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- Part 2, Page 1
-
- B E G I N N E R S G U I D E T O D E U
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- Part 2 - LineDefs, SideDefs, and Doors
-
- Assuming you have read Part 1 of this guide (you have, haven't you?),
- and have played around with Vertices and Lines, we'll jump right in
- to an explanation of the LineDef and SideDef variables.
-
- LineDefs
-
- Each LineDef has a number, and a set of two Vertices. As mentioned in
- Part 1, you can change the Vertices of each line. This can be handy if
- you want to reverse the normal Vector of the Line, just swap the first
- and second Vertices to flip the Line around.
-
- Each LineDef also has a set of "Flags" to describe how the Line behaves.
- Your DEU docs list these Flags, and they work like this:
-
- Im - Impassable by players and monsters. This is a normal wall,
- and you MUST have these all around the edges of your map,
- so that a player won't just wander off into the void.
-
- Mo - Monsters cannot cross this Line. Use this to pen 'em up
- someplace where they can wait to ambush your player.
-
- 2s - A two-sided wall, it can be transparent and shot through,
- so you can use this to make windows, or use it to make
- invisible walls used as triggers for doors, lifts, etc.
-
- Up - Unpeg the upper texture of a wall. Unpegging a texture means
- that it won't follow a Sector movement, like a rising door.
-
- Lo - Unpeg the lower texture of a wall.
-
- Se - Secret Line. This Line will appear as normal on the automap.
- Use it to hide the fact that a Line is a secret door, trigger,
- etc.
-
- So - Blocks sound. Monsters hearing gunfire will head towards it
- to get in on all the fun. Use this Flag on a Line to isolate
- sounds from those waiting imps and demons.
-
- In - Invisible on the automap. Useful for hiding the fact that a
- "trip-wire" Line exists. Or hide an entire Sector. What fun!
-
- Ma - Already drawn on the automap at the start of the game. You could
- use this on the "Player start" area, or use it to lure a player
- towards an area. (Ambush!)
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- Part 2, Page 2
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- In addition, the Line can be one of several "Types";
-
- D - A door. Press the spacebar to open the door.
-
- S - A switch. Press the spacebar to activate the switch.
-
- W - A walkthrough switch. Walking over the Line activates the
- switch.
-
- G - A gun switch. Shoot the Line to activate the switch.
-
- R - Repeatable.
-
- 1 - Works only once.
-
- Each LineDef has a "Sector Tag". This is NOT a reference to which Sector
- the Line is in, nor is it a reference to any specific Sector. What it
- IS, is a sort of key-code for when a switch is activated. A Sector that
- has a matching "LineDef Tag" will be activated. In parentheses next to
- the Sector Tag will be the number of the Sector that shares the Tag.
- Each LineDef also has a 1st SideDef number and 2nd SideDef number.
- A -1 will be displayed if there is no SideDef for these.
-
- SideDefs
-
- On each Line, the side with the normal Vector is the 1st Side, and the
- other is the 2nd Side. A Line that is two-sided (2s) MUST have a 2nd
- SideDef, or there will be trouble when you play near that line.
- Each SideDef has three textures associated with it:
-
- Normal texture - This is what you see when you look at a normal wall.
- As you've probably noticed while scrolling through
- the texture sprites, they are not all the same size.
- How do you know what size to use? Well, a big door
- like BIGDOOR3 will fit on a wall that measures 128
- wide by 128 high. A switch panel like SW1COMP is
- 64 units wide, and a "door-side-strip" like
- DOORBLU is 8 units wide. If you make a wall higher
- or wider than the texture, the texture will repeat
- across the area. Making the wall smaller than the
- texture crops off the edges.
-
- Upper texture - This is what you see on a door before it raises up.
- You can also see this texture above a Sector that
- has a ceiling height lower than your current Sector,
- like say, above a window.
-
- Lower texture - This is what you see on a lift before it lowers.
- You can also see this texture below a sector that
- has a floor height higher than your current Sector,
- like the face of a step, or below a window.
-
- Tex. X offset - Moves the position of the texture on the wall
- horizontally. Use this to shift the texture to just
- the right position.
-
- Tex. Y offset - As above, but used to shift the texture vertically.
-
- Sector number - Shows what sector this SideDef is assigned to.
- The Sector assignment controls the height of the
- floor and ceiling, lighting, etc.
-
-
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- Part 2, Page 3
-
- Okay, let's get started on a new level E1M1. Start up DEU and type in
-
- C 1 1
-
- and hit Enter to Create a new E1M1 map. Your map screen appears, in
- Thing mode, with the mouse cursor in the middle of the screen. Hit
- the F9 key and choose 1 - rectangle. Enter 384 for both the width
- and the height. You now have a square room built of four Lines, each
- Line with a Normal Impassable LineDef and a texture of STARTAN3 for
- each 1st SideDef. Each 1st SideDef is also assigned to Sector #0.
- Hit the "S" key to see the Sector info. Hit Enter to modify the Sector
- info, and change the Ceiling height to 128. Now hit "L" to get back to
- Line mode. LineDef #0 should be selected (the top Line of the box).
- If it is not, select it now. Hit the F10 key, and choose number
- 4 - Split LineDef (add new Vertex). This will add a new Vertex in the
- middle of the wall, splitting the wall Line into two separate LineDefs.
- Select either one of the two top Lines (LineDef #0 or LineDef #4) and
- use the F10 key to split the LineDef again. Hit the "V" key to get
- into Vertex mode, and you should see something like this:
-
- x──────x──────x──────x
- │ │
- │ │
- │ │
- │ │
- │ │
- │ │
- x────────────────────x
-
- The top Line of the box is split into three sections, and we are going
- to make the center section a Door. A note here about Doors and Sectors;
- any time the map has a change in the environment, such as a height change,
- a lighting change, normal floor to slime pit, etc., the way the environment
- changes is by making a new Sector. So, our Door will have a Sector all
- to itself. Insert two new Vertices, directly above the two center Vertices
- in our top Line. Mark those two new Vertices and the two center Vertices,
- in a clockwise manner, and hit Insert to draw the LineDefs between them.
- Once you have added LineDefs to each side of our new, smaller box, Mark
- all four Lines and hit the Insert key to group these Lines in a new Sector.
- Hit the "V" key to get into Vertex mode, and your map should look like this:
-
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- x──────x
- │ │
- │ │
- x──────x──────x──────x
- │ │ │
- │ connecting wall │
- │ │
- │ │
- │ │
- │ │
- x────────────────────x
-
- Hit "L" to get into Line mode and select the connecting wall between the
- rooms. Notice that it now has a LineDef Flag of 2s, making it a two-sided
- wall (you could now walk through it), it has both a 1st and 2nd SideDef,
- with no textures assigned, and the 1st SideDef (pointing into the big room)
- is assigned to Sector #0, the 2nd SideDef is assigned to Sector #1.
- Sector #1 is going to be our door Sector. Hit the "S" key to get into
- Sector mode, select the small sector (#1), and change the ceiling height
- to 0. Zero? Yes, zero! By giving the Sector a ceiling height that is the
- same as the floor height, our Door starts off in the lowered postion.
-
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- Part 2, Page 4
-
- Again get into Line mode and select the connecting wall between the rooms.
- Hit Enter to modify the LineDef, choose 1 - Edit the LineDef, and choose
- 2 - Change Type. For a LineDef Type, choose 2 - Doors..., then pick the
- first option, 1 - DR Open Door (closes after 5 seconds). This changes
- that particular Line into a Door that you can open by walking up to it
- and hitting the spacebar. Where does this door go? Good question.
-
- Let's add another room to the north of the doorway. Scroll the map down,
- or zoom it out so that you have enough room above our two Sectors.
- Get into Vertex mode and insert four new Vertices for our new room.
- Mark the four new Vertices and the two Vertices from the door room,
- and hit Insert to add LineDefs, making the room look like this:
-
- x────────────────────x
- │ │
- │ │
- │ Sector 2 │
- │ │
- │ new connecting wall│
- │ │ │
- x──────x──────x──────x
- │ │
- │ Sec 1│
- x──────x──────x──────x
- │ │
- │ │
- │ │
- │ Sector 0 │
- │ │
- │ │
- x────────────────────x
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- Mark all six of the Lines the top room, and hit Insert to group them into
- a new Sector (#2). Change the ceiling height of the new Sector to 128.
- In Line mode, notice that the new walls have impassable LineDefs, and
- textures of STARTAN3. Notice that the new connecting wall has been
- changed to 2s (two-sided), and been given a 1st SideDef in Sector #1,
- and a 2nd SideDef in Sector #2. Notice also that the normal Vector points
- into the small room. In order for the Door to be opened from the top
- room, that Vector has to point into the top room. Select that new connecting
- wall, and use the F10 key to Flip the LineDefs. This points the Vector
- into the top room, while also keeping the Sector assignments legal.
- Modify the new connecting wall to have a LineDef Type of DR Open Door.
-
- Now let's add some textures to the door faces. Select the Door Type
- connecting wall Lines and give them a 1st SideDef Upper texture of
- BIGDOOR3. Do the same for the 2nd SideDef of those two Lines. Leave
- the Normal texture for these walls blank, so we can see through the
- doors when they slide up. Select the two side walls of the small room
- (Sector #1). Modify the LineDef flags to include "Lo", unpegging the
- lower texture for these walls. This lets the Door slide up without
- pulling up the walls with it.
-
- That's really all there is to adding a Door between two rooms. Insert
- a Player 1 Start Thing in the bottom room, and modify the north wall of
- the top room to be a Type S- End level switch, save your new level,
- and try it out! I've included my own version of this level, called
- RICHE1M1.WAD, with some nice textures and various Things added.
-
- Stay tuned for part 3 - Switches, tripwires, and lifts.
-
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- Part 2, Page 5
-
- A note about Sectors:
- Sectors really like to be composed out of enclosed spaces. If you
- try to make an area a Sector without marking ALL the lines that enclose that
- area, weird things could happen to your Sector and LineDef conditions.
- What to do when this happens? Well, you HAVE been saving your work with
- a new filename after every little step, haven't you? Thought so...
- If not, it IS possible to edit the Sector designations for both sides
- of every LineDef, but it's a big pain in the butt. Why not do it right
- the first time? Experiment with this one to see what I mean.
-
- A further note:
- The really excellent program DEU was written by Raphael Quinet and
- Brendon J. Wyber. They deserve beaucoup applause for making it
- possible for us DOOMheads to create our own Hell. Unfortunately,
- DEU ver 5.0 still has many un-implemented features, and a few (very few)
- little buggies. One of these bugs can be fixed by using Colin Reed's
- DOOM Node Builder program, BSP.EXE, found on CIS in Gamers LIB 7,
- as DMBSP.ZIP. I became very frustrated trying to design a good looking
- window for one of my DOOM levels, kept getting weird slices out of the
- sides of the window, and Colin's BSP fixed it right up. Thanks Colin!
-
- Blackfist
- a.k.a. Rich Dersheimer
- CIS 72123,1521
-
- As always, DOOM is copyright (c) 1993 by id Software, Inc., and
- DOOM is also a trademark of id Software, Inc.
-