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-
- ───────────────────────────────
- WADED v0.99
- DOOM Map WAD Editor
- Programmed by Matthew Ayres
- ───────────────────────────────
- PUBLIC BETA RELEASE
-
-
- [0] Contents
-
- [1] Overview
- [2] Features
- [3] Main Functions
- [4] Keyboard Equivalents
- [5] Editing Things
- [6] Editing LineDefs
- [7] Editing Sectors
- [8] Map Drawing Utilities
- [9] Author's Notes
- [10] Registration
- [11] Acknowledgments
- [12] Upcoming Features
- [13] Contacting the author
- [14] Distribution and where
- to get the latest version
- [15] Disclaimer
-
-
- [1] Overview
-
- WADED was designed to be an easy and decent DOOM map editor. It is
- completely mouse controlled, and run from DOS. The obvious goal was to write
- a good editor, so people would be able to create some good new DOOM levels
- from scratch that could be distributed in small patch .WAD (PWAD) files.
-
- WADED can be run from any directory on your hard drive. It needs no
- data files, nor does it create any configuration files. All WADED's
- information is kept within itself. It will attempt to locate your main .WAD
- file, but if it can't, you'll be prompted for one.
-
- Please read over the Main Functions before using WADED, you can't just
- enter a pitch-black forest without a flashlight. Hopefully it shouldn't be
- too hard for you get used to the interface. Once you've fiddled with it for a
- while, it's easy to use. All effort has been taken to make WADED easy and
- simple to use, but parts might not appear simple at first.
-
- I'd also suggest reading over the Map Editing Utilities part of the
- documentation, if you plan on building levels from scratch or adding to other
- levels. Please note, that this documentation doesn't yet go over the basic
- concepts of a level. In other words, it doesn't explain exactly what
- Vertexes, LineDefs, SideDefs, and Sectors are. If you aren't yet familiar
- with them, then I'd suggest reading the "UnOfficial DOOM Specs", or wait for a
- release of WADED that does explain them in its documentation.
-
- Tired of having to load Windows to use a map editor? Tired of
- programs that are hard to figure out, and offer little ease in designing
- levels? Tired of editors that don't use the mouse to it's fullest extent?
- Tired of editors incapable of generating the Nodes? Tired of reading this?
- Then give WADED a try and see whatchya think.
-
- Take note, WADED is yet completed, even though it might look as if
- it's somewhere near completed. Me, and a lot of other people have tons of
- ideas, and I'll slowly be adding them to make the program all the better.
-
- Also, sorry for any mistakes, misprints, spelling errors,
- repetitiveness in the documentation, or lack of completeness. Does that cover
- it all? This DOC was written at various times during the completion of WADED,
- so, expect the unexpected, eh?
-
- PLEASE!!! REPORT ANY BUGS, MISTAKES, IDEAS, REMARKS, PROBLEMS,
- DISLIKES, OPINIONS, COMMENTS, SUGGESTIONS, NOTES..... TO ME IMMEDIATELY! SEE
- THE SECTION BELOW ABOUT CONTACTING ME.
-
-
- [2] Features
-
- - Run from DOS, and requires only one .EXE, no data
- and configuration files
- - Easy to use interface, with complete mouse support
- - No EMS or XMS needed, requires only VGA and a mouse
- - Things icons, 9 zoom levels
- - Load/Save PWADs
- - Map drawing utilities
- - Start levels from scratch
- - Draw lines and have WADED
- handle the complicated stuff
- - Move/Add/Delete Vertexes
- - Move/Delete/Flip LineDefs
- - Ability to define Sectors
- - Move/Add/Delete things
- - Things divided into categories
- - Change thing attributes/direction
- - Change wall textures/attributes
- - Change LineDef/Sector triggers/types
- - Change Sector ceiling/floor altitudes
- - Change Sector attributes/brightness
- - Ability to change multiple LineDefs at once
- - Properly save a PWAD file that DOOM
- can use, i.e. build the Nodes, etc.
- - Support BBS
- - Much more... I think...
-
- One of the main powers of WADED lies within the Map Drawing Utilities
- ("Draw Map" selection), the subselection "Draw". You'll probably discover
- this to be very helpful when building levels from scratch. With it you can
- literally draw a level out, and WADED will handle creating the Vertexes,
- LineDefs, SideDefs, and Sectors for you. Using some algorithms, WADED does a
- pretty good job of guessing what needs to be created, how and where. In the
- rare occasions that WADED can't figure out what you're doing (or guesses
- wrong), there is a Sector Definer to place things properly. So read over the
- part of the documentation concerning these utilities.
-
-
- [3] Main Functions
-
- Throughout the editor, there are many buttons (like "+" and "-" or
- arrow buttons/selections). There is an important mouse feature to remember.
- That is, if you click the left mouse button on one of these screen
- buttons/selections, it will do nothing more than that operation once. Holding
- down the right mouse button will perform that operation until you let go.
- This is handy to scroll quickly through a set of numbers or a list of wall
- textures, etc. (There is one exception in Sector editing...)
-
- Another note about the mouse, sometimes a middle mouse button is
- mentioned. If you only have a two button mouse (like I), you can emulate the
- middle mouse button by hitting both the left and right mouse buttons at the
- same time.
-
- Yet another IMPORTANT NOTE about the mouse... If you're just coming
- out of Windows, the mouse cursor movement rate is set to like intervals of 8.
- Some other programs do this too. They for some reason don't reset the mouse
- upon exiting. WADED doesn't reset the mouse, and if it in that mode, the
- mouse will bounce around insanely when you try to move it. To counter this,
- exit by hitting "Q", then run the DOS program "EDIT" and exit that. That
- program will reset the mouse. Sorry for the inconvenience that WADED doesn't
- (YET) properly reset the mouse.
-
- Once WADED is run, on the right edge of the screen, there are many
- selections. The top four are: Things, LineDefs, Sectors, and Draw Map.
- Editing features and commands for each are listed further on in this document.
- WADED starts out on the "Things" editing selection.
-
- Below these four selections are arrows that allow you to scroll the
- map view around. Also note that using the arrow keys on the keyboard will do
- this. Under the arrows are plus and minus buttons that will adjust the zoom
- level of the map view. The plus and minus keys on your keyboard will also do
- this.
-
- Next the current X and Y coordinates are displayed. They represent
- exactly where the mouse is currently pointing to on the map, while the mouse
- is in map view area. Under this is the "Grid" selection button. By clicking
- this you can toggle the grid on and off. Grid lines are every 128 units.
-
- Then come four more selections: Load Map, Load PWAD, Save PWAD, and
- Quit. The "Load Map" selection will load a map from the main DOOM WAD file.
- Once you select this, a selection box will appear asking what map to load.
- Use "Load PWAD" to load map WAD files created by WADED or any other map
- editor. "Save PWAD" obviously saves your map to a WAD file, and "Quit" exits
- WADED.
-
- The selection windows in the lower part of the screen, usually have
- four buttons, and a list of items, wall textures, etc. The top and bottom
- buttons will scroll the list one page up and down at a time. The middle two
- buttons will scroll the bar up and down one at a time. Also note you can
- select any item in the selection window by clicking on it.
-
-
- [4] Keyboard Equivalents
-
- For those of you who aren't mouse dependent (like me), here are the
- keyboard equivalents of most features:
-
- F1 - Edit Things
- F2 - Edit LineDefs
- F3 - Edit Sectors
- F4 - Map Drawing Utilities
- M - Load Map from main DOOM WAD file
- L - Load PWAD created by WADED or other map editor
- S - Save PWAD (and builds everything needed, Nodes, etc.)
- G - Grid toggle on/off
- V - View currently select wall texture or floor/ceiling tile
- ] - Go to next selection in lower right selection window
- [ - Go to previous selection in lower right selection window
- } - Go to next page in lower right selection window
- { - Go to previous page in lower right selection window
- F - Flip currently highlighted LineDef
- C - Clean up extra vertexes
- B - Build Nodes, Segs, and SSectors
- Q - Quit WADED
-
- "+" key - Zoom in map
- "-" key - Zoom out map
- Arrow keys - Scroll map around
-
-
- [5] Editing Things
-
- "Things" are items that appear throughout the game of DOOM. They
- include player start positions, enemies, some obstacles, power-ups, and other
- such items.
-
- While the "Things" selection is highlighted, you can add, delete, and
- move objects. You can also change their attributes. Using the left mouse
- button to click on a Thing on the map view will bring up information about it
- in the lower left window.
-
- Clicking the left mouse button on a Thing, and then dragging the mouse
- around, will move the Thing around on the map accordingly. Clicking the right
- mouse button on a Thing will delete it off the map. Click the right mouse
- button while NOT on a Thing will add a Thing to the map.
-
- While adding Things, you can easily choose which Thing you want to add
- with the two bottom right windows. The right-most window let's you select the
- category of Things. The window to the left of it, let's you select the actual
- Thing to be added.
-
- A Things attributes can be changed in the lower left window by
- clicking on the appropriate buttons. There are 8 buttons in a circle that you
- can click on to choose the direction a Thing faces (only effects Things that
- are enemies or player start positions). You can also toggle which difficulty
- levels the Thing will appear on, if it appears in deathmatches or not, and if
- the Thing is an enemy, you can pick if it's deaf or not.
-
-
- [6] Editing LineDefs
-
- "LineDefs" define a lot of information in DOOM. LineDefs mainly
- supply DOOM with the information as to where the walls are, what is on them,
- and what they can do. Closely related to LineDefs are "SideDefs", which
- describes what texture is displayed on walls within the DOOM environment.
- WADED has taken the burden out of keeping track of which LineDefs are
- connected to which SideDef. There are many important attributes to LineDefs.
-
- In WADED, while "LineDefs" is highlighted, the map view shows only
- lines, and Things are no longer shown. You can pick any line by moving the
- mouse to it and click the left mouse button to highlight it. You'll notice
- that the highlighted line has a little "stick" coming out of it,
- perpendicularly. LineDefs within DOOM can (but not always) have 2 sides to
- them. Each side can have a different texture. The side the "stick" comes out
- of let's you know which side is the "right" side of the line. The side the
- "stick" doesn't come out of, is the "left" side of the line. In DOOM, if any
- LineDef only has one side, it will always be the "right" side. If a LineDef
- in DOOM has two sides, then the other side must be somewhere the player can
- walk, and therefor another Sector a player can walk into (see Sectors below).
-
- Notice, on the right hand side of the lower left window, are six
- boxes. The left three describe what texture will be shown on the "left" side
- of a line (if there even is one for that line). The right three boxes, of
- course, describe what's on the "right" side. The middle boxes describe what
- will be on the main part of the wall for each side.
-
- Clicking the left mouse button on one of these boxes will put whatever
- wall texture is currently highlighted in the lower right window into it. The
- right mouse button will select the texture "-", which means that wall will be
- transparent.
-
- The top boxes describe what will be on upper part of a wall (the
- section of the wall starting from the ceiling of the adjacent sector upward).
- The bottom boxes describe what will be on the lower part of a wall (the
- section of the wall starting from the floor of the adjacent sector downward).
- Take note, the bottom and top parts of a wall only need to be defined if the
- wall has two sides (has a sector on either side of it). Depending on the
- floor and ceiling heights of the adjacent sectors of the line you're defining,
- some top and bottom parts need not be defined (since they can't be seen).
- WADED calculates the parts that can be seen, and highlights the appropriate
- boxes in red. You'll find this feature is very helpful.
-
- Even though WADED highlights in red what parts of walls should to be
- defined, there still might be more you need to fill in. For instance, if you
- have an elevator, crushing ceiling, or any other type of sector movement,
- sometimes the top or bottom part of the wall be become exposed. WADED doesn't
- figure this, and these need to be defined unless you want to see "wacko" walls
- while playing DOOM.
-
- LineDefs can be assigned to perform a special operation when they are
- crossed, shot, or spacebar is hit, while playing DOOM. There are quite a few
- of these special operations, and you can pick which special operation number
- you want in the left part of the lower left window. To bring up a list of
- these special operations (unless of course you've memorized them!) click on
- the "LIST" button. The map view is cleared, and a list of the special
- operations is shown. You can scroll through the list with the arrow buttons
- in the lower right part of the window. Simply click anywhere on a description
- to pick that one.
-
- Each special operation description has a (C) or (S) or (G) preceding
- it. A (C) means that this line has to be crossed (walked over) while playing
- DOOM, to trigger it. A (S) means that you must hit the spacebar to trigger
- this line. A (G) means that this line must be shot to be triggered.
-
- Most special operations effect one or more Sectors. To pick which
- Sectors are effected by that LineDef, (while that LineDef is highlighted),
- simply click the right mouse button within the sector on the map view. It
- will turn green. Clicking the right mouse button on it again will toggle it
- back again. Take note that most door operations don't need a Sector to be
- specified, DOOM automatically picks the Sector on the other side of the wall
- that you triggered.
-
- In the middle of the LineDefs attributes window, are 8 toggles for
- that LineDef. The small description near each will have to suffice for now,
- this documentation hasn't been completed.
-
- Here comes another very useful command... Below these attribute
- toggles are two buttons marked "MUTLI" and "APPLY". These have to be one of
- the most useful aspects of WADED. It will let you define information for
- multiple walls at once. First, you click on the "MULTI" button. All the
- attributes will then show up as "X"'s, meaning, "no change". Simply select
- all the LineDefs you want effected, using the left mouse button. You can
- toggle them off again by clicking on them again. Now you can alter the
- attributes or textures as you would with any other wall. Change only the
- things you want edited for all the highlighted LineDefs, you can change
- anything, including the textures used. If you want something to go back to
- being a "X" (to tell WADED to perform no change on it), click the middle mouse
- button (or both the left and right at the same time). Once you're satisfied
- with your changes, and you've selected all the LineDefs you want effected,
- click on "APPLY" and all the LineDefs you selected will be changed
- accordingly. You'll also be taken out of "MULTI" mode. Also, to abort
- "MULTI" mode at any time, click on the "MUTLI" button again.
-
-
- [7] Editing Sectors
-
- "Sectors" define small areas of a map, bound by LineDefs. No Sector
- can have within itself another sector, or LineDef, unless that LineDef is part
- of that Sector (catch that?). Technically speaking, you can have a Sector
- within a Sector, however the outer Sector would only wrap around the inner
- Sector. Sectors define floor and ceiling heights for DOOM (along with the
- picture used for both). This means, for something like a set of stairs, each
- step is it's own Sector. Sectors also have a few attributes, like brightness
- and damaging effects on the player. Sectors can also be effected by triggered
- LineDefs (see above).
-
- Sectors can easily be selected by clicking anywhere within one on the
- map. Information on that Sector will be shown in the lower left window and
- it's attributes can be changed there.
-
- Documentation for Sectors is incomplete in this beta release. It
- should be pretty self explanatory. I should mention that clicking the right
- mouse button on the ceiling or floor texture will set it to "FSKY_1", which is
- transparent, and let's the player see through to the background sky.
-
-
- [8] Map Drawing Utilities
-
- This is the part of WADED that is furthest from completion. Expect to
- see plenty more functions and features added to this. I have a ton of ideas
- yet to implement, and it's taking me time to decide exactly how I want them to
- work. Then more time to write the code to make it all work. If you have any
- more ideas or complaints about how easy/hard this feature is to use, please
- inform me!
-
- To enter the Map Drawing Utilities, simply select the "Draw Map"
- selection from the top right of the screen. Once selected, the lower left
- window of the screen will appear with several more options. Each is described
- below. 5 of the options in this window define what you're currently editing
- within the map view. They are: Vertexes, Lines, Draw, and Sec Def. The other
- options are either one-time operations or selections.
-
- "Scratch" will allow you to start a level from scratch. Thus erasing
- all information about a level. It's Things, Vertexes, Linedefs, Sidedefs, and
- Sectors are all cleared. From here you can build your own level from the
- ground up. Which, isn't always a piece of cake.
-
- "Clean" will effectively remove all extra Vertexes in a level. Extra
- Vertexes are those that aren't part of a LineDef, left out in the middle of
- the open. They're formed from a user deleting a line or placing an unused
- Vertex. Also, some extra Vertexes are formed after the Nodes are built (and
- are necessary for DOOM to run properly). If you're going to be saving, and
- aren't going to be rebuilding the Nodes, DO NOT clean out the extra Vertexes
- created by a previous generation of the Nodes, either from WADED, another
- editor, or an original level.
-
- The selection, "Grid", can be adjusted from 1 to 512. This option
- takes effect any time a Vertex is being moved or placed. An example is the
- easiest way to explain this option. If it's set at, say 16, then when moving
- or placing a Vertex, they can only be set at intervals of 16 units on the map.
- A setting of 1 would be how most other editors work, and how one would
- logically perceive the editor to work. But other setting could be useful when
- trying to line Vertexes up. The default is 16, since I've found it to work
- out the best. However 8 and 32 are also useful. Realize this setting effects
- placement and movement of LineDefs also (since a LineDef is connected from one
- Vertex to another).
-
- If "Vertexes" is selected for editing, then the Vertexes in the map
- view will be shown as red boxes. Clicking the left mouse button on a Vertex
- and dragging it around will permanently move it to where you leave it.
- Clicking the right mouse button on an existing Vertex will delete it. And
- clicking the right mouse button away from existing Vertexes will create a new
- one there.
-
- If "LineDefs" is selected for editing, then you can click the left
- mouse button on a line and highlight it. Once highlighted, some information
- about it will appear in the bottom left of the screen. If you continue to
- hold the left mouse button down, and drag the mouse, you'll move the line
- around on the map accordingly. The right mouse button is used to delete
- LineDefs.
-
- Below the information in the bottom left of the screen, are a "Two
- Sided" toggle, and a "Flip" option. The "Two Sided" box will be lit (red) if
- the currently highlighted LineDef is two sided, and blue if it isn't.
- Clicking on this will toggle the LineDef from being two sided or not. The
- "Flip" option will flip the line around, thus "flipping" the little pointy
- thing sticking out of the LineDef perpendicular to the other side. Why flip a
- LineDef? Well doors can only be activated from the right side of a LineDef.
- (So put the "right" side of a LineDef facing outward from a door). Other uses
- of flipping a LineDef? I don't know of any, but I haven't looked into it too
- deeply.
-
- If "Draw" is selected, then you can define Vertexes, LineDefs, and
- Sectors all at once. On the map, you can click the left mouse button to begin
- a LineDef (this also places a Vertex here). Let go of the mouse button, and
- drag the mouse to the point on the map where you want the LineDef to end (and
- thus place another Vertex). The length of the line will be shown at the
- bottom left of the screen as you drag the mouse around.
-
- Once you've decided where the end of the LineDef will be, click the
- left mouse button again. If you click somewhere where there wasn't already a
- Vertex, you'll begin the process again. In other words, you'll be starting
- another LineDef from the place you ended the previous one. To cancel placing
- an ending to a LineDef (and thus never creating that LineDef altogether), hit
- SPACEBAR.
-
- With this feature, you can build a room, or whatever, creating new
- LineDefs, end on end. TAKE NOTE: the little pointy thing sticking out of the
- LineDef perpendicularly, SHOULD ALWAYS FACE INWARD when building new rooms.
-
- This process of creating new LineDefs, end on end, will continue until
- you either hit SPACEBAR, or end on another existing Vertex. Ending on an
- existing Vertex is recommending, because from there WADED will try to place
- Sectors for you. For example, if you build a room off of an already existing
- room, the LineDef combining the two rooms will automatically become Two Sided,
- transparent, and Sectors will be assigned accordingly. Also, WADED will
- detect you building within another Sector, and automatically make all the
- lines Two Sided, transparent, and assign the Sectors accordingly.
-
- To further aid (complicate?) the map drawing process, at any time,
- clicking the right mouse button on a LineDef (other than the one you're
- currently creating, if you are) will highlight it. Click the right mouse
- button on it again to un-highlight it. When a LineDef is highlighted, the
- next end of a LineDef you make, where a Vertex is placed, that Vertex will
- split the highlighted LineDef into two pieces. This effectively lets you
- create rooms out of the sides of other rooms, without using pre-existing
- Vertex edges (eh? make sense?). The highlighted LineDef is then
- un-highlighted, since you probably won't want to split that LineDef again.
-
- WADED does most of what you need here, but not everything (at least
- not yet). What it can't do, you can check up on it using the "Sec Def"
- command described below.
-
- Now for the "Sec Def" feature (which stands for Sectors Define). Once
- in this mode, you can click anywhere on the map, with the left mouse button,
- to pick what Sector to edit. Or you can click on the "+" and "-" buttons
- below the indicator that tells what Sector you're currently editing.
-
- The Sector you're currently defining will be highlighted. To add a
- LineDef to this current Sector, click on it with the right mouse button. If
- the LineDef has two sides, then you'll be prompted as to which side of it
- you'd like to become part of the currently selected Sector. If the LineDef
- only has one side, then the right side of the LineDef is selected to become
- part of the currently selected Sector.
-
- Frustrated by all this? I believe there's two possibilities as to why
- (or, it could be both). Firstly, maybe you don't understand what Vertexes,
- LineDefs, SideDefs, and Sectors are precisely. I'd suggest reading over the
- "UnOfficial DOOM Specs", or wait for a later release of WADED that includes
- documentation explaining these. Or, maybe my explaining the in the above
- paragraphs is insufficient, hard to read, or poorly written.
-
- What can I suggest? Well, just fiddle with the editor and try to
- figure things out. If you can, and can think of a better way to explain it,
- and/or have a better layout, please let me know. Write it out if you'd like,
- and send it to me. Then again, if you think what I've written is sufficient,
- please let me know. I didn't put all that much time into it.
-
-
- [9] Author's Notes
-
- Well it's finally here! It's been about 2 months since I first
- started writing WADED. Sorry it's taken me so long, I haven't always had all
- that much time to work on it. People have been bugging me to finally release
- it, so I am, as a public BETA release. I'm trying to make this editor
- completely mouse controlled, easy to use, and full featured. So, it is taking
- quite some time to do.
-
- WADED was completely programmed by me (Matthew Ayres). The only
- information I have used in creating WADED is from the "UnOfficial DOOM WAD
- Specs" released by Hank Luekart and written by Matt Fell (very helpful!). And
- also I'd like to mention, I've obtained some information from Alistair Brown
- regarding Nodes, Segs, and SSectors. Of course I've gotten a few ideas from
- other DOOM editors, and I'd like to thank those authors for writing such
- excellent programs. Also thanks everyone else that has pestered me to
- continue writing this.
-
- I'd like to mention that Kirk Yokomizo helped me out with the
- documentation, and helped contribute to the special LineDefs types. He was
- also the person that did the most pestering. =)
-
- Version 0.99 huh? Yah... actually there's almost 200 versions now.
- Very few were actually released. I just felt as if I had to keep adding
- things before I could release it. Of course, it got carried away, and then
- there's bugs and other loose ends... So, I've cleared as many of them up as I
- could, but there are still a few around... mainly in the documentation now.
- See the revision history (WADED.REV) if you're really interested how WADED
- started...
-
- Uhhh, I would like to note, that the nodes generation algorithm was a
- MAJOR pain to write. It took me 5 straight days to get it working like it
- does now. Yet, it does work, with one minor glitch, that occurs rarely. At
- certain places within the game, you might not be able to walk through empty
- space. To avoid/correct this problem for now, just move, a little bit, any
- LineDefs that fall along the same vertical or horizontal line that you can't
- walk through (these impassable walls in the middle of no where always occur
- along the edges of a nodebox which are always vertical or horizontal).
- Meanwhile, I'll try to weed out this annoyance.
-
- Oh yeah, for those of you who are interested in knowing, I'm 18 years
- old. Why am I telling you this? I don't know, it just seems every time I
- read the documentation to someone else's program, I would just like to know
- how old the person is. Strange isn't it?
-
-
- [10] Registration
-
- Please register WADED! I've tried to be nice about unregistered
- copies of WADED, and haven't crippled the software in any way. I didn't want
- to be mean about it, so I put in a simple delay, along with a message to con
- you to register, when you run WADED. Otherwise, WADED has NOT been hindered
- in any other way because of it be unregistered. Mainly so you can get a taste
- of the editor.
-
- I can't demand that you pay, I can only hope you're willing to help
- out. Registering is what keeps up my will to program this, it isn't always a
- bundle of fun. As you could have probably guessed, this program has taken
- quite a bit of my time, and I think that I only rightfully deserve some
- compensation.
-
- Registration is only $10. It entitles you to a personal copy of
- WADED, without the beginning delay. Your name will be placed on the opening
- screen in a graphical font. You only have to register WADED once.
- Thereafter, you can obtain the latest registered version from my BBS.
- Registered copies of the latest version will be released a few days before the
- unregistered release. Above all, I'll be much happier in that another decent
- person out there has helped me out by registering WADED. There might also be
- other future benefits of registering WADED early.
-
- If you'd like WADED sent to you via mail, please add an extra $5
- (making the total $15). Every major release of WADED will be sent to you in
- the mail on a 3.5" diskette, maximum 5 times (if there are that many more
- major released after 5 times, you'll have to send another $5 to cover the
- costs of the disks again).
-
- Send, in an envelope, your full name and voice phone number, along
- with cash or check to the address listed below. Be sure to tell me if you
- want WADED sent to you via mail, or if you plan on downloading the latest
- releases from my BBS. The address listed below is similar to a P.O. Box, but
- from a private company (Mail Boxes Etc.). Please be sure that you get all the
- information on the envelope correctly.
-
- ──────────────────────────────────────────────
- Matthew Ayres
- 977 E. Stanley Blvd., Unit 349
- Livermore, CA 94550
- ──────────────────────────────────────────────
-
- Thanks to all those who register and I hope you enjoy WADED.
-
-
- [11] Acknowledgements
-
- Kirk Yokomizo (internet: kirk@wc.cdrom.com)
- Handles distributing WADED on the internet, and should be able to
- answer most general questions about WADED. He's also very good at
- pestering me to work on it.
-
- Alistair Brown (internet: a.d.brown@bradford.ac.uk)
- Great deal of help with the nodes. My node generating algorithm is
- almost completely based on information from him. Also came up with
- some very good ideas to add.
-
- "Unofficial DOOM Specs"
- Written by: Matt Fell (internet: matt.burnett@acebbs.com)
- Released by: Hank Leukart (internet: ap641@cleveland.freenet.edu)
- Nothing was possible without these specs that explain the structure of
- the WAD file DOOM uses.
-
- iD Software
- A group of Gods that somehow managed to get something that looks
- impossible, to work, and smoothly, on an IBM compatible.
-
- "Quantum Leap" TV program on TBS
- I did most of the work on WADED at midnight, while watching this on
- the tube. Basically, I had to have something else to occupy my brain
- at the same time, or I'd most likely fall into a trance working on
- WADED and never come out until it was totally complete...
-
- Also thanks to all the beta testers that have tried out and reported
- bugs and ideas to me.
-
-
- [12] Upcoming Features
-
- - Sector mover/deleter
- - MULTI feature for moving Vertexes, LineDefs, and Sectors
- - MULTI feature for Sector Editing
- - A lot of new map editing utilities, including
- really easy and quick ways to add: doors, elevators,
- stairs, square rooms, circle rooms, semi-circle
- rooms, x-sided rooms, and more.
- - Enhanced Texture and Ceiling/Floor viewer
- - Ability to import GIFs into existing textures/pictures
- and add more textures/pictures
- - Of course more features to make the editor
- easier to use and understand
- - Anything else I think of, or anyone else
- thinks of, that is a good idea
- - More... more... more... more?
-
-
- [13] Contacting the author
-
- I can be contacted through my BBS, or through the Internet:
-
- BBS: Lithium BBS (510)455-0425
- 2 nodes, call hunting
- 28.8k V.FAST support
-
- Internet: matthew.ayres@intellisoft.com
-
-
- [14] Distribution and where to get the latest version of WADED
-
- The latest version of WADED can always be found on my BBS, the name
- and number for it are listed above. Hopefully it will get spread around on
- other fine boards. It can also be found on the Internet at:
-
- Address: wuarchive.wustl.edu
- Directory: /pub/MSDOS_UPLOADS/games/doomstuff
-
- Address: ocf.unt.edu
- Directory: /pub/incoming/editors
-
- WADED will be always be distributed in a ZIP file, and it's filename
- will always be the format of: WADEDxxx.ZIP of course the "xxx" standing for
- the version number (i.e. 099 means version 0.99, duh). The files within the
- WADED archive will be: WADED.EXE, WADED.DOC, WADED.REV, and FILE_ID.DIZ. If
- you're going to distribute WADED, please leave it in its orginal format, and
- do not add nor delete any files from the archive. Thanks.
-
-
- [15] Disclaimer
-
- Usage of WADED is at your own risk. Running it is at your own will,
- and therefore you are completely responsible for anything that happens after
- you run WADED. Anything you do or create with WADED is your responsibility,
- and not the author's. Any damage caused to any person, computer, software,
- hardware, company, or business by running WADED is your responsibility, and
- not author's liability, since you have chosen to run it.
-
- If you don't understand these terms, or are not sure of something, or
- are afraid something bad might come of using WADED, don't use it. You are
- here forewarned.
-
- DOOM is a registered trademark of ID Software
- WADED is (c)1994 by Matthew Ayres
-