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- ┌─────·· · · ·· · · ·· ·──────────┐
- │ │
- │ DEU v5.00 - CREATING LEVEL FROM SCRATCH SUPPLEMENTARY DOCUMENTS │
- │ │
- └──·· · · ·· · · ···────────────────┘
-
- ┌─────·· · · ·· · · ·· ·──────────┐
- │ │
- │ SUPPLEMENTARY DOCUMENTS v1.00 │
- │ │
- └──·· · · ·· · · ···────────────────┘
-
-
- SUPPLEMENTARY DOOM(tm) of iD SOFTWARE EDITOR UTILITIES DOCUMENTATION
- DEU v5.00 by Brendon Wyber and Raphaël Quinet.
- Original DEU v5.00 docs by Steve Bareman
- Supplementary DEU v5.00 LEVEL CREATION GUIDE by Joseph Vendra
-
-
-
- (** please, if you use: / keep this entire sup. doc complete,
- give credit to who wrote it, it took time, testing
- and patience to FINALLY figure out how to actually
- MAKE a doom level from scratch. the tutor sucked,
- no offence to Steve Bareman, but it really did. These
- doc's DEFINATELY help people out, i know, i am already
- giving them out. **:-)
-
- (** Thanks to Brendon Wyber for his original and wonderful
- editor. Thanks to Raphael Quinet for making it even
- beyond what I had originally desired! ... thnkx guys! **)
-
-
-
-
-
- MODIFIED INDEX ONLY!!
- =====================
-
- 6.5.0 - SUPPLEMENTARY DOCUMENT # VERSION NUMBER EXPLANATION
- 6.5 [ EXAMPLE 1: CREATING AN ENTIRE DOOM LEVEL FROM SCRATCH]
- 6.5.1 - Introduction and notes
- 6.5.2 - Start off notes and tips
-
-
- [6.5.0] SUPPLEMENTARY DOCUMENT VERSION EXPLANATION
-
- FileName - The DEU supplementary docs will always take form of the
- ======== following filename.
-
- SUP#####.ZIP
-
- WHERE ##### is:
-
- For example: 51500
-
- SUPPLEMENTARY DOCUMENT VERSION 5.1500
- EXPLANATION OF VERSION #:
- │ ││││
- │ │└┴┴─ OTHER VERSIONS of THE DEU.EXE
- │ │ PROGRAM THESE DOCUMENTS WORK 100%
- │ │ WITH, IN THE EVENT YOU DO NOT HAVE
- │ │ THE LATEST VERSION OF DEU.EXE THESE
- │ │ NUMBERS WILL TELL YOU IF YOU CAN USE
- │ │ THIS VERSION OF THE DOCUMENTS FOR
- │ │ THAT PARTICULAR VERSION OF DEU, UP
- │ │ TO THE PAST 3 MAJOR VERSIONS.
- │ │
- │ └──── ACTUAL VERSION OF THE SUPPLEMENTARY
- │ DOCUMENT. CURRENTLY: v1
- │
- └────── ALWAYS MATCHES THE VERSION OF DEU
- WHICH THE SUPPLEMENTARY DOCUMENTS
- WERE WRITTEN FOR AND WILL BE 100%
- GUARANTEED TO WORK ON THAT VERSION
- FOR SURE.
-
- [6.5.1] INTRODUCTION AND NOTES
- ======================
-
-
- To create a fresh new level in doom using DEU you must have the following
- resources and tips to help you start off:
-
- (1) DEU v5.00 or higher
- (2) DOOM REGISTERED v1.2
- (3) 386/40 or better yet a 486/33 for faster testing and viewing of textures
- (4) LOTS OF TIME (LOTS)
- (5) A RAT ON A PAD (Mouse)
- (6) VESA DRIVER LOADED
- (7) MOUSE DRIVER LOADED
- (8) BOOT YOUR COMPUTER UP WITHOUT USING QEMM (Quarterdeck Expanded Memory
- Manager, as it causes conflicts like crazy)
- (9) PATIENCE
- (10) LOTS OF SPARE PAPER
- (11) A IDEA OF WHAT YOUR LEVEL WILL CONSIST OF, THE LAYOUT IF POSSIBLE
- "BEFORE" YOU START PLOTTING VERTICES AND MAKING SECTORS ALL OVER THE
- PLACE.
- (12) GO THROUGH AT LEAST "PHASE 1 - The Basics" of this document (section
- 6.6) so you will have an idea of how you are going to PLAN your level.
- Your doom level plans will automatically altar if you do not take into
- account how to properly lay color'ed key'ed doors or stairs etc.
- SO LEARN HOW TO CREATE DOORS AND STAIRS AND LIFTS (the three basics of
- doom sup. docs) AND THEN START PLANNING YOUR MEGA COOL ULTRA HIP LEVEL.
- (13) lets begin.
-
-
-
- [6.5.2] STARTOFF NOTES AND TIPS
- =======================
-
-
- When you first run DEU (without command parameters) and go into the main
- menu the first thing you should do is create a new level.
-
- C 2 1
-
- ( create episode 2, map 1)
-
- I do not recommend making a EPISODE 1 again.
-
- ┌──[ BORING CRAP BEGINS BELOW... ]
- │
- │ [ paragraph follows explaining why you dont need to make episode 1 again :-]
- │
- │ Theoretically it doesnt even make sense WHAT DOOM episode you create your
- │ 9 levels under, if you create 9 new levels under EPISODE 2 those same episode
- │ levels could have been made on EITHER EPISODE 1 or 3. For sakes of keeping
- │ iD AT BAY, I recommend EPISODES 2 or 3. You can theoretically make 1000
- │ EPISODE 2's and never know the difference. You could CALL each one of 1000
- │ episode 2's a different name, and if the maps were 100% changed, then its a
- │ entirely new episode, regardless which episode you tell deu to create it for.
- │ It is therefore irrelevant to WHICH episode you wish to create (far as I
- │ KNOW), (unless the textures selection available is decided by which episode
- │ you are in.) (that would be kinda dumb though, Surely ID SOFTWARE has a
- │ COMMON textures POOL from which to pull textures from, making ANY texture
- │ accessible from ANY episode/level, I would HOPE :) And if not, HEY ID, isnt
- │ that a wonderfull idea? :)
- │
- │ So what that means is, start creating levels for EPISODE 2 or 3 only please.
- │ So more people will have to register doom commercial in order to access them
- │ and we all keep id financially healthy and alive! :) we all want that RIGHT?
- │
- └──[ END OF BORING CRAP ABOVE... ]
-
-
- When you create your first new level.
-
- In DEU you are automatically at a set zoom level. I recommend for starting
- off in maximum focus, increase magnification to full power and reduce by 1.
-
- (In english, press the + key till it beeps, then press the - key once)
-
- This makes the screen very readable and gives you greater control over
- vertices and linedefs, especially if you are new to this.
-
- Now your ready to start a basic doom map.
-
-
-
- [6.6.0] CREATING A VERY BASIC SAVEABLE / USEABLE DOOM MAP
- =================================================
-
-
- 1. You will need to plot 3 or more vertices to create 1 "room" (sector) in
- doom.
-
- Any sector doesnt necessary mean it will be a ROOM. A sector can become
- a SHELF, stair(s), a DOORway, a neato looking object that you can jump on
- etc. So dont think of every SECTOR that you create, as always being a
- ROOM, because it doesnt quite work that way. First you have to decide
- what you want, a room, doorway, object, or stairs, lifts etc. Then you
- start creating your sector accordingly. If your creating a DOORWAY, its
- obviously not a room, its a doorway! Ultimately, all doom is, is a bunch
- of sectors sized differently than each other, which give off the ILLUSION
- of being either a DOOR, ROOM, OBJECT or STAIRS, LIFTs, SUPPORT BEAM etc.
-
- So everything we do from now on, REVOLVES around the PROPER creation of
- SECTORS.
-
- I will start by showing you how to make a SECTOR that will be a room.
-
- Then I will show you how to create a DOORWAY on one side of the room.
-
-
- (( CREATING A ROOM ))
-
- This room has a SPECIAL ORDER of methods (which i find work best)
- in order for that particular room to work in doom.
-
- INSTRUCTION EXACT KEYBOARD
- KEY TO PRESS
-
- 2. Move your mouse POINTER to a spot in the middle of
- the screen.
-
- 3. Switch to VERTICES mode................................. V
-
- 4. INSERT 4 VERTICES in THIS ORDER:........................ INS
-
-
- [DIAGRAM 1.0]
-
- V0 V1
-
- V3 V2
-
- WHERE V# = a vertice, # being the # of the vertice. For instance
- inserting V0 will create VERTEX #0 (or the first vertex)
-
- It will be easier down the line if you always go in either CLOCKWISE
- rotation or COUNTER CLOCK WISE rotation when laying new rooms, it
- helps you to keep track of which vertices will be connecting together
- when it comes time to lay LineDef's down. (SEE DIAGRAM 1.0)
-
-
- 5. It is always wise to remember where you put EACH vertice down on
- the map, because you have to know where each vertice is when inserting
- LineDef's.
-
- 6. Switch to LineDef mode.................................. L
-
- 7. INSERT a new LineDef.................................... INS
-
- 8. The LineDef that you insert now will be from vertice #3
- (Which is the LAST "NEW" vertice you laid down, although
- it doesnt always HAVE to be this way.) to vertice #0
- LineDef #0 (VERTICE #3, #0)
-
- This will create a LineDef which looks like this: (SEE DIAGRAM 1.1)
-
- [DIAGRAM 1.1]
-
- V0 V1
-
- │
- ├──
- │
- │
- V3 V2
-
- Now Insert the following LineDef's in this order:
- From 0 To 1 Creates LineDef #1 (Vertex #0, #1) LD1
- From 1 To 2 Creates LineDef #2 (Vertex #1, #2) LD2
- From 2 To 3 Creates LineDef #3 (Vertex #2, #3) LD3
-
-
- This will create a box which will look like: (SEE DIAGRAM 1.2)
-
- [Diagram 1.2]
-
-
- LD1 Top LEFT CORNER = Vertex #0
- ─────┬────│ Top RIGHT CORNER = Vertex #1
- │ │ │ Bottom RIGHT CORNER = Vertex #2
- LD0 ├── ──┤LD2 Bottom LEFT CORNER = Vertex #3
- │ │ │
- │────┴───── LD = LineDef
- LD3 LD1 = LineDef 1 (etc)
-
-
- Now you know what a LineDef for a "purposed SECTOR" should look like.
- Each sector you create MUST have 3 or MORE LineDef's.
-
- (That means you have to LAY at LEAST 3 Vertices and conect them
- together for a total of 3 LineDef's)
-
- Note how the LineDef INDICATOR LINES point INWARDS?
-
-
- HUH? "INDICATOR LINES?" WHAT ARE THOSE:
- =======================================
-
- [DIAGRAM 1.3]
-
- Ie: below is a diagram of a line def
-
- ───────────┬───────────
- │
- │<--- this is the INDICATOR line attached to all LineDef's.
-
- I have found this "INDICATOR LINE" to be extremely important when
- planning sectors which will be DOORS, lifts or other important areas of
- doom you will no doubt wish to create.
-
- Just for now, be aware these INDICATOR lines are important, and when
- creating your FIRST doom room, (or proposed sector) you will be required
- to ensure "ALL" INDICATOR lines are pointed INWARDS.
- (SEE DIAGRAM 1.2 for an example of INDICATOR LINES pointed INWARDS)
-
-
- [DIAGRAN 1.4]
-
- LD1
- ─────┬────
- │ │ │
- LD0 ├── ├── LD2
- │ │ │
- │────┴─────│
- LD3
-
- Looking at LineDef #2, in DIAGRAM 1.4, shows the INDICATOR LINE's
- DIRECTION is INCORRECT. Look at DIAGRAM 1.1 and identify vertex'es #1
- and #2 (LineDef #2) When INSERTING LineDef #2, if you went from 1 to 2
- that will create the CORRECT LineDef with its indicator line pointed
- INSIDE the box. If you went from 2 to 1 when inserting the LineDef #2,
- that will incorrectly direct the INDICATOR LINE "OUTSIDE" the box, As
- shown in DIAGRAM 1.4.
-
- The direction of the INDICATOR LINE and what it does:
-
- This will directly influence the ability, OR in DIAGRAM 1.4's case, the
- INABILITY to correctly DEFINE the SECTOR, and will not allow you to
- correctly give it sidedef attributes. Thus potentially crashing doom.
-
- So when creating sectors that are ROOMS, all the INDICATOR lines must
- direct INWARDS, to the centre of the SECTOR, rather than OUTSIDE the
- sector.
-
- NOTE: ** THIS IS ONLY TRUE FOR SECTORS DESIGNATED TO BE SIMPLE ROOMS.
-
-
- 9. Once you have INSerted all the LineDef's covering all the vertice's
- you laid, and they are all correctly laid according to DIAGRAM 1.2,
- your next step is to insert the sector.
-
- Make sure your in LineDef mode, (L) and clear the screen by pressing
- 'C' for CLEAR MAP/REDRAW SCREEN.
-
- Find LineDef #0 and CLEAR the screen again once it has been selected.
-
- PRESS 'S' for switch to sector mode.
-
- READ THE FOLLOWING CAREFULLY:
-
- You will see the box of four lines (Which is really 4 LineDef's
- numbered from #0 - #3). The PROPOSED sector will appear as a RED
- lined box. This is acceptable.
-
- PRESS INSert to insert a new sector.
-
- The SECTOR MODE information window will now show a sector #0 and
- its information pertaining to that sector such as CEILING HEIGHT and
- FLOOR HEIGHT.
-
- When you ADD another sector a little later, which will JOIN ONE ROOM
- to another using two different sectors (usefull for different shaded
- areas of a large room or ajoining hallway), you will have to learn
- all the LineDef's of the NEWLY proposed sector will NOT all turn red.
- This is ok, its not a bug, the reason for this is obvious. When sharing
- a OLD linedef with another sector, it has to be told that it will be in
- BOTH sectors. This is done by editing that linedef and giving it a
- SECOND SideDef and telling it to reside in the SECOND SECTOR (#1).
- This will then lite the whole new sector up red.
-
- Only problem is, I have not decided when to edit the LineDef that
- shares BOTH sectors. BEFORE you define the NEW sector, OR AFTER you
- define the new sector. If you do it after, it works for sure. I do
- not know the results of editing the SHARED linedef PRIOR to inserting
- the newly proposed sector sharing one OLD lineDef with a NEW SECTOR.
- Try it and find out. IF YOU DONT UNDERSTAND THESE TO ABOVE PARAGRAPHS,
- DONT SWEAT, it will become obvious with the following instructions,
- while i walk you through creating a SECOND SECTOR and joining it to
- the FIRST one you created.
-
- 10. SWITCH back to LineDef mode 'L' and make sure you highlight the first
- LineDef you created (in this case LD #0). Press return to edit the
- LineDef stats. Select ADD A FIRST SIDEDEF. This now creates a sidedef
- for that part of the wall, (or for that LineDef).
-
- Move the cursor over LineDef #1 through #3 (the remaining lines) and
- Press RETURN over each one of them, and add a NEW FIRST SIDEDEF for
- EACH LINEDEF there is.
-
- Every LineDef must have a first sidedef.
-
- Once that is complete read the following.
-
- 11. Why your ONE SECTOR room DOESNT WORK in doom.
-
- If you were impatient and decided to run doom after saving (and getting
- an error i might add when rebuilding nodes and ssegs etc.) then this
- explains it.
-
- As far as I know, Doom cannot run without the following minimum require-
- ments on any level.
-
- 1 END OF LEVEL SWITCH
- 2 SECTORS
- 1 PLAYER ONE START POSITION
-
- Therefore we need to create a SECOND SECTOR and add a END OF LEVEL SWITCH
- and a PLAYER 1 START THING in order to save without errors and run doom
- without crashing.
-
- 12. TO create an ADJOINING SECTOR:
-
- First you have to decide if this adjoining sector is another PART of the
- current room, an object in the room, a doorway leading to another room,
- a hallway leading AWAY from the CURRENT room or whatever else it may be.
-
- (Many things ranging from objects, columns, beams, little acid pools,
- steps, windows, shelves, etc. the ideas are only what you make of
- them (Sectors) ... )
-
- Ill decide for you to keep this supplementary guide alive.
-
- We will make another sector and it will be a HALLWAY leading to another
- room further away from the first room.
-
- 13. Starting off where we left off after creating the SideDef's for each
- LineDef in the FIRST sector, we have to create the SECOND sector and
- finish it BEFORE we save the file. If you save the file PRIOR to
- correctly finishing it, it MAY or may not crash. So follow this
- documentation to save yourself from hassle.
-
- Please note that every room in real life has 4 walls right? (normally).
-
- This is also true for each 4 sided room in doom.
-
- If you attach one sector side by side to another sector, naturally you
- are SHARING at least ONE LineDef between the two Sectors.
- (SEE DIAGRAM 1.5 below)
-
- [DIAGRAM 1.5]
- LD1
- V0┌────────────┐V1
- │ │
- │ │ <--- original sector #0
- LD0│ │LD2
- │ │
- │ LD3 │
- V3├────────────┤V2
- │ │
- │ │ <--- newly proposed sector #1
- LD4│ │LD6
- │ │
- V4└────────────┘V5
- LD5
-
- STEPS EXPLAINING WHAT TO DO: (for smart people :)
- ===========================
-
- HENCE, the need for a SECOND SIDEDef on the LineDef you share.
- Now INSERT 2 more vertices (VERTEXs #4 and #5) and use the TWO vertices
- from an/the ALREADY existing sector (VERTEXs #3 and #2) to attach
- to the newly inserted vertices to create the new necessary linedef's
- in order to bind them together to form the new sector.
-
- Notice that you are creating ONLY three new LineDefs, and SHARING the
- FOURTH which ALREADY exists as LineDef#3 with both SECTOR #0, and with
- the newly proposed SECTOR #1.
-
- STEP BY STEP ON HOW TO ADD THE SECOND SECTOR: (for not so smart people)
- ============================================
-
- Insert Vertix (use 'V' to goto VERTEX mode) #4 and #5 according,
- and then switch to LineDef mode 'D' and insert the 3 new LineDef's
- LD4, LD5, LD6 all with the INDICATOR LINE pointed INWARDS. It doesnt
- really matter where your LineDef's are landing at this point, you will
- still have 6 LineDef's but perhaps they wont be all in the same place
- as mine will be, as long as they all have their INDICATOR LINE's inwards
- then it will work just as well.
-
- After Creating the LineDef's from the two new vertice's you laid,
- the new VERTEX #4 and VERTEX #5) and using the other two vertices
- (Vertices #3 and #2) YOU HAVE TO insert a NEW SECTOR NOW.
-
- ACTUALLY INSERTING THE ADDITIONAL SECTOR: (for both basic and pro users)
- =========================================
-
- ** RULE OF THUMB **
-
- Always insert SECTORS prior to editing the LineDef's and adding
- FIRST and SECOND SideDef's. Your LineDefs must be BOUND to a SECTOR
- PRIOR to you adding First or Second SideDef's. This is a step that:
-
- A) Ensures that you have used all inserted VERTICES creating LineDefs
- from all new vertex points (Binding all loose vertex'es to a LineDef)
- B) Bind all LineDefs to a sector before you loose a LineDef somewhere and
- cant find it. This will crash doom, (having vertex's and linedefs
- unbound to a sector)
-
- WHY? BECAUSE IT WORKS. Try inserting sectors AFTER editing all your
- LineDefs that HAVENT been bound to a sector yet and see what happens then,
- and when you try and add sidedefs after creating your sector and when
- saving time rolls around.
-
- Ok, After creating the LineDef's and are ready to insert the sector,
- switch to 'S' (sector mode). You notice that ONLY 3 of four lines go red
- for your intended new sector. NO PROBLEM. (only linedef's #4, 5 and 6
- go red) The Other linedef that should be part of the sector (LineDef #3)
- is NOT RED. At this point press INSERT to add sector #1. Switch back
- LineDef mode. 'L'
-
- GOTO THE LINEDEF that you are SHARING with both sectors (LineDef #3)
- and if that linedef DOESNT ALREADY have a SECOND LINEDEF, add one.
- Edit the same LineDef (#3) and change the SECOND SideDef's CORRESPONDING
- SECTOR that it is in to Sector #1 (the new sector)
-
- Each of the FIRST and SECOND SIDEDEF's in doom have a REFERENCE to which
- SECTOR that part of the wall is facing or in. The FIRST SIDEDEF is
- always facing the original SECTOR (or in our case Sector #0), the NEW
- side of the LineDef intended to be shared will be recognized as the
- SECOND sideDef and will be considered a part of SECTOR #1 or the NEXT
- sector.
-
- IF YOU ARE CONFUSED AT THIS POINT AND DO NOT UNDERSTAND, reread the docs
- slowly going step by step through the process of making a new sector.
-
- If you really cant get it, forget it. Youll never become a doom level
- creator, and the only thing best at this point is to delete deu and
- give in to playing wolfenstien again or another boring old game from iD.
-
- NOW TO FINISH UP: (both basic and pro users)
- ================
-
- SWITCH INTO LINEDEF MODE (you should already be here)
-
- INDIVIDUALLY ADD A FIRST SIDEDEF TO THE THREE NEW LINEDEF's that you
- created from the new Vertex'es #4 and #5. (there should only be 3
- LineDef's requiring a First SideDef at this point.)
-
- Once finished adding the first sidedef's to the last three LineDef's
- your doom level should now be just about ready.
-
- FINISHING TOUCHES TO ENSURE IT WILL RUN: (work in doom)
- =======================================
-
- Make sure your in linedef editor mode
- Find LineDef #3 (the linedef that you are sharing between the two sectors)
- and edit it.
- Make sure that the Im - IMPASSIBLE bit is NOT ON.
- Make sure that the 2S - 2 Sided bitt is ON
- If the new sector is part of the other sector (ie: one big room with
- two different parts, but you wish to show it as ONE room on the map
- (without a red line dividing the room) then HIDE the LineDef #3 from
- the map entirely by editing LineDef #3 and setting one of the FLAGS
- accordingly.
-
- Now Edit LineDef #1
- Change the TYPE to a END OF LEVEL SWITCH
- Edit the LineDef #1's FIRST SIDEDEF and delete the normal texture.
- use SW1??????? a switch for the LOWER texture (picture of a switch)
-
- Insert a PLAYER 1 START "thing" and your set!
-
- Press F2 in deu and enter a test wad filename.
-
- I typically use T###.wad
-
- Where ### is the latest wad in the series of tests. In your case it
- should be the FIRST time you saved your level, and the reason is because
- you cant save a doom level created in deu properly without two sectors,
- a end of level switch and a player one start thing in it. (which is
- EXACTLY what we have! :)
-
- So save it as T1.wad
-
- ALWAYS ANSWER YES to rebuild nodes, ssegs etc. or your level wont work
-
- If it gets errors when compiling, you screwed up buddy!
- If it gets errors when compiling, then you can
- a:) attempt to find the error and correct it, try recompiling and
- see if that did the trick or
- b:) give up if you cant find or dont want to find the error(s) and
- start all over again, more carefully reading my supplementary
- documents and following more closely. 8GRIN>
- c:) give up totally (bah looser)
-
- If it compiles without errors, and no beeps are heard, press q, save
- again, and then exit deu.
-
- Goto MSDOS and type:
-
- DOOM -FILE t1.wad
- ^this is the filename you saved the patches under
-
- When doom boots up - START NEW GAME
- - SELECT THE EPISODE you were working on (#2)
- - START THE FIRST LEVEL
-
- If you were creating C 2 1 (create episode 2, level 1) then this
- is what your work looks like. If you made any errors you will see them.
- Its obvious when errors are made. Doom lets us know it in more ways than
- I can shake a stick! :)
-
- If you were creating C 2 4 (create episode 2, level 4) then after
- starting episode 2, level 1, (as long as your not on NIGHTMERE mode) type
- IDCLEV## where ## is first # for EPISODE second # for level
- ie: if you created episode 2, level 4, type IDCLEV24 that will warp you
- to your newly created level.
- Look for problems, walls that may be screwed up, ensure the button is
- eye level or on the wall at least etc.
-
-
- (( CREATING A DOOR , DOORWAY ))
-
-
- (Doors are really another sector below it). In the main DEU docs
- it tells you that a DOOR is really a CEILING which goes up and down when
- you press the wall. The wall is nothing more than a flag in doom telling
- doom its a DOOR, and the ceiling in that sector must be RAISED, and then
- (if) lowered after 5 seconds.
-
- I will continue a bit further and tell you that a DOOR is USUALLY a SMALL,
- NARROW, THIN sector. If you create a sector TOO big, you get what i call
- the "OVERSIZED DOOR effect" which looks really poorly when playing/testing
- it.
-
-
- [DIAGRAM 1.6] [Taken from the original DEU v5.00 documents]
- ┌─────────────────────────────────────────────────────────────────────────────┐
- │ │
- │ [5.1] LineDefs attributes │
- │ ------------------------- │
- │ │
- │ Some abbreviations have been used for the LineDef attributes: │
- │ Im (bit0) Impassible by players and monsters. │
- │ Mo (bit1) Monsters cannot cross this line. │
- │ 2S (bit2) Two-sided wall/may shoot through. │
- │ Up (bit3) Upper texture is "unpegged". Try it with moving │
- │ ceilings or doors. │
- │ Lo (bit4) Lower texture is "unpegged". Try it with moving │
- │ floors or lifts. │
- │ Se (bit5) Secret. This line appears as normal on the map. │
- │ So (bit6) Blocks sound. The sounds won't travel past this │
- │ line. │
- │ In (bit7) Invisible on the map. Even with the "computer │
- │ map" power-up. │
- │ Ma (bit8) Already on the map at startup. │
- │ │
- └─────────────────────────────────────────────────────────────────────────────┘
-
- [DIAGRAM 1.7] [Taken from the original DEU v5.00 documents]
- ┌─────────────────────────────────────────────────────────────────────────────┐
- │ │
- │ [6.1] Doors │
- │ ----------- │
- │ │
- │ A door is a Sector which usually starts with its ceiling at that │
- │ same height as its floor (door closed). When the player presses │
- │ the spacebar, the ceiling will rise, opening the door. On both │
- │ sides of the door, you need one of the "D" LineDefs types. You │
- │ don't need to give a tag number to the Sector or the LineDefs. │
- │ │
- │ If you want to be able to open this door with a switch, then you │
- │ need to give the same tag number to the Sector and the switch. │
- │ Pick any number that is not used by another LineDef or Sector. │
- │ │
- │ Front and Back sides of Door: │
- │ │
- │ The lines that you walk through on the door should be "passable" │
- │ (not Impassable), and two-sided (flags = 4). │
- │ │
- │ The Sidedefs that are on the outside of the door should NOT have │
- │ a Normal or Lower texture. They should have an Upper Texture. │
- │ The Sidedefs on the inside of the door should not have any │
- │ textures (Normal, Upper, or Lower). │
- │ │
- │ Left and Right side of Door: │
- │ │
- │ Nothing special here. You may want to pick a Door-like texture │
- │ for the sidedefs like "DOORTRAK". │
- └─────────────────────────────────────────────────────────────────────────────┘
-
- The actual steps in creating a door is not so easy as they might have
- you think.
-
- [DIAGRAM 1.8]
- LD1
- V0┌──────┬─────┐V1
- │ │ │
- │ │ <--- sector #0 , room 1
- LD0├─── ───┤LD2
- │ │
- │ │ │
- V3├─LD3──┴─────┤V2
- │ │
- ├─── ───┤ <--- sector #1 , room 2
- LD4│ │LD6
- │ │ │
- V4├─LD5──┴─────┤V5
- LD7├─── ───┤LD8 <--- newly propsed sector #2 (DOORWAY)
- V6├─LD9──┬─────┤V7
- │ │ │
- │ │ <--- newly proposed sector #3 , room 3
- LD11├─── ───┤LD10
- │ │ │
- V8└─LD12─┴─────┘V9
-
- OK, doesnt matter what direction the arrows are pointing in. What matters
- is what direction the INDICATOR LINES are pointing in, inside the sector,
- or outside the sector.
-
- If you Switch from VERTEX 6 to 7 instead of from VERTEX 7 to 6, the arrow
- changes, but naturally so does the direction of the INDICATOR LINE.
-
- Now, add the new vertices #6 and 7
- Switch to LineDef mode and add the three new LineDef's (LD7, LD8 and LD9)
- Switch to Sector mode and INSERT a new sector, #2
- Switch back to LineDef Mode and starting at LineDef #7 add FIRST SIDEDEF's
- to LineDef's 7, 8 and 9 in that order.
- Select LineDef #5, (the first side of the door) and if it doesnt have a
- SECOND SideDef, add one, and Edit the corresponding sector to #2 instead
- of #1. (if it doesnt already do that)
- once that is done your sector is now defined and the door's LineDef is
- ready to be called a door. Edit the LineDef #5 and change the type of
- the door to DR Doorway, closes after 5 seconds or any other doorway, (you
- should stick to the NON key doors for now)
- ReEdit the same LineDef (#5) and makesure that it is not IM (impassible)
- and keep the 2S flag ON (2 sided)
- F2 and save, check for errors.
-
- Seeing as so im writing this document out of my memory not from actually doing
- it while typing im assuming this worked, and it saved without errors.
-
- Sector 2 is done.
-
- IF ERRORS: make sure you DO NOT have loose vertices floating around the screen
- (check by switching to vertex mode and look for loose vertex'es)
- make sure all LineDef's are bound to a sector.
-
- Assuming no errors:
-
- Add the new vertices 8 and 9 where it appears on DIAGRAM 1.8.
- Add the necessary LineDef's in the correct pattern using Vertex'es
- 6, 7, 8 and 9 so that all the INDICATOR LINES are pointing INWARDS.
-
- Insert the new sector, and add sidedef's for all three new LineDef's
- that you have created. DO NOT FORGET * ALL LINEDEFs must have a SIDEDEF *
-
- Once done, look at DIAGRAM 1.8, notice how LD9 and LD5 for sector #2 are
- NOT POINTING INWARDS but Rather OUTWARDS? That is because the indicator
- line for v5.00 of deu does NOT show up on BOTH sides of the 2S (2 Sided
- LineDef) but rather only on the ORIGINATING SECTOR. If your LINEDEF 9
- has its INDICATOR line pointing INSIDE the sector #2, you must edit LD9
- so that the INDICATOR LINE is pointing OUTSIDE sector #2 not INSIDE.
-
- This is because: If you LEAVE ONE LineDef pointing INSIDE a DOOR sector,
- you will be able to see, open and close (WITHOUT GOING THROUGH) the door
- from ONE OR THE OTHER side of the door, but from the OPPOSITE site, (AFTER
- going through the door way and letting it close, in doom, you will NOT be
- able to open the door again.)
-
- I call this a map LineDef error on the part of the level creator
- I call this error a "ONE WAY TICKET DOOR error" hee hee.
-
- DEU does NOT have a bug.
- DOOM does NOT have a bug.
-
- The correct procedure to fix this error is to flip the vertex for that
- particular line def (#9) from VERTEX 6 to 7 around to VERTEX 7 to 6
- (OR VICE VERSA depending on which way YOUR map is.) thats all you do,
- switch the TOO and FROM vertex's around (using the SAME TWO vertex'es OF
- COURSE!)
-
- Once you have that fixed, and your sectors are all created your laughing.
- Just edit BOTH sides of the door (LINEDEF's #9 and #5 and make sure the
- LineDef Flag attributes are both 2S (2 sided)
- LineDef Flag attributes are NOT IM Impassable
- LineDef TYPE attribute is the SAME TYPE OF DOOR as each other.
- The LineDef #9 FIRST SIDEDEF - normal texture = -
- The LineDef #9 FIRST SIDEDEF - UPPER TEXTURE = door
- The LineDef #9 FIRST SIDEDEF - LOWER TEXTURE = door
- The LineDef #9 SECOND SIDEDEF normal, upper and lower texures - these
- are how you play around with how DOOM looks like for that doorway. You
- normally just have upper textures defined for doors, but for more information
- please:
-
- A:) EXPERIMENT TO DETERMINE your texture favorites for a good looking
- good working door
- B:) READ DIAGRAM 1.7 on doors taken from the ORIGINAL DEU docs.
-
- F2 to save and check for errors.
-
- Load it up and run it.
-
- Always save changes using different filenames
-
- Ie: now use t2.wad instead of t1.wad
-
-
- Check doom to see if its working properly then continue on editing.
-
-
- (( CREATING TELEPORTERS ))
-
- In order to create teleporters, two sectors must be defined (obviously).
- Usually, a teleport pad is just a small sector with four LineDefs that
- activate the teleportation (this is if the teleport pad is isolated
- from a wall, more on that later).
-
- [DIAGRAM 1.9] [Taken from the original DEU v5.00 documents]
- ┌─────────────────────────────────────────────────────────────────────────────┐
- │ │
- │ [6.3] Teleporters │
- │ ----------------- │
- │ │
- │ You need two things to make a teleporter: │
- │ │
- │ - One LineDef with the "Teleport" type and a Sector with the same │
- │ tag number. │
- │ - A special Thing in this sector, called "Teleport exit"/ │
- │ "Teleport landing". │
- │ │
- │ You may have several LineDefs that point to the same Sector, but │
- │ you must have one and only one Sector with the same tag number. │
- │ │
- │ This only works if the line is crossed from the right side (see [6.2]).│
- │ If the teleporter worked on the two sides of the LineDef, you wouldn't │
- │ be able to exit from it! │
- │ │
- └─────────────────────────────────────────────────────────────────────────────┘
-
- Here are step by step instructions on how to create two simple
- teleport pads in two sectors.
-
- 1. Create a new sector as defined above. Insert all LineDefs, SideDefs as
- you want. This will be an empty room.
-
- 2. Create another sector. An ideal position for this sector would be as
- far away from the sector created in step 1. Define the LineDefs and
- SideDefs as you want, same as above.
-
- 3. Choose a position for your teleport pads. The ideal size for a single
- teleport pad is to press the grid mode 3 times (press 'G' three times
- when the grid has not been initially shown). This will insure that the
- texture for the teleport pad (usually GATEx) will fit correctly.
-
- 4. Now that the grid is set to the right size, insert 4 vertices around a
- single grid box as shown below.
-
-
- │ │
- ─────x────────x───── <- Grid Lines
- │ │
- │ │
- ─────x────────x───── <-
- │ │
-
- 5. Create LineDefs joining these vertices, BUT the INDICATOR LINES must
- point to the outside of the square.
-
- │
- ─────┴────
- │ │
- │ │
- ──┤ ├──
- │ │
- ─────┬────
- │
-
- 6. Define a sector with these vertices. Also, define a LineDef Tag
- number for this sector (We'll use LineDef Tag 3 for this example).
-
- 7. Insert the SideDefs for each line, both first SideDef and second
- SideDefs. The Sector reference number for the first SideDef should be
- the same as the sector number of the surrounding room. The sector
- reference number for the Second SideDef should be the sector number of
- the teleport pad. We'll call this teleport pad the source pad.
-
- 8. Create another teleport pad, following steps 4 through 7, but define
- the LineDef tag number for this pad as 4.
-
- 9. Now to edit the LineDefs.
-
- The LineDefs of each teleport pad (4 in total) should have the flags:
-
- Up - Upper texture is "unpegged"
- 2s - Two-sided wall/may shoot through
-
- Byte should be set to 12.
-
- The type of LineDef should be set to: 97 - WR Teleport
-
- Define the UPPER texture of the first SideDef ONLY. One that is
- usually used is STONE3 (I have found that defining only the upper
- texture works 100%, haven't actually tried defining a normal texture).
- The textures for the second SideDef should be all blank.
-
- Ok, since we're working on the source teleport pad (LineDef Tag 3), set
- the Sector Tag of each LineDef of the teleport pad to 4.
-
- Here's the trick:
-
- The Defined LineDef tag for the source and destination teleport pads
- (3 and 4 repspectively, found in sector editing mode) must be equal
- to the Sector Tag number for each LineDef of THE OTHER TELEPORT PAD.
-
- Confusing? Well, take a look at the Sector Tag number of a LineDef
- of the source teleport pad. This number should be set to the LineDef
- Tag number of the destination pad. Therefore, this number should be
- set to 4, for this demonstration. The destination sector number
- should be shown in parenthesis.
-
- It makes sense if you think about it. By passing this LineDef, you
- land in another sector, defined by this number.
-
- NOTE: The LineDef Tag Number (again, found in SECTOR editing mode)
- does not have to be the same as the corresponding sector number.
- The Sector Tag number (found in Line Editing Mode), does not
- correspond to the SECTOR number, rather the LineDef Tag Number of
- the destination teleport pad.
-
- 10. So when you highlight a line of the source teleport pad while in
- Line Editing mode, the destination teleport pad should highlight. If
- it doesn't then you have defined the Sector Tag number incorrectly.
- Check all 4 Lines of the source teleport pad to see if the destination
- teleport pad lights up. Do the same with the teleport pad.
-
- 11. Now, press 'G' one more time (one smaller than the teleport grid).
- Go into Thing Editing mode (press 'T') and insert a thing in the middle
- of each pad. Edit these pads so that a 'Teleport Exit' thing exists
- (Press enter on the thing, then Type, then choose Teleport Landing).
-
- 12. Now Press F2 and rebuild nodes and check if any mistakes have been made.
- If not, load up Doom and try it out for yourself.
-
- ADDITIONAL NOTES
- ================
-
- Some other tricks include making a teleport against a wall or corner, in
- which you would have less LineDefs to edit. Take a look at the original
- E2L1 for an example, since now you know how it all works <grin>.
-
- (( CREATING STAIRS , Which ultimately lead UP or DOWN from 2 sectors ))
-
-
- (( ====CREDITS==== ))
-
- SUPPLEMENTARY DOOM(tm) of iD SOFTWARE EDITOR UTILITIES DOCUMENTATION
- DOOM(tm) Is a production (c) by ID SOFTWARE
- DEU v5.00 by Brendon Wyber and Raphaël Quinet.
- Original DEU v5.00 docs by Steve Bareman
- Supplementary DEU v5.00 LEVEL CREATION GUIDE by Joseph Vendra
- Supplementary DEU v5.00 TELEPORTER CREATION GUIDE by Alvin Lee
- Other Supplementary DEU v5.00 (LIFS/STAIRS/WINDOWS etc) by Joseph Vendra
-
- Please: If you have any complete 100% working documents for deu
- and would like to add them to the documents at hand,
- or have any PROVEN suggestions, tricks of the trade or other
- wise, please send email via the internet to:
-
- internet address:
- umlee059@cc.umanitoba.ca
- TO: ALVIN LEE
- First & Second line of text:
- C/O DOOM SUPPLEMENTARY DOCUMENTS / Joseph Vendra
- NATURE OF LETTER:
-
-
- SUPPLEMENTARY DOCUMENTS INSTRUCTIONS WRITTEN BY:
- ===============================================
-
- 1) STAIRS, WINDOWS, DOORS REQUIREING KEYS, SECRET DOORS, MAIN SECTOR DOCS
- WRITTEN BY JOSEPH VENDRA EXCEPT PARTS WHERE NOTED.
- 2) TELEPORTERS SUPPLEMENTARY DOCUMENTS CREATED BY ALVIN LEE EXCEPT PARTS
- WHERE NOTED.
- 3) LIFTS - next version
-
- Version 2.00 of these documents due in a few days.
-
-
-
-
-
- =SUPPLEMENTARY DOCUMENTS TYPED BY Joseph Vendra=
- =Additional support should be requested from the Authors, not from me=
-
-