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- DEU TUTORIAL v1.5
-
- Making your first original level.
-
- This document and the accompanying .wad files should help
- you to see what you need to do to build a level. It's a
- sort of touch-and-see how it works thing. (sounds like
- fun!)
-
- This tutorial works best it you print out the TUTOR.DOC
- and then follow along with DEU on the computer.
-
- Items appearing in braces {} indicate that there is a file
- that you can load to follow along and see how to do things.
- load the file by typing "R wadfilename.WAD" at the DEU Main Menu.
- After the file is loaded type "E 2 1" to go into the editor.
- then select the editing mode(s) indicated in the braces
- and move the pointer around to touch things and look at how
- they are structured.
-
-
- Now we begin our journey...
-
- 1. First create the new map with the Create command from the
- main menu (C 2 1). Go into vertices mode (hit tab) and
- create some vertices by positioning the cursor where you
- want the vertex and then press "Ins" to place a vertex
- there. Using the Grid mode (press G) is helpful if you
- want to line up the vertices. You will need a minimum of
- three to create an enclosed polygon. (Don't be afraid
- of running out until you're really good at this,
- many doom maps contain well over 800 vertices.)
-
- 2. Group the vertices by marking them (highlight them and left click the
- mouse or press "M") and add linedefs by pressing insert. It is best
- to mark them in CLOCKWISE order.
-
- 3. Mark all of the lines for the sector (you will want to mark the ones
- that aren't already marked) and press "Ins" to add a sector.
-
- 4. Repeat steps 1 - 3.
- (You'll want more than 1 sector, unless you are very dull).
- {S1.WAD - vertices, linedefs}
- Load up this wad and see a very basic 2 sector map.
-
- 5. (This step is made mostly obsolete by DEU5.0 and above since
- it now does these things automatically, but you can verify it
- anyway.)
-
- If you have any lines that are shared by 2 sectors and are meant
- to be the place where you cross from room to room set the Flags
- to 2S (two-sided and shoot thru) and turn off the Impassable Flag.
- You will probably want to get rid of any of the Normal/Upper/Lower
- Textures that are on lines that you walk across (usually, unless
- you want to create the illusion of walking through a wall.).
-
- {S2.WAD - Linedef} Check out Linedef # 1.
-
-
- 6. To change the way the walls look, select a line or a group of lines
- and change the Normal texture on some of the Sidedefs. (To go to
- line editing mode, press L).
-
- {S3.WAD - Linedef} Take a look at Linedefs #0,2, and 3.
-
-
- 7. Change the Floor and Ceiling Textures in a sector. (To go to sector
- editing mode press S).
-
- {s4.wad -Sector} Look at Sector #1, compare to the default in
- sector 0.
-
-
- 8. Add a Player1 Start thing. If you want to play cooperatively you
- will also want to add a Player2, Player3 and Player4 start thing
- and if you want to play in deathmatch mode you must have a MINIMUM
- of 4 deathmatch start things)
-
- {s5.wad -Things} That's were you start and the direction you're
- facing.
-
- 9. Change the type of one of the lines to
- "Special - Ends level goes to next level."
- If you want to be able to leave the level you will need an exit.
- (Even if just to see the deathmatch frag counts!).
-
- {S6.WAD - Linedefs} Check out Line 5. Oh yeah, the texture was
- changed to one of the SW1xxxx textures so that it looks like a
- switch too. Nice touch eh?
-
-
- 10. Use Q to quit and save your changes. Answer Y to the question
- about building the nodes, etc. (unless you use expert mode,
- in which case... Why are you reading the tutorial?? ;-)
-
- 11. Use Q to quit DEU.
-
- 12. Fire up doom and try it out!
-
- DOOM -FILE yourfile.WAD
-
- If you are working on a level higher than E1L1 you can
- go straight there by using IDCLEVxy where x is the episode
- and y is the mission #.
-
- 13. To record a demo of your level (a .LMP file) type this:
-
- DOOM -DEVPARM -WARP e m -SKILL s -RECORD demofile -FILE yourfile.WAD
-
- You must NOT type the .LMP extention and you MUST type the .WAD
- extension. 'e' is for Episode (1, 2 or 3), 'm' is for mission
- (1 to 9) and 's' is for skill level (1 to 5). If you die before
- the end, press SPACE to end the recording and go back to DOS.
-
- 14. To play back your demo, type this:
-
- DOOM -PLAYDEMO demofile -FILE yourfile.WAD
-
-
-
-
- CHAPTER 2: The Adventure Continues...
-
-
-
- Now that we have a level, let's put some cool stuff in it. What
- we will do here is to show ONE possible way to construct some
- special sectors like doors, stairs and lifts. Please note that
- there ARE other ways to do them because there are many different
- types of doors & lifts, etc. Also, you're a little more experienced
- at making vertices, lines and sectors already so we are not going
- to have as many WAD files to demonstrate the structures, just one
- or two to show each structure.
-
-
-
-
- Adding a *DOOR*. We'll open it for you...
-
- 1. The split linedef feature can be used to add a vertex which
- can then be dragged to where you want the edge of the door
- to be. This is helpful if you decide after you build the
- sector that you want to have a door. If you planned ahead
- you won't need this.
-
- Add some vertices & lines to build a new sector which will
- later become the door.
-
- You may want to add some more vertices and lines to build a sector
- on the other side of the door so you've got somewhere to go once
- the door is open.
-
- {s7.wad - linedefs and sectors}
-
- There's no door here yet, but it'll be coming soon.
- Split line 0 into lines 0 & 8.
- Added lines 9,10,11. Used lines 0,9,10,& 11 to add sector 2
- (Sector 2 will become the door in the next file.)
- Added lines 12,13,14. Added sector 3 on lines 10,12,13,& 14.
- Sector 3 is the room on the other side.
-
- 2. The "Normal" vector of the lines (The side of the arrow with the
- line sticking out of it) must be on the 'outside' of the door.
-
- Change the type of the linedefs on the front and back of the door
- to a DOOR type. 1 DR Open door - closes after 5 seconds is the
- best one for beginners, you'll figure out other types of doors later.
-
- Change the first sidedef of the front & back of the door to have
- an Upper Texture only (NO Normal or Lower Texture). If you want it
- to be obvious, make it a texture that looks like a door.
-
- Change the ceiling height of the door sector to the same level
- as it's floor. It will rise until it's just below the height
- of the lowest adjacent ceiling.
-
- Change the ceiling texture of the door sector to something that looks
- like the bottom of the door.
-
- On the linedefs on the sides of the door that are the door frame,
- set the flags to Lo (lower texture unpegged.) This will keep them
- from moving when the door goes up. Also, you should set the
- Normal texture to something that looks like a door frame.
-
- {s8.wad - linedefs and sectors}
-
- Linedefs 0 & 10, changed type to Door - DR open door
- Changed first sidedefs upper texture (BIGDOOR2).
- Set sector #2 Ceiling height to the same as its' floor.
- Changed ceiling texture (FLAT20).
- Changed lines 9 & 11 texture (DOORTRAK).
- Set 9 & 11 to type Lower Unpegged.
- Tada! A working door!
-
-
- Perhaps you can buy a Stairway to Heaven, but you'll have to
- build the *STAIRWAY* to Hell!
-
-
- 1. Add the linedefs and sectors that will become the stairs.
-
- 2. Individually change the floor heights of each stair sector.
- Change them in units of 8 or 16 for best results (24 is the
- maximum for a stair you can climb, but it looks pretty tall).
- Increment for stairs going up, decrement for stairs going
- down. (obviously)
-
- 3. For sidedefs facing a sector that has a floor height lower
- than its floor, set the lower texture to something that looks
- like a stair.
-
- 4. If the ceiling height is changed set the upper texture of sidedefs
- facing sectors with higher cielings.
-
- {s9.wad - linedefs, sectors}
-
- Set individual floor heights on sectors 4,5,6,7,8
- Set ceiling height on sectors 4,5,6,7,8,9
- Set first sidedef lower texture on lines 13,16,19, & 22.
- Set seconds sidedef upper texture on line 13.
-
- Also, for demonstration set the floor height on sector 9
- lower so that you could 'fall' down into it and not be able
- to get out because 64 units is too tall to climb.
- Because sector 9 is lower, set a lower texture on the second
- sidedef of line 28.
-
-
-
-
- Hey buddy! Need a *LIFT*?
-
-
- 1. It's best to make the linedefs on the sides of the lift that
- you can walk across have their "Normal" sides (the one with the
- little line sticking out) on the outside of the lift.
-
- 2. Change the TYPE of the linedef facing the sector with the lower
- floor height to "Raise lift & switch to lower...".
-
- 3. Set the TYPE of the linedef facing the sector with the same floor
- height to "WR - lower lift...".
-
- 4. Verify or set the floor height of the lift sector to its maximum
- height.
-
- 5. Set the FLAGS for linedefs on the side (that you don't cross) to
- Upper texture unpegged.
-
- 6. Set a lower texture on the sidedef of the linedef which will be
- higher than the lift when it is down.
-
- 7. Set a floor texture on the lift sector to something that looks
- like a lift floor. (optional, but it looks good).
-
- 8. Assign the lift sector a linedef TAG number. Use the lowest
- available tag number.
-
- 9. Assign the linedefs with the Lift TYPES the sector TAG number
- that you assigned to the lift sector.
-
- {s10.wad - linedefs, sectors)
-
- Flipped linedef 28.
- Set linedef 28 type to Raise lift...
- Set linedef 25 type to Lower lift...
- Set linedefs 26 & 27 flags to upper texture unpegged.
- Set floor height of sector 9 to it's up position.
- Set floor texture of sector 9 to STEP2.
- Set lower texture of linedef 25 second sidedef.
- Assigned TAG #1 to sector 9.
- Assigned TAG #1 to linedefs 25 & 28.
-
-
-
- * TRANSPORTER pad, 1 to beam up! *
-
-
- {for the next few examples you will want to also try out the WADs to
- see how they look in DOOM}
-
- 1. First create two sectors. One has to be a multiple of 64x64 units.
- It will be the 'pad' and has to be aligned on a vertex with a
- multiple of 64 (use G for grid to align the vertex points) or else
- the texture for the pad will be offset and will look bad. {T1.WAD}
-
- 2. Make sure the lines on the side of the pad are the right way, the
- player will transport when he travels from side 1 to side 2 of the
- line.
-
- 3. Edit the line type and change it to 97 WR Transport to other sector
- (Go to line type, then special) or 91 W1 if you want it to work
- only once.
-
- 4. Set the Sector tag number of the lines to an unused number.
-
- 5. Next, you'll need to decide where you want to transport. Select a
- sector and set the linedef tag to the same as above.
-
- 6. Lastly, add a transporter exit thing somewhere in the destination
- sector.
-
-
-
- Ok, now we're cooking! Let's make everything look good!
-
-
- 1. {T2.WAD} is the same as above, but with textures aligned. Now
- you know why I took that weird texture!
-
- 2. Look at Sidedef #2 & #5 (first sidedefs of lindedefs #2 & #5).
- You'll see that they have a texture X alignment.
-
- 3. Here's how to figure it out: go to maximum zoom (press = a few
- times), then display the smallest grid (press SHIFT-G once). Each
- square of the grid is 8 alignment points. To move a texture to
- the left, X needs to be positive and to move it to the right,
- X has to be negative. The way you have to look at it is taking
- the wall itself and moving it over (or behind) the other one
- as to blend the two together.
-
- 4. So, if you look at sidedefs #2 and #5, you'll see that #2 has an
- X offset of -64 and #5 of +64.
-
-
-
- Line up! (Texture Alignment)
-
- Now, we do some heavy math stuff! Aligning vertically for stairs and
- more complex horizontal alignments.
-
-
- 1. {A1.WAD} is a test WAD with two stairs in it. One has varying
- ceiling heights and the other has the same ceiling. This one
- needs a LOT of work!
-
- 2. {A2.WAD} is the aligned one. Looks a lot better hey! Here's how
- it's done. NOTE that this is only for NORMAL textures, not
- UPPER or LOWER textures, they are aligned in a different way.
-
- 3. For starters, go back to A1, you'll notice that when the ceiling
- is the same height, the textures align (vertically that is!) and
- that's because DOOM displays a texture starting from the top left
- of the panel. So, to align a texture vertically all you need to
- know is the difference in ceiling height. {In A2.WAD look at the
- Y offset of linedefs #5, #13, #12 and #3}.
-
- 4. There's a problem with aligning all these linedefs because you'd
- need to be able to align beyond the -100 to 100 limit. The trick
- is to do a little math (I know, yuck!). If you need to align a
- texture by 128 points, then you'll need to move one 100 points
- one way and the other -28 the other. {In A2.WAD look at the X
- offsets of linedefs #14 and #0}.
-
- 5. Another problem is when the linedef is longer than the size of
- a given wall. In the case of SKY2, it's 256 points wide and the
- length of the wall composed of linedefs #2, #4, #11 and #10 is a
- total of 464 points, so SKY1 fits almost twice. If you look at
- the X offsets for the above lines, you'll probably say: "How the
- heck did he get those!?!?" It's really elementary math skills!
-
- 6. Here's how it's done; first, lines #2, #4 and #11 together are
- 256 points long, so lines #2 and # 10 will have the exact same
- offset. Next, if you left line #2 with an offset of 0, you would
- need to move line #4 by 128 (or -128 which is the same because
- the texture is 256) and line #4 by 128+64=192 (or -64 which is
- 192-256). You can't do that! Remember, you have a limit of -100
- to 100, so 128 (or -128) will not do, so we need to use two
- lines to do it. If you move line #2 by -100, then you only need
- to move line #4 by 28 (-100 - 28 = -128) and line #11 by 92 (28
- + 64 = 92). Then all you do is set line #10 the same as line
- #2 which is -100.
-
- 7. I know it looks really complicated, but it really is simple once
- you know how to do it (I know, I sound like your fifth grade math
- teacher!). Anyways, DEU may eventually have an align texture
- feature, so you can wait until then, but if you want to be in the
- hall of fame of WADs, you'll need to align those textures NOW!
-
-
-
- Wow! I want more! OK, here's the best you can do to align the
- textures for windows and secret doors...
-
- 1. Look at W1.WAD (run DOOM with it, type 'doom -file w1.wad', and
- start a new Episode 2 game). Go to each side of the window one
- side is aligned and the other is not. Now look at each of the
- secret doors, one is aligned vertically and the other is not. Can
- you figure out how to align UPPER textures? OK, I'll tell you,
- but I won't explain the X offset alignement, I just did in the
- last few paragraphs!
-
- {Check the MAP (press TAB) when running DOOM with W1.WAD, you
- can only see a door (yellow line) on the WEST side. The Secret
- bit is set for that Linedef, also the Sector behind the EAST
- door is also of type "secret".}
-
- 2. First, for windows, you'll just need to set the flag "Upper
- Texture is Unpegged" because normally an UPPER texture is drawn
- from the bottom left corner up (remember a NORMAL texture is
- drawn from the TOP left corner down) and changing this flag will
- make it drawn just like a NORMAL texture. This will align the
- texture vertically (assuming the ceiling height is the same as
- the adjoining walls).
-
- 3. Second, for doors, you don't want to set the "unpegged" flag
- because the door would not look right when oppening, so you want
- to adjust the texture with an offset. In W1, the ceiling is 100
- high and STARTAN3 is 128 high, so you want the Y offset to be
- -28 (128 - 100 = -28).
-
- 4. Third, you'll want to know how to align the bottom part of a
- window. Well, unless somebody proves otherwise, it can't be
- done. Sure, you can use textures that LOOK aligned (because
- of the Window height and texture type) but you can't REALLY
- do it. Here's why: LOWER textures are drawn the exact same way
- as NORMAL textures (from TOP left corner down) unless you set
- the "Lower texture is unpegged" flag in which case it starts
- from wherever the upper texture ended. Look at the WEST side
- of the window in W1.WAD (the side that isn't aligned). I set
- the upper and lower textures to unpegged. See the difference?
- The LOWER texture of the "aligned" side is the same as the
- UPPER texture there, but on the "un-aligned" side, it is the
- continuty of the UPPER texture.
-
-
-
- Well that's all for now...
-
- The rest you can probably figure out from looking at the original
- levels from id software. (Really, we figured it out and we're
- stupid. You should have much less trouble.)
-
- If you're not registered yet, call 1-800-IDGAMES and register now.
-
- And don't forget, DOOM: Hell on Earth, coming soon! (September 1994)
- [Possessed humans with chain-guns, new bad-ass bosses, more
- wicked enemies, more grim-n-gory death sequences.]
-
-
- The DEUTUTOR was compiled by Steve Bareman and Jean-Serge Gagnon
- with guidance from Raphael Quinet and numerous helpful suggestions
- from DEU users and alt.games.doom.
-