Adding Things ΓòÉΓòÉΓòÉ
-
- You can add things to a map in things mode.
-
- Using the Edit Menu, select "Edit Map". The "Edit Map Selection" dialog will
- appear. Press the "OK" button to enter Edit Mode.
-
- To add a new thing, move the mouse pointer onto the thing template: Press and
- hold down the right mouse button. The mouse pointer indicates that a thing has
- been "picked up": While holding the right mouse button down, move the mouse
- pointer onto the Map Window. Release the right mouse button. Note that a new
- thing has been added to the map.
-
-
- ΓòÉΓòÉΓòÉ 5.4. Deleting Things ΓòÉΓòÉΓòÉ
-
- You can delete things from a map in things mode.
-
- Move the mouse pointer onto the thing you just added, and check that the
- thing's type is displayed in the Edit Window. Now press and hold down the
- right mouse button. The mouse pointer indicates that a thing has been "picked
- up".
-
- While holding the right mouse button down, move the mouse pointer onto the
- Shredder Tool: Release the right mouse button. Note that the thing has been
- deleted from the map.
-
-
- ΓòÉΓòÉΓòÉ 5.5. Moving Things ΓòÉΓòÉΓòÉ
-
- You can move things around on a map in things mode.
-
- Move the mouse pointer onto a thing, and check that the thing's type is
- displayed in the Edit Window. Now press and hold down the right mouse button.
- The mouse pointer indicates that a thing has been "picked up".
-
- While holding the right mouse button down, move the mouse pointer to a
- different part of the map. Release the right mouse button. Note that the
- thing has been moved.
-
-
- ΓòÉΓòÉΓòÉ 5.6. Cloning Things ΓòÉΓòÉΓòÉ
-
- You can clone things on a map in things mode.
-
- Move the mouse pointer onto a thing, and check that the thing's type is
- displayed in the Edit Window. Hold down the CTRL key, then press and hold down
- the right mouse button. The mouse pointer indicates that a thing has been
- "picked up".
-
- While holding the right mouse button down, move the mouse pointer to a
- different part of the map. Release the right mouse button. Note that the
- thing has been cloned.
-
-
- ΓòÉΓòÉΓòÉ 5.7. Editing Things ΓòÉΓòÉΓòÉ
-
- You can change the properties of things on a map in things mode.
-
- Add a new thing. Move the mouse pointer onto the new thing, and check that the
- thing's type is displayed in the Edit Window. Now click the left mouse button.
- The Thing Properties dialog is displayed.
-
- The Thing Properties dialog allows you to change the thing's type, angle, and
- flags.
-
- Change the selected thing into a Deathmatch Start.
-
-
- ΓòÉΓòÉΓòÉ 5.8. Checking Things ΓòÉΓòÉΓòÉ
-
- You can verify that all necessary things exist on a map in things mode.
-
- From the Edit Menu, select "Check Map". You are told that there are less than
- 4 Deathmatch Starts. Press "OK". Add a new thing from the thing template.
- Because the last thing you saved was a Deathmatch Start, the new thing will be
- a Deathmatch Start as well. Clone the thing you just added. It too will be a
- Deathmatch Start. Add another one from the thing template.
-
- From the Edit Menu, select "Check Map". You are told that a number of things
- have been checked. This means that there were no errors and no things are
- missing.
-
-
- ΓòÉΓòÉΓòÉ 5.9. Saving a PWAD ΓòÉΓòÉΓòÉ
-
- DEPM allows you to save the current PWAD to disk using the current name, or to
- save it using a different name.
-
- From the File Menu, select "Save PWAD As...". Save this PWAD as
- "DEPMTEST.WAD". Because you turned off compression, the PWAD will not be saved
- in compressed form. Note that the Title Bar now indicates that the name of
- this PWAD is "DEPMTEST.WAD".
-
-
- ΓòÉΓòÉΓòÉ 6. Creating a New Map ΓòÉΓòÉΓòÉ
-
- DEPM allows you to have up to 27 maps in a DOOM PWAD, and 32 maps in a DOOM2
- PWAD.
-
- From the Edit Menu, select "Close Map". The Editor and Map Windows are
- dismissed. Again from the Edit Menu, select "New Map...". Select the second
- radio button and press "OK". A blank map is displayed.
-
- When you are creating a new map, the first thing you need to do is add the
- first sector.
-
- Press the Sectors radio button to enter sector mode.
-
-
- ΓòÉΓòÉΓòÉ 6.1. Adding a Sector ΓòÉΓòÉΓòÉ
-
- DEPM allows you to add a sector in sectors mode by dropping it onto the map.
- This method should be used only for creating sections of the map which are
- completely disconnected from all other sections, or which are completely
- enclosed by another sector.
-
- As this Tutorial progresses, you will understand why; the optimal method of
- building a map is to mold and split existing sectors into smaller ones.
-
- Zoom in to around 75% and set the grid to 64; all new sectors are 64 x 64 and
- floor and ceiling textures are aligned on the 64 grid. Position the mouse
- cursor on the sector template: Press and hold down the right mouse button. The
- mouse pointer indicates that a sector has been "picked up": Now drag the sector
- to the middle of the map, and release the mouse button. Note that a sector has
- been added to the map.
-
-
- ΓòÉΓòÉΓòÉ 6.2. Editing a Sector ΓòÉΓòÉΓòÉ
-
- DEPM allows you to edit the properties of a sector on the map in sectors mode.
-
- Move the mouse pointer to the sector you just dropped, and ensure that it turns
- black and is identified in the Editor Window. Click the left mouse button.
- The Sector Properties will be displayed.
-
- Change the floor texture to COMP01 and the ceiling texture to TLITE6_1. The
- floor height should be 0 and the ceiling height should be 128. Press OK to
- save these properties.
-
-
- ΓòÉΓòÉΓòÉ 6.3. Deleting a Sector ΓòÉΓòÉΓòÉ
-
- DEPM allows you to delete a sector from the map in sectors mode.
-
- DEPM will "fix up" the map when a sector is deleted. If a sector within a
- sector is deleted, DEPM will flip the linedefs so that they all have one right
- side pointing into the correct sector, will set the impassable and clear the
- two-sided bits for those linedefs, and will copy the upper or lower texture to
- the normal texture.
-
- When you delete a sector within a sector, what is left is an obstacle. To get
- rid of the obstacle you have to delete the linedefs which define it.
-
-
- ΓòÉΓòÉΓòÉ 6.4. Editing a LineDef ΓòÉΓòÉΓòÉ
-
- DEPM allows you to edit a linedef on a map in linedefs mode.
-
- Enter linedefs mode. Move the mouse pointer onto one of the linedefs, and
- check that the linedef is identified in the Editor Window. Click the left
- mouse button. The LineDef Properties dialog is displayed.
-
- DEPM allows you to edit sidedefs defined for a linedef (or add new ones) from
- the LineDef Properties dialog.
-
- Note the buttons in the "Right Side" and "Left Side" groups. Press the "Abort"
- button to leave the linedef alone.
-
-
- ΓòÉΓòÉΓòÉ 6.5. Drawing a LineDef ΓòÉΓòÉΓòÉ
-
- DEPM allows you to draw linedefs onto a map in linedefs mode
-
- DEPM attempts to make a number of decisions about the linedef when it is drawn.
- If the linedef bisects a sector, the sector will be split, the linedef will be
- made two-sided, and the normal texture will be made "-".
-
- It is important to know how the sector splitting is done; this will allow you
- to avoid manually reassigning sidedefs.
-
- IMPORTANT: when a linedef is drawn such that it bisects a sector, DEPM
- assumes that the part of the sector on the LEFT SIDE of the line will be the
- new sector. It creates a new sector and copies the properties of the old
- sector, then traverses the linedefs in a clockwise direction starting with the
- LEFT sidedef of the new linedef, until it returns to the new linedef. ONLY the
- outside wall is traversed. This means that if you have linedefs disconnected
- from the outside wall, the sidedefs will remain assigned to the old sector and
- you will have to either delete them, or manually change the sector assignments.
- To avoid this, make sure that any sectors on the LEFT SIDE of a new linedef do
- not contain any sectors or obstacles within them.
-
- Move the mouse pointer to the lower right vertex of your square on the map, and
- check that the vertex is identified. Click the left mouse button. Note that
- the mouse pointer indicates that a linedef is being drawn: Move the mouse
- pointer onto the vertex at the upper left corner of the square, and check that
- the vertex is identified. Click the left mouse button. Note that a new
- linedef has been drawn.
-
-
- ΓòÉΓòÉΓòÉ 6.6. Deleting a LineDef ΓòÉΓòÉΓòÉ
-
- DEPM allows you to delete linedefs from a map in linedefs mode
-
- DEPM attempts to make a number of decisions about the linedef when it is
- removed. If the linedef divides two sectors, the sectors will be merged, and
- the sector on the left side of the linedef will be deleted.
-
- It is important to know how the sector merging is done; this will allow you to
- avoid manually reassigning sidedefs.
-
- IMPORTANT: When a linedef that divides two sectors is deleted, DEPM assumes
- that the sector on the LEFT SIDE of the line will be deleted. It traverses the
- linedefs in a clockwise direction starting with the LEFT sidedef of the deleted
- linedef, until it returns to the deleted linedef. ONLY the outside wall is
- traversed. This means that if you have linedefs disconnected from the outside
- wall, the sidedefs will remain assigned to the old sector and you will have to
- either delete them, or manually change the sector assignments. To avoid this,
- make sure that any sectors on the LEFT SIDE of a deleted linedef do not contain
- any sectors or obstacles within them.
-
- Move the mouse pointer to the linedef you just drew, and check that it is
- identified. Press and hold the right mouse button. Note that the mouse
- pointer indicates that a linedef has been "picked up": Move the mouse pointer
- onto the shredder tool and release the mouse button. Note that the linedef has
- been deleted.
-
-
- ΓòÉΓòÉΓòÉ 6.7. Flipping a LineDef ΓòÉΓòÉΓòÉ
-
- DEPM allows you to "flip" a linedef on the map so that it points the other way.
-
- Flip flips the direction of the linedef, and swaps the sidedefs.
-
- Swap just swaps the sidedefs.
-
- Move the mouse pointer to a linedef, and check that it is identified. Click
- the right mouse button. Note that the Linedef Flipping Menu is displayed.
- Push the "Abort" button to leave the linedef alone.
-
-
- ΓòÉΓòÉΓòÉ 6.8. Properties Inheritance ΓòÉΓòÉΓòÉ
-
- In order to save yourself a great deal of work in the future, you can set up
- DEPM's properties inheritance so that future work inherits the properties you
- want. This assumes that you know what you want to do before you do it.
-
- DEPM's biggest flaw is that it makes editing both fun and easy. Try not to
- spend hours building maps off the "top of your head" (unless you WANT to). A
- small amount of time spent in planning what you want to build and thinking
- about how to use properties inheritance will pay off in saved work and time.
-
- To give you practical experience with properties inheritance, the Tutorial will
- guide you through a short illustration.
-
- You have already set up the properties for sectors to inherit (0, COMP01, 128,
- TLITE6_1, 255, 0, Normal). Now you will set up the properties for sidedefs to
- inherit.
-
- You will then delete your incomplete sector (three of the sidedefs are still
- STARTAN3 or something), and drop a new sector which inherits the desired
- properties for all of its sidedefs.
-
- Enter linedefs mode. Move the mouse pointer onto one of the linedefs, and
- check that the linedef is identified in the Editor Window. Click the left
- mouse button. The LineDef Properties dialog is displayed. Push the "Edit"
- button in the "Right Side" group. The SideDef Properties dialog is displayed.
- Set the Normal Texture to GRAY1. Push the OK button to dismiss the SideDef
- Properties dialog. Push the OK button to dismiss the LineDef Properties
- dialog.
-
- You have set up the properties for all subsequent sidedefs to inherit (until
- you change it).
-
- Enter sectors mode. Move the mouse pointer to the sector you just dropped, and
- ensure that it turns black and is identified in the Editor Window. Push and
- hold down the right mouse button. The mouse pointer indicates that a sector
- has been "picked up".
-
- Now drag the sector to the shredder tool, and release the mouse button. Note
- that the sector has been removed from the map.
-
- Drag a new sector from the sector template and drop it onto the map. Edit the
- sector. Note that the desired properties have been inherited. Dismiss this
- dialog.
-
- Now enter linedefs mode and edit one of the linedefs. Edit the right side.
- Note that the GRAY1 texture has been inherited. Dismiss these dialogs, but
- remain in linedefs mode.
-
-
- ΓòÉΓòÉΓòÉ 6.9. Cloning a Linedef ΓòÉΓòÉΓòÉ
-
- Instead of deleting and adding the sector to change all the textures, you could
- have done it by cloning the appropriate linedef.
-
- Move the mouse pointer onto one of the linedefs, and check that the linedef is
- identified. Now hold down the Ctrl key and click the left mouse button. Note
- that the mouse pointer indicates that the linedef's properties have been
- "picked up": Now move the mouse pointer onto another linedef, and hold down the
- Ctrl key as you click the left mouse button. The properties of the "original"
- linedef (including its sidedef textures) are copied to the target (they are all
- the same right now, so you won't notice any change).
-
- When you have finished "applying" the original linedef's properties to other
- linedefs, you can stop cloning by releasing the Ctrl key and clicking the left
- mouse button.
-
- Release the Ctrl key and click the left mouse button.
-
-
- ΓòÉΓòÉΓòÉ 6.10. Moving Vertexes ΓòÉΓòÉΓòÉ
-
- DEPM allows you to move vertexes on a map in linedefs mode.
-
- Move the mouse pointer onto the vertex at the upper left, and check that the
- vertex is identified in the Editor Window. Press and hold the right mouse
- button. Note that the mouse pointer indicates that a vertex has been "picked
- up": Drag the vertex to the left two grid lines, then up two grid lines.
- Release the mouse button. Note that the vertex has moved, and that the
- linedefs are still connected to it.
-
- Move the remaining three vertexes to form a 5 x 5 square:
-
-
- ΓòÉΓòÉΓòÉ 6.11. Adding Vertexes ΓòÉΓòÉΓòÉ
-
- DEPM allows you to split linedefs on a map by adding vertexes in linedefs mode.
- The additional linedef created by splitting an existing linedef inherits all
- the properties of the original.
-
- Move the mouse pointer onto the vertex at the lower left, and check that the
- vertex is identified in the Editor Window. Hold the CTRL key down, and press
- and hold the right mouse button. Note that the mouse pointer indicates that a
- vertex has been "picked up".
-
- Drag the vertex to the right one grid line, and check that the bottom linedef
- is identified in the Edit Window. Release the mouse button. Note that a new
- vertex has been added, and the linedef has been split.
-
- Now move the mouse pointer onto the vertex template: Press and hold the right
- mouse button. Note that the mouse pointer indicates that a vertex has been
- "picked up".
-
- Drag the vertex to the bottom linedef, one grid line to the left of the lower
- right vertex, and check that the linedef is identified in the Editor Window.
- Release the mouse button, and note that a new vertex has been added, and the
- linedef has been split.
-
- Adding a vertex to a linedef by cloning an existing vertex produces exactly the
- same results as adding one from the vertex template.
-
-
- ΓòÉΓòÉΓòÉ 6.12. Moving Vertexes ΓòÉΓòÉΓòÉ
-
- DEPM allows you to move vertexes on a map in linedefs mode.
-
- Set the Grid to 32. Move the mouse pointer onto the vertex at the lower left,
- and check that the vertex is identified in the Editor Window. Press and hold
- the right mouse button. Note that the mouse pointer indicates that a vertex
- has been "picked up".
-
- Drag the vertex to the right one grid line, and release the mouse button. Note
- that the vertex has been moved. Now move the vertex back to its original
- location and set the Grid back to 64.
-
-
- ΓòÉΓòÉΓòÉ 6.13. Deleting Vertexes ΓòÉΓòÉΓòÉ
-
- DEPM provides two ways of deleting a vertex from a map in linedefs mode.
-
- If you move a vertex onto the shredder tool, it will be deleted; any linedefs
- connected to that vertex will be deleted as well. This is NOT recommended
- unless you are certain you want to delete the linedefs.
-
- DEPM allows you to move a vertex onto another vertex. This effectively merges
- the vertexes and removes any linedefs which existed previously between them.
- This is the recommended way of removing vertexes.
-
-
- ΓòÉΓòÉΓòÉ 6.14. Molding a Sector ΓòÉΓòÉΓòÉ
-
- Assume we want to build a hallway leading south from the room we have built.
- Also assume we want the hall's wall texture to be COMPBLUE. Remember that a
- little preparation can save a lot of time.
-
- Move the mouse pointer onto the bottom center linedef, and check that the
- linedef is identified in the Editor Window. Click the left mouse button. The
- LineDef Properties dialog is displayed. Push the "Edit" button in the "Right
- Side" group. The SideDef Properties dialog is displayed. Set the Normal
- Texture to COMPBLUE. Push the OK button to dismiss the SideDef Properties
- dialog. Push the OK button to dismiss the LineDef Properties dialog.
-
- We have now set up the bottom linedef to have the properties we want for the
- hallway's walls.
-
- Drop vertexex on the two grid lines along the middle bottom linedef to split it
- into three linedefs. Zoom out to about 45%, and scroll your sector to the top
- of the Map Window. Now drag the leftmost new vertex down five grid lines so
- that your map looks like this: Move the other vertexes so that your map looks
- like this: You have just used a technique which I call extrusion; that is,
- extruding an existing sector to form what will become a new sector.
-
-
- ΓòÉΓòÉΓòÉ 6.15. Drawing a Linedef (again) ΓòÉΓòÉΓòÉ
-
- Assume we want the new hallway to the south to have a lower ceiling than the
- main room to the north. This means it has to be a different sector. To create
- a new sector, draw a new linedef which bisects the old sector.
-
- IMPORTANT: the sector on the left side of the new line inherits the properties
- of the sector on the right side. The direction you use while drawing
- determines the target sector properties! If the left side is the old sector,
- the new sector will be created with the current inherited properties (from the
- last sector you "changed"), and the old sector will inherit these properties.
- If the left side is the new sector, it simply inherits the old sector's
- properties.
-
- Move the mouse pointer onto the vertex at the upper right corner of the new
- hallway, and check that the vertex is identified. Click the left mouse button.
- Note that the mouse pointer indicates that a linedef is being drawn: Move the
- mouse pointer onto the vertex at the upper left corner of the new hallway, and
- check that the vertex is identified. Click the left mouse button. Note that a
- new linedef has been drawn, with the right side pointing into the room to the
- north.
-
- Switch to sectors mode, and move the mouse pointer to highlight the "hallway"
- sector. Press the left mouse button, and change the ceiling height to 72. If
- you like, change the floor and ceiling textures as well.
-
-
- ΓòÉΓòÉΓòÉ 6.16. Editing a Linedef (again) ΓòÉΓòÉΓòÉ
-
- Switch to linedefs mode, and move the mouse pointer to the linedef you just
- drew. Note that the linedef is identified, but has no textures.
-
- When a new linedef is created, DEPM attempts to make a decision about its
- properties based on whether it is two-sided or not. Linedefs which split a
- sector are always created two-sided, and have their normal texture set to "-"
- (nothing).
-
- If the inheritance properties have not been set up with an upper or lower
- texture, these will not be applied; we did not set up for this linedef because
- it would not have saved us any work -- we are going to change only one sidedef.
-
- The right sidedef of the linedef we just drew requires an upper texture because
- the ceiling in the sector on the right is higher than the ceiling on the left.
-
- Click the left mouse button to bring up the LineDefs Properties dialog. Push
- the "Edit" button in the "Right Side" group. The SideDef Properties dialog is
- displayed. Set the Upper Texture to GRAY1. Don't dismiss this dialog yet.
-
- When you want textures to align properly above windows, above doorways, or in
- pits, you may have to offset the texture using the texture offset property of
- the sidedef. In this case, if we do not offset the texture, it will be
- rendered from the bottom 72 units above the floor and will not match the
- textures on the surrounding walls, which are rendered from the bottom 0 units
- above the floor.
-
- Set the Y Offset to -72; this shifts the texture down 72 units so that it is
- rendered from 72, 72 units above the floor to match the neighbouring walls.
- Push the OK button to dismiss the SideDef Properties dialog. Push the OK
- button to dismiss the LineDef Properties dialog.
-
-
- ΓòÉΓòÉΓòÉ 6.17. Saving the PWAD (again) ΓòÉΓòÉΓòÉ
-
- Switch to things mode and add four "Player Start" things in the north room.
- Using the File Menu, select "Save PWAD". The PWAD is saved to "DEPMTEST.WAD".
-
- This would be a good time to examine your work. From the Edit Menu, select
- "Close Map" to dismiss the Editor and Map Windows. Minimize the application,
- and start up DOOM with the "-file depmtest.wad -warp 1 2" parameters ("-file
- depmtest.wad -warp 2" for DOOM2).
-
-
- ΓòÉΓòÉΓòÉ 7. Putting a Map Together ΓòÉΓòÉΓòÉ
-
- The components which make up a map can be put together in so many different
- ways that it would be pointless for this tutorial to attempt to explain them
- all (besides, good maps always contain some original ideas which make them
- "unique").
-
- You will be shown how to build some very basic map components: a door, a lift,
- stairs, stairs that rise, a secret door, and a teleporter.
-
- If you have not done so already, start DEPM and use the File Menu to Open
- "DEPMTEST.WAD". Now edit map 2, which is the map you are working on.
-
-
- ΓòÉΓòÉΓòÉ 7.1. Building a Door ΓòÉΓòÉΓòÉ
-
- A door is a sector in which the floor height and the ceiling height are the
- same. The neighbouring sectors determine how high the ceiling will rise when
- the door is opened.
-
- For doors, the floor height should be the same as the neighbour's floor height.
-
- I usually recess doors in short hallways so that I can have the textures match
- properly.
-
- Position the junction between the room and the hallway in the center of the
- map, and zoom in to around 100%. Set your grid to 16, and enter linedefs mode.
- Zoom in to around 75%.
-
- Drop vertexes along the hallway:
-
- Now draw a linedef from vertex 1 to vertex 2. This is one side of the door.
- Edit this linedef and set its right upper texture to "DOOR1". Change the Y
- Offset to 0 (it will be -72 because the last sidedef you saved had a Y Offset
- of -72). Change its type to "Door - SR stays open for 6 seconds". Draw
- another linedef from vertex 3 to vertex 4; this linedef inherits the "DOOR1"
- texture on both sides, but you don't care because nobody ever sees the left
- side. Edit this linedef to set its type to "Door - SR stays open for 6
- seconds".
-
- Change the right normal textures of the sides of the door to "DOORTRAK" and set
- the "Lower texture unpegged" flag. This prevents the door tracks from moving
- up when the door is opened.
-
- You should now have something that looks like this: Now go into sectors mode,
- and set the floor and ceiling heights of the door to be 0 and 0; change the
- floor and ceiling textures to "FLAT23" to give the door a nice metallic look on
- the bottom.
-
- You now have a functioning and "correct-looking" door on your map. If you want
- to polish the appearance up a bit more, note that the linedefs to the north of
- the door in the short hallway have a "COMPBLUE" texture but are part of the
- room itself.
-
- Change the right normal texture of the two "COMPBLUE" walls to "GRAY1" and set
- the Y Offset to -72 (this will cause the textures to line up with the other
- walls).
-
-
- ΓòÉΓòÉΓòÉ 7.2. Building a Lift ΓòÉΓòÉΓòÉ
-
- Assume you want the hallway to end with a lift which takes the player up to
- another hallway whose floor height is 128 and ceiling height is 256.
-
- First you will create the other hallway, with a wall texture of "ICKWALL1".
-
- Change the right normal texture of the southmost wall of the hallway to
- "ICKWALL1". With the grid at 32, drop a vertex in the middle of the southmost
- wall, then drag it down 12 grid lines. Drop another vertex on one of the
- linedefs "stretched" by moving the vertex. Now move the vertexes so that a
- hallway is formed: Now draw a linedef from vertex 1 to vertex 2 to create a new
- sector. Because this new sector will have a floor height of 128 and a ceiling
- height of 256, the new linedef needs a left upper texture and a right lower
- texture. Edit this linedef and set the left upper texture to "ICKWALL1" with a
- Y Offset of -72; then set the right lower texture to "SUPPORT2" with a Y Offset
- of 0.
-
- You did the "SUPPORT2" texture last because you want it to be the inherited
- property for a future linedef. Now set the sector properties for the new
- sector.
-
- Go into sector mode and edit the new hallway. Set the floor height to 128 and
- the ceiling height to 256. If you like, change the floor and ceiling textures
- as well. Now return to linedefs mode.
-
- Now, create a lift.
-
- Drop a vertex on both walls two grid lines south of the new linedef: Now draw a
- linedef from vertex 1 to vertex 2. This linedef inherits the "SUPPORT2" lower
- right texture, so you don't have to change it. Both of these lines should
- lower the lift, so edit both linedefs; set the one on the north to "Floor - TSR
- lowers for 3 seconds", and the one on the south to "Floor - TWR lowers quickly
- for 3 seconds". Set the sector tags to "1".
-
- Now go into sectors mode and set the sector tag of the "lift" to "1". If you
- like, set the floor texture to "STEP2".
-
- You now have a functioning lift on your map.
-
-
- ΓòÉΓòÉΓòÉ 7.3. Building Stairs ΓòÉΓòÉΓòÉ
-
- Let's assume that you want to create a set of stairs leading east at the south
- end of the hallway.
-
- Zoom in to around 80% and move your south hallway to the left side of your Map
- Window. Set the grid to 32.
-
- Drop a vertex on the rightmost linedef, two grid lines up from the bottom right
- vertex (this creates a linedef which you will change and then extrude to form
- the stair sector). Change the linedef's right texture to "METAL1".
-
- Now drop a vertex in the middle of the new linedef (one grid line up from the
- bottom right vertex), and drag it right 12 grid lines and up one grid line.
- Now drop a new vertex on the stretched linedef and straighten out your new
- hallway to look like this: Now separate the hallway into a new sector by
- drawing a linedef from vertex 1 to vertex 2. Now go into sectors mode and
- change the new sector's floor texture to "STEP1" and the ceiling texture to
- "TLITE6_6".
-
- Return to linedefs mode and edit the linedef you just drew. Set the lower
- texure to "STEPTOP" and the upper texture to "METAL" for both sidedefs -- this
- will set up the properties for future drawn linedefs to inherit.
-
- Remember, unnecessary textures do not affect the level's appearance; missing
- textures DO. Although you will need a RL and LU texture, having RL, RU, LL and
- LU textures will not hurt anything. You want your future linedefs to have RL,
- RU, LL and LU textures matching those you just set up.
-
- Assuming you want seven steps and a landing at the top, drop seven vertexes
- along the upper and lower linedefs of the new hallway: Now draw linedefs
- connecting vertexes 1 and 2, 3 and 4, 5 and 6, 7 and 8, 9 and 10, 11 and 12,
- and 13 and 14. These are your steps.
-
- Now go into sectors mode. Starting at the leftmost step, set the floor and
- ceiling heights of the sectors to 144, 272; 160, 288; 176, 304; 192, 320; 208,
- 336; 224, 352; 240, 368; and 256, 384. The last sector is the landing, so set
- the floor texture to "FLOOR4_8".
-
- You now have a set of stairs on your map.
-
-
- ΓòÉΓòÉΓòÉ 7.4. Building Rising Stairs ΓòÉΓòÉΓòÉ
-
- Rising stairs are just like normal stairs except that their floors start out at
- the same height. The "stair-raiser daemon" starts with the sector you give a
- sector tag to, and looks for a right sidedef in that sector. It checks that
- the sector on the other side of the linedef has a sector tag of 0, and looks
- for a right sidedef in that sector. It then checks that the sector on the
- other side of the linedef is tagged, and so on. An even number of stairs will
- be raised, starting with the tagged sector and alternating between untagged and
- tagged sectors. The tag for the other sectors is not important -- id Software
- uses the tag used by the trigger linedef for the first sector, then alternates
- between 0 and 999 for the remaining sectors. The floors are raised in
- multiples of 8 units (8, 16, 24, 32, and so on), or in multiples of 16 units,
- depending on the linedef type which triggers them.
-
- Let's assume that you want to create a set of rising stairs leading south at
- the south end of the hallway.
-
- Zoom in to around 80% and move your south hallway to the top middle of the Map
- Window. Set the grid to 32.
-
- Change the bottom linedef's right texture to "SHAWN2".
-
- Now drop a vertex in the middle of the bottom linedef, and drag it down 12 grid
- lines. Now drop a new vertex on the stretched linedef and straighten out your
- new hallway to look like this: Now separate the hallway into a new sector by
- drawing a linedef from vertex 1 to vertex 2. Now go into sectors mode and
- change the new sector's floor texture to "STEP2" and the ceiling texture to
- "TLITE6_5". Change the ceiling height to 320.
-
- Return to linedefs mode and edit the linedef you just drew. Set the lower
- texure to "STEP3" and the upper texture to "SHAWN2" for both sidedefs -- this
- will set up the properties for future drawn linedefs to inherit.
-
- Assuming you want eight steps with a landing at the top, drop eight vertexes
- along the left and right linedefs of the new hallway: Now draw linedefs
- connecting vertexes 1 and 2, 3 and 4, 5 and 6, 7 and 8, 9 and 10, 11 and 12, 13
- and 14, and 15 and 16. These are your steps.
-
- Now go into sectors mode. The last sector is the landing, so set the floor
- texture to "FLOOR4_6" and the floor height to 192.
-
- Now you have to make it work.
-
- Set the tag of the northmost stair to "2". Leave the tag of the sector to the
- south of it (the second stair) as "0". Now set the tag of every odd stair
- (stairs 3, 5 and 7) to "999" (you will have to do this for three sectors). Now
- you need something to trigger it, so switch to linedefs mode and change the
- linedef at the end of the normal stairway (up on the landing built in the
- previous section) to have a sector tag of "2" and to be of type "Stairs - TS1 8
- high, rise from floor alternately between tagged and untagged sectors". Give
- it a right normal texture of "SW1METAL".
-
- If you apply a texture that is "too short" to a wall, you will get the "tutti
- frutti" effect. If you would like a prime example of this, build and save your
- PWAD and try it out. Look at the landing of the raising stairs we just built.
-
- To fix the "tutti frutti" effect, change the right lower texture of the landing
- to "SUPPORT3".
-
- You now have working stairs that raise from the floor.
-
-
- ΓòÉΓòÉΓòÉ 7.5. Building a Secret Door ΓòÉΓòÉΓòÉ
-
- Let's assume that you want to create a secret door into a room to the west of
- the normal stairway. You will use a wall texture of "MARBLE1" for this room.
-
- Zoom in to around 80% and move your normal stairway to the right side of the
- Map Window. Set the grid to 32.
-
- Drop a vertex on the left linedef of the hallway, even with the topmost vertex
- of the normal stairway. Change the normal texture of the new linedef created
- to "MARBLE1" and save it.
-
- Now add a vertex in the center of the new linedef, and extrude it to the left.
- Add and move vertexes to form a room: Now build a door at the room's entrance,
- using upper textures of "ICKWALL1" on the right linedef and "MARBLE1" on the
- left linedef. Set the Y Offset to 1 or 2 for these textures.
-
- It is considered polite to offset textures slightly for secret doors.
-
- Change the linedef types to "Door - SR stays open for 6 seconds" and check the
- "Secret" checkbox. This causes the door to look like a normal wall on the
- automap. Remember to set the door tracks to be "DOORTRAK" with "lower texture
- unpegged" checked. You should end up with something that looks like this: Set
- the door sector's floor and ceiling height to 128 (the height of the hallway's
- floor), and change the floor and ceiling textures to "FLAT23".
-
- Now change the secret room itself: set the effect type to "secret". If you
- like, change the light level and the floor and ceiling textures.
-
- You now have a secret room on your map.
-
-
- ΓòÉΓòÉΓòÉ 7.6. Building a Teleporter ΓòÉΓòÉΓòÉ
-
- Let's assume that you want to create a teleporter at the top of the rising
- stairs, which takes the player to a room totally disconnected from the rest of
- the map.
-
- Edit one of the sidedefs in the secret room, and push the OK button so that you
- set up your default properties for sidedefs to be "MARBLE1".
-
- Now set the grid to 64, and drop in a new sector like this: Move the vertexes
- to form a room that looks like this: The walls will be "MARBLE1" because that
- is the last sidedef you saved. Drop in another sector, for a teleporter: Set
- the floor and ceiling textures to "GATE1". Give this new sector a sector tag
- of "3". Set the effect to "Normal"; it will be "secret" from the last sector
- you saved.
-
- Assume this is a teleporter landing that you can use to go back to the original
- teleporter. You will use a sector tag of "4" for that sector.
-
- Set the linedefs defining the teleporter landing to be of type "Special - TWR
- teleport to sector" and set the sector tags to "4".
-
- Teleporters work as the player crosses from the right sidedef to the left
- sidedef. Note that the right sidedefs face into the teleporter landing. This
- means that as the player tries to step out of the teleporter, s/he will be sent
- back to the original teleporter.
-
- Flip all the linedefs defining the teleporter landing sector:
-
- Assume we want the original teleporter to be at the top of the rising stairs.
-
- Drop vertexes and draw a linedef: Note that a new sector has been created at
- the end of the rising stairs. Set the floor and ceiling textures of the bottom
- sector at the end of the rising stairs to "GATE1", and set the sector tag to
- "4". This will be your other teleporter landing. Note that only one linedef
- is two-sided in this sector. Set it to "Special - TWR teleport to sector" and
- set the sector tag to "3".
-
- A teleporter linedef sends the player to a "Teleport Exit" thing in the tagged
- sector. You can have only one "Teleport Exit" thing in a sector.
-
- Set the grid to 32, and add two teleport exits on the teleporters:
-
- You now have a working teleporter on your map.
-
-
- ΓòÉΓòÉΓòÉ 7.7. Checking the Map ΓòÉΓòÉΓòÉ
-
- Go into sectors mode and check the map. DEPM will tell you that 28 sectors
- have been checked.
-
- Now go into linedefs mode and check the map. DEPM tells you that there is no
- END LEVEL linedef. Push the OK button. DEPM tells you how many linedefs and
- sidedefs it checked.
-
- Assume you want to put in an END LEVEL linedef.
-
- Set the grid to 64, and drop two vertexes along the bottom wall of the separate
- sector: Edit one of the linedefs to give it a texture of "SW1MARB" and set it
- to type "End Level - S1 end level and go to next level".
-
- Check the map again. It will tell you that it has checked 94 linedefs and 123
- sidedefs.
-
- Go into things mode and wait for the node builder to complete. Save your PWAD.
-
- This would be a good time to examine your work. From the Edit Menu, select
- "Close Map" to dismiss the Editor and Map Windows. Minimize the application,
- and start up DOOM with the "-file depmtest.wad -warp 1 2" parameters ("-file
- depmtest.wad -warp 2" for DOOM2).
-
-
- ΓòÉΓòÉΓòÉ 7.8. Go Play! ΓòÉΓòÉΓòÉ
-
- This is the end of the tutorial. Feel free to experiment with your PWAD by
- adding monsters and weaponry in things mode. Note that if you check your map
- in things mode, it will tell you that there are less than 4 deathmatch starts.
- Your map (map 2) is now a duplicate of map 1, which is the map you first looked
- at in this tutorial.