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- This TUTORIAL was modified from DEU TUTORIAL v1.5. This is a quick
- conversion which may contain typos and errors, but everybody wanted
- something, so we modified the DEU tutorial, which is pretty good for
- beginners.
-
- Hope this helps some!
-
- SBS staff
-
- ---------------------------------------------------------------------------
-
- Introduction - Making your first original level.
-
-
- This document and the accompanying TUTOR.WAD file 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 this (TUTOR.DOC) and then follow
- along with DeeP on the computer.
-
- Start DeeP and read in the file TUTOR.WAD (R C:\yourdir\TUTOR.WAD). If you
- set the Patch directory to yourdir then the path is not required and the
- .WAD is also optional.
-
- The sample levels just loaded were made for DOOM. We think all the stuff
- is also compatible with DOOM II. Use the F10 option B to make sure every-
- thing is ok (save any changes F10 makes so you don't have to do it again).
-
- Automatically change the textures to DOOM II (Check, option C) if anything
- comes up missing.
-
- Everywhere you see episode/mission (EeMm) DOOM references, substitute
- mission (MAPxx) numbers for DOOM II.
-
- Items appearing in braces {} indicate that there is a sample level that you
- can edit to follow along and see how to do things. Edit the example level
- by selecting File and Edit level in DeeP Edit mode.
-
- Select the editing mode(s) indicated and move the pointer around to touch
- things and look at how they are structured.
-
- You may wish to adjust some options. Mouse speed, grid lines/size and how
- quickly DeeP will select an object (are all user definable). You may also
- wish to turn on auto-start now (this will start DeeP in Edit mode right
- away).
-
- Select Edit and Options (or Alt+F5) to set these to your comfort level.
- As you get more experience, you may wish to change them again.
-
- Set the Zoom size (using +/- keys) to at least 1. The grid looks bad at
- less than this (switch to solid lines) and it's hard to make things out.
-
- You will probably be zooming a lot. You can also use the +/- buttons on the
- top menu bar to control zooming.
-
- Be sure to use the [ and ] keys to slow down your display speed for these
- tiny levels (Delay displayed on bottom bar), otherwise you'll fly all over
- the place.
-
- DeeP defaults to snap-to-grid 8. If you want to see the grid, press H or
- click the top button h. In Edit Options, change the grid to a solid line
- (default is dashed) depending on your zoom level and monitor. Your lines
- are forced to the intersecting lines on the grid, which is recommended
- for clean drawing and a better match with the textures.
-
- When you play around, press Esc (or Alt+F4) to quit and say you want
- really want to quit even though you didn't save it.
-
- Use the J command to jump to the object number described. Press J and
- then enter the number in the box that pops up.
-
- Now we begin our journey...
- --------------------------------------------------------------------------
-
- CHAPTER 1: Creating a new Level
-
-
- 1. First, start by selecting File (Alt+F or use the Mouse and left click).
-
- a. Select New Level (you can also press Shift+F3 and do it all).
- b. Select level E1M1 (or MAP01). We are now creating a new map.
-
- Go into vertex edit mode (hit tab or press V). Now press "Ins" and
- position the cursor where you want to start a line, now press the
- Left Mouse button.
-
- A green square is placed where you have started creating a vertex.
- Move to the right some distance and press the left mouse again. You
- have just created a LineDef.
-
- You will need a minimum of three LineDefs to create an enclosed polygon.
- Move some more and press the Left Mouse button again. Form a square or
- any type of room you want, just keep clicking.
-
- The last LineDef connecting (or closing) the polygon is made by pressing
- the Right mouse button. You can move on top of the first vertex created
- (wait till the vertex lights up) or just press the Right button.
-
- It is useful to sometimes move on top of existing vertexes to connect
- areas, so experiment with the different ways you can connect lines.
-
- You are still in Insert Mode. Keep clicking the Left mouse button and
- repeatedly make more nice areas, as many sides as you want for now.
-
- Each time you finish an area, a Sector is also created (the default
- one). You can go back later in Sector mode and edit the height and
- textures of the floor and ceiling. Similarly, for LineDefs, you go
- to LineDef mode and again edit the wall textures.
-
- We will do this next.
-
- For rooms, move in a clockwise direction, for objects in rooms move
- counter clockwise (just one of those "rules").
-
- To quit creating, press the Right mouse button again (just after you
- made your last area) and now you are back in basic Edit command mode.
-
-
- 2. 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.
-
- If you joined them while making it all, it should be OK, but just
- in case you want to know how to fix it afterwards, this is how.
-
- 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.).
-
-
- 3. {E2M2 or MAP03} Check out LineDef # 1.
- (To go to LineDef editing mode press L).
-
- 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).
-
- {E2M3 or MAP05} Take a look at LineDefs #0,2, and 3.
-
- To change just the texture (and nothing else), select the LineDef to
- change, when it lights up, press the shift key (to keep the LineDef
- "locked") and click the Left mouse button over the LineDef texture
- displayed on the bottom that you want to change.
-
- The shift key keeps DeeP from following you and selecting a different
- LineDef. You can make it always not follow by pressing the A key and
- turning auto-select on/off. Look at the bottom of the screen when you
- do this in the box with Delay.
-
- You can also press the Right mouse button on top of the active LineDef
- and go into complete LineDef edit mode or press Enter.
-
-
- 4. Change the Floor and Ceiling Textures in a Sector.
- (To go to Sector editing mode press S).
-
- {E2M4 or MAP06} Look at Sector #1, compare to the default in
- Sector 0.
-
- The same editing options explained for LineDefs apply for Sectors.
-
-
- 5. Add a Player1 Start Thing.
- (To go to Thing editing mode press T).
-
- Press "Ins" and a Thing object is added at the current cursor spot.
- Each time Ins is pressed, another Thing is created.
-
- If you want to play cooperatively you will also want to add Player2,
- Player3 and Player4 start Things.
-
- If you want to play in deathmatch mode you must have a MINIMUM
- of 4 deathmatch start Things.
-
- {E2M5 or MAP07} That's were you start and the direction you're
- facing.
-
- The same editing options explained for LineDefs apply for Things.
-
- 6. 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!).
-
- {E2M6 or MAP08} Check out Line 5.
-
- Oh yeah, the texture was changed to one of the SW1xxxx textures so that
- it looks like a switch too. Edit the LineDef (as explained earlier)
- and change the normal texture to see what the texture looks like.
-
- 7. Press F2 to save your changes. Answer Y to the question
- about building the nodes, etc.
-
- 8. If you have the ShareWare version press Alt+F4 to quit DeeP.
- Otherwise, under File, select the test level option and off you go.
-
- 9. Fire up DOOM and try it out!
-
- DOOM -FILE yourfile.WAD -warp e m
-
- If you have already started doom and forgot the add the -warp on the
- command line and you are working on a level higher than E1M1 you can
- go straight there by typing IDCLEVem (after you start the level)
- where e is the episode and m is the mission #.
-
- 10. 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.
-
- 11. To play back your demo, type this:
-
- DOOM -PLAYDEMO demofile -FILE yourfile.WAD
-
- 12. Moving stuff around and more editing aids.
-
- To move anything in DeeP, select the object to move and press the
- right mouse button. When you move the cursor the object follows like
- a well trained puppy.
-
- You can "soft" select by clicking the Right button when the object
- to move lights up or you can select a whole bunch of them by Left
- clicking on each object and then doing a mass move.
-
- Be sure to keep the cursor on one of the "active" objects, otherwise it
- will switch to your new one and discard (clear) all your selections.
- This is a handy feature, but can be puzzling in the beginning.
-
- Each edit mode moves objects differently. Experiment with each one and
- see the different options available to change your areas.
-
- If you press the Left button down for over 2/10 of a second, a select
- box is created with the origin at the cursor location. Move the box
- to enclose all objects you want to select. All editing can do done to
- all the objects selected all at once.
-
- -------------------------------------------------------------------------
-
- 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.
-
- In the examples below, the changes made are discussed as a., b., etc.,
- describing the objects that were added and changed.
-
- Use the J command to jump to the object number described. Press J and
- then enter the number in the box that pops up.
-
- Toggle the information boxes displayed on the bottom by pressing the I
- key. This will speed up the display as required for some systems, since
- it takes a bit to show each LineDef texture.
-
- ----------------------------------------------------------------------
-
-
- Adding a *DOOR*. We'll open it for you...
-
- Note: There's now a REAL easy way to make doors, but it is useful to
- know how to do it step-by-step. That's what this is.
-
- 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.
-
- You can also go to Vertex mode, press Ins and Left click to drop a vertex
- on top of a LineDef and it will automatically split where you placed the
- vertex!
-
- 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.
-
- {E2M7 or MAP09}
-
- There's no door here yet, but it'll be coming soon.
-
- a. Split line 0 into lines 0 & 8.
-
- b. 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.)
-
- c. 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.
-
- a. Change the type of the LineDefs on the front and back of the door
- to a DOOR type. 1 DR Open door - closes after 6 seconds is the
- best one for beginners, you'll figure out other types of doors later.
-
- b. 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.
-
- c. 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.
-
- d. 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.
-
- {E2M8 or MAP10}
-
- a. LineDefs 0 & 10, changed type to Door - DR open door
- b. Changed first SideDefs upper texture (BIGDOOR2).
- c. Set Sector #2 Ceiling height to the same as its' floor.
- d. Changed ceiling texture (FLAT20).
- e. Changed lines 9 & 11 texture (DOORTRAK).
- f. 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*!
-
- Note: You can also build automatic stairs, this is a step-by-step for
- yourself.
-
-
- 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.
-
- {E2M9 or MAP11}
-
- a. Set individual floor heights on Sectors 4,5,6,7,8
- b. Set ceiling height on Sectors 4,5,6,7,8,9
- c. Set first SideDef lower texture on lines 13,16,19, & 22.
- d. Set second 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.
-
- {E3M1 or MAP12)
-
- a. Flipped LineDef 28.
- b. Set LineDef 28 type to Raise lift...
- c. Set LineDef 25 type to Lower lift...
- d. Set LineDefs 26 & 27 flags to upper texture unpegged.
- e. Set floor height of Sector 9 to it's up position.
- f. Set floor texture of Sector 9 to STEP2.
- g. Set lower texture of LineDef 25 second SideDef.
- h. Assigned TAG #1 to Sector 9.
- i. 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, either use Vertex mode and Ins as described
- in the beginning or created a predefined object.
-
- 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 (turn on snap-to-grid if
- you turned it off) or else the texture for the pad will be offset and
- will look bad.
-
- {E3M2 or MAP13}
-
- 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 39 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. {E3M3 or MAP14} 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. (NOTE: We haven't checked this part
- out, this was written for earlier DOOM and the ranges are too low, but
- the concepts is OK).
-
-
- 1. {E1M1 or MAP01} 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. {E1M2 or MAP02} 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 {E1M2 or MAP02} 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 (now -255/255).
- 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 {E1M2 or MAP02} 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;
-
- a. lines #2, #4 and #11 together are 256 points long, so lines #2
- and # 10 will have the exact same offset.
-
- b. 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).
-
- c. You can't do that! Remember, you have a limit of -100 (SBS note,
- we think its -255 to 255) to 100, so 128 (or -128) will not do, so
- we need to use two lines to do it.
-
- d. 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!).
-
- DeeP has an automatic align texture for part of the problem. We haven't
- checked out how it fits in this tutorial so see what happens (again,
- short of time to do everything, sorry).
-
- --------------------------------------------------------------------------
-
- Wow! I want more! OK, here's the best you can do to align the
- textures for windows and secret doors...
-
- 1. Look at {E3M4 or MAP15}
-
- Run DOOM as described earlier, 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) , 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 E3M4 or MAP15 (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.
-
- -------------------------------------------------------------------------
-
- This was compiled by Steve Bareman and Jean-Serge Gagnon with guidance from
- Raphael Quinet and numerous helpful suggestions from DEU and DeeP users and
- alt.games.doom.
-
- Modified by SBS using extra DeeP functionality.
-