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- DoomED-The Real Thing Tutorial
-
- by David Bruni
- CIS 74353,357
-
- INDEX
- ----------------------------------------------
- I-----------Introduction
- II----------Installation
- III---------Getting Started
- IV----------Sectors
- V-----------LineDefs
- VI----------Things
- VII---------Platforms
- VIII--------DOOM Limits
- IX-----------Running WAD files
- X----------Acknowledgments
- ----------------------------------------------
-
- I. Introduction
-
- Hello fellow DOOM fans and thanks for downloading this tutorial.
- I've made a few minor revisions to the original tutorial. That's why
- I've uploaded this file again. You'll also notice that the sections are
- now better arranged and separated into sections and in a more
- readable format. This is thanks to Patrick Murphy, who did a
- great job. Thanks Patrick!
-
- This tutorial is designed to help you get started using
- DoomED-The Real Thing version 2.60b4. I'll show you how to do
- everything from installing the program and getting it running.
- To making elevators and transporters. I'll also talk about
- LineDefs and how to set them up. Basically, I'll try to touch on
- everything to help launch you on your WAD file making career
- with DoomED. This file is easiest to read if you call it up in
- Microsoft Write.
-
- The main revisions that I've made are as follows:
-
- 1) On the "X" texture offset, a positive number moves
- the texture to the LEFT. A negitive number moves it
- to the RIGHT.
-
- 2) When making a tripwire, after changing the action of
- the door from a std door, be sure to click in the bottom
- dialog box and assign the platform to the door lines. I failed to
- mention this.
-
- 3) When checking to see if the lines of the tripwire are
- associated with the door, clicking the door lines DO NOT
- highlight the tripwire as stated.
-
- II. Installation
-
- After downloading DMREAL.ZIP, you can move it to a temporary
- directory, if you want. The installation program will ask you
- for a permanent directory location. Now unzip the file. After
- unzipping DMREAL.ZIP, go to Program Manager. Under FILE, chose
- RUN and type in c:\?\setup.exe. Where ? is the sub-directory
- that you just unzipped the file in. I'm assuming your drive
- letter is C. If it's different, then change it to the drive you
- need. After hitting ENTER, you'll be presented with the
- Installation Window.
-
- On the drop down menu, pick CONFIGURE. This brings up the Setup
- Configuration window. It shows the Source Directory and the
- Destination Directory. The default directory is C:\DoomED. You
- can accept this or change it to something else. Just make sure
- that you don't overwrite an existing sub-directory. Once you
- decide on a location, click OK.
-
- Now pick INSTALL from the drop down menu. This brings up the
- Install DoomED window. It should point to the sub-directory that
- you just made. You can't change anything in this window, so make
- sure everything is correct before hitting install. If everything
- is correct, then hit "All Right, Install It!" The installation
- only takes a few moments. If there were no problems, then you
- should see a window that says DoomED was installed. Click OK.
- Now you can exit the Setup Window.
-
- You'll need to create a Group Window for DoomED. In Program
- Manager, pick FILE. Then pick NEW. Then pick Program Group.
- Click OK. Add your own description. Now you should have a new
- group window. Go back to FILE and pick NEW, again. Pick Program
- Item. Fill in all the Program Item Properties, then click OK.
- You should now be ready to run DoomED. Double click on the
- DoomED icon to start. If you get no error messages, go to the
- next section.
-
- If the program fails to initialize, then you probably need to
- edit the DOOMED.INI file. If you get an error message about a
- file called CTL3DV2.DLL not being correctly installed here's
- what you need to do. Go back to File Manager and look in your
- \windows\system sub-directory. The installation program should
- have moved CTL3DV2.DLL into this sub-directory. If it's not
- there, then move it there and delete it from your DoomED
- directory. If DoomED failed to initialize do this. Call up
- Notepad. Open the file called DOOMED.INI. It should be located
- in your \windows sub-directory.
-
- Once you've opened the DOOMED.INI file, look at the first line
- under [Files]. It should say: DoomWad=C:\Doom\Doom.wad. This is
- assuming DOOM is on your C drive in the sub-directory DOOM. If
- DOOM is in another location, then put the path to where it's
- located.
-
- The next line should say: Things=C:\?\Things.def. Where ? is
- the sub-directory where you installed DoomED. Make sure this
- points to the correct sub-directory. Under [Directories] the
- GAME & EXPORT lines should point to your DOOM directory. Usually
- C:\DOOM. If DOOM is in another directory, then change these
- lines to point to where DOOM is. Save it and exit. Try
- restarting DoomED. It should work correctly.
-
- If not...well...contact me on CompuServe and describe the error
- message that you get and I'll see what I can do. These 2 errors
- that I've just described are the 2 most common ones. OK we're
- ready to make our first map.
-
- III. Getting Started
-
- Configuration
-
- Double click on your new DoomED icon. Once the program
- successfully starts, maximize the window. Now we can setup the
- default colors for the editor. On the drop down menu, pick FILE.
- Now pick CONFIGURATION. You can change the colors of the editor
- thru this dialog box. I prefer a black background with green map
- lines. I use red for selected and marked. White for dialogs and
- cyan for the grid. The colors are up to you. Pick ones you like
- and that show up well because you'll probably be spending a lot
- of time in the editor.
-
- Create Your First Map
-
- Go back to FILE and pick NEW MAP. This brings up a dialog box
- that says "This will erase all data and create a new map. Are
- you sure?" Click YES. You should now see a big rectangle and a
- small square. The big rectangle is a sector and the small square
- is a player one start position.
-
- At this point it's VERY IMPORTANT that you DO NOT try to save
- the map for play, yet. You'll need to add at least one more
- sector and connect it to the other sector to be able to save the
- map. If you do try to save the map without adding another
- sector, it will probably crash the program and cause a GPF
- (General Protection Fault) in windows, which is BAD. So, we need
- to add another sector.
-
- On the toolbar, you'll see an X and a Y, a zoom with 2 arrows
- next to it, an ALL, THG, SEC, LIN and VTX buttons. I'll describe
- each as we come to them. First we need to click on the SEC
- button. This will switch us into Sector mode. Click on the left
- pointing arrow on the toolbar. This will zoom out the map. Do
- this twice. You'll notice a bunch of small crosses. This is the
- grid. The distance between the crosses is 64 units. This is very
- handy for making lines at certain lengths and keeping things
- square with the grid. The floor and ceiling patterns remain
- square with the grid. This is something you'll need to keep in
- mind when designing levels.
-
- Now, locate your cursor above the big rectangle, not inside of
- it. About one grid line above it. Right click your mouse. This
- brings up the New Sector dialog box. We'll get into what
- everything in this dialog box means in a little bit. For now,
- click OK. This should have inserted a square into the map
- centered on the cursor. This is a Sector. Complete with lines,
- vertices, sidedefs, floor and ceiling heights and wall textures
- already assigned. For now, we won't worry about changing
- textures or anything. We'll get into that later. All we want to
- do is connect the 2 sectors and save the map for play.
-
- To do this, switch to VTX mode by clicking the VTX button on the
- toolbar. Your 2 sectors should now have small squares on each
- corner. These are the vertices. Go back to the drop down menu
- under MAP. Pick Grid Settings. Change it to 8. This is the
- amount in units that the vertices will move when you click and
- drag them. A large number is hard to work with and will be
- jerky. It's also hard to connect the vertices this way.
-
- Vertices Must Align
-
- You have to be careful when you're connecting the vertices. You
- need to make sure they land on top of each other and not off to
- the side of one another. You can zoom in to make it easier by
- using the zoom controls on the toolbar or by using the keyboard.
- I find the keyboard to be faster. All you have to do is type
- ALT+Z (that's pressing the ALT key and the Z key at the same
- time) to zoom in and ALT+X to zoom out. Position your cursor
- where you want to zoom at, then type the key combinations.
-
- Click on one of the vertices in the new sector you added. This
- is VERY IMPORTANT. You must maintain the integrity of the
- sectors. In other words, the sectors have to stay closed
- polygons. Be it squares, rectangles, octagons or similar. You
- CAN'T turn a square into an "L" shape or straight line. If you
- do and try to save the map, it will crash the program and cause
- a GPF. Basically, the way you build maps in DoomED, is by
- connecting a bunch of squares and rectangles together. Sounds
- pretty simple, huh? It is! DoomED is a very easy editor to use.
-
- To connect the 2 sectors together, we just have to connect 2 of
- the corners together so you'll end up with what looks like 2
- rectangles stacked on top of one another. If you already
- clicked on one of the vertices in the new sector, then drag it
- on top of one of the vertices in the other sector. Do the same
- for the other corner. DoomED will automatically merge the
- vertices together. It will also merge the lines together.
-
- Now adjust the vertices until you have what looks like 2
- rectangles stacked on top of each other. You should now be able
- to successfully save the map without any problems. Under
- FILE, pick "Save Single Map for Play". In the dialog box, hit the
- save button. This will save the map as E1M1 which is fine for
- now. You can accept the name NEW.WAD or change it to something
- else. Keep in mind the name can only be 8 characters long, not
- including the extension. Hit OK.
-
- Your map is saved now and ready to play. Exit DoomED. Exit
- Windows. At the DOS prompt, change to your DOOM directory. Type
- DOOM -FILE ?.WAD. Where ? is either NEW or whatever name you
- made the WAD file. Hit ENTER. The startup screen will say
- something about DOOM being modified, just hit ENTER. Go thru the
- normal procedure in starting DOOM. Pick episode 1. The skill
- level doesn't matter. What you should see, once the game starts
- is a small room with marble walls and wood floor and ceiling.
- Hit ESC to quit DOOM.
-
- CONGRATULATIONS!!!!!!!
-
- You've just made your first WAD file. Yes,
- it's simple, there's nobody to shoot or anything, but you're well
- on your way to bigger and better things.
-
- IV.Sectors
-
- What Is A Sector?
-
- Most of what you'll be doing in DoomED is inserting Sectors with
- different floor/ceiling heights. Different wall/floor/ceiling
- textures and different brightness settings. What is a Sector? A
- Sector can be a room, a stair, a window, an acid pit, an
- elevator, etc. When you insert a new Sector, the vertices and
- lines are also inserted with it. You don't have to insert them
- separately. When you insert a Sector, it all goes in with it.
- This makes the map building process go quickly.
-
- What Can You Do To A Sector?
-
- So, let's go back into the editor and open the map we just made.
- Go to FILE and pick "Open Single Map File". Scroll thru the
- dialog box until you find your new map. Double click on it to
- open it up. Now, switch to SEC mode. Click on one or the other
- of the 2 sectors in your map. This will bring up the Sector
- dialog box. It tells you the ceiling height and texture. The
- floor elevation and texture. The Line Attributes. The Sector
- Brightness, and the Platforms. You change the floor and ceiling
- textures thru this dialog box. Along with the floor/ceiling heights.
- Just click the arrow next to the ceiling or floor textures to bring
- up a scrolling dialog box with the available textures.
-
- Wall, Floor and Ceiling Textures
-
- To find out what each texture looks like and how big it is, go
- to the drop down menu and pick RESOURCES. Then pick VIEWER. Pick
- either textures or floor/ceiling. Click on any of the texture
- names in the dialog box and it will display a picture of it. It
- will also tell you the size of the wall panel.
-
- Floor and ceiling patterns are always 64 x 64 square and
- oriented square with the grid. If you make a diagonal hallway,
- then the floor/ceiling pattern will appear skewed or at an angle
- to the walls. On some patterns, this won't matter because
- there's no pattern to them.
-
- Brightness Settings
-
- The brightness settings start at 0, total darkness, to 255, as
- bright as it gets. The default is 200. There are about 34 levels
- of brightness in DOOM. This means they increment by about 8
- points.
-
- Line Attributes
-
- Thru the Line Attributes, you assign such things as
- pulsating sectors, health loss for acid pits or anywhere for
- that matter, secret designations, etc. Platforms or Line
- Specials are for things like making tripwires, elevators,
- crushing ceilings, etc. We'll talk about assigning these things
- later.
-
- Add Another Sector
-
- Let's insert some more Sectors. Switch to SEC mode, if
- you're not already. Right click somewhere near your existing
- Sectors. Don't get too close, though. You don't want the Sectors
- to overlap. After you right clicked, you'll see the New Sector
- dialog box.
-
- Sector Styles
-
- Click where it says STYLE. This brings up the Default Sector
- Style dialog box. You can pick one of the predefined styles if
- you like. There's 5 available. Most of the time, though, you'll
- be changing the textures manually. This is the only drawback
- about DoomED. The next release should allow you to make your own
- Sector styles without having to change them each time you insert
- a Sector. Or so I've heard. Usually, I'll look thru the viewer
- and pick wall patterns that look good with the floor/ceiling
- combination I've picked. This is your own choice.
-
- Plan Ahead On Heights
-
- You should decide on your floor/ceiling heights prior to
- inserting the Sectors. This way DoomED will automatically set
- the correct LineDefs. This is especially true when you have 2
- connected Sectors with different floor/ceiling heights. If the
- LineDefs aren't set right, things will look weird. Change the
- patterns or leave them as is and click OK. Click OK in the next
- dialog box, also. Now you've got another Sector inserted.
-
- Connecting Sectors
-
- Switch to VTX mode, so you can connect the Sectors together.
- Remember not to collapse the Sector or try to connect across
- Sectors. The Sectors don't have to remain square or rectangular.
- You can drag the vertices into all sorts of weird shapes. Just
- remember to keep them as closed polygons. The grid setting
- always defaults to 16, so change it to 8, if you like. Now
- connect the vertices, again, being careful to make sure they land
- on top of each other. You should only have to connect 2 of the
- vertices.
-
- Adding Vertices To Existing Lines
-
- You can make new vertices in existing lines. Switch to LIN mode.
- Right click on one of the lines. This will break the line and
- add a new vertex. To see the new vertex, switch back to VTX
- mode. You should see the new vertex. If something goes wrong,
- you can drag the new vertex on top of the adjacent one to
- eliminate it.
-
- Create A Door
-
- Make at least 3 connected sectors in a line like a hallway.
- We're now going to create a door. It's easy to do because DoomED
- does it automatically. The things to watch out for are: (1) Make
- sure you have 3 connected Sectors, the door will be the middle
- one and (2) Keep the floor/ceiling heights the same, for now.
- We'll cover special situations later. For now, we just want to
- make a plain old door.
-
- Unless you want to make a thick door, drag the vertices so that
- the middle sector is about 16 or 24 wide. You can check the line
- length by switching to LIN mode and clicking on the line that will
- be the door jamb. You'll see the length in the Line Definition
- dialog box. Switch back to SEC mode. Click on the middle Sector.
- This brings up the Sector dialog box. Click on the DOOR button.
- It will tell you that it's going to convert this Sector into a
- door. Click YES.
-
- Door Sizes
-
- It will then tell you that you may wish to change the door
- texture. The default is Bigdoor2 which is 128x128. It's a good
- idea to make your door Sectors the same size as the door
- texture. You don't have to but if the texture is bigger than
- the opening, then the door texture will be chopped off and you
- won't see all of the door texture. You can achieve different
- effects with this method. It's up to you. So, I would suggest
- that if your door Sector isn't 128 wide, drag the vertices over
- some. When we created the map, we accepted the default Sector
- height of 128. This would make the door texture fit just right.
- Most of the Bigdoors are 128x128. Door 1 & 3 are small doors at
- 64x72.
-
- Door Textures
-
- If you want to change the door texture to something
- different, switch to LIN mode. Click on one of the door lines.
- Each door has 2 lines. When you click on the line, it brings up
- the LineDef dialog box. Click on the SideDef button. This
- expands the window and shows you all the information associated
- with the line. I'll go into this in more detail in the next
- section. For now, to change the texture, click the arrow where
- it says BIGDOOR2. There should only be one texture defined for
- the door. Where it says "Above a lower ceiling". Once you've
- clicked the arrow, a scrolling dialog box will pop up with all
- the available textures. Pick one. It doesn't have to be a door
- texture. That's it. Doors are easy to make.
-
- Add Some Stairs
-
- Stairs are the next thing we'll talk about because they're
- Sectors, also. DoomED will make stairs for you automatically. It
- will also stitch the wall textures to line up correctly. About
- all you have to do is supply a starting height and an ending
- height. You'll have to provide a direction that you want the
- stair to point. Let's go ahead and make a stair and connect it
- to an existing Sector.
-
- Switch to SEC mode. Right click near an existing sector. In the
- New Sector dialog box, click the STEPS button. This brings up
- the Step Creation dialog box. Change the end height to 64. We
- don't want the stair too high. Make sure the direction is
- pointing the way you want the stair to go. North is up, south
- down, east to the right and west to the left. Click OK. You
- should see the stair on the map. It should be outside of the
- other Sectors. You don't want it to overlap any Sectors or be
- inside any Sectors. This will cause problems. If you've made a
- mistake, you can delete the individual sectors one at a time.
- Just click on the offending sector and in the Sector dialog box,
- click the DELETE button.
-
- Now we need to connect the stair Sector with one of the other
- Sectors. To do this, switch to VTX mode. I've found it better
- to stretch a Sector other than the stair Sector. This keeps the
- steps even and the automatic wall texture stitching won't become
- misaligned. Connect the vertices of your stair with one of the
- other Sectors. DoomED will automatically adjust the ceiling
- heights on the stair if the ceiling height in the Sector dialog
- box is not high enough for the editor. This will make the
- ceiling look like a stair on the roof.
-
- Plan Ahead On Stair Ceiling Heights
-
- To avoid this, and make the ceiling one constant height, before
- you click the STEPS button, click the STYLE button. Change the
- ceiling height to be at least 88 units taller than your final
- step. 88 is the number that DoomED uses. Although, the lowest
- ceiling that you can pass under is 56. You can also adjust the
- length and width on each step before you insert the stair. It's
- a good idea not to change the stairs once you insert them.
- Otherwise the wall texture can get messed up, SideDefs can get
- weird and all sorts of little things. So, if you change your mind
- about how you want your stair to look, it's better to delete the
- whole stair and start over.
-
- If you want to make a stair that rises in an existing Sector and
- is not a stand alone stair, then you have to "wrap" the other
- Sectors around the stair. This is tricky because you have to
- keep breaking the lines to add more vertices and work your way
- up the stair. The DoomED helpfile has some good illustrations
- of this technique. I'd suggest starting with a small stair that
- has a few steps and working your way up to taller stairs. It
- takes a little practice to do this correctly. The bad thing
- here is that it's easy to screw up the integrity of the Sectors.
- So be careful or you could get another GPF.
-
- Always Make A Backup Of You WAD
-
- This brings me to another important point. It's a good idea to
- keep a running backup copy of your map. Get into the habit of
- doing this. It will save you a lot of time and grief. You see
- when the editor crashes, it destroys your WAD file and renders
- it useless. Just copy your WAD file to a new name like NEW.BAK
- or something. Make a new copy everytime you add to your WAD file
- and have play tested the level. You'll thank me for this later
- after you've spent 30 or more hours on a level, then have
- something go wrong and you loose everything you've made.
-
- Adding Sectors Within Sectors
-
- The final thing you need to know about Sectors is, Sectors
- within Sectors. You make them like any other Sector, only you
- right click inside an existing Sector. Let's try it. Locate the
- cursor inside an existing Sector. Right click the mouse. In the
- New Sector dialog box, you'll see the dot next to where it says
- "Sector Within Sector" is now marked. On the right side of the
- dialog box you'll see different options for the floor and
- ceiling. They can be either raised, flush or lowered. This is
- how you make certain acid pits or skylights or lots of other
- interesting things. For now, we can accept the defaults and have
- a raised floor and a lowered ceiling. If you want to change any
- of the walls, you can do so now by clicking the Style button and
- changing the textures like I described earlier. Once you get
- everything set, click OK.
-
- If you click on the new Sector, you'll notice that the floor is
- now 8 and the ceiling is now 120 for the new Sector. Even if you
- set the floor and ceiling heights in the STYLE dialog box to
- different heights, DoomED will change them. You'll have to go
- back and manually change them back to the heights you want.
- DoomED though, will set the SideDefs correctly for you. I think
- that's about it for Sectors. The Line Attributes I'll cover in
- the next section. And Platforms I'll cover a little later. I'm
- saving them for last to help you become accustomed to the editor
- and how it works before tackling Platforms.
-
- V. LineDefs.
-
- What Are Line Definitions
-
- Line Definitions or LineDefs for short, are merely groups of
- information pertaining to all the lines in a level. All lines
- have some sort of information associated with them. Some lines
- have more information than others. For example: when you make a
- hallway by connecting 2 sectors together, the line where the 2
- sectors connect will be transparent and you can walk thru it.
- But it's still a line.
-
- Call up the map that we've been working on. Switch to LIN mode
- by clicking the LIN button on the toolbar. Now pick a line that
- is in a hallway or a line that you know you can walk thru. In
- the Line Definition dialog box, click the SideDefs>> button.
- This will expand the dialog box and show you more information
- about the line.
-
- The left side of the dialog box shows you the vertex #'s that
- the line goes in between. It gives you the LineDef # and the
- length. It lists the Attributes of the line. Which are special
- things you can assign the line to do.
-
- Line Attributes
-
- Most Attributes are self-explanatory. The ones that aren't are:
-
- (1) Two sided. If you've clicked on a line in a hallway or
- corridor that is perpendicular to the wall and is transparent
- and can be walked thru, then the 2 sided attribute will be set
- for this line. So, 2 sided lines are usually found in hallways,
- corridors, passageways, windows, stairs, on top of columns that
- you can or could stand on, just about anywhere that you can walk
- thru a line or see thru it and shoot thru it. This is VERY
- IMPORTANT. The 2 sided attribute must be set for lines in the
- places I just mentioned. If not, then you'll get the Hall of
- Mirrors effect (HOM). You can set the Attribute "Nothing can
- cross" or "Enemies cannot cross" along with the 2 sided
- Attribute. This would be the only 2 sided lines that you
- couldn't cross.
-
- (2) Upper and Lower texture not "pegged". These Attributes have
- to do with whether or not the door jambs or walls of a corridor
- move when the door is opened. A good example of the walls of a
- corridor moving as the door opens is in the original DOOM level
- E1M3. When the walkway over the acid pit comes up and you open
- the secret door, the walls move as the door opens.
-
- (3) Secret (can't map behind) is so that the area behind the
- line won't show up on the map when you hit TAB. This is not the
- same as the percentage of secrets you get at the end of the
- game. You set those in Sector mode by clicking the Secret
- Attribute in the Sector dialog box.
-
- Line Actions
-
- The last thing on the left side of the Line Definition dialog
- box is Action. These are all the trick things that DOOM can do.
- Like tripwires that open doors or lower columns. Crushing
- ceilings. Setting up elevators and key doors. These all
- pertain to Platforms, so I'll cover them in the Platform
- Section. For now, I'll concentrate on lines.
-
- It's important to understand lines and SideDefs before
- attempting to make maps. Or at least have some idea of what they
- do. On the right side of the Line Definition dialog box, you'll
- see such things as Front SideDef or 1st SideDef, Back SideDef or
- 2nd SideDef. The Sector # is given along with the height.
-
- Line Textures
-
- The X/Y texture offset is for fine tuning the texture location
- on the walls. DoomED does this automatically on such things as
- stairs and walls where there is a floor/ceiling height
- difference. Sometimes it's necessary for you to adjust this
- manually.
-
- Basically, the X is the horizontal movement. A positive number
- moves the texture to the left. A negative number moves it to
- the right. The Y number moves the texture vertically or up and
- down. A positive number moves it up. A negative number moves it
- down. The core of the lines is controlled by the textures you
- assign where you see "Main", "Above a lower ceiling" and "Below
- a higher floor". Usually, if you set your Sector floor/ceiling
- height prior to inserting them, you won't have to change these.
- But that's not always the case. It's important to know what each
- of these terms means and how to adjust them. Failing to set one
- or more of the SideDefs correctly can make the map look weird
- when played. It's not the HOM, but it doesn't look right.
-
- More On SideDefs
-
- OK. I'm going to attempt to explain SideDefs without the aid of
- any illustrations. ASCII art isn't easy to do. First thing you
- need to do is switch to LIN mode by clicking the LIN button on
- the toolbar. You'll notice that all the lines now have another
- line that is perpendicular to them. This is for reference and
- doesn't appear in the game. What is does is show you the
- direction that you are looking at the line. Or in other words,
- the Front or 1st SideDef.
-
- In a big room that has walls that you can't walk thru or
- otherwise be on the other side, the 1st SideDef designating line
- should point towards the center of the room. This line will
- only have a 1st SideDef. A 2nd SideDef is not needed because you
- aren't able to view the line from the other side. These lines
- will also have the Attribute "Nothing can cross". Lines that
- are in hallways or corridors will have a 1st and 2nd SideDef
- because you can look at the line from either direction. These
- lines will also have the 2 sided Attribute set.
-
- Lines that connect 2 Sectors of different floor/ceiling heights
- will have a 1st and 2nd SideDef also. The trick is to set the
- portion of the line that can be seen from the different
- directions. Which brings me to the fact that all lines have at
- least 3 parts. Lines that have a 1st and 2nd SideDef have 6
- parts. 3 for each SideDef.
-
- The lines don't have to have a texture defined for each part of
- the line. For instance: Pick a 2 sided line in a corridor that
- you can walk thru. When you look at the SideDefs, you'll see
- that there is no texture defined for this line at all. The
- designation for this is "-". The reason for this is because you
- can walk thru it.
-
- SideDef Exceptions
-
- There are special exceptions. Some of the wall textures are
- see-thru and walk-thru. I'm sure you've seen the textures that
- look like cages or bars. These are MIDBRN1 and MIDGRATE. You can
- use these textures and a few others in hallways. As long as you
- don't assign the Attributes can't cross, you are able to walk
- thru them.
-
- Now pick a line that is a wall that you can't cross. You'll see
- that the only texture defined is for "Main". This is because
- you don't need an above or below texture. As long as there's no
- change in floor/ceiling heights, you won't need to set the
- textures for this area. To try and explain the 3 parts of a line
- I'll use examples from my house. The 3 parts of the line,
- "Main", "Above a lower ceiling" and "Below a higher floor" are
- in terms of the plane that the line makes in relation to the
- floor. If you look at a door in your house, it's 90 degrees to
- the floor or perpendicular. This is the plane that lines in DOOM
- are in. So, the "Main" texture would be the actual door itself.
- The "Above a lower ceiling" would be the part of the wall above
- the door. The "Below a higher floor" would only be set if there
- was a step you had to step on to cross thru the door. My front
- door is like that. The pavement outside is lower than inside the
- house. You have to step up to come in. You can see this on
- stairs.
-
- Direction Indicators
-
- The important thing is to determine the direction that you are
- looking at the line to know which SideDef to set. The hallway
- that leads out of our living room has a lower ceiling than the
- living room and no door or step. If the 1st SideDef is pointing
- away from the hallway and into the living room, then the
- SideDefs would be: 1st: Nothing for the Main part because you
- can walk thru this part, the Above a lower ceiling would have a
- texture defined for it because from the living room, you can see
- the wall above the hallway. The Below a higher floor would have
- no texture because there is no step.
-
- Now, if you walk out of the living room into the hallway and
- turn around and look back into the living room, the 2nd SideDef
- would not have anything defined because the Main part of the
- line you can walk thru, you can't see the wall above the hallway
- and there is no step.
-
- Elevator SideDefs
-
- In the case of elevators, you'll have to set the SideDefs
- manually because DoomED doesn't make them automatically. It's
- important to remember that when setting the SideDefs on
- elevators, that you have to set the SideDefs for the up and down
- position. Otherwise, you'll get the HOM effect again.
-
- Swapping Ends of Lines
-
- In the Line Definition dialog box you'll also notice a button
- that has a line with an arrowhead on each end. It's right above
- the SideDefs<< button and next to the Close button. This is for
- swapping ends of lines. Or rotating them 180 degrees. This is
- very useful in certain situations. But here again, if you swap
- ends of lines, it switches the direction that the 1st SideDef
- designating line is pointing. Or the direction that you are
- looking at a line gets moved to the other side. When you switch
- ends of lines, you'll usually have to zoom in and out to get the
- screen to redraw. Then you can see that the line was flipped
- around. So when you do this, be aware that you'll have to change
- the SideDefs manually, to make everything look right.
-
- Summarizing SideDefs
-
- To summarize SideDefs: Try to set your Sector floor/ceiling
- heights prior to inserting them, and stick with these heights.
- This way DoomED will assign the SideDefs automatically and
- correctly.
-
- Don't change up the SideDefs until you're more familiar with how
- they work. DoomED will do a lot of the work for you and is
- pretty good about setting the SideDefs. So, let the program do
- it's thing and do most of the hard work for you.
-
- Until you become comfortable with Sectors and SideDefs, play
- your map after every time you add something new. This way if you
- get the HOM effect and can't get rid of it, you can go back into
- the editor and just delete this whole Sector instead of trying
- to fix it.
-
- VI. Things
-
- Now For The Fun Stuff
-
- Things are one of the easiest operations to do in DoomED. Open
- your map and switch to THG mode by clicking the THG button on
- the toolbar. The only Thing that should be in your map is a
- player 1 start position. It was the small square we talked about
- earlier. Once in THG mode, click on the player 1 start position.
- This will bring up the Edit A Thing dialog box. What you'll see
- in this is a TYPE, which is the actual object.
-
- Objects are monsters, ammo, health, weapons, decorations such as
- columns, guys impaled on spears, lights. Mainly, everything that
- isn't a wall. If you click the arrow beside TYPE, it will show
- you all the available objects you can use. You can preview them
- before inserting them by clicking the button on the bottom that
- looks like ">>". This is handy because you don't have to call up
- the viewer.
-
- Facing Directions
-
- Where it says Facing, this is the direction that the object will
- face in the game. North being up. Under Levels, this determines
- which skill level that the objects will appear in. If 1, 2, 3 &
- 4 all are picked, then the objects, whether they're monsters or
- weapons, will appear in every skill level. So, There won't be
- any difference between the easy skill level and the hardest
- skill level. But that's OK. This is DOOM after all. Deaf is for
- making monsters that don't react until they see you. Multi is
- for multi-player games by modem or network.
-
- Starting Positions
-
- To make your level for use in a modem or network deathmatch, you
- have to insert at least 4 starts. In the dialog box, they're
- numbered Start 1, Start 2, etc. If you want your map to be used
- for deathmatchs, make sure you don't put a start position that
- the player can't get out of. This is important because during a
- deathmatch you don't want to have to ask your opponent to
- "Please come open a door for me, I'm stuck and can't get out."
- This is embarrassing. So, keep that in mind when inserting
- deathmatch starts.
-
- Teleporter Destination
-
- The only other Thing that has something special about it is
- "Teleporter dest". You'll find it in the Edit a Thing dialog box
- under TYPE. You use this to make Transporters work. I'll explain
- these more in the Platforms section.
-
- Don't Over Do It
-
- The only other point to keep in mind about Things is, If you
- load up a HUGE room with 30 or 40 monsters, 2 Cyber Demons, the
- Spider Demon and lots of other objects, chances are the game
- will slow down. Or worse. Things will start to disappear or
- you'll get the HOM effect. So, don't go overboard on your
- monsters. Add a few, then play your level. If everything looks
- OK, add some more and test it again. I'll covers this and some
- other things to look out for in the DOOM Limits Section.
-
-
- VII. Platforms
-
- Platforms in DoomED is the term used to describe all the trick
- things that DOOM can do. Such as tripwires, crushing ceilings,
- key doors, the end level switch, making elevators go up and
- down, etc. Basically, what you do is, tag a line with one of the
- line specials, such as cross and door(s) open, then you
- associate that line with the door sector, for example. There's
- about 100 things that you can do, I haven't tried them all. I
- will tell you how to setup tripwires, elevators, transporters
- and the end level switch. You'll have to experiment some with
- all the specials. They're all setup in a similar fashion.
-
- End Level Switch
-
- The first Platform we'll talk about is the End Level Switch.
- You'll probably use one in all your maps. It's really easy to
- do. Open your map and switch to LIN mode. Pick a line that you
- can use for the switch. In the LineDef dialog box, look on the
- bottom of the window where it says ACTION. There's 2 scrolling
- dialog boxes. Click on the arrow in the top one. This will open
- the dialog box with all the line specials or Platforms listed.
- Scroll down until you find the one that says "Switch:End level
- go to next level". Click on this to assign it to the line.
-
- I look for a switch in the viewer that will fit the wall I want
- the switch to go on. If the wall is bigger than the switch
- texture, then the textures will tile on top of each other. You'll
- have one switch on top of another. You'll also notice in the
- viewer that there are 2 kinds of switches, SW1xx and SW2xx.
- These are for the on/off positions. DOOM will automatically
- switch textures when you throw the switch or push the button.
-
- Tripwires
-
- To make a tripwire, that when crossed opens a door(s), you do
- this: Create the door(s) you want opened. Go to SEC mode. Pick
- the Sector of the door you want opened. This calls up the Sector
- dialog box. Click the ADD button. This brings up the Platform
- Information dialog box. Under NAME, you can put something like
- "Tripwire". This will help you to keep track of the Platforms
- that you are creating. Under COMMENTS, it says "undefined", you
- can change this to something like "Tripwire:opens door". Click
- OK and close this dialog box.
-
- Back in the Sector dialog box, under PLATFORMS, click the arrow.
- You should see the Tripwire Platform that we just made. Click on
- it to assign it to the Sector. Close this window. Switch to LIN
- mode. Pick one of the 2 lines of the door you want opened. In
- the LineDef dialog box, under ACTION, it should say "Door-std
- door-closes after 5 secs.". Click the arrow next to this and
- scroll down until you see "Cross:Open door-stays open". Click on
- it to assign it to the door line.
-
- You have to do both lines that make up the door to have it work
- correctly. Click the arrow in the bottom box and pick the Tripwire
- Platform you created earlier to assign it to the door.
- Pick the line that you've chosen to be the Tripwire.
- In the LineDef dialog box, under ACTION, click the arrow in the
- top box and scroll down until you see "Cross:Open door-stays
- open". Click on this to assign it to the line. In the bottom
- box, click the arrow and click on the Tripwire Platform you
- created earlier. To find out if the Tripwire is associated with
- the door, click off the Tripwire, then click on it again. The
- Tripwire and door lines should both be selected when you click
- on the Tripwire.
-
-
- Transporters
-
- To make a Transporter you first need to decide upon a starting
- location and an ending location. Where you want to transport to
- and from. Most transporter pads are 64 square. They can be just
- about any place. They don't even have to look like
- Transporters. It's just a line you assign a line special to.
-
- Switch to SEC mode. Click on the Sector that you want to
- transport from. Under Platforms in the Sector dialog box, click
- ADD. This will call up the Platform Information dialog box. Do
- like you did when you set up the Tripwire. Under NAME, put
- Transporter, under COMMENTS do the same thing. Click OK. In the
- Sector dialog box, under PLATFORM, click the arrow and click on
- your Transporter Platform you just created. Click on your
- Transporter destination Sector. Do the same thing as you did to
- setup the Transporter starting Sector.
-
- Switch into LIN mode by clicking on the LIN button on the
- toolbar. Pick the line that you would have to cross to enter the
- transporter. Under ACTION in the LineDef dialog box, click the
- arrow in the top box. Scroll down until you see "Cross:Teleport
- to another platform". Click on this to assign it to the line.
- Go to the bottom box and click the arrow next to it. Click on
- your Transporter Platform you created earlier.
-
- Close this dialog box and switch to THG mode. Right click in the
- center of your Transporter Destination Sector to insert a Thing.
- This will bring up the Edit a Thing dialog box. Under TYPE,
- scroll down until you see "Teleporter dest" and click on this to
- insert it. The only thing left, is to set the facing direction
- when you come out of the Transporter. You should check to see
- which way the SideDefs for the Transporter line is facing. You
- want the 1st SideDef to point at you as you cross the line.
- Otherwise, you'll go into the Transporter and have to back over
- the line again to transport.
-
- Elevators
-
- Making Elevators is where you need to have an understanding of
- SideDefs and how to assign them. DoomED won't make Elevators
- automatically. So, 9 times out of 10, you'll have to set the
- SideDefs manually after you've connected the Sectors. The
- tricky part is making sure that textures are set for the walls
- when the elevator is down and when it's up.
-
- To create an Elevator, you'll need to setup 3 connected Sectors.
- The middle sector will act as the actual Elevator. The sector
- with the lower ceiling will have a Tripwire in it to bring the
- Elevator down. The Sector with the higher ceiling will also
- have a Tripwire to make the Elevator go back down.
-
- To make sure we're all on the same page, I'm going to set the
- floor/ceiling heights as follow: The Sector that we want to
- start from will have a floor height of 0 and a ceiling height of
- 128. The middle Sector, which is the Elevator, will be set with
- a floor height of 128 and a ceiling height of 256. The last
- Sector will be the same as the Elevator Sector at 128 and 256.
- Click the middle or Elevator Sector. In the Sector dialog box,
- under PLATFORM, click ADD. In the Platform Information dialog
- box, we'll do the same as for the other Platforms we setup. So,
- under NAME, change it to "Elevator". Same thing under COMMENTS.
- Click OK.
-
- In the Sector dialog box, under PLATFORMS, click the arrow and
- click on your Elevator Platform you just created. Close this
- dialog box. Switch to LIN mode by clicking the LIN button on
- the toolbar. Pick a line in the Sector with the lower ceiling
- to act as the Tripwire to bring the Elevator down. In the
- LineDef dialog box, under ACTION, click the arrow in the top
- box. Scroll down until you see "Cross:Lower elevator-rises after
- 3 seconds". Click on this to select it.
-
- In the bottom dialog box, click the arrow and click on your
- Elevator Platform that you created. Setup a Tripwire in the
- Sector with the higher ceiling the same way to make the Elevator
- go back down. Now when you click on either of the Tripwires the
- Elevator should be selected, also. The line that is the front
- edge of the Elevator should have it's 1st SideDef pointing
- towards you or the Sector with the lower ceiling. Check the
- SideDefs. The 1st SideDef should have a texture defined for the
- part of the line that says "Below a higher floor". The 2nd
- SideDef should have a texture defined for the part of the line
- that says "Above a lower ceiling".
-
- The line that is the back or rear of the Elevator, should have
- it's 1st SideDef pointing the same way as the front line of the
- Elevator. Towards the Sector with the lower ceiling. The only
- texture that should be defined is the 1st SideDef where it says
- "Below a higher floor". If you orient your SideDefs this way,
- you shouldn't get the HOM effect or the other weird looking
- effect that comes from having an incorrect SideDef. You may have
- to play around with the SideDefs to get them just right.
-
-
- VIII. DOOM Limits
-
- I'd like to say a few words about the limitations of what you
- can and probably shouldn't do when designing DOOM levels.
-
- But Wouldn't This Be Fun?
-
- DOOM is not true 3D. You can't have rooms on top of each other.
- You can't make a bridge or walkway that you could walk under and
- walk on top of. The highest step that you can cross is 24.
-
- Ceiling Heights
-
- The lowest ceiling you can pass under is 56. The players,
- therefore are about 55 tall, along with the imps and guys with
- rifles and shotguns. The Baron of Hell is about 70 tall. The
- Cyber Demon and the Spider Demon are about 110 tall. Keep this
- in mind when using these monsters. If you use them in rooms that
- aren't tall enough, you might get undesirable results.
-
- A lot of the wall textures are 128x128, some are smaller. Doors
- are the same way. You'll have to browse thru the Viewer to get a
- feel for the walls and their sizes and names. You should avoid
- making rooms that have a total height that is greater than 512.
- You should also try to avoid making rooms that are gigantic in
- size and have a lot of monsters in it. This tends to slow down
- the game and sometimes overloads the graphics all together and
- kicks you out to a DOS prompt. This has happened to me when I
- made too many Sectors in one area, then filled it up with imps.
- It just wouldn't play. So, don't go overboard. Start out small
- and work your way up.
-
- One thing I don't think I mentioned about ceiling textures, is
- that there's only 3 sky patterns one for each episode. Keep this
- in mind when designing levels.
-
- IX.Running WAD files
-
- Typically, to run a WAD file you type: doom -file ?.wad at the
- DOS prompt. Where ? is the name of the WAD file you want to
- play. If it's E1M1, then you start the game as always. If it's
- E2M1, you can do the same thing then after the game starts, type
- IDCLEV 2 1 to warp to the second episode. Or you can warp
- directly to the floor you want to get to from the DOS prompt by
- typing:doom -devparm -file ?.wad -warp 2 1 -skill 4. The ?.wad
- stands for the WAD file name. The -warp 2 1 is the episode and
- mission numbers that match the WAD file that you're trying to
- run. The skill level is optional. Or the easiest way is to
- download the WADRUNNER program by Blackfist. This is a great way
- to manage large numbers of WAD files.
-
- X. Acknowledgments
-
- First of all, I'd like to give special thanks to my wife, Kathy.
- She watched our 2 kids while I worked on this tutorial. I would
- also like to thank Geoff Allan, author and creator of DoomED-The
- Real Thing editor for DOOM. Thanks also go to the guys at id,
- for making DOOM one of the most popular and fun games ever. I'd
- also like to thank the many nice people on CompuServe that I've
- had the pleasure to talk to. A very special thank you to Patrick Murphy,
- 76150,703, who took it upon himself to reorganize this tutorial into
- a more readable and professional looking format. Thanks Patrick!
-
- Finally, if anyone finds mistakes or omissions, please let me know.
- The last thing I want to do is tell everybody how to do something
- wrong. Good luck in your WAD making endeavors!
-
- David Bruni 74353,357
- 6/19/94
-