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- DEU for IDIOTS--A Beginner's Guide to Creating
- New Doom Levels--PART 1
-
- Credits:
-
- Written by: Greg Cymbalist
- Thanks to: Chris Durston, for helping me figure out DEU in the beginning.
- DEU was created by: Ralph Quintet and
- The Doom Editing FAQ was written by: Tom Neff
- DOOM was created by, and is a trademark of: id Software
-
-
- This tutorial is for beginners who want to create new levels for DOOM, using
- the powerful editing utility, DEU (Doom Editing Utility). The directions
- in this tutorial apply to DEU version 5.21...older versions will be missing
- some features. Following are (hopefully) easy to understand directions for
- creating basic Doom levels. Part 2 of the tutorial will introduce more
- advanced design features such as teleporters, moving floors, etc. If you
- have already used DEU successfully and are instead seeking answers to only
- a few editing questions, you would be better off not reading any further--
- instead, look for the Doom Editing FAQ, by Tom Neff. It contains answers
- to the most common problems encountered when creating levels.
-
- DISCLAIMER--Please note that I was attempting to create a tutorial that would
- be as easy to follow as possible...my intent is *not* to make people feel
- like "idiots", but rather to give everyone a chance to make new levels.
- As you read this tutorial, remember that what is obvious to one person will
- not necessarily be obvious to another; therefore some of the explantions
- may seem oversimplified and somewhat wordy. I am not responsible for
- anything bad that happens as a result of your reading this tutorial.
-
- Unless you have an exceptional
- memory, you will benefit most from this tutorial by printing a hard copy of
- the entire file and reading it while working with DEU.
-
- If you have any questions regarding this material, DO NOT hesitate to ask.
- Send e-mail queries to umwickbe@cc.umanitoba.ca or ummccar9@cc.umanitoba.ca.
- Alternatively, post an article in alt.games.doom with "DEU for idiots" as
- the subject line.
-
- I am not going to explain how to get DEU to run, how to install it, etc.
- I assume that users have gotten it to run, but need help understanding and
- using the program. If you do need help getting DEU to run satisfactorily,
- send e-mail, but only as a last resort, please.
-
- And so it begins...
- Fire up DEU by typing "DEU" at the Dos prompt.
-
- The main menu give you the
-
- [? for help]> prompt. If you want, you can type ? and see all the
- available options. The one you're most interested in now is "Create a new
- level". Type c and hit ENTER. Now, you'll have to pick an episode and
- mission number. Use the up and down cursor keys, then hit ENTER.
-
- What difference does it make what episode/mission I pick?
-
- Very little really. If you pick E1M1, then you'll hear that music when
- playing your custom level, and that's the only level that will be modified
- when your PWAD is loaded. For simplicity's sake, pick E2M1 (id doesn't like
- it if you make wad files that work with the shareware version of Doom, so we
- won't use E1M1).
-
- Looking around the screen...
-
- At the bottom of the screen, you should see the info bar, which shows what
- mode you're in, and scale and grid settings, among other things. If you
- don't see it, press i which toggles it off and on. Press 2 to zoom the
- map in to a comfortable distance (1-0 zoom the map in and out; also
- you can use the + or - keys). Next, press g to get a nicely sized
- grid--press it several times until the grid setting shows 16 or so. Pressing
- g makes the grid smaller, while pressing SHIFT-g will make it larger.
- Notice also in bottom left--the info box (or at least that's what I'm
- calling it). It becomes important later..
-
- First you need vertices...
-
- What are vertices?
-
- End points of linedefs...you could call them corners, but that's not
- always accurate. To make a square room, you'll need at least four; for a
- round (or whatever) room, you'll need more.. For now, just make a square
- room with four vertices (one in each corner).
-
- Umm...how do I insert stuff?
-
- First, get into vertices mode. Press v, that is. Now, move the mouse
- cursor where you want a vertice to appear, then press INSERT key. A green
- x appears, that's a vertice. Now put down three more, to make the corners
- of a rectangle. Also, when you want to remove something, use the DELETE key.
-
- Why does one vertice always have that yellow box around it?
-
- That's the selected vertice...move the cursor to a diferent vertice, and
- the box moves too.
-
- This room is too big (or too small) ..can I change it?
-
- Select the vertice you want to move, then hold down the right mouse button
- (RMB) and drag the vertice..this works with anything in DEU...things,
- sectors, linedefs...
-
- Wait, what are all those things?
-
- Don't worry about it just yet.
-
- Suppose I want to save time by moving two or more vertices together?
-
- Select one, then click the left mouse button (LMB). The box turns red.
- Select another one, click again. Notice the "marked" vertices have green
- boxes around them. Put the cursor on one of the marked vertices..when you
- drag the mouse with the RMB, both vertices move together..
-
- Okay got it...suppose I had a *lot* of stuff to mark?
-
- Hold down the SHIFT key, drag the LMB..this give you a selection
- rectangle. Surround the desired objects with it, then release...all
- objects in the rectangle are marked..
- Press c to clear all the marks. The vertices by themselves are pretty
- useless, so they have to be connected with linedefinitions...
-
- What're linedefs?
-
- Usually, a linedef is a wall..but not always! First, mark the vertices.
- Strangely enough, it makes a difference what order you mark them in. You
- should mark them in a "clockwise" order--start with the top left, then the
- top right, bottom right, etc. When all four vertices are marked, press
- INSERT.
-
- What happened?
-
- You inserted linedefs..DEU automatically switches to linedef mode. Now you
- should have a box with three sides...
-
- What about the 4th side? Shouldn't this room be closed?
-
- Yes, it should. Hit v again to see the vertices. Mark the two that don't
- have a line between them and press INSERT again. Now you should have a
- room with 4 vertices and 4 lines connecting them.
-
- Why did it matter what order I selected them in? I'm not superstitious...
-
- Well...if you select them in "clockwise" order, the 1st sidedefinitions
- are all facing in.
-
- You lost me...
-
- Each linedef can have 1 or 2 sidedefs. The ones you made have just 1, and
- you need them to face in. The first sidedef is the one marked with the
- perpendicular line.
-
- Hey! Some of them aren't facing in...
-
- If this happens, mark the ones that aren't facing in, then press F8. From
- the menu, click "Flip Linedef" or press 6. This should fix it.
-
- Am I done yet?
-
- No, you need a sector..
-
- Why?
-
- Sectors control ceiling/floor heights, light levels and other fun things.
- Also, Doom will crash if you don't have properly laid out sectors...
-
- Darn, I guess I do need one..
-
- Hit l to see the linedefs again. Mark them all and hit INSERT. As you
- may have guessed, this puts in a sector and switches to sectors mode.
-
- Okay...I don't see the point..Do I only need one?
-
- No. Doom will crash if there's only one sector ( I don't know why).
-
- Is there something missing?
-
- You need a place for the player to start. Go into things mode by pressing
- t.
-
- Just what do you mean by things, anyway?
-
- Monsters, weapons, ammo, decorations, player start locations, to name a
- few, are all things. For now, put the cursor where you want the player to
- start and prss INSERT. A circle is inserted; that's a thing. Take a look
- at it..is it green? Does the info box say "Player one start" when you
- select it?
-
- No, actually, it gave me a trooper (or imp, or whatever).
-
- Make sure the thing is selected, then press ENTER. If you have a 3 button
- mouse, click the middle button. From this menu, choose "change type".
- Choose the first item, "player start locations", then pick "player 1
- start".
-
- Suppose I put in 2 player 1 start locations?
-
- Then you'll have 2 player 1s. Not something you normally want, but you
- can try it later if you get bored. Notice the little arrow sticking out
- of the circle--that shows you which way the thing is facing. You can
- change it easily by pressing ENTER a second time, except this time pick
- "angle" from the menu. You can choose from eight directions for your
- objects to face, north, north-east, etc. Note that for many items (ammo,
- weapons, etc.) it doesn't matter what direction they face, though for
- players (and monsters!) it can make a big difference. By the way, it's a
- good idea to make sure the player starts *inside* the room you just
- made--it would look pretty ugly otherwise.
-
- Hmmm..it's kinda cramped in there...
-
- Since each thing is represented by a circle, the diameter of the circle
- gives you a rough idea of how big the object is...If the Player 1 Start is
- touching any of the walls, you won't be able to move. Make the room big
- enough to move around in a bit; if it's too small, drag the vertices or
- linedefs around; you can also drag the start location in the same way.
- Don't forget, if you want to see the vertices or linedefs, you'll have to
- press v or l first. Now you should be ready to try it out...
-
- But wait! I wanted my room to have moving platforms, flashing lights, and
- a dozen barons of hell...
-
- Sorry, you'll have to wait a bit. For now, press q to quit and save the
- level. If DEU complains about missing multiplayer locations, just press
- any key to ignore it. You'll have to type in a name for the level...DEU
- will suggest "E2M1", but you'll probably want something more
- meaningful--like the name of your dog. Just make sure it's not more than
- 8 letters and ends with .WAD . When DEU asks if you want to rebuild the
- nodes, press y . To try it out, copy the wad file to your doom directory,
- then load Doom by typing "Doom -file [name of wadfile]" . However, don't
- try it out just yet...we'll do some more first.
- Load up DEU again. From the main menu, type "r [name of wadfile] ".
- Then type "e 2 1" to get back to the level you were editing. Now that
- you've learned the hard way, you can learn the easy way. Move the cursor
- north of the room you just made, then press F9. This will insert a pre-
- made object, either rectangular or polygonal (more than 4 sides). Choose
- rectangle. You can type in a number for the height and width, but for now
- just use the default by pressing ENTER. Now let's look at the sectors...hit
- s.
-
- You mean there's more than one sector now?
-
- Exactly. Each room is a separate sector. Now we need a door to connect
- them.
-
- Does the door have to be a separate sector too?
-
- Yes. Drag the top sector so that there's enough space between it and
- the bottom sector for a door. We need to put 3 thin sectors between the
- two rooms.
-
- Huh? You just said the door would be a separate sector...why do I need 3
- of them between the two rooms?
-
- Although you only *need* one, it looks much better if you have 3--an extra
- one on either side of the door. The extra sectors act like a tiny "foyer".
- Otherwise, the door and the room would be sharing the same wall, which
- looks...strange.
-
- Okay, I assume you know what you're doing...
-
- Mark the bottom linedef of the top room, and the top linedef of the bottom
- room. Press F8 from the menu and select 3--"split linedef and add new
- vertice". Do this twice, so that each linedef has 2 new vertices.
- Move the two vertices so that they're in the middle of the linedefs, and far
- enough apart so that the player can get through (check the size of the player
- start again, if you're not sure). Line up the vertices vertically. Connect
- them with linedefs so that you get a small "hallway" connecting the 2 rooms.
- It should look something like this:
-
- X--------------------X
- | |
- | |
- X-------X-----X------X
- | |
- | |
- X-------X-----X------X
- | |
- | |
- | |
- X--------------------X
-
- Of course, the size of the two rooms doesn't really matter. The hallway
- should be a bit wider than the player. Go into sectors mode now.. (s)
-
- Hey...the two lines I just added are red. Is that bad?
-
- Sort of. They're red because they don't belong to any sector. Look at
- linedef mode...select one of the linedefs and look at the info boxes...notice
- how it doesn't have a 1st sidedefinition? Doom will crash if a line doesn't
- have a 1st sidedef.
-
- So what is this connection between sectors and sidedefs?
-
- Each sidedef must be assigned to a sector...
-
- So if a linedef has 2 sidedefs, it belongs to 2 sectors?
-
- Yes.
-
- Why would I want a linedef to have 2 sidedefs?
-
- So you can walk across it, shoot through it or look through it. 2-sided
- linedefs are important when you want to make stairs, windows, doors, etc.
- But if you want a "solid" wall that stretches from floor to ceiling, it
- MUST have only ONE sidedef.
-
- If linedefs start out with no sidedefs, how do they go from being no-sided
- to one-sided to two-sided?
-
- When you mark a linedef(s) and press INSERT, a new sector is created, a
- sidedef is added to the linedef(s), and the sidedef(s) are attached to the
- new sector.
-
- Okay...so a linedef can have 2 sidedefs. Suppose I mark a 2-sided linedef
- and try to add a sector?
-
- You'll get an error message--each linedef can only have 2 sidedefs, and only
- belong to two sectors.
-
- Can both sidedefs belong to the *same* sector?
-
- Yes, but usually you won't want this...it's quite rare.
-
- What does all this have to do with the doorway?
-
- Mark the 2 linedefs that form the sides of the hallway, then the ones
- at the ends of the hallway (the ones that already have one sidedef). When
- you press INSERT, the hallway becomes a new sector.
-
- Okay..but we needed three sectors..
-
- To make things easy on ourselves, we'll split the sector you just made. Mark
- the two sides of the hallway, then press F8. This time, press 4 (split
- linedef and sector). Do this twice. Now you should hae 3 sectors. If you
- like, you can move the linedefs around to make the sectors more equally
- shaped. Now look at the middlet sector (soon to be a door). Use lindefs
- mode. The 2-sided linedefs should have their first sidedefs facing out.
- This is just a good rule of thumb. Now, the key to making good looking doors
- is having the sectors the right heights.
-
- I have to edit sectors, now, you mean?
-
- Yes. Hit s. Compared to the linedefs, sectors are relatively simple things.
- Select a sector and press ENTER. Notice the options you can change: floor
- and ceiling heights, floor and ceiling textures, light levels, and others.
-
- Hey...it would be cool to have a dark room...
-
- To change the light levels, select or mark the sector(s) you want to change;
- press ENTER. Pick 5, "light level", and type in a number from 255 (bright,
- sunny day) to 0 (pitch black). Note, however, that even a setting of 100 is
- "dark". For now, don't make the lights darker than 150 or so, or else it'll
- be hard to see what's going on.
-
- Can I change the ceiling/floor heights the same way?
-
- Basically. But note that the value can range from 1112 to -1112.
-
- Wow! You could make this really, really, deep pit...
-
- Well...not really. If a sector is more than X units tall, DEU (not to
- mention Doom) will get upset. And if a sector is more than 559 units tall,
- you'll get the "flash of black", an annoying visual "bug". Remember, the
- height of the ceiling isn't necessarily the total height of the sector..for
- example, if the ceiling is 80 and the floor is -20, the sector height is 100
- units tall...
-
- Hey, I'm not stupid, y'know...
-
- It might seem obvious, but it's easy to forget when you start making floors
- go below 0. You should also know that if a sector is less than 56 units
- tall, it'll be too short for the player to ENTER. And if (for some bizarre
- reason) the ceiling is lower than the floor, Doom will crash!
-
- Yeah, I'll try to remember...So what heights should I use?
-
- For the two big rooms, it doesn't matter. for the 2 "foyer" sectors, a
- ceiling height of 72 will give you a nice looking door. However, for the
- door sector, make the ceiling height the same as the floor height - 0.
-
- Umm...isn't that a dumb thing to do? How can you walk through if the ceiling
- is touching the floor?
-
- Remember, the door starts out closed. When you "open" it, the "ceiling"
- rises and you can walk through...
-
- Oh, okay.
-
- Now let's take a good look at those 2-sided linedefs. Notice how the words
- "upper texture" are in red in the info box...
-
- Yeah, I noticed that...is it bad?
-
- DEU is trying to tell you that the sidedef is missing an upper texture...When
- one sector has a lower ceiling than the adjacent sector, it creates a gap on
- the upper part of the wall. Doom needs something to fill in the space, or
- the dreaded "Hall of Mirror" effect occurs.
-
- I guess you better explain that HOM thing now, since everyone's always
- talking about it.
-
- When Doom doesn't know what texture to put on a sidedef, it inserts some
- random stuff to fill in the space. This sort of looks like a hall of
- mirrors. So a HOM effect usually means there's a missing texture. DEU will
- *usually* point this out by putting the text in red.
-
- So what the heck are textures, and how do I change them?
-
- Textures are the graphics on the walls, ceilings and floors. It just sounds
- cool. To change or insert one, look at the linedefs (l). Select one that's
- missing it's upper texture. Press ENTER. Notice you can edit the first
- sidedef, the second sidedef, or the linedef itself. Choose the sidedef
- that's missing a texture. Choose "edit upper texture". DEU switches to a
- window that shows the current texture (none, at the moment). Scroll through
- the list with the cursor keys, or with PAGEUP and PAGEDOWN keys. The HOME
- and END keys will also work. Notice, even though the mouse cursor is still
- there, it isn't active for selecting textures (this is just to mislead you).
- After editing for awhile, you'll probably memorize the names of your favorite
- textures, so you can just type in the name, instead of scrolling through the
- list. If you don't want a texture in a particular place, type in a - instead
- of a texture name. When you find a suitable texture (you might want it to
- match the adjacent walls), press ENTER to go back to the editor.
-
- I notice the 2-sided linedefs seem to need upper and lower textures, while
- the 1-sided linedefs need normal textures...if I put a normal texture on a
- 2-sided linedef, does that give me a wall that I can walk and shoot through,
- but not see through?
-
- ...Maybe. The trick is finding the right texture. Some of the textures are
- unsuitable for this. If you pick a "wrong" one, you'll know right away...
- Doom will slow down to a crawl, and the linedef will have graphic garbage
- where the texture should be.
-
- How do I know the right ones, then?
-
- Check the DoomEditing FAQ...it has a complete explanation of this phenomenon.
- Notice that on some 2-sided linedefs, either "upper" or "lower" texture will
- be "greyed" out. This *usually* means that, even if you do put a texture
- there, it won't be visible to the player (in other words, don't bother with
- it). Note, however, that moving floors and ceilings can change all this...
- About doors and textures...
-
- X--------------------X
- | |
- | |
- X-------X-----X------X
- | A |
- X-----X
- |B 1 B|
- X-----X
- | A |
- X-------X-----X------X
- | |
- | |
- | |
- X--------------------X
-
- In this diagram, the door sector (1) needs upper textures on the two outward
- -facing sidedefs (marked with an A).
-
- Why upper textures? Why not normal or lower?
-
- The door linedefs are 2-sided, and the floor is touching the ceiling..
- Therefore, what the player is going to be seeing is the upper part of the
- sidedef. You will probably want to use something that looks like a door...
- "BIGDOORwhatever" for example. Next, you need textures for the door frame..
- ..sidedefs B in the diagram. My favorite for this is DOORSTOP..it looks
- quite nice. Also, you may want to change the ceiling texture in sector 1
- so that it looks like the bottom of the door...
-
- Is changing ceiling textures the same as changing floor textures?
-
- Yes, except you go into sectors mode first, select the sector(s) you want to
- change, hit ENTER, then pick "edit ceiling" (or floor) texture. This will
- bring up a window similar to the wall texture window; it works the same way.
-
- Is that all there is to the door then?
-
- Not quite. You have to change the linedef types so that it will behave like
- a door when the player tries to open it. Mark the two door linedefs.
- Press ENTER, but this time, from the menu, pick "edit linedef". Now, pick
- "change type", then "Doors..." (obviously). You can see there are many
- types of doors to pick from--for now, choose the first one which will give
- you a "normal" door. You can experiment with the other types later, but
- here's a clue: "D" stands for door and "R" means it works repeatedly. "1"
- means it will only work once.
-
- If I only change the type of one linedef, would that mean the door only opens
- from one side?
-
- Yes. The other side (the "normal" side) won't open. One last point to make
- the door look better--each linedef has "flags"; that is, attributes that are
- toggled either on or off. For the two sides of the door (the ones with the
- DOORSTOP texture), the linedefs should have the flag "Lo"--lower texture is
- "unpegged". This will keep the sides of the door from moving up along with
- the front and back. To change the flags, just mark the appropriate linedefs,
- press ENTER, select "edit linedef", then "change flags". Select any of the
- flags will toggle it either on or off. Notice that the flags that are turned
- on are marked with a diamond symbol.
-
- I suppose there was an easier way to do all of this, too?
-
- Yes. To make a door the easy way, just select the sector you want to change
- to a door, then press F8. Choose "make door from sector". This will do most
- of the work for you; all you have to do is pick the textures you prefer.
-
- Gee, I could have saved a lot of time just doing that...
-
- Yes, but then you would still be looking at the door saying "Gee, how did
- they do that?" You wouldn't have learned anything.
-
- Should I try it and see if it works?
-
- Sure, go ahead. See how the door turns out...of course, save it, and rebuild
- the nodes..
-
- Is there any reason why I *wouldn't* want to rebuild the nodes?
-
- Not really. If your level is real big (100K+), it may take awhile. If you
- just want to save the level, without trying it out right away, just save it
- and press any key (except y!) to skip the node building...however, you must
- rebuild the nodes before you try to run it. Note that you can edit textures,
- ceiling/floor heights and objects without having to rebuild the nodes.
-
- Hey, I tried my level and the door looks weird...the texture goes across
- twice (or it gets cut off on one side).
-
- The problem is, your door is bigger (or smaller) than the "door" texture is.
- Here we enter the hideous world of texture alignment, but for now, I'll keep
- it simple...the best thing to do is just make your door the same size as the
- texture.
-
- Sounds good...but how do I know when it's the right size?
-
- Look at the door linedefs...in the info box, there's a number which give you
- the length (in those mysterious Doom units). Now edit the texture...for
- each texture, DEU gives the size: height and width. Alternatively, set the
- grid to the smallest setting ( Grid: 8 ). At this setting, each square is
- 8 units across. As for the height of the door--that's determined by the
- height of those two "foyer" sectors...if you didn't have them, the door would
- go right up to the ceiling. Remember that the door sector itself has ceiling
- height 0. So make the two "foyer" sectors the same height as the door
- texture and it should look okay.
- Now that you know doors, let's try something else...a
- raised platform in the middle of the room...put the cursor in the middle of
- the room, hit F9. Insert a small, rectangular room. You should have some-
- thing like this:
- X--------------------X
- | |
- | |
- X-------X-----X------X
- | A |
- X-----X
- |B 1 B|
- X-----X
- | A |
- X-------X-----X------X
- | |
- | X------X |
- | | | |
- | | C | |
- | X------X |
- | |
- X--------------------X
-
- In sector C, all the linedefs should have the first sidedef pointing in.
- But you want to be able to walk on top of this platform...
-
- So the linedefs need two sides, right?
-
- Yep. For now, they have one. Mark them all, and hit ENTER. Now, pick the
- third option, "add a second sidedef".
-
- Okay...but if I add sidedefs this way...which sector do the new sidedefs
- belong to?
-
- DEU picks one at random and assigns them to it. Well...no, actually it
- doesn't...but it might as well, since it probably won't assign them to the
- right one.
-
- So how do I change it?
-
- Here's the situation right now:
-
- (door up here)
- X-------X-----X-------X
- | 1 1 1 |
- | |
- | 1 |
- | X-------X |
- | | 2 | |
- | 1 1 |2 2| 1 1 |
- | | 2 | |
- | X-------X |
- | 1 |
- | 1 |
- X---------------------X
-
- The numbers in the diagram are "sector references". Notice how those
- 2-sided linedefs have one sidedef belonging to sector 2 and the other
- belonging to sector 1. The one-sided linedefs just have one. The trick
- is, if DEU gets the sector references wrong, you can manually edit them
- yourself.
-
- I'd really rather not...
-
- Get used to it now--when you start making more complicated areas, DEU can't
- be depended on to get the sector refs right. So for now, mark those 4
- linedefs you just inserted, then edit the second sidedef (the one you just
- added). Now go to "edit sector reference". Change it to the number of
- the sector it should be (probably sector 0, since it was the first sector
- you made). To find out for sure, check one of those one-sided linedefs. The
- sector reference appears in the info box (there's an info box for each
- sidedef, as well as for the linedef itself). Notice that DEU warns you that
- changing these numbers might crash the game; that's true, it will--if you
- don't know what you're doing (DEU assumes that you don't) but at this point,
- you do.
-
- Sure hope so. So we're raising this platform?
-
- Yeah, shouldn't be a problem. Make the floor height of the inner sector a
- bit more than the outside one...but not too high...if it's more than 25
- units tall, the player won't be able to walk on top of it. Remember this
- when you start making stairs.
-
- So if this sector is higher than the outside one, we need lower textures?
-
- You got it. Notice that those newest linedefs already say "lower texture"
- in red text on the second sidedef. Stick in some textures. You could also
- make this sector brighter (so you can see that nice shiny shotgun when you
- put it there later). Maybe even make the ceiling texture one of those
- "t_lite" things.
-
- Okay, enough with the boring stuff--how do I make stairs?
-
- Well, you just made a "stair". To make a complete set, just make several
- sectors which are adjacent...as in this diagram...
-
- X------X---------------X
- | 5 | 1 |
- |5 5|1 |
- | 5 | |
- X------X |
- | 4 | |
- |4 4|1 |
- | 4 | |
- X------X |
- | 3 | |
- |3 3|1 |
- | 3 | |
- X------X 1 |
- | 2 | |
- |2 2|1 |
- | 2 | |
- X------X |
- | 1 |
- |1 |
- | 1 |
- X----------------------X
-
- A few important points: each step has to be a separate sector; the linedefs
- you want the player to walk across have 2 sidedefs, the others have 1.
- Finally, the sector references are shown with numbers. If sector 1 has floor
- height of 0, sector 2 should have 15, 3 should have 30, and so on (increments
- of 15 create the best-looking stairs, though they can be as "steep" as 25).
- And don't forget lower textures on all the 2-sided linedefs...finally,
- make sure there are no NORMAL textures on the 2-sided linedefs. Usually, DEU
- takes them out automatically, but you can never be sure.
-
- And the easy way....?
-
- Well...stairs always take a bit of work, but DEU has one feature to help...
- Create your steps as above, but don't worry about the floor heights. Now
- set the "top" stair to whatever height you want (60, in the example above)
- and the "bottom" stair to whatever height (15, for example). Now, mark them
- all IN ORDER (bottom step to top step). Finally, select "distribute sector
- floor heights" from the menu (press F8 first). This saves a bit of time,
- rather than setting them individually. Note also you can do the same thing
- with sector ceiling heights.
-
- Great....now I wanna make an elevator!
-
- Elevators (or lifts, more commonly) will have to wait till next time, for the
- full story. For now, use the easy way...pick a sector, and choose "make lift
- from sector" from the F8 menu.
-
- Okay...I can't wait to hear the hard way...
-
- One last important point. Pressing F10 gives you the "checks" menu--DEU
- can check for missing textures, cross references, etc. It's a good idea
- to run these before rebuilding the nodes and trying out your level. Most
- should be fairly straightforward. So that's it for Part 1 of DEU for Idiots.
- Part 2 will explain the idiosyncrasies of sector and linedef tags, moving
- floors, teleporters, etc.
-
- Wait, wait...I didn't understand any of this!
-
- Remember, specific questions will be answered if you dial 1-800-DEU-IDIOT...
- I mean, send your e-mail queries to ummccar9@cc.umanitoba.ca or umwickbe@
- cc.umanitoba.ca...A Doom counselor will be happy to answer your questions!
- If you get _really_ desperate, zip and uuencode your PWAD file and mail it
- to me, alone with your query--however, PLEASE do not send PWADS larger than
- 100K or so.
-
- Thanks for reading this tutorial--any non-query comments can also be sent to
- the above addresses. Looking forward to hearing about your success!
-
-
-