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-
- --------------------------------------------------------------------
- DESIGN11.FAQ -- Frequently Asked Questions about DOOM Level Design
- --------------------------------------------------------------------
- Version 1.1, 13 June 1994. Editor: Tom Neff <tneff@panix.com>
-
-
- INTRODUCTION
- ------------
-
- This is a FAQ for DOOM level design in general, not how to use a
- particular editor. If you want to know about playing DOOM rather than
- designing new levels for it, read the DOOM FAQ (see Appendix B).
-
- Designers should also get the Unofficial DOOM Specs (see Appendix B).
-
- Contributions to this document are welcome (see Appendix C).
-
- The sections below are: EDITORS, WALLS, SECTORS/ROOMS/FLOORS/CEILINGS,
- DOORS, TAGS/TRIGGERS/EFFECTS, MONSTERS/THINGS, LEVEL MAPS,
- GRAPHICS/SOUNDS, and OTHER ERRORS. The Appendices are: THE 10 MOST
- COMMON DESIGN ERRORS, GETTING ESSENTIAL FILES, CONTRIBUTING TO THIS
- DOCUMENT, and LEVEL DESIGN SOFTWARE LIST. Questions and paragraphs are
- numbered for reference.
-
-
- 1. EDITORS
- ----------
-
- [1-1] What's the best level editor? Where can I get Editor X?
-
- A. Try them out and decide for yourself. See Appendix D for a list of
- the current popular editors. They are all found on the primary DOOM FTP
- sites, which are listed in Appendix B.
-
-
- 2. WALLS
- --------
-
- [2-1] I flagged a two-sided wall Impassable, but monsters and players
- can still shoot through it. What's wrong?
-
- A. Two-sided walls don't stop bullets/fireballs, no matter what flag
- bits you set. To stop shots, you need either one-sided lines (void
- space) or a floor-ceiling mismatch high enough to block the line of
- sight. "Impassable" only refers to motion by monsters or players.
-
- -----
-
- [2-2] I set "Blocks Sound" on the lines surrounding a room, but monsters
- still seem to hear me. What's wrong?
-
- A. A sound you make will activate non-deaf monsters if they can hear it.
- Your sound fills your sector completely (even if it has non-contiguous
- "extents" - a potentially useful effect), then travels to sectors that
- are are adjacent to the one you're in, and then to sectors adjacent to
- those, and so on. Sound will stop at one-sided lines, it will stop at
- closed doors or other floor/ceiling cutoffs, and it will be "diminished"
- at two sided lines which have the "blocks sound" bit set. It takes TWO
- (2) lines with "blocks sound" to stop the sound. (This is confirmed by
- the comments in ID's released DOOMBSP code.)
-
- So - place a thin "buffer sector" next to your room, with both lines
- flagged "Blocks Sound," and monsters on the other side of the buffer
- sector won't hear you.
-
- -- with material from Richard Krehbiel <richk@netcom.com>
-
- -----
-
- [2-3] OK, I understand how sound blocking works and my monsters work
- properly, but why can *I* can still hear everything (monsters, shots,
- lifts, etc), even across "Blocks Sound" lines?
-
- A. Sound blocking only affects monsters. Human players can hear
- everything possible (if there is a physical sound path) without regard
- to line flags. Sound does attenuate with distance, e.g., a distant lift
- will sound faint to you, a near one loud. (Monsters hear perfectly at
- any distance.)
-
- -----
-
- [2-4] I wanted to make a doorway that LOOKS like a wall, by taking a
- passable two-sided line and giving it a Normal texture on one or both
- sides. Then you could walk/shoot through it, hide behind it, etc. But
- when I loaded my level and walked up to the secret wall, it looked like
- weird colored strings, and my PC slowed to a crawl. What's wrong?
-
- A. We call this the Medusa Effect - it looks like snakes and you turn
- to stone. :-) It happens because you used a *multi-patch* texture on
- the Normal of your passwall. A fuller explanation of patches and
- textures can be found in the Unofficial Specs (see Appendix B), but
- briefly, each texture (like STARTAN3) is built from one or more graphic
- "patches" (like SW19_1 and SW19_2); and for some reason, DOOM's engine
- can only draw SINGLE-patch textures on passable walls. Examples of
- single-patch textures (which you could use) are BROWNGRN, SKINTEK2, and
- ASHWALL. Examples of multi-patch textures that won't work are STARTAN3,
- COMPBLUE, and WOODSKUL. A complete list (TEXPATCH) of textures and the
- patches that make them up is available on major DOOM archive sites (see
- Appendix B).
-
- -----
-
- [2-5] I got some strange colored dots and lines on some of my walls, but
- I wasn't trying to make anything secret or strange. My PC seems to run at
- full speed and the walls function normally, but they look funny. What
- did I do?
-
- A. We call this Tutti Frutti effect (TFE). It happens for one of two
- reasons: either you used a short texture (less than 128 high) on a
- taller wall, or you used a transparent texture (like MIDGRATE) on an
- Upper or Lower surface, instead of the Normal surface.
-
- The "short texture TFE" happens because textures are only *vertically*
- tiled on 128 pixel boundaries. If your wall is taller than your texture
- and the texture is less than 128 high, DOOM fills in the extra pixels
- with quasi-random garbage, hence the colored tutti frutti. You often
- see this when designers put "STEPx" on 20-24 high steps.
-
- The "upper/lower holes TFE" happens because Upper and Lower surfaces
- actually have *nothing* behind them, so DOOM has nothing to show through
- the holes; hence random garbage or tutti frutti.
-
- -----
-
- [2-6] A wall in my level looks strange - it seems to flash rapidly
- with lots of overlapping textures and pictures from elsewhere in my
- viewscreen. What did I do wrong?
-
- A. This is the infamous Hall Of Mirrors (HOM) effect. You probably
- omitted a necessary texture: either the Normal of a one-sided line, or
- the Upper/Lower of a side whose upper/lower surface is exposed to air.
- Many editors will catch this nowadays, but you can still run into it
- when a lift or floor/ceiling movement exposes a surface that was
- "originally" covered in the editor.
- Note that there is another way to get Hall Of Mirrors, from too many
- lines in view: see [9-1].
-
- -----
-
- [2-7] There is a place in my level where the whole screen flashes for
- a moment, usually in random hash but sometimes in a pattern. If you
- keep walking, it goes away. Am I hallucinating?
-
- A. That's the "Moire'" or "Flash Of Black" error. It's another
- DOOM bug/limit, triggered by getting close to a wall in a very tall
- room. The effect first kicks in at about 559 units high, and gets worse
- (you see it farther from the wall, and stay in it longer) as the room
- gets taller. (The "pattern" you see is actually your old room's ceiling
- texture, repeated forever at a great distance above and below you, as
- though you were floating in some vast Stargate. Cosmic, man!)
-
- If you don't really NEED the tall room, get it below 559 high. (Some
- people make F_SKY1-ceiling exteriors very tall, for example, because
- they figure "why not?" Answer: moire' error is "why not.") If you must
- have it, accept the (harmless) error, or else work your way down to
- below 559 high with steps up (constant ceiling) before exiting the room.
-
- This is supposedly fixed in 1.4.
-
- -----
-
- [2-8] Some of my level's walls behave strangely. If you stand on the
- edge, or in the corner, of this *big* room I built, you can SEE the wall
- sort of "jump" and slide around. If you shoot from there, the bullets
- sometimes stop right in front of your face! What did I do?
-
- A. This is the Long Wall Error (LWE). Your wall is thousands of units
- long, right? That gives the DOOM engine fits with round-off error
- when it tries to compute and display the wall's position relative to
- you. The blocked shots are from the "real" wall right in front of your
- face! The solution is simple: break up long lines. Keep them under
- 1024. If you choose 768 or 512 unit long "segments," you will never
- have a problem with X offsets in the texture tiling.
-
-
- 3. SECTORS/ROOMS/FLOORS/CEILINGS/STAIRS
- ---------------------------------------
-
-
- [3-1] Is it possible to make a two-story area, where you could walk
- over or under another player?
-
- A. Not really - that's a limit of the DOOM engine. Only one sector can
- occupy a given spot on the (2-D) map.
-
- You can do some fairly convincing imitations, though. Two- or
- three-"story" buildings have been done, with transporters placed in the
- middle of the "up"/"down" staircases or lifts. Criss-crossing mazes on
- two or three levels (see OCTAGON) have been done, where you jump over
- "trenches" while running the upper levels.
-
- You can also make things that LOOK like floating platforms, even
- though you can't go both over and under them. Judicious use of F_SKY1,
- uppers and lowers does the trick.
-
- -----
-
- [3-2] I set a sector's type to Light Pulsates Smoothly, but it doesn't.
-
- A. First, some versions of some editors got the pulsating sector type
- wrong. It is type 8. Second, the smooth pulsing goes from the initial
- brightness level *DOWN TO* the lowest adjacent brightness, and then back
- up. If the type-8 sector is at or below the brightness of all adjacent
- sectors, nothing will happen.
-
- -----
-
- [3-3] I made a Teleporter, but I can't get the "pentagram" floor
- texture to line up properly with the teleporter pad. Aren't there X and
- Y offsets for floor textures?
-
- A. No, floors and ceilings are tiled on a fixed 64x64 grid throughout
- the level, regardless of where you draw your lines. In order to make
- the various patterns align properly, you need to build your ceilings,
- telepads, etc, *on* the 64x64 grid or some multiple thereof. Most
- editors have some kind of grid overlay that can make this easier.
-
- -----
-
- [3-4] How do I make stairs?
-
- A. Consult your editor's documentation: some have canned procedures
- for this, and some do not. In general, stairs must be shallow enough to
- climb and wide and tall enough to fit through. Remember that the HIGHER
- step riser's floor must be at least 56 units below the LOWER adjacent
- ceiling, or you won't fit. You can only climb up 24 units at a time.
-
-
- 4. DOORS
- --------
-
- [4-1] How do I make a door?
-
- A. Your editor's documentation probably covers this, including whatever
- specific keys, buttons, menu selections (and so on) that you need to use
- to do it. But in general, for the simplest, "classic" Door you need to
- have a sector lying between two other sectors. The Door sector itself
- should have its Ceiling set down to equal its Floor. The two "door
- face" lines should be two-sided, with their right (first) sides facing
- outward; those right sides should have no Normal texture, but an Upper
- texture of something "doorish" like BIGDOOR2. The Door face lines
- should have a "Door" Type number like 1, and Tag of 0.
- The other two ("door jamb") lines should be one-sided (void space
- behind them), with a Normal texture like DOORTRAK and the "Unpeg
- Upper" flag set. (This holds the DOORTRAK still while the door goes up
- and down.) The lowest of the adjacent sectors' ceilings must be at
- least 64 higher than the highest adjacent floor, or you will not be able
- to walk through the door. (The rising door stops 8 below the lowest
- adjacent ceiling, and you are 56 high.) There are many more complicated
- kinds of door and door-like features, but this is the simplest.
-
- -----
-
- [4-2] I built a door in a high-walled room, and now the door texture
- "repeats" all the way to the ceiling. It's very ugly. How do I get
- rid of it?
-
- A. Recess the door. Add a mini-"hall" leading from your main room,
- with a lower ceiling height to match the texture height of your door, and
- place the door in that.
-
- |
- +-+-+-------
- : |d|
- room : |o| hall
- : |o|
- : |r|
- +-+-+-------
- |
-
- -----
-
- [4-3] I added a door but when I play the level, the door is already open,
- and it makes an opening noise but it won't close. What gives?
-
- A. It's hard to get this to happen. You may have a Tag number set to
- something inappropriate: for most Door types, it should be zero. Make
- sure the activating lines face "outward" (right side facing the player).
- Most doors start out closed (floor = ceiling), but they don't have to.
-
- Note: Even if a door starts out partly open, it will still close all
- the way (floor=ceiling).
-
- -----
-
- [4-4] How can I keep monsters from opening a door?
-
- A. One way is by requiring one of the Keys (red/blue/yellow) to open
- the door. Monsters don't have keys. This is the only simple way to
- keep monsters out or let them in under *your* control. If you want to
- keep them out of a door, period, you could put a thin high step in front
- the door, or mark one of the door lines with the BLOCKMONSTERS flag.
-
-
- 5. TAGS/TRIGGERS/EFFECTS
- ------------------------
-
- [5-1] I can't get my Tags to work right. I put the sector number I
- wanted into the Linedef...
-
- A. Hold it right there! :-) Tags are perhaps the most misunderstood
- DOOM feature. Tags are NOT sector numbers and they are NOT line
- numbers! They are *arbitrary* numbers, 1 to 32767, that are *shared* by
- one or more lines and sectors, as a way of identifying the sectors as a
- group. It's just like being assigned a "box number" when you place a
- newspaper classified ad. You say, Here's my ad, and they give you Box
- 78, which happened to be unused. 78 bears no relationship to you
- personally, it's just the place where replies to your ad will be sent.
- Similarly, if you set up an effect like "lights out," with a walk-over
- line to trigger it and a set of one or more sectors whose lights you
- want to go out, the actual *numbers* of the lines and sectors don't
- matter. You pick an unused Tag number out of thin air -- say #7 is free
- -- and you plug that Tag number into *both* the trigger line (or lines)
- and the affected sector (or sectors). Then later, when you walk over
- that line, DOOM says oh, that had Tag #7, now where are all the Tag #7
- sectors? and when it finds them, whatever their actual sector numbers,
- it turns out their lights.
-
- -----
-
- [5-2] Then what's a Platform?
-
- A. Nothing -- as far as DOOM is concerned, that is. This isn't an
- editor-specific document, but one package added somewhat to the Tag
- confusion by (mis-)renaming them "Platforms" (which sounds like a raised
- floor, but isn't) and giving them textual descriptions, as if "Lava
- Lift" were all you needed to know. But Tags can be used in complex and
- interesting ways: several groups of lines can perform different effects
- on the same group of Tagged sectors, for example. If your editor limits
- how you can use the powerful Tags facility, ask the author to change it.
-
- -----
-
- [5-3] I set a line to turn the lights out on a sector, but when I walk
- across it, almost ALL the lights go out in my level! What in the world
- have I done now?
-
- A. You forgot to set the Linedef Tag number (and the affected Sectors)
- to something NONZERO. If DOOM sees a Tag of zero (0) on a trigger
- line, it will find all the sectors with the SAME (0) Tag (i.e., most of
- the sectors on your level) and do the action on all of them.
-
- There is some confusion about when and how Tags should be used. There
- are only TWO kinds of trigger lines that don't require a Tag: "true"
- Doors (types 1, 26, 31, etc - see the Unofficial Specs) and the End Level
- group. Every other kind of special linetype WILL use the Tag stored in
- its Linedef.
-
- -----
-
- [5-4] I have a lift in front of a door, and sometimes I can't get the
- door to open. What's wrong?
-
- A. When two trigger lines are in front of you, DOOM always chooses
- the closer of the two. What's probably happening is that your lift is
- so narrow that its trigger line blocks the door's. Try setting the lift
- well back from the door, or using a separate wall switch for the door.
-
- Of course, this can be an advantage too: to keep people from pressing
- the "back" of a switch (in a cooperative exit, for instance), surround
- it with innocuous special linetypes that do something like open a door
- or turn the already-bright lights up.
-
- [5-5] How do I make a teleporter?
-
- A. This is covered in a lot of tutorials and editor manuals, but
- briefly: You need at least one departure Line, one arrival Sector and
- one destination Thing. The line can be anywhere, must be two-sided, and
- must have its linetype set to 39. Its Tag number should be set to match
- the Tag of the arrival sector. The sector can be anywhere, should be
- tall enough to accomodate a player, must share the same Tag number and
- must be the only Sector with that Tag (although there can be as many
- Lines as you like). Inside the arrival Sector must be exactly one Thing
- of type 14 (Teleport exit).
- With those pieces in place, you're set: a player or monster walking
- from Right to Left (1st side to 2nd side) across the line will be
- teleported onto the Thing in the destination Sector. The Direction of
- the destination Thing will be the direction you face on arrival.
-
- -----
-
- [5-6] I wanted to make a sector that moves and changes texture, using
- one of those exotic linetypes my editor tells me about. But when I hit
- the switch, the sector gets the wrong texture! How do I fix that?
-
- A. Most "change texture" triggers modify the tagged (target) sector
- floors to match the texture on *side 1 of the line where the switch is*.
- Put the texture you want on that side, and the tagged sector will follow
- suit.
-
-
- 6. MONSTERS/THINGS
- ------------------
-
- [6-1] I built a hallway/room that my monsters refuse to enter. They
- stamp around at the entrance but that's it.
-
- A. Make sure your hall is wide and tall enough! The Unofficial
- Specs [4-2-1] have a list of monster heights and widths. What's more, if
- a hall is *just* wide enough for a monster, it's less likely to enter
- than if it's *plenty* wide enough.
-
- Also be careful about step-downs and step-ups. Monsters will not step
- up/down too far onto narrow steps. If you want a monster to go up or
- down more than 16, make sure there's plenty of room on both sides of the
- riser line.
-
- And of course, make sure you didn't accidentally mark the entrance
- with BLOCKMONSTERS or something, by accident in the editor.
-
- -----
-
- [6-2] I put some demons in a room but they don't move, they just stand
- there and twitch, although they scream when I shoot them. How did that
- happen?
-
- A. You probably placed them too close together when you laid out your
- level. Monsters have to be separated from each other (AND from nearby
- walls) by at least their own width, or they freeze in place. (If you
- kill all of a monster's too-close neighbors, it will usually free the
- monster to attack you.)
-
- The other possibility is that your ceiling is too low. See the
- Unofficial DOOM Specs (Appendix B) for monster widths and heights.
-
- -----
-
- [6-3] There's this great "zoo room" I built with a hundred demons in
- it! What a blast to mow your way through so much alien flesh. But it's
- weird, like some of the monsters "flicker" in and out of view. Should
- that be happening?
-
- A. DOOM can only keep track of 64 sprites in your view at once. If
- you have more than that, some will fail to display in each frame,
- effectively at random. (This includes things like torches and barrels.)
- The more sprite overload, the greater the chance that any given sprite
- will be "invisible" at a given moment. Put 200 imps in a room and each
- one will be "gone" 2/3 of the time.
-
- The workaround is, quite simply, to design your level in a way that avoids
- sprite overload. Instead of 100 troopers in a room, use 50 and keep the
- hanging corpses to a minimum in that area... etc.
-
- -- with material from Vesselin Bontchev
-
-
- 7. LEVEL MAPS
- -------------
-
- [7-1] When I play my level and switch to Map mode, it only shows me a
- little bit of the local area I'm in, even when I hit "-" a lot or "0" to
- Zoom Out. The Id levels seem to work OK and some of the levels I've
- downloaded do too. What am I doing wrong?
-
- A. The culprit is the resource called BLOCKMAP. It is described in
- the Unofficial Specs [4-11]. Some editors don't build a good one. You
- can usually overcome this by creating a few dummy "sectorlets" or just
- linedefs out at the "corners" outside of your real level map area.
- Otherwise, you'll have turn Follow off and scroll around the map.
-
- -----
-
- [7-2] I designed a level that's about as complicated as one of the
- original ID levels - roughly the same number of rooms, monsters, etc.
- But mine plays much *slower* than the originals! What's wrong?
-
- A. Remember that DOOM only loads PWADs when it needs them, so there
- will be some inevitable disk overhead when your level first starts,
- and occasionally thereafter if DOOM needs to refer to other entries in
- your WAD file. (If you have enough memory, DOOM actually improves with
- about 1 Megabyte of disk cache, something that's not widely known.)
-
- More importantly, there is a resource called REJECT that quickly tells
- DOOM whether sectors can "see" each other, allowing many expensive
- line-of-sight checks to be skipped. Without REJECT, DOOM must
- constantly check each monster to see whether it has a line of sight to
- your location. On a level with a lot of monsters, this can be time
- consuming.
-
- As of this writing, no DOOM level editor generates a real REJECT
- resource, although two standalone programs (IDBSP and REJECT10) will
- attempt to build one for your level. See Appendix D.
-
-
- 8. GRAPHICS/SOUNDS
- ------------------
-
- [8-1] Some of these DOOM levels I download have custom graphics. How
- can I do that?
-
- A. If you can create or find a GIF file of the right size, there is a
- utility called DMGRAPH (see Appendix D) that will insert it into your
- WAD file. You are on your own as far as picking a Windows or DOS based
- graphics editor -- there are a lot of them, preferences vary widely, and
- if you've never made a picture before, you're probably not ready to use
- them in your DOOM levels. Once you have a picture, the DMGRAPH
- documentation tells you more about how to use it.
-
- -----
-
- [8-2] I wanted to change STARTAN3, but when I ran the DMGRAPH utility,
- it said "entry not found." What's wrong?
-
- A. As described in the Unofficial Specs (see Appendix B), textures are
- built out of graphic "patches." DMGRAPH 1.1 (the latest version at this
- writing) only deals with patches, which have their own names. STARTAN3
- is a texture name. A few textures are composed of exactly one "patch,"
- allowing you to do a full substitution, but others are built of three or
- five or more "patches." A future version of DMGRAPH may (or may not)
- address this situation.
-
- -----
-
- [8-3] I can change the wall graphics just fine, but when I try to
- change a floor or ceiling, DOOM crashes. What am I doing wrong?
-
- A. Not much, unfortunately. As the DMGRAPH documentation points out,
- only some kinds of graphic patches can be supplied in PWAD files.
- Floors, ceilings and sprites (Imp, Torches etc) cannot. The only thing
- you can do is patch them in the *original* DOOM.WAD file. You could
- supply the GIFs, a copy of DMGRAPH and a batch file along with your
- custom level, so that the user can insert the graphics him/herself, but
- many users don't like patching their main WAD file.
-
- -----
-
- [8-4] I got a utility (DMAUD) that replaces DOOM sounds, but I don't
- know what numbers go with what sounds, and the Unofficial Specs don't
- say. What are the various sound names?
-
- A. Ask DMAUD: just type "dmaud -l" at the command prompt, and you'll
- see a list of them.
-
-
- 9. OTHER ERRORS
- ---------------
-
- [9-1] I have a level that passes all my editor's consistency checks, and
- looks clean to me, but when I play it, I get strange flashing effects on
- a few of the walls, what I think they call "Hall of Mirrors." What's
- wrong?
-
- A. First, make sure you built a good node tree with the BSP utility.
- (See Appendix B for where to get it.) If you used BSP and it still
- happens, and you're *sure* you didn't omit any required textures, you
- may have hit a DOOM engine limit.
-
- The limit has to do with how many lines DOOM can show you at a time.
- If you have too many lines in sight at once (128 in DOOM 1.2, to be
- increased to 192 in DOOM 1.4) the extra sides will not be drawn, and you
- will tend to see the Hall of Mirrors (HOM) effect somewhere in the room.
- It will probably be somewhere in the distance. If you hit this limit,
- find a way to simplify your room's layout or interpose some void space
- (one-sided lines) so you can't see so many lines at once.
-
- [9-2] Some of my level's walls seem to "jump around"...
-
- A. It might be Long Wall Error. See [2-8].
-
-
- APPENDIX A. THE 10 MOST COMMON DESIGN ERRORS
- ---------------------------------------------
-
- Some of these are show-stoppers, i.e., DOOM will crash if you try to run
- the level; others will let you run DOOM but game play is screwed up;
- others are just ugly; and a few are common stylistic complaints. All
- are encountered often in user-written levels, or asked about in
- discussion forums, or both. There is no particular order.
-
- [A-1] Bad Wall Effects. This includes HOM (Hall Of Mirrors), caused
- by missing textures (see [1-7]); Medusa Effect, caused by incorrect
- Normal textures on 2-sided walls (see [1-5]); Tutti Frutti, caused by
- short Normal or transparent Upper/Lower textures (see [1-6]); Long Wall
- Error, from superlong lines; and Moire Error, caused by ceiling changes
- near tall rooms (see [1-8]).
-
- [A-2] Wall Pegging. Wall faces exposed by rising/lowering ceilings or
- floors (including door side tracks) should usually have the Unpegged
- Lower/Upper bits set in their Linedef. This keeps the side textures
- from "following" the adjacent rising/lowering sector. Many, many user
- level designers forget to unpeg their door tracks. Just cosmetic, but
- contributes to the sense of realism or lack thereof.
-
- [A-3] Lines/Vertexes that Cross or Coincide. A show-stopper. If two
- or more vertexes occupy the same position, or if two or more lines
- cross or lie "on top of" one another, DOOM's engine will crash trying to
- work out the sector math. Several editors are capable of checking for
- this; if you get crashes, use one.
-
- [A-4] Slowdown from Monster/Two-Sided Line Glut. Not a crash but a
- playability issue. See [6-2]. Designers should try their levels on
- less powerful PC's and/or at full screen resolution to see whether some
- rooms are unacceptably slow.
-
- [A-5] Unaligned Textures, both X and Y. Just cosmetic, but important
- for realism. If your X textures are properly aligned and you split a
- line or drag vertexes around, you will probably need to re-align. A
- tedious job, but some editors help automate it for you. (But note: It's
- considered polite to offset secret door textures a little bit -- say 2
- pixels -- just enough so that an attentive player might notice it.)
-
- [A-6] Missing Player Starts, Insufficient Sectors. Another
- show-stopper. Every level must have a minimum of two (2) sectors. It
- must also have a Player 1 Start if you are going to play non-Deathmatch;
- Players 2-4 Start if you will be playing Cooperative multiplayer; and
- four (4) Deathmatch starts if you will be playing Deathmatch. Otherwise
- DOOM will crash.
-
- [A-7] Floor/Ceiling Mismatch. Usually caused by raising/lowering a
- floor but forgetting the associated ceiling, or vice versa. Sometimes
- caused by accidentally "including" an unintended sector in a
- floor/ceiling change, under editors that support multi sector
- "gang" operations. Unless the ceiling is at least 56 higher than the
- floor, you either can't enter or (if you are already there, via
- teleport, floor/ceiling movement or start of play) you will be stuck.
- This is sometimes an issue on stairs: the LOWER ceiling must be at least
- 56 higher than the HIGHER floor, or you cannot pass between two sectors.
-
- [A-8] Missing/Wrong Tag Numbers. When tagged operations like Lights
- Out or Raise Floor get the tag number wrong (in the activating Linedef),
- the results are usually awful. The whole level "rises" or crushes or
- something else you don't want. This can be tough to spot at first in
- gameplay. Ideally, editors should check for this.
-
- [A-9] Monsters Too Close To Each Other or to Walls. See [5-2]. You
- must also be careful to place Deathmatch and multi-player Start points
- far enough from walls, or arriving players will be immobilized.
-
- [A-10] Dead Ends. Designers sometimes leave out an EXIT switch, which
- makes it hard to play a level in Deathmatch or as part of a larger
- episode. Also, perhaps this is a stylistic argument, but at least be
- AWARE of which places (if any) on your level have "no escape" for the
- unwary user who enters. ID's original levels do have a couple of these,
- but many users don't like them.
-
-
- APPENDIX B. GETTING ESSENTIAL FILES
- ------------------------------------
-
- The most essential document for level designers is the Unofficial DOOM
- Specs (currently 1.3, to be updated to 1.4 after DOOM 1.4 is released),
- written by Matt Fell (matt.burnett@acebbs.com) and distributed by Hank
- Leukart (ap641@cleveland.freenet.edu). The next most important is the
- DOOM FAQ itself, also from Hank Leukart, and currently at 5.6.
-
- Both documents are widely distributed on the various DOOM BBS's,
- Usenet newsgroups, game boards of online services, and anonymous FTP
- sites supporting DOOM players. The Unofficial Specs are usually stored
- as DMSPEC13.ZIP and the DOOM FAQ is DMFAQ56.ZIP. Some services may use
- slightly different names.
-
- Other useful documents include TEXPATCH.ZIP, a list of texture names
- and the graphic patches that make them up.
-
- A list of WAD editors and utilities appears in Appendix D.
-
- Where to get this stuff? Try one of the following FTP sites:
-
- infant2.sphs.indiana.edu /pub/doom/wad_edit
- wuarchive.wustl.edu /pub/msdos_uploads/games/doomstuff
- ftp.uwp.edu /pub/incoming/id
- /pub/msdos/games/id/home-brew/doom
-
-
- APPENDIX C. CONTRIBUTING TO THIS DOCUMENT
- ------------------------------------------
-
- If you have a correction, contribution or suggestion, please mail it
- to me, the editor, at one of these addresses:
-
- tneff@panix.com (Internet)
- uunet!panix!tneff (UUCP)
- >INET:tneff@panix.com (CompuServe)
-
- or any other Internet mail gateway you can reach. I will
- read all submissions and (if I use them) credit the author.
-
- Remember, this is a level design FAQ for things that users really ask
- about. It is not for product advertisements, jumbo ASCII graphics,
- opera librettos, or other noise. If you have discovered something new
- and interesting about DOOM, mail it to Matt Fell for the next Specs. I
- only want material that answers frequent design questions.
-
- I am grateful for the numerous contributions this document has already
- received from generous readers. Where their material led directly to an
- entry or enhanced one, I have mentioned them by name. I would also like
- to thank the "Doom Design Elders" for your patience and support.
-
-
- APPENDIX D: LEVEL DESIGN SOFTWARE LIST
- --------------------------------------
-
- These are in alphabetical order. No endorsement of any particular
- product over its competitors is intended.
-
- [E-1] BSP11.ZIP/BSP11W.ZIP/BSP11X.ZIP -- BSP 1.1 by Colin Reed. Takes
- WAD files and builds a NODES structure to make the level playable with
- DOOM. Needed after many editors for best playability. BSP11W is the
- Windows version, and BSP11X is a GCC+DOS-based version that uses a DOS
- extender to process huge WAD files fast.
-
- [E-2] DEU521.ZIP/DEU521GCC.ZIP -- Doom Edit Utility 5.21 by Raphael
- Quinet and Brendon Wyber. A DOS-based level editor. The GCC version
- edits bigger levels but doesn't run under Windows or OS/2.
-
- [E-3] DE_260B4.ZIP -- DoomEd 2.60 Beta 4, by Geoff Allan. A
- Windows-based level editor. (Apparently 3.0 is nearing release.)
-
- [E-4] DMAPED30.ZIP -- DMapEdit 3.0 by Jason Hoffoss. A DOS-based
- level editor.
-
- [E-5] DMAUD11.ZIP -- DOOM Audio Editor 1.1 by Bill Neisius. Extracts,
- replaces, and adds sound effect samples.
-
- [E-6] DMDUMP09.ZIP -- DOOM Dump 0.9 by Steve Simpson. Dumps levels
- out to text.
-
- [E-7] DMGRAP11.ZIP -- DOOM Graphic Editor 1.1 by Bill Neisius.
- Extracts, replaces and adds graphic images.
-
- [E-8] DMMUS10A.ZIP -- DOOM Music Editor 1.0a by Bill Neisius.
- Extracts, replaces and adds MIDI songs.
-
- [E-9] DOOMBSP.ZIP -- Source for ID's own BSP Nodes builder. Useful
- for seeing how they think.
-
- [E-10] DOOMVB42.ZIP -- DOOMCAD 4.2 by Matt Tagliaferri. A Windows
- based level editor.
-
- [E-11] EWT.ZIP -- WAD Extended Tools by VeLS. Views resources.
-
- [E-12] MDE90B1.ZIP -- My DOOM Editor 0.90 by Patrick Steele. A
- DOS-based level editor.
-
- [E-13] MOVELEV2.ZIP -- Move Level 2.0 by Steve Simpson. Displays and/or
- changes the episode and level of one or more WAD files.
-
- [E-14] VNB1050.ZIP -- a node builder by Robert Fenske.
-
- [E-15] WADED117.ZIP -- WadEd 1.17 by Matthew Ayres. A DOS-based level
- editor.
-
- [E-16] WADHAK.ZIP -- Wad Hacker by Roger Hayes. A Windows-based
- resource viewer.
-
- [E-17] WADSUP11.ZIP -- Wads_Up 1.1 by Gary Whitehead. A Windows-based
- level editor.
-
- [E-18] WT100.ZIP -- WAD Tools 1.0 by Jeff Miller. A DOS-based WAD
- resource viewer/export/import utility.
-
-
- * * * END OF FAQ * * *
-