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- || |/ // / \\ // / / \\ // / //------------ || ||
- || // / \/ / \ \======/ / | || ||
- || // / \/ \--------/ /\=====\\ || ||
- || // / / \\ \\|| ||
- || // / \ \\ \\| ||
- ||// / DEU 5.0 \ \\ ||
- |/ / >-------< \ \\ //
- / / DOOM(TM) EDITOR UTILITIES \ \//
- \/ \__/
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- INDEX
-
- 1 Introduction
- 2 Starting DEU
- 2.1 Command line parameters
- 2.2 DEU.INI Initialization files
- 3 DEU Main Menu
- 4 The Level Editor
- 4.1 Keyboard Commands
- 4.2 Mouse Commands
- 5 WAD file description, flags, etc...
- 5.1 LineDefs attributes
- 5.2 LineDefs types
- 6 Special DOOM Areas. Lifts, Doors, and more!
- 6.1 Doors
- 6.2 Lifts
- 6.3 Teleporters
- 6.4 Stairs
- 6.5 Secret Areas
- 6.6 Standard Rooms
- 7 How to try out your new level(s)
- 8 Troubleshooting
- 9 Tutorial
-
-
-
-
-
- =====================================================================
- [1] Introduction
- =====================================================================
-
- DEU allows you to add your creativity to one of the most exciting
- PC games on the market...
-
- D O O M
-
- (c) id software
-
- Please read the file README.1ST first. It contains important
- informations about copyrights and trademarks.
-
-
-
-
- =====================================================================
- [2] Starting DEU
- =====================================================================
-
- DEU may be started by typing DEU at a DOS prompt.
-
- > DEU [options]
-
- Start DEU with the default IWAD file, DOOM.WAD and no PWADs.
-
- > DEU [options] -file <PWAD file> [<PWAD file>...]
-
- Start DEU with the default IWAD file and the PWAD file(s)
- given.
-
- > DEU [options] -m <IWAD file>
-
- Start DEU with the specified main IWAD file (DOOM.WAD or
- DOOM1.WAD).
-
-
-
- [2.1] Command Line Parameters
- ------------------------------
-
- -help
- View command line options without entering DEU.
-
- -d
- Debug mode. Obsolete.
-
- -e
- Expert mode. Doesn't ask for confirmation of some
- operations (e.g. deleting an object).
-
- -sb
- Swaps the left and middle mouse buttons.
-
- -q
- QUIET! suppresses the sound made when you select or
- mark an object. Use it if your in a library. :-)
-
- -z <zoom>
- ZOOM. Specify initial zoom setting.
-
- -c
- Use the alternate color set for displaying the Things.
-
- -m <main wad file>
- Specify name of main wad file (e.g. DOOM.WAD).
-
- -file <pwad, pwad, ...>
- Load patch WAD file(s), just like with DOOM. Note: Patch
- wad files may also be loaded from the main menu.
-
- -pw <pwad>
- Add ONE patch file to be loaded.
-
- -bgi <video driver name>
- Use another BGI video driver for hi-res modes (default = "VESA").
-
- -v <video mode number>
- Set the default video mode for the extended video driver.
- (default = 2, this is 640x480x256 colors for the VESA driver).
-
- -fc
- Use a "fake" mouse cursor. This option is useful is your mouse
- driver is not compatible with SuperVGA resolutions (see [8.2]).
-
- -config <ini file>
- Specify an alternate DEU configuration file other than
- DEU.INI
-
- [2.2] DEU.INI
- --------------
-
- Rather than using command line arguments you may wish to
- save your typical settings in the DEU.INI file. It's structure
- is pretty basic, pop into edit and check it out.
-
- ALL of the command line options may be used in DEU.INI with the
- exception of "-help" and "-config". Commands in DEU.INI should
- be completely spelled out (i.e. quiet=true, not q=true)
-
-
-
-
- =====================================================================
- [3] DEU Main Menu
- =====================================================================
- ?
- HELP. This command displays a list of commands with their
- valid command syntax.
-
- B <OutIWadFileName>
- BUILD new IWAD file (all 10+Megs of it) with the given file
- name. WARNING: Do not name your file DOOM.WAD or you will
- overwrite the existing DOOM.WAD file and you will have to
- re-install DOOM to get back your original file.
-
- C [episode] [mission]
- CREATE and edit a new (empty) level.
-
- D
- DUMP gives an hex/ascii dump of any object in the main
- directory (WAD file).
-
- E [episode] [mission]
- EDIT a level.
-
- G <OutPWadFileName>
- GROUP all opened PWAD files in a compound PWAD with the given
- file name. Using this option, you may put several levels in a
- single file.
-
- L <OpenedWadFileName> [OutputFile]
- LIST the structure of the directory of a opened file.
- If an output file is given it will write the list to that
- file.
-
- M [OutputFile]
- List the MASTER directory of the IWAD and any PWAD files,
- all mixed together. If an output file is given it will
- write the list to that file.
-
- Q QUIT to DOS.
-
- R [file]
- READ a previously saved patch WAD file.
-
- S <DirEntry> <WadFile>
- SAVE one object to a separate file.
-
- V [Spritename]
- VIEW Sprites. Spritename is optional. Use arrow keys to
- scroll through sprite list. Scroll through the bosses
- fast and see them dance for you!!!
-
- WADS
- List all the opened wad files.
-
-
-
-
- =====================================================================
- [4] The Level Editor
- =====================================================================
-
- The level editor displays a graphical "map" of the level showing
- lines where walls are, x's where things are (Red one are enemies,
- green ones are player start positions, and the rest are white.)
- There is a title bar which displays information about the mode
- you are in. There are windows to let you know what thing is
- selected and windows that let you know what you can do to it.
-
-
- [4.1] Keyboard Commands
- -----------------------
-
- F1 Help screen.
-
- F2 Save level in a PWAD file.
-
- F9 Insert a predefined object.
- (*new* feature not yet fully implemented.)
-
- F10 Miscellaneous operations. One of the options can be
- used to verify the integrity of the level and help locate
- possible problem areas.
- (*new* feature not yet fully implemented.)
-
- Q Quit, saving changes. You will be asked for the name
- of the PWAD file.
-
- Esc Exit without saving. If you have unsaved changes, a
- warning message will be displayed.
-
- Arrows Move the pointer.
-
- Scroll Lock Turn on/off the autoscroll feature.
-
- Space Toggle slow/fast movement speed and the scrolling speed.
-
- +, - Change the map scale. ZOOM in or out.
-
- Tab Switch to the next editing mode.
-
- T Switch to the Things editor.
-
- V Switch to the Vertexes (vertices) editor.
-
- L Switch to the LineDefs/SideDefs editor.
-
- S Switch to the Sectors editor.
-
- N, > Jump to the next object.
-
- P, < Jump to the previous object.
-
- J, # Jump to a specified object (enter number).
-
- M Mark/Unmark current object.
- (See also the 'Shift' key below).
-
- C Clear all marks and redraw map.
-
- D Toggle Drag mode.
-
- G Show the grid and change its scale.
-
- H Hide the grid.
-
- I Show or hide the info bar at the bottom of the screen.
-
- Enter Edit current object or group of selected objects. A
- menu will pop up and you will be allowed to change
- attributes in the object(s).
-
- Ins Insert a new object at the current cursor position.
-
- This will copy the last selected object or insert a
- default object.
-
- There are two special cases:
-
- When a group of vertices are selected and you press
- "Ins": the editor will add new LineDefs between the
- vertices and will put you in the LineDefs editor.
-
- When a group of LineDefs are selected and you press
- "Ins" a new Sector will be created and one SideDef in
- each LineDef will be bound to this Sector and the edit
- mode will switch to the Sector editor.
-
- Del Delete the current object or group of objects. All
- objects bound to the current object will also be deleted.
- (i.e. if you delete one Vertex, this will also delete the
- LineDefs that used this Vertex). Except for Things, you
- will be asked for confirmation before the object is
- deleted.
-
- Shift Hold the Shift key while moving the cursor to prevent
- the pointer from selecting a different object.
- Hold the Shift key while pressing 'M' (or the left mouse
- button) to drag a selection box and select several objects
- at once.
-
-
- [4.2] Mouse Commands
- --------------------
-
- If you have a mouse, you will have the following actions bound to
- the buttons:
-
- Left button : Mark/Unmark object (same as "M").
- Middle button : Edit object (same as "Enter").
- Right button : Drag object (like "D" when you press or release
- the button).
-
- You can change the buttons using the -sb (swapbuttons) switch
- when starting DEU or in the DEU.INI file. Swaps the left and middle
- buttons
-
-
-
-
- =====================================================================
- [5] WAD file description, flags, etc.
- =====================================================================
-
-
- The DEU works by editing the database that DOOM uses to store its
- information about each of the levels. These database files are called
- WAD files. There are two types of WAD files.
-
- IWAD File:
-
- This is the main data base file. It contains all the
- information about the graphics, sound, level maps, etc of the
- game. There is only one IWAD file called DOOM.WAD and it
- must be in the current directory when DOOM is run.
-
- PWAD File:
-
- This is a special patch of the IWAD file. It contains
- updates about the IWAD file. PWAD files created by DEU will
- contain an updated map of a game level. PWAD files can be called
- anything. When running DOOM, DOOM must be told to load a PWAD
- file. This is done with the -FILE parameter. PWAD files are
- small so they can be easily shared.
-
- [5.1] LineDefs attributes
- -------------------------
-
- Some abbreviations have been used for the LineDef attributes:
-
- Im (bit0) Impassible by players and monsters.
- Mo (bit1) Monsters cannot cross this line.
- 2S (bit2) Two-sided wall/may shoot through.
- Up (bit3) Upper texture is "unpegged". Try it with moving
- ceilings or doors.
- Lo (bit4) Lower texture is "unpegged". Try it with moving
- floors or lifts.
- Se (bit5) Secret. This line appears as normal on the map.
- So (bit6) Blocks sound. The sounds won't travel past this
- line.
- In (bit7) Invisible on the map. Even with the "computer
- map" power-up.
- Ma (bit8) Already on the map at startup.
-
- [5.2] LineDef types
- -------------------
-
- The first two letters in each LineDef type give its features.
- The first letter may be:
-
- D Door. Press the spacebar to open it.
- S Switch. Press the spacebar to activate this LineDef.
- W Walk. Walk across this LineDef to activate it.
- G Gun. You need to shoot that LineDef to activate it.
-
- Except for doors ("D") and the "end level" LineDefs, all types
- need a "Sector tag" number and at least one Sector with the same
- tag number to operate.
-
- The second letter may be:
-
- R Repeatable.
- 1 Works only once.
-
- Abbreviations are also used in the type name. They refer to
- what happens to the Sector when triggered by this LineDef:
-
- O Stays Open. Used only for doors.
- N Neighbor. Usually, this means that the floor rises or
- lowers until it reaches the floor height of an adjacent
- sector on its way. In the menus, I have used "Ne." instead.
- T Texture and Type change. Same as above, but the texture and
- type of the Sector are also changed.
- C Ceiling. This means that the floor rises until it reaches
- the ceiling height of one adjacent Sector.
- <,> Used as modifiers for the above letters. "<N" means that
- the floor will stop just below a neighboring floor.
-
-
-
-
- =====================================================================
- [6] Special DOOM Areas. Lifts, Doors, and more!
- =====================================================================
-
- Tag numbers are used to uniquely identity a structure within the
- level. There are tag numbers for both sectors and for linedefs.
- For example, if a switch is used to activate a Sector, then both
- this Sector and the LineDef with the switch will have the same
- tag number.
-
- [6.1] Doors
- -----------
-
- A door is a Sector which usually starts with its ceiling at that
- same height as its floor (door closed). When the player presses
- the spacebar, the ceiling will rise, opening the door. On both
- sides of the door, you need one of the "D" LineDefs types. You
- don't need to give a tag number to the Sector or the LineDefs.
-
- If you want to be able to open this door with a switch, then you
- need to give the same tag number to the Sector and the switch.
- Pick any number that is not used by another LineDef or Sector.
-
- Front and Back sides of Door:
-
- The lines that you walk through on the door should be "passable"
- (not Impassable), and two-sided (flags = 4).
-
- The Sidedefs that are on the outside of the door should NOT have
- a Normal or Lower texture. They should have an Upper Texture.
- The Sidedefs on the inside of the door should not have any
- textures (Normal, Upper, or Lower).
-
- Left and Right side of Door:
-
- Nothing special here. You may want to pick a Door-like texture
- for the sidedefs like "DOORTRAK".
-
- [6.2] Lifts
- -----------
-
- A lift is a sector surrounded by LineDefs with the "Lower lift"
- or "Raise lift" type. All LineDefs between the upper floor and
- the lift will have the "Lower lift" type. All LineDefs between
- the lower floor and the lift will have the "Raise lift" type.
- Usually, you also have some "Lower lift" LineDefs on the
- lower floor, a few steps away from the lift.
-
- The "Raise lift" type is a special case: when you cross this
- line, the lift will go up. If the lift is already up, it
- will act as a switch that lowers the lift.
-
- In the editor, you will see a short line on one side of the LineDef
- when you select it (this is the normal vector). In the game, the
- player must come from this side or else the lift won't work.
-
- Don't forget to give a tag number to the Sector and the LineDefs!
-
- [6.3] Teleporters
- -----------------
-
- You need two things to make a teleporter:
-
- - One LineDef with the "Teleport" type and a Sector with the same
- tag number.
- - A special Thing in this sector, called "Teleport exit"/
- "Teleport landing".
-
- You may have several LineDefs that point to the same Sector, but
- you must have one and only one Sector with the same tag number.
-
- This only works if the line is crossed from the right side (see [6.2]).
- If the teleporter worked on the two sides of the LineDef, you wouldn't
- be able to exit from it!
-
- [6.4] Stairs
- ------------
-
- Raising staircases are activated by some LineDef. The first step (Sector)
- needs to have the same tag number as the LineDef. The following
- steps alternate between 0 and any unused tag number. Most stairs use
- the "special" values 99, 999 or sometimes the original tag number.
-
- [6.5] Secret areas
- ------------------
-
- All you need to create a "secret" area is to give the special
- type "Secret" to some Sector. When the player steps on that
- Sector, the players secret ratio will be credited.
-
- If the secret sector is behind a secret door (one that has nearly
- the same color as the other walls), you probably don't want the door to be
- shown on the map (the automap uses different colors for walls and doors).
- You will need to toggle the "Secret" flag in the LineDef attribute. Then
- the door will be shown as a normal wall on the map.
-
- [6.6] Standard Rooms
- --------------------
-
- We already hear you say: "All this stuff about doors, lifts and so
- on is great, but how do I create a new room in my level?"...
-
- Each room consists in one or several Sectors surrounded by impassable
- LineDefs. If you want to have dark and bright zones in your room,
- then you will need to divide the area into several Sectors. The
- LineDefs between these Sectors should have the "two-sided" bit set
- and have a transparent texture ("-").
-
- The easiest way to add a new sector is with the 'F9' key. Select
- the kind of shape that you want to insert, then enter its dimensions.
- Note that the position of the pointer is important when you press 'F9'.
- If the pointer is inside an existing Sector, then you will add an
- obstacle (i.e. the new object won't have a Sector inside it - only
- walls). If the pointer is outside, then you will add a real room (with
- a new Sector inside it). You can use the "obstacle" type and add a new
- Sector inside it. Just press 'Ins' while the LineDefs are still
- selected.
-
-
-
-
-
- =====================================================================
- [7] How to try out your new level(s)
- =====================================================================
-
- To Run DOOM with your new level:
-
- > DOOM -FILE E1L1.WAD
-
- will load the normal doom game and the use the
- E1L1.WAD file to patch the data base.
-
- More than one PWAD file can be loaded. E.g.:
-
- > DOOM -FILE E1L1.WAD E1L2.WAD BRENDON.WAD RAPHAEL.WAD
-
-
-
- =====================================================================
- [8] Troubleshooting
- =====================================================================
-
- [8.1] Cannot switch to graphics mode.
- -------------------------------------
-
- If the program crashes with the following error: "mode not supported
- on this card", or simply hangs after having displayed the message
- "switching to graphics mode", then you have a problem with your
- video driver.
-
- If your card's BIOS is not VESA-compatible, then you will need the
- UNIVESA driver, available on many FTP sites. This TSR provides a
- good VESA emulation for the most common VGA and SuperVGA cards.
-
- If that still doesn't work, try using a different BGI driver or
- video mode (the command line parameter "-v 0" forces DEU to use
- the standard VGA modes only).
-
- [8.2] Pointer is not displayed.
- -------------------------------
-
- Your mouse driver is not compatible with SuperVGA resolutions.
-
- Try the following, in that order:
- 1) Upgrade your mouse driver, if possible.
- 2) Add "fakecursor = true" to the DEU.INI file (or whatever
- config file you use).
- 3) Add "video = 0" to the DEU.INI file.
-
- [8.3] Hall of mirrors effect.
- -----------------------------
-
- The hall of mirrors effect is an indication that something
- is wrong with your map.
-
- Two common causes of this problem are:
- - You forgot to give a texture to one part of a wall.
- - You have a transparent line which is shared by two sectors,
- but you forgot to set the "two-sided" (2S) flag for the LineDef.
-
- [8.x] Can't relax after playing DOOM
- -------------------------------------
-
- Watch a Bob Marley concert video and have a smoke. 8-}'
-
-
-
- =====================================================================
- [9.0] Tutorial
- =====================================================================
-
- You can unzip DEUTUTOR.ZIP for a sort of step-by-step instruction
- booklet to creating a level from scratch.
-
- Print the TUTOR.TXT file and follow along with the wad files.
-
-