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- || // / \ \\ \\| ||
- ||// / DEU 5.2 \ \\ ||
- |/ / >-------< \ \\ //
- / / DOOM(TM) EDITOR UTILITIES \ \//
- \/ \__/
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- INDEX
-
- 1 Introduction and DEU Features
-
- 2 Starting DEU
- 2.1 Command line parameters
- 2.2 Preference Settings
- 2.3 Initialization file DEU.INI
-
- 3 DEU Main Menu
-
- 4 The Level Editor
- 4.1 Keyboard Quick Reference
- 4.2 Keyboard Commands Full Description
- 4.3 Mouse Commands
- 4.4 The Menu Bar
-
- 5 WAD file description, flags, etc...
- 5.1 Vertices (description of)
- 5.2 LineDefs (description of)
- 5.3 SideDefs (description of)
- 5.4 Sectors (description of)
- 5.5 Things (description of)
- 5.6 LineDefs attributes
- 5.7 LineDefs types
- 5.8 Normal/Upper/and Lower Textures
-
- 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
- 8.1 Video problems
- 8.2 Pointer problems (mouse, cursor)
- 8.3 Hall of mirrors (HOM) effect
- 8.4 The 'Ruler' cursor leaves garbage on the screen.
- 8.x Coming down off a DOOM rush.
-
- 9 Tutorial
-
- 10 Tips
- 10.1 Generic editing tips
- 10.2 DOOM/DEU limitations
- =====================================================================
- [1] Introduction
- =====================================================================
-
- DEU is an extremely powerful DOS based editor that enables 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
- information about copyrights and trademarks.)
-
-
- DEU Features
- ------------
-
- - Full Function Level Editor
- - Most doom structures can be edited.
- (Things, Vertices, Linedefs, Sidedefs, Sectors, Demos, more...)
- - Create a Level From Scratch.
- - Modify existing id levels or user created levels.
-
- - Special Features
- - Insert a Pre-defined object
- - Rectangle
- - N-sided Polygon
- - 'Drag-n-Drop' stretching and shrinking of sectors.
- - Scale and rotate sectors, linedefs, vertices, or things.
- - Quickly define an area (selection box) and mass select
- everything in it.
- - Sector floor/ceiling height distributor for easy stairways.
-
- - Diagnostic Tools
- - Detects WAD errors.
- - Warns you if you've forgotten player start things.
- - Can automatically correct some problems.
- - Use this to fix those problem wads, even if you created them with
- other editors. (Note: if the other editor uses non-standard
- constructs you may not be able to take the WAD back to the other
- editor.)
-
- - WAD File merging capability.
- - Load and Merge multiple levels into a single WAD file.
-
- - Import RAW data into DOOM object and save it in a PWAD.
-
- - Renumber Maps to different Episodes and Levels.
-
- - Much Much More!
- - Try it and see. Just DEU it!
-
- =====================================================================
- [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] -w <IWAD file>
-
- Start DEU with the specified main IWAD file (DOOM.WAD or
- DOOM1.WAD).
-
-
- [2.1] Command Line Parameters
- ------------------------------
-
- Note: The effect of the Boolean options (-i, -s0, ...) may be reversed by
- using a '+' instead of a '-'. For example, '+i' means 'no info bar'.
-
- -help
- View command line options without entering DEU.
-
- -a (-addselbox)
- Additive selection box. Objects will be added to the current selection
- (when you use the selection box) instead of replacing the current
- selection by what is in the box.
-
- -d (-debug)
- Debug mode. Will produce a log file of warning messages to help
- track down linedefs that have problems. The number of the
- bad linedef will be listed. This file will be called DEU.LOG.
- The log file will also have timestamps.
-
- -e (-expert)
- Expert mode. Doesn't ask for confirmation of some
- operations (e.g. deleting an object or rebuilding the Nodes).
-
- -i (-infobar)
- Infobar. Displays the info bar.
-
- -sb (-swapbuttons)
- Swaps the left and middle mouse buttons.
-
- -q (-quiet)
- QUIET! suppresses the sound made when you select or
- mark an object. Use it if your in a library. :-)
-
- -qq (-quieter)
- QUIET^2! Complete silence. DEU will not make any sound, not even for
- warnings. Enjoy the Silence...
-
- -z <zoom> (-zoom)
- ZOOM. Specify initial zoom setting.
-
- -c (-color2)
- Use the alternate color set for displaying the Things.
-
- -w <main wad file> (-main)
- 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> (-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> (-video)
- Set the default video mode for the extended video driver.
- (default = 2, this is 640x480x256 colors for the VESA driver).
-
- -fc (-fakecursor)
- Use a "fake" mouse cursor. This option is useful is your mouse
- driver is not compatible with SuperVGA resolutions (see [8.2]).
-
- -sf (-splitfactor)
- Adjust scale on the nodes builder. This parameter is for those techie
- types that like to fiddle with things. There is no need for the average
- user to worry about this parameter. (The default value of 8 is the same
- value that id software uses. A number less than 8 means "more balanced"
- and a number higher than 8 means "least splits". Use this parameter at
- your own risk. We recommend the default value of 8.)
-
- -s0 (-select0)
- Select object 0 when switching modes.
-
-
- -config <ini file>
- Specify an alternate DEU configuration file other than
- DEU.INI
-
-
-
- [2.2] Preference Settings
- -------------------------
-
- The following allow you to assign default values for textures when creating
- new areas in your level.
-
-
- -walltexture <texture>
-
- -lowertexture <texture>
-
- -uppertexture <texture>
-
- -floortexture <texture>
-
- -ceiltexture <texture>
-
- -floorheight <units>
-
- -ceilheight <units>
-
-
-
-
- [2.3] Initialization file 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. Use your favorite text editer to 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)
-
- Also, don't put the "-" in front of commands in the config file.
-
-
- And now your bonus for reading this far...
-
- Add the following line to your DEU.INI file:
- #*****************
- reminder1 = false
- #*****************
-
- This will turn off the opening reminder to read the documentation.
-
-
- =====================================================================
- [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 <object name>
- 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, graphics,
- sounds, demos, etc.. in a single file.
-
- I <datafile> <wad file name for object>
- INCLUDE a raw binary file in a pwad. You can use this to replace
- certain doom objects. You should read DMSPEC13 (Doom Specs 1.3)
- or higher to know what to call the objects. *WARNING* this is NOT
- for novices!
-
- 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.
-
- NOTICE: If you load a PWAD with multiple levels (or
- sounds, demos, graphics, etc..) and edit a level, THE SAVE
- COMMAND WILL ONLY SAVE THAT MAP, not any other levels,
- graphics, etc... DO NOT name it the same as the multilevel
- PWAD.
-
-
- 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.
-
- X <object name> <data file name>
- EXTRACT a DOOM object into a raw binary file.
-
-
-
-
- =====================================================================
- [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 an info bar available 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.
-
-
- There are four different editing modes. They are:
-
- Things Mode
-
- Change what Enemies, Weapons, Players, Bonuses, and Decorations appear
- when and where.
-
- Vertices Mode
-
- Modify points used to set up other doom structures. The vertices are the
- lowest level structure in a DOOM map.
-
- Linedefs & Sidedefs Mode
-
- Set up the lines where walls and triggers are.
-
- Sectors Mode
-
- Define rooms or areas.
-
- [4.1] Keyboard Quick Reference
- ==============================
-
- Basic Key Set Additional Speed Keys
- ~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~
-
- Q Quit 1,2,...,9,0 Direct Zoom setting
- Esc Exit (no save) T Things Mode
- Arrows Move pointer V Vertices Mode
- Scroll Lock Autoscroll on/off L Linedef/Sidedef Mode
- Space Scroll slow/fast S Sector Mode
- +,- ZOOM in or out. > Next Object
- Tab Next mode < Previous Object
- Shift Tab Previous mode # Jump to Object #
- N Next object Shift-H Grid Scale = 0
- P Previous object I Info Bar On/Off
- J Jump to object # R Ruler/Normal Cursor
- M Mark/Unmark object Shift+Ins Insert Lines and
- C Clear all marks close sector
- O Copy Object(s) Shift Move Pointer without
- D Drag mode Toggle selecting new object
- G Set Grid Scale Shift+[Mark] Box Object Selection
- H Hide/Show Grid
- Enter Edit object(s)
- Ins Insert object(s)
- Del Delete object(s)
- F1 Help
- F2 Save
- F3 Save As
- F4 Search
- F5 Preferences
- F8 Miscellaneous Operations
- F9 Insert Predefined objects
- F10 Check consistancy
-
-
-
- Pull Down Menu Keys
- ~~~~~~~~~~~~~~~~~~~
-
- ALT-F File Menu
- ALT-E Edit Menu
- ALT-S Search Menu
- ALT-M Mode Menu
- ALT-I Misc Menu
- ALT-O Objects Menu
- ALT-C Check Menu
- ALT-H Help Menu
- [4.2] Keyboard Commands Full Description
- ----------------------------------------
-
- Q Quit, saving changes. You will be asked for the name
- of the PWAD file.
-
- NOTICE: If you load a PWAD with multiple levels
- (or sounds, demos, graphics, etc..) and edit a
- level, THE SAVE COMMAND WILL ONLY SAVE THAT MAP,
- not any other levels, graphics, etc... DO NOT
- name it the same as the multilevel PWAD.
-
- Esc Exit without saving. If you have unsaved changes, a
- warning message will be displayed. May also be used to CANCEL
- accidentally selected functions.
-
- Arrows Move the pointer.
-
- Scroll Lock
- Turn on/off the autoscroll feature.
-
- Space Toggle slow/fast movement speed and the scrolling speed.
-
- +, - ZOOM in or out. (Change the map scale.) ZOOM levels range from
- 1/20 scale (smallest) to 4/1 scale (major magnification).
-
- 1,2,...,9,0
- Set ZOOM level from 1 to 10 directly. (1/1 - 1/10)
-
- Tab Switch to the next editing mode.
-
- Shift+Tab
- Switch to the previous editing mode. If objects are marked, the
- objects they are built from remain marked.
-
- 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, > Select the next object. This will only work if the pointer is
- not on an object.
-
- P, < Select the previous object. This will only work if the pointer
- is not on an object.
-
- J, # Jump to a specified object (enter number).
-
- M Mark/Unmark current object. (See also the 'Shift' key below).
- * Objects stay marked until you un-mark them. *
-
- C Clear all marks.
-
- O Copy objects. After pressing O move the copy to where you want it
- and press Esc to drop it there.
-
- D Toggle Drag mode.
-
- G Show the grid and change its scale. Press it again to increase the
- number of grid lines thus decreasing the scale. Use Shift-G to
- increase the scale.
-
- H Hide/Show Grid. This only controls whether or not grid lines are
- displayed.
-
- Shift+H Set grid scale to 0.
-
- I Show or hide the info bar at the bottom of the screen.
-
- R Toggle between Normal Cursor and Ruler Cursor.
-
- 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. The
- editor will create linedefs for all but the last line.
- (Use Shift+Ins if you want to close the polygon).
-
- 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.
-
- Shift+Ins
- Use this when selecting groups of vertices and want the editor to
- close the polygon.
-
-
- 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.
-
- Shift & Mark
- Hold the Shift key while pressing 'M' (or the left mouse
- button) to drag a selection box around several objects
- and select them all at once. This is GREAT for mass selection
- of any objects!
-
- F1 Help screen.
-
- F2 Save level in a PWAD file.
-
- F3 Save As... (Change Episode and Level Number)
-
- This will allow you to reassign the episode and level number of a
- map. Enter a file name, then select the episode/level number.
-
- F4 Search for Object (Not yet implemented)
-
- F5 Preferences.
-
- Use this to change the default values for wall, floor, and ceiling
- textures, and floor and ceiling heights. These defaults are for
- your current DEU session only. You may change the defaults for all
- DEU sessions by editing DEU.INI (see [2.2]).
-
-
- F8 Miscellaneous Operations.
-
- The options that appear on this key vary depending upon which
- editing mode you are in. However, the first option is constant, no
- matter which editing mode you are in.
-
- 1. Find First Free Tag
-
- This will locate the first tag number which has not yet been
- used in this map. The number it returns will be the lowest
- available tag number.
-
-
- The rest of the options available vary by mode and are (by mode):
-
-
- Things Mode
- -----------
-
- 2. Rotate and Scale Thing(s)
-
- Move marked things by the degree of rotation and a
- percentage scale. This will allow you to rearrange
- things by spinning them around (change rotation angle) or
- moving them closer to each other (scale < 100%) or
- further apart (scale > 100%).
-
-
- Vertices Mode
- -------------
-
- 2. Rotate and Scale Vertices
-
- Move marked vertices by the degree of rotation and a
- percentage scale. This will allow you to rearrange
- vertices by spinning them around (change rotation angle)
- or moving them closer to each other (scale < 100%) or
- further apart (scale > 100%).
-
- 3. Delete Vertex and join Linedef(s)
-
- Deletes the marked vertex and joins linedef(s) that were
- previously connected to it.
-
- 4. Merge several vertices into one.
-
- Same as #3 above, but with multiple vertices.
-
- 5. Add linedef & Split Sector.
-
- You must mark exactly TWO vertices from the SAME sector
- before calling this command. This will add a linedef and
- a new sector.
-
-
- Linedefs & Sidedefs Mode
- ------------------------
-
- 2. Rotate and Scale LineDefs
-
- Move marked linedefs by the degree of rotation and a
- percentage scale. This will allow you to rearrange
- linedefs by spinning them around (change rotation angle)
- or moving them closer to each other (scale < 100%) or
- further apart (scale > 100%).
-
- 3. Split LineDef (add new Vertex)
-
- Splits the selected linedef(s).
-
- 4. Split LineDefs and Sector
-
- Splits the selected linedefs by adding a vertex at the
- midpoint, connecting the new vertices with a linedef which
- divides the original sector.
-
- 5. Delete LineDefs and join Sectors
-
- Removes the selected two-sided linedef(s) that divide
- sectors and makes them into a single sector.
-
- 6. Flip Linedef
-
- Flips the linedef(s) start and endpoints, thus reversing
- the side the 1st and 2nd sidedefs are on.
-
- 7. Swap Sidedef
-
- Swaps the sectors that sidedef(s) 1 and 2 are tied to.
-
- 8. Align Textures (Y offset)
-
- Align the textures on the Y offset. The first linedef
- selected is used as the reference point. This is for
- Up/Down alignment.
-
- 9. Align Textures (X Offset)
-
- This may be used on a group of linedefs that follow each
- other. The first linedef selected is used as the
- reference. This is for left/right alignment.
-
- Sector Mode
- -----------
-
- 2. Rotate and Scale Sectors
-
- Move marked sectors by the degree of rotation and a
- percentage scale. This will allow you to rearrange
- sectors by spinning them around (change rotation angle)
- or moving them closer to each other (scale < 100%) or
- further apart (scale > 100%). This will NOT move the
- "Things" in the sector. After rearranging the sector,
- you may have to go into things mode and select them and
- do the same rotation/adjustment on them.
-
- 3. Make door from sector
-
- To use this, select a sector that is between two other
- sectors and then activate this function. The Linedefs,
- Ceiling height, textures, etc... will be modified
- accordingly.
-
- 4. Make lift from sector
-
- To use this, select the sector that is to become the lift
- and then activate this function. The Linedefs, textures,
- etc... will be modified accordingly.
-
- 5. Distribute Floor heights
-
- This function will take the difference in floor heights
- between the first and last sector selected, divide it by
- the number of sectors in between and then distribute the
- result across the floor heights of the in-between sectors.
- This is very useful for setting floor heights on stairways.
-
- 6. Distribute Ceiling heights
-
- This function will take the difference in ceiling heights
- between the first and last sector selected, divide it by
- the number of sectors in between and then distribute the
- result across the ceiling heights of the in-between
- sectors. This is very useful for setting ceiling heights
- on stairways.
-
-
- F9 Insert a predefined object.
-
- This function has two different modes depending upon where the
- pointer is located. The two conditions are 1. Inside of a sector
- and 2. Outside of sectors (not inside ANY sector).
-
- Outside of sectors
- ------------------
-
- 1. Insert a Rectangle
-
- Enter the width and height (length) of the rectangle and DEU
- will automatically insert the vertices, lindefs+sidedefs, and
- sector at the current pointer location. Think of this as
- adding a rectangular room.
-
- 2. Insert a Polygon (N-sided)
-
- Enter the number of sides and a radius and DEU will
- automatically insert the vertices, linedefs+sidedefs, and
- sector at the current pointer location. You can do anything
- from a triangle to a 32 sided polygon. Think of this as
- adding a N-sided room.
-
-
- Inside a Sector
- ----------------
-
- 1. Insert a Rectangle
-
- Same as outside a sector, but first sidedefs will be set to
- the sector they are contained in. Think of this as inserting
- a rectangular pillar.
-
- NOTE: Pressing "Ins" after inserting the rectangle will create
- a new sector inside the rectangle and cause the walls to be
- changed to transparent. Use this to define a new area inside
- a sector.
-
- 2. Insert a Polygon (N-sided)
-
- Also the same as outside a sector, but the first sidedefs will
- be set to the sector they are contained in. Think of this as
- inserting an N-sided pillar.
-
- NOTE: Pressing "Ins" after inserting the polygon will create a
- new sector inside the polygon and cause the walls to be
- changed to transparent. Use this to define a new area inside
- a sector.
-
- 3. Stairs
- Insert a stairway.
- (Not yet implemented.)
-
- 4. Hidden Stairs
- Insert a hidden stairway.
- (Not yet implemented.)
-
-
- F10 Check level consistency (Diagnostics)
-
- When using the following diagnostics if an error is reported you can
- press return to continue checking or press Esc to select the problem
- object.
-
-
- 1. Number of Objects
-
- This option gives a count of the number of things, vertices,
- linedefs, sidedefs, and sectors. It also displays the amount
- of bytes needed to store this information in a PWAD file
- (Rounded to the nearest Kbyte).
-
- 2. Check if all sectors are closed.
-
- This will test all sectors and make sure they are closed. If
- they are not closed it reports the number of the unclosed
- sector.
-
- 3. Check cross references
-
- Verify the integrity of the level and help locate possible
- problem areas. This will help to locate orphaned sidedefs,
- etc. This will also remove extraneous LineDefs if there are
- two LineDefs between the same vertices.
-
- 4. Check for missing textures.
-
- Report any sidedefs that may need to have a Normal/Upper/or
- Lower texture defined.
-
- 5. Check Texture Names.
-
- Some other editors will let you enter texture names which are
- not correct. This function will help fix their mistakes.
-
-
- [4.3] Mouse Commands
- --------------------
-
- If you have a mouse, the following actions are available:
-
- 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).
- Move mouse : Move the pointer.
-
-
- 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
-
-
-
- [4.4] The Menu Bar
- ------------------
-
- Along the top edge of the Level editing screen there is a Pull-Down menu bar
- with a number of options including File, Edit, Search, Modes, Objects, Misc,
- and Help. These menu options can be pulled down by either pointing and
- clicking on them or by holding down the ALT key and pressing the Underlined
- letter from the menu bar. Once the menu is pulled down press the highlighted
- letter of the command to use it.
-
- The functions on the Pull-Down menus are as follows:
-
-
- File [ALT-F]
-
- Save
-
- Save the level as a WAD file.
-
- Save As
-
- This will allow you to reassign the episode and level number of a
- map. Enter a file name, then select the episode/level number.
-
- Print
- (Not yet implemented)
- Print a picture/description of the map.
-
- Quit
-
- Exit the level editor. Save file if changes have been made.
-
-
- Edit [ALT-E]
-
- Copy Object
-
- Used to copy (groups of) things, vertices, linedefs and sidedefs,
- or sectors.
-
- Add Object
-
- Same as "Ins" key. (See long description above)
-
- Delete Object
-
- Same as "Del" key. (See long description above)
-
- Preferences
-
- Use this to change the default values for wall, floor, and ceiling
- textures, and floor and ceiling heights. These defaults are for
- your current DEU session only.
-
- Search [ALT-S]
-
- Find/Change
- (not yet implemented)
- Search for a specific object type.
-
- Repeat last find
- (not yet implemented)
- Perform the search again to find the next match.
-
- Next Object
-
- Go to next object.
-
- Prev Object
-
- Go to previous object.
-
- Jump to Object #
-
- Go to a specific object number.
-
- Modes [ALT-M]
-
- (Changes current editing mode.)
-
- Thing Mode T
- Linedef & Sidedef L
- Vertices V
- Sectors S
- Next Mode Tab
- Last Mode Shift-TabMisc [ALT-I]
-
- Misc [Alt-I]
-
- (Same as F8 keyboard command. See description of F8 key above.)
-
- Objects [ALT-O]
-
- (Same as F9 key in Keyboard commands. See description of F9 key above.)
-
- Check [ALT-C]
-
- (Same as F10 key in Keyboard commands. See description of F10 key above.)
-
-
- Help [ALT-H]
-
-
- Keyboard & Mouse
-
- Same as F1 key.
-
- Info Bar
-
- Turn on/off Info Bar at bottom of screen. This bar displays editing
- modes, grid size, and zoom levels.
-
- About DEU... (not yet implemented)
- Brief information about the DEU programmers and the contributed work
- from the net.
-
- =====================================================================
- [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] Vertices (description of)
-
- Vertices are simply points. Each vertex has an x,y coordinate on a map.
- DOOM maps are 2 dimension so there is no z coordinate. Vertices are used
- as the starting and ending points of LineDefs (see below).
-
- [5.2] LineDefs (description of)
-
- Lines which define boundaries in the map. These boundaries define the
- borders of a sector or the location of a trigger that you walk across.
- Each LineDef has a starting vertex and and ending vertex. There is a
- first and second side to every linedef. Either side may have a reference
- to a SideDef. LineDefs are also what is used as triggers and/or switches
- for special sectors.
-
- [5.3] SideDefs (description of)
-
- Every visible side of a LineDef must have a SideDef. The SideDefs are
- used to put wall textures on. (See description of upper/lower/normal
- textures below.) An enclosed set of SideDefs is what defines a Sector.
-
- [5.4] Sectors (description of)
-
- A Sector is made up of a group of 3 or more enclosed SideDefs. A sector
- can be viewed as a room or an area within a room. Sectors contain ceiling
- and floor height information, ceiling and floor textures, special sector
- information (does it hurt to be there? did you find a secret if you
- enter?) Sectors are the only structure that "moves" in DOOM. Lifts,
- Staircases, Doors, are all specially defined sectors.
-
- [5.5] Things (description of)
-
- There are many types of Things in DOOM. Player Start points, Enemies,
- Bonuses, Weapons, Keys, and Decorations.
-
-
- [5.6] 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.
-
- [5.7] 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 linedefs that
- activate a sector 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. The new Sector floor texture
- and type are copied from the Sector where the switch or walk-though
- LineDef is, not from the adjacent Sector(s).
- 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.
-
-
-
- [5.8] Normal/Upper/and Lower Textures
- -------------------------------------
-
- These are the Three parts of a sidedef.
-
- Upper Texture is used to account for variations in ceiling height.
- The sidedef facing the sector with the higher ceiling must
- have an upper texture defined.
-
- Lower Texture accounts for variations in floor height. The sidedef
- of a line that faces a sector with a lower floor height must have a
- lower texture defined.
-
- The Normal Texture is used for the surface of the sidedef which is
- below the ceiling height and above the floor height.
-
- Notice: The LineDef/SideDef editor displays upper/lower texture
- boxes in RED if they are transparent and shouldn't be. They will
- be grey if they are not visible and should be left transparent.
- If they are visible they will be black (transparent or not). This
- is very helpful in eliminating the Hall of Mirrors effect caused by
- missing texture assignments.
-
-
-
- =====================================================================
- [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] Rising Stairs
- -------------------
-
- A raising staircase is created by defining a set of adjacent sectors at the
- same elevation. The sector that will be the first (lowest) step is assigned
- a LineDef tag corresponding to a Linedef of the Raise Stairs type. Each step
- will raise to an elevation of 8 higher than its next lower neighbor, or 8 up
- from its original level in the case of the first step.
-
- If we define a set of sectors at an elevation of 0 as shown below:
-
- +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
- | | | | | | | | | | |
- | | | | | | | | | | |
- | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A |
- | | | | | | | | | | |
- | | | | | | | | | | |
- +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
-
- with sector _1_ connected to a Raise Stairs LineDef, the sectors that will
- form the stairs are those sectors that
-
- 1. Are at the same elevation as the first 'step' sector.
- 2. Share a LineDef with a sector that is part of the stairs.
- 3. The _first_ SideDef of the shared LineDef is part of the stairs.
- 4. The shared LineDef has a _lower_ LineDef number than any other
- LineDef facing 'into' (by condition 3) the previous sector.
-
- For example, if the linedefs were defined as follows:
-
- +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
- | | | | | | | | | | |
- | | | | | | | | | | |
- --| 1--| 2--| 3--| 4--| 5 |--6--| 7--| 8--| 9--| A--|
- | | | | | | | | | | |
- | | | | | | | | | | |
- +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
-
- If Sector 1 was the first 'step', then Sectors 2, 3, 4, and 5 would be part
- of the staircase. Because the LineDef between Sectors 5 and 6 'faces' _away_
- from Sector 5, Sector 6 will not raise when the staircase is triggered. If
- Sector 5 had a Floor elevation of 10, it would not become part of the
- staircase; only sectors with their Floor levels at the same level as the
- first step will be part of the staircase, regardless of the 'facing' of the
- LineDefs connecting them.
-
- The facing of the LineDefs making up the _sides_ of the staircase is
- important; you can make turning or spiral staircases, but you can also make
- staircases that elevate the floor of a room instead. Expanding the example,
- let us assume that Sector 0 is everything surrounding the sectors that are
- defined:
-
- +-----+-----+-----+-----+-----+-----+-----+-----+-----+-----+
- | | | | | | | | | | |
- | b| | | | | | | | | |
- --| 1--| 2--| 3--| 4--| 5 |--6--| 7--| 8--| 9--| A--| 0
- | | | | | | | | | | |
- | | | | | | | | | | | | | | | | |
- +--|--+--|--+--|--+--|--+--|--+--|--+-----+-----+-----+-----+
- a
-
- Now the LineDefs that make up the lower 'side' of Sectors 1 through 6 'face'
- into the staircase. If the LineDef number of the LineDef between Sector 1
- and Sector 0 (labelled 'a' above) is _lower_ than the LineDef number of the
- LineDef number of the LineDef between Sector 1 and Sector 2 (labelled 'b'
- above), then when the stair is triggered, Sectors 1 and 0 will rise, then
- Sector 0 will rise further. This is not likely to be what you want.
-
- When creating a set of sectors to become an elevating staircase, make sure
- that either:
-
- a) All the LineDefs _except_ the ones defining the path of the staircase
- face _away_ from the staircase's sectors, or
- b) The LineDefs defining the path of the staircase, within a Sector,
- have _lower_ LineDef numbers than any other LineDef facing into that
- Sector.
-
- The LineDef tag for sectors composing a staircase are, except for the sector
- that is the first step, irrelevant; the only use for non-zero LineDef tags
- in any other staircase sector is to have the editor flag the sector in a
- different color so the user can see where the limits of the staircase are.
- It is the sector elevation and the LineDef facing that determine the limits
- of a staircase.
-
-
- [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 (HOM).
- ------------------------------------
-
- 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.
-
- You should run all tests from the 'F10' menu to check for these errors.
-
- If everything appears to be correct (no warnings during the checks), then
- maybe you have too many two-sided LineDefs in the same room. There is a
- limit in Doom's graphic engine on the number of two-sided LineDefs that
- can be displayed at the same time. Solution: delete some of them. Sigh!
-
- But it may also be a problem with DEU's Nodes builder. You may try to use
- different values for the "splitfactor" command line parameter, and see if
- that solves the problem (use positive values; 8 is the default; 16 or more
- may solve some problems). If that still doesn't work, you will have to wait
- for the next release of DEU or use the excellent BSP program, available on
- most FTP sites (look for bsp11x.zip).
-
-
- [8.4] The 'Ruler' cursor leaves garbage on the screen.
- ------------------------------------------------------
-
- This is a bug in the EGAVGA.BGI driver. It does not support XOR mode for
- circles. Solutions: use another driver (VESA, for instance) or recompile
- DEU with the symbol NO_CIRCLES defined. This will draw squares instead of
- circles.
-
-
- [8.x] Can't relax after playing DOOM? (Coming down off a DOOM rush)
- --------------------------------------------------------------------
-
- Watch a Bob Marley concert video and have a smoke. 8-}'
-
-
-
- =====================================================================
- [9.0] Tutorial
- =====================================================================
-
- The /TUTOR directory contains the deu tutorial, a sort of step-by-step
- instruction booklet to creating a level from scratch.
-
- Print the TUTOR.DOC file and follow along with the wad files.
-
- =====================================================================
- [10.0] Tips
- =====================================================================
-
-
- [10.1] Generic editing tips.
-
- SAVE YOUR WORK!
-
- SAVE YOUR WORK OFTEN (with different file names) and test it every
- so often to make sure it's looking like you want it to. DEU makes
- a .BAK file but if things get really messed and you saved twice
- with the same file name you may lose your work.
-
- Inserting Linedefs
-
- When marking vertices to add linedefs, do so in CLOCKWISE order.
- This will make sure that the Normal (or first) side of the line
- is on the inside of your sector. DEU likes this better and
- so will you!
-
- Use clockwise order if you want to add a new sector outside (not
- inside any sector). This is the case most of the time.
- Use anti-clockwise order if you want to add an obstacle inside an
- existing sector (i.e. all first sidedefs will be on the outside of
- the area you just defined).
-
- Texture Alignment
-
- All the texture sizes (Ceilings, Floors, and Walls) are based on
- multiples of 8 pixels. You can use the grid feature to help
- align the length of linedefs. You might even try mathematics
- (I know, it's scarier than Doom... ;-) See the TUTOR.DOC file for
- an example of using the texture alignment fields.
-
- Tag Numbers
-
- Sectors may have a Tag number associated with them. A linedef
- that has the same tag number can be used to activate the
- sector by walking across it or pressing it like a switch.
- The tag numbers are an independant table that is used to link
- the actions of linedefs and sectors together. The fact that the
- Tag numbers are independant means that a single tag number can
- multiple lindefs to a sector.
-
-
-
- Things (what order)
-
- Add a player 1 start as soon as you've built your first
- sector. WAIT until your done building all the sectors
- before you add enemies and weapons. This way you won't
- have to waste time killing them every time you go to
- test out your creation. Decorations should also come
- before the enemies. (This WILL save you time, but,
- if you feel the need to kill something every time you test
- your level, go ahead and satisfy your desire for carnage.)
-
-
- Vertices, Linedefs, and Sectors... suggested order to do them in.
-
- First add all major rooms using F9 menu. Then use F9 menu to
- insert obstacles or different areas inside these rooms. Connect
- the rooms by selecting two vertices from each (in clockwise order)
- and press "Ins" twice. Now go ahead and add more walls or sectors
- using the vertices method. Drag some walls on top of some others
- if you want to join two rooms. Then set the textures of walls and
- ceilings and height of sectors. Add a player 1 start thing and
- compile it and take a walk through it. Then go back and fix things
- and add decorations. Add enemies last so you don't have to deal
- with them every time. Remember to add enemies based upon difficulty
- level.
-
-
- Stairs
-
- The maximum difference between floor heights for stairs is
- somewhere close to 24. Typical values for the height differ
- by 16 units. (Most of id's stairs use 16, although some of id's
- stairs go by 8.)
-
-
- General
-
- Good things come to those who.... WORK!
-
- It takes TIME to build a good wad file. The first really cool
- wads we've seen produced with DEU took in excess of 15 hours.
- Granted, that included time to learn the latest release of DEU,
- but we expect that it will take somewhere between 6-20 hours
- to churn out a really good level. Don't be discouraged. You
- can start out with a simple level and expand on it as time
- permits.
-
- Theme! Theme I tell you! And a little continuity wouldn't hurt
- either. We've made a couple wads without any continuity and
- found that they looked, well... amateur. The sample levels
- in the tutorial have little continuity and are in no way
- meant to demonstrate what a good level looks like, rather,
- these were built to show how things work.
-
- Including your own demo in a PWAD.
-
- > doom -devparm -record E1M1 -file E1M1.WAD
- > deu
- > R E1M1.WAD
- > I E1M1.LMP DEMO1
- > R DEMO1.WAD
- > G MYLEVEL.WAD
- > doom -file MYLEVEL.WAD
-
-
- Special Tag Numbers
-
- The only special tag number we know of yet is tag number 666.
- It is used to lower a sector after all the Barons of Hell have
- been eliminated on E1M8. We haven't tested to see if that
- works on any other ExMx levels. Let us know!
-
-
- Death of Bosses ends level
-
- This is only true at the End Levels (ExM8). When all of the
- bosses that are tougher than a baron of hell die, the level
- ends.
-
-
- Exits for Single, Coop, and Multiplayer
-
- It IS possible to create a level suitable for single-player games
- AND protect the exit in Deathmatch games so that players must
- cooperate in order to exit. There are many ways to do this, and
- most of them are based upon when Things are available (See the When
- Appears item in Things mode).
-
- One simple way is to have two doors that lead to the exit.
- In multiplayer: Door "A" could be blocked by having a lamp in front of
- it. Door "B" would require a distant switch to be pulled so that the
- player pulling the switch couldn't reach it by themselves.
- In single player (and Cooperative) mode Door "A" would not be blocked
- by any object nor require any switch to be pulled. This is just one
- of many possible ways to make a wad playable by a single player but
- require cooperation to exit in Deathmatch mode.
-
-
-
-
-
- [10.2] DEU/DOOM Limits....
-
-
- Maximum size of a wad file created with DEU 5.2: This depends on how
- much base memory you can free up. The more free ram, the bigger the
- WAD can be. If you are using the GCC version of DEU, you will be able
- to create a wad as big as your total memory (standard + extended): you
- can create a huge wad file with this...
-
- X,Y locations of vertices: somewhere in excess of -10,000 to
- +10,000. It could be -32768 to + 32767. Note however that
- DEU might get a little weird if your vertices are too far
- apart.
-
- Maximum number of sector tags: 255
-
- Maximum number of enemies/things that can be displayed at a
- time: Somewhere near 64. We've seen that when there are too many
- some of them will disappear and reappear. This looks really bad.
-
- The doom engine (v1.2) can handle floors & cielings from -32768 to
- +32768 as long as the difference in a sector is not more than 1000.
- DEU imposes a limit of 16384 as a safety feature and will check for
- the ceiling/floor difference when you run the 'check textures' test.
-
- The Maximum 2S linedefs that you can see from any point before DOOM
- engine limit causes HOM (Hall of Mirrors effect): Somewhere near 16.
-
- Maximum stair you can climb: 24 units.
-
- Minimum floor to ceiling distance that you can walk through: Near 60
- units.
-
- Minimum wall distance you can squeeze through: 34 units.
-
- Number of hours playing doom before your spouse (or friend) files a
- certificate of your death and claims benefits: Do you really want to
- find out? Spend a little quality time with them!
-
-
- That's it people. We hope you enjoy this editor and that it adds a ton of
- replay value to the game. This, of course, until the next big release from
- id software. DOOM: Hell on Earth. Possessed humans with chainguns, demon
- reanimators, and more. We can feel it coming on like an earthQUAKE!
-
- Oh, and don't worry... There's tons of copies of the source code, so DEUHOE
- (or whatever) probably won't take too long. About two weeks... ;-)
- <big wink>