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1994-08-06
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| | | | |___| |_| | | | | | |\ | ' /'
| | ,| |______|\_____/ |__| |__|__| \__|___/'
| | ,/ /
| | ,/ /'----.------.---. .---.
| | / /| __ | __ | `\ /' | Level Construction
| `' /' | || | || | `\ /' | _ _
| /' | `' | `' | |\ `' /| | | `\_/' |
| /' '\____/'\____/|___| `\__/' |___| |_|\_/|_| iNi-TuToRiAl
| /'
/'
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_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_
Legal Stuff:
Any precise names, within this document, referring to a product or company
(possibly) protected by copyrights and/or trademarks are hereby acknowledged:
id Software
DEU
DoomEd
Any other mentionings of copyrighted or trademarked material not listed
above are also hereby acknowledged.
Also, if you decide to extract any portion of this file for your own purposes
*don't* attach my name to it. In other words, if you alter this text file,
*you* are responsible, not me. This includes the deletion of this message!
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_
I. Getting Started
A. What Editor to Choose? . . . . . . . . . . . . . 1
B. Understand the Editor . . . . . . . . . . . . . . 2
C. Understanding the Construction Features . . . . . 3
II. Building a New Level
A. Inserting Vertices . . . . . . . . . . . . . . . 4
B. Inserting Linedefs . . . . . . . . . . . . . . . 4
C. Inserting a Sector and Automatic Sector Linking . 4
E. Understand the Flags . . . . . . . . . . . . . . 5
F. When to Choose Textures (Upper, Normal, Lower). . 5
III. Step-by-Step Tutorial
A. Setting up the Level . . . . . . . . . . . . . . 6
IV. Starting Doom with a custom PWAD . . . . . . . . . . . 9
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_________________ ________
| Getting Started | | Page 1 |
|_________________| |________|
What Editor to Choose?
----------------------
The choice of editor is primarily based upon the person wanting to
create a new level; some prefer DoomEd while others prefer DEU. I will not
go into great lengths about the features of all the editors; only DEU, since
it seems to be sweeping across the world with great gusto. The following
tutorial will instruct the user how to create a level with DEU, but, don't
think that the same concepts cannot be applied to other editors. If, for
instance, you would rather create a level quickly and be done with it, you
may want to use DoomEd. Those people with the "down and dirty" type person-
ality may enjoy DEU. For those who are new, DEU can be located at the follow-
ing sites, and it may or may not be there!
ocf.unt.edu
/pub/doom/deu
wuarchive.wustl.edu
/pub/MSDOS_UPLOADS/games/doomstuff
Name: DEU5BET4.ZIP or DEU5.ZIP or DEU50.ZIP
If you are still unable to locate the file, you can contact me (the author)
and I'll see if I can't locate the file for you.
Cleary there are advantages to retrieving the newest release of any
program, right? Well, you will have to decide this for yourself. Currently,
DEU 5.0 BETA 4 provides a clean executing graphical user interface for con-
structing Doom levels. The only catch lies within *how* the user must build
his/her level. DEU 5.0 BETA 4 requires that *everything* in regards to
vertices, linedefs, and sectors (explained below) be precise and in accor-
dance with the reconstruction phase, often known as the compilation phase.
Should you, the user, fail to abide by the strictness that BETA 4 requires,
you can lose all of you *current* work. Fortunately, DEU, in the newer
releases, will create a backup copy of your WAD file using the .BAK extension.
Several people have had their masterpieces saved because of this handy
feature. The newest version of DEU, version 5.0 non-BETA, will warn the user
of possibly open-ended sectors, but, it will still compile the level. Once
again there is a catch. DEU 5.0 (non-BETA) tends to add a slight clipping
effect and therefore may produce undesirable results. It is up to you, the
user, to decide which version or editor to use. The tutorial assumes that
you have already obtained an editor capable of constructing a level from
scratch.
________
| Page 2 |
|________|
Understanding the Editor
------------------------
Before you begin entering the world of Doom construction, you should
first understand exactly what the editor is dealing with. As mentioned above,
Doom uses vertices, linedefs, sectors, and the elusive "nodes" in order to
construct an interactive world consisting of walls, ceilings, and floors. Of
course, things, like weapons, add to the realism; however, they won't
affect the outcome of compilation. So, let's dig deep!
VERTICES: points on the map that designate the beginning and
the ending of LINEDEFS.
LINEDEFS: lines on the map (marked at the beginning and end with
vertices) that eventually represent walls, walk-over
triggers, windows, and much, much, more.
SIDEDEFS: definitions attached to LINEDEFS requiring a reference
to a SECTOR. A single SIDEDEF cannot exist without its
respective LINEDEF. SIDEDEFS permit the user
to define what their wall textures look like. There can
only be two SIDEDEFS per LINEDEF and there must be at
least one SIDEDEF for every LINEDEF. Furthermore, every
SIDEDEF must be linked to an enclose region, called a
SECTOR. When creating a new SIDEDEF, whether first or
second, DEU automatically links the SIDEDEF to the newest
SECTOR. If no SECTORS exist, then SIDEDEF is assigned the
number -1. I have never left any SIDEDEFs assigned in this
fashion and therefore do not know what will happen if they
are left this way.
SECTORS: An *enclosed* region that is bounded by a collection
(at least, three) LINEDEFS. Say, for instance, you
want to build a pillar, the surface of the pillar
will be one enclosed SECTOR and so will the region
of space surrounding the pillar. A SECTOR doesn't need to
be referenced in order for Doom to operate, but,
SECTORS referenced by SIDEDEFS must bound a region of
space. I realize this definition is seriously lacking,
and I apologize for this.
NODES: Fortunately the editor takes care of this portion of the
the level construction. NODES, if I my information is
current, assist Doom in deciding what regions to render
and how to render them.
The editor, DEU, from a quick glance resembles a CAD program, but,
the best part is that you get to interact with the world you create. If you
do not have a mouse, you should get one. Also, if you have the newest
of DEU, you may or may not want to use resolutions higher than 640x480 since
DEU provides a "fake cursor" for editing, however, this cursor does not track
when you are using some of the menus. Pressing the F1 key will bring up a
list of commands, but, you should really be familiar with the editor before
using the tutorial. In other words, print out the documentation file and
keep a list of commands handy.
________
| Page 3 |
|________|
Understand the Construction Features
------------------------------------
DEU, like most editors, permits the user to add just about every
single keyword defined above; with the exception of nodes. So, after reading
the documentation file, you can obviously switch to the appropriate mode and
insert that type of object. The DEU instruction manual explains just how to
do this, but, in my step-by-step tutorial, I will instruct which keys to
press. The same holds true for deleting these objects, whether you have
selected a thing, a linedef, or a sector. These rules do not apply to
sidedefs. Sidedefs can be added to linedefs by selecting the lindef, or a
group of linedefs, and selecting the edit mode (middle mouse button or ENTER).
Fortunately, DEU will not damage any of your work when you "group select"
some objects on the screen. For instance, say that you already have two
linedefs with sidedefs, but, you switch to vertex mode, insert a new
vertex, click on two vertices, and add a new linedef. This new linedef won't
have a sidedef defined, until you, the user, define the first sidedef. Like-
wise, if a linedef doesn't have a first sidedef, adding a second sidedef will
only result in adding a first sidedef. Just remember, first sidedef must
always come first. Now, getting back on track. If you "group select" these
three lines, which can be done by clicking the mouse on the line and repeating
this process for every desired line, it should be obvious that one of the
linedefs does not have a sidedef and therefore, any sidedef changes made to
the other two linedefs will not affect this single linedef. Also, the
reverse is true; if you group select some linedefs and accidently highlight
a linedef with a sidedef, adding a second or first sidedef will not affect
the linedef pending the respective sidedef already exists. Whew! Did I lose
you? In summary, try to use the group select method whenever possible so as
to save yourself time.
DEU also has some neat features, like FLIP LINEDEF and a texture
previewer. The flip linedef feature will be described below in the step-by-
step tutorial. The texture previewer will activate everytime you decide
to change a wall texture, ceiling texture, or floor texture. When you see
the graphic appear on screen you might notice that the colors do not match
with what you saw in Doom; that's okay, just bear in mind that everything
tends to have an orangish hue when operating in VESA mode 0, standard VGA
(640x480x16). Also, it only happens when the video mode switches to 320x200
for previewing in 256 colors. In my experiences, the higher VESA resolutions
do not have this problem since the texture previewer displays in the current
resolution. Since I haven't mention this, floor and ceiling textures require
a sector to be defined, and, wall textures (upper, lower, normal) require a
sidedef to be defined. The sidedef has the option for X and Y offsets,
something which I will let you experiment with, permitting the you, the user,
to align textures properly and keep those secret doors secret!
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______________________ ________
| Building a New Level | | Page 4 |
|______________________| |________|
To begin with, type "DEU -v 0" at your command line prompt to enable
VGA only graphics. I have discovered that the "fake cursor" mode available
in DEU 5.0 (non-BETA) works nicely for experienced users, however, being
able to see all the differently colored lines really assists in accelerating
the editing process. So, for starters, start with the command information
above and DEU should load and enter a text/prompt mode. From here, type
"C 1 1" and ENTER to creative a new PWAD replacing Episode 1, Level 1. Don't
panick, creating a new level will not overwrite your origial WAD file unless
you decide to "save" over it. After this, you should enter a graphics mode.
If you lack a mouse, or, you are using a graphical mode above 640x480 (DEU
5.0 non-BETA only) you should see a cursor looking like a big green "X".
If you are stuck with keyboard only, use the arrow keys to navigate and press
SPACE to toggle between small and large increments. By the way, if you are
using mouse and want to permanently switch to keyboard for the session, press
"K". In DEU 5.0 (non-BETA) this option has been removed. If you have a
mouse and a mouse driver loaded (appropriately -- duh!) you should see a cute
little arrow pointer. If your mouse supports three buttons then the middle
button takes the place of ENTER; otherwise, for a two button mouse just press
ENTER to enable edit mode.
Clicking the left mouse button will select an object for grouping,
whereas as just moving over the object will highlight the object (alone) for
editing. To edit, just press the middle mouse button or ENTER. Granted,
there is nothing to edit, but we'll fix that. You can use the right mouse
button to move the object(s) around the screen.
First of all, if you like, enable the grid mode by pressing "G" and
select the grid that best fits your tastes. Also, use the "=" and "-" keys
to zoom in and zoom out, respectively. I tend to use the tightest grid set-
ting and zoom in all the way. You might as well do this now, just in case,
since DEU 5.0 BETA 4 tends to have problems "snapping to the grid" at the
looser grid settings. Also, my step-by-step procedure will use this setting.
Inserting Vertices
------------------
For vertex mode, press "V", and if you forget, just press F1 for help.
Now, move to an arbitrary point on the screen (not too far left or too far
right) and press the "INS" key to insert a vertex. Since it takes to points
to construct a segment (in mathematics) it should be obvious that we'll need
another vertex. So, move somewhere close to the other vertex (but don't get
too close) and poke "INS" again. Now, we are going to insert a LINEDEF.
Inserting Linedefs
------------------
If you need to reconstruct a level manually, or, you just like to
punish yourself during development, you can press "L" to enter LINEDEF mode.
Once again, if you forget, just press F1 for the help screen. In this mode
you can press "INS" and type the reference numbers of the vertices in the
boxes provided. A linedef is construct from tail-to-head. Therefore, the
first vertex you select will be the tail and the second will be the head.
To make your life simpler, don't press "L", but, stay in VERTEX mode. Now,
select the tail vertex and then select the head vertex by clicking the mouse
button both times. Now, press "INS". Voila! You have just used one of
DEU's most powerful features; automated mode switching. Next, assuming you
had a group of lines selected, (but you don't have to do this to understand
the concept) we are going to insert a SECTOR.
Inserting a Sector and Automatic Sector Linking
-----------------------------------------------
Once again, if you like punishing yourself, you can use the "S" key
to enter SECTOR mode. As stated before, a sector must be an enclosed region
of space, thus, Doom won't react properly if you goober and leave a sector
open. To simulate the idea, we'll do something inappropriate and leave a
sector open only to illustrate a particular function. If you have created
four vertices and selected the vertices in a clockwise manner (I'll explain
in the tutorial) and then created linedefs joining the vertices, you can
group select the linedefs and poke "INS" to link the linedefs to an enclosed
SECTOR. Currently, if you followed the directions above, you can also poke
"INS", but, you will only have a sector linked to a single linedef. This
shouldn't compile properly; so don't try it. Now you should understand
the idea. When you poke "INS" while in LINEDEF mode, DEU automatically
creates the first sidedef(s) if it doesn't exist and then links the sidedef(s)
to the sector. You can now understand why you wouldn't want to handle the
numbers manually, but, you can if you need to.
method for inserting an unlinked sector is to switch to sector mode
"S" and press "INS". You have now allocated a blank sector that won't affect
anything if left alone, but, this can be useful if you wan't to link a second
sidedef to a sector. DEU automatically links every new sidedef to the newest
sector. So, it is advisable to use this to your advantage as well.
________
| Page 5 |
|________|
Understanding the Flags
-----------------------
In DEU 5.0 (non-BETA) much of this process has been automated such
that any two adjacent sectors sharing a single linedef (remember each linedef
can have two sidedefs, one for either adjacent sector) will cause the linedef
to automatically have one flag set and one flag cleared. By default, in DEU
5.0 BETA 4, every line had the "impassible" flag set; no others. In the new-
est release, the automation will cause the "impassible" flag to be cleared and
the "two-sided and shoot through" flag to be set. This is standard if you
plan to have a trigger switch that the player needs to walk over. So, learn
about the flags and below is a table which should describe what some of the
flags will do and possible side effects.
--------------------------------------------------------------------------
Impassible | For on sided walls; blocks sound, too?
--------------------------------------------------------------------------
Monsters can't cross | Self-explatory
---------------------------------------------------------------------------
Two-Sided/Shoot thru | The linedef has two sidedefs and can be shot through
---------------------------------------------------------------------------
Upper tex. unpegged | For lowering floors, keeps door jam from animating
---------------------------------------------------------------------------
Lower tex. unpegged | For doors & ceilings, keeps door jam from animating
---------------------------------------------------------------------------
Secret | If crossed, credits player with secret?
---------------------------------------------------------------------------
Blocks Sound | Prevents sound from crossing
---------------------------------------------------------------------------
Invisible on Map | Make linedef invisible on map
---------------------------------------------------------------------------
Already on Map | Pre-explored area?
---------------------------------------------------------------------------
When to Choose Textures (Upper, Lower, Normal)
----------------------------------------------
For most general purposes, excluding doors, pillars, and some other
oddities, you will only need to worry about normal textures. You can select
the normal, upper, and lower textures after you have added at least the first
sidedef to your linedef.
WARNING:
If you set up a linedef to be two-sided and shoot through, and you
leave the impassible flag set, you will get the hall-of-mirrors side effect.
Also, if you place a texture on both your first and second sidedef and then
run Doom, you will see all kinds of black and colored dots in this particular
region. Also, you will know this has happened if when you approach the
area, facing the wall, your machine comes to a grindingly slow pace. In
short, don't do it.
Now, if you have three sectors like so, and the middle sector has
_
_ _| |
|_|_| |
|_|
a lower ceiling than the rest, and a higher floor than the other two sectors,
you will get this type of perspective:
The .'s and :'s represent the farthest distance. The !'s represent the
middle sector's distance, and the #'s represent the closest distance.
_/'###############################\
_/'~ # norm. ( upper tex. ) norm.# \
/'~ # tex. ################ tex. # \
# # ! : : ! # # \
# # ! :......: ! # #
# # !' `! # #
# # !,,,,,,,,,,! # #
# #!____________!# #
#_________Lower tex.__________#
/ |
/ |
/ |
/ Floor |
/ |
Hopefully this will clarify any confusion regarding when a level
requires an upper, lower, or middle texture.
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_______________________ ________
| Step-by-Step Tutorial | | Page 6 |
|_______________________| |________|
As describe in an earlier section, start DEU and type "C 1 1" and
ENTER to edit Episode 1, Level 1. Like I mentioned before, no changes will
be made to your original WAD file until you save. You will be given the
opportunity to enter another filename such that DEU won't write over your
original WAD file. For safety purposes, I recommend making your WAD file
"read-only" using the following DOS command (do this before running DEU).
ATTRIB +R DOOM.WAD
If you are editing the ShareWare version you won't need to worry about this
command line since DEU won't let you save anyway.
After entering the editor, set the grid to the tightest resolution
(smallest) and zoom in all the way. Now, choose an arbitrary point on the
screen and insert sixteen vertices like below:
x x x x
6 7 10 11
x x x x
5 8 9 12
4 1 16
x x x x
13
3 2 15 14
x x x x
Next, connect the vertices in a clockwise fashion from vertex 1 to 2 to 3
to 4 to 5 to 6 to 7 to 8 and press "INS" twice. At this point, you have
created linedefs linked in the shape of the letter "C". At the same time
you have established a sector linked to the first sidedef (inserted and
linked automatically by DEU) of each new linedef.
Now, we need to seal off the sector. To accomplish this, switch
back to vertex mode by pressing "V" and connect the vertices 1 to 8, re-
spectively. Press "INS" to create a linedef between the two vertices.
Notice that I have intentionally set up this linedef such that the first
sidedef (represented by the perpendicular line, also the right hand side
of the arrow) is facing on the wrong side for us to simply add a first
sidedef and utilize DEU's autolinking capability. To resolve our situation,
we need to flip the linedef. If you are using DEU 5.0 BETA 4 you can flip
the linedef by entering the edit mode (middle mouse button or ENTER). The
flip linedef function will appear at the bottom of the "edit linedef" menu.
So, choose option "1" from the edit menu and then select "flip linedef" from
the next menu. If you are using DEU 5.0 (non-BETA) press F10 and then select
option 5 from the pop-up menu. If the process carries through properly, you
should now see the perpendicular line on the inside. From here, select the
linedef, if it isn't already, and edit the linedef. At the pop-up menu,
select the "edit 1st sidedef" and click on "change sector ref." Enter the
number "0" and press ENTER. You screen should now have output resembling
the following diagram:
x----------x x x
/ 6 7 \ 10 11
/ \
/ \
x 5 8 x x 9 12 x
| |
| |
| |
| |
| 1 |
x 4 x x 16 13 x
\ /
\ /
\ 3 2 / 15 14
x----------x x x
________
| Page 7 |
|________|
With one sector defined, we should move onto another region that
will simplify the development process. Arranging the middle region, what
soon will become a door, immediately is something that I do not suggest.
Instead, change back to vertex mode and, like before, move around in a
clockwise direction from vertex 9 to vertex 16. Briefly, 9 to 10 to 11
to 12 to 13 to 14 to 15 to 16 and then poke "INS" twice. Your output should
look something like (excluding the numbers):
x----------x x-----------x
/ 6 7 \ / 10 11 \
/ \ / \
/ \ / \
x 5 8 x x 9 12 x
| | |
| | |
| | |
| | |
| 1 | |
x 4 x x 16 13 x
\ / \ /
\ / \ /
\ 3 2 / \ 15 14 /
x----------x x-----------x
Next, change back to vertex mode by pressing "V" and create a linedef by
selecting vertex 16 and then vertex 9, in that order. Now, poke "INS"
only once. Then, edit the linedef, by pressing ENTER or clicking the middle
mouse button, and select "add 1st sidedef." You have now used DEU's auto-
linking capability to add that linedef to the newest sector. It just so
happens that our newest sector is then one we needed to establish a link
with. With out diagram resembling the following:
x----------x x-----------x
/ 6 7 \ / 10 11 \
/ \ / \
/ \ / \
x 5 8 x x 9 12 x
| | | |
| | | |
| | | |
| | | |
| 1 | | |
x 4 x x 16 13 x
\ / \ /
\ / \ /
\ 3 2 / \ 15 14 /
x----------x x-----------x
________
| Page 8 |
|________|
it is now time to add our last sector. Switch to vertex mode, select vertex
8 and then 9; finish the process by pressing "INS" once. Do the same for
vertices 16 and 1, respectively. First vertex 16, then vertex 1. Finish
the process by pressing "INS" once. Now, you should theoretically be in
linedef mode, but, if you are not, press "L" to switch to linedef mode.
Group select the linedef between vertices 8 and 9, as well as, the linedef
between vertices 16 and 1. Remember, to group select, simply mark the item
with the first mouse button or "M" and then move to the next target, and
mark it as well. Now, go to edit mode and select "add 1st sidedef." As of
this point in time your level is complete. You can safely press "Q", type
in a filename, and save your progress. If you choose you may do so, but,
you will need the following two commands to enter the editor with the current
level:
r filename.wad
e 1 1
If you feel strong and capable, you may continue with the tutorial without
saving.
NOTE: Do not perform the following if you are using DEU 5.0 (non-BETA)
This is only for use with DEU 5.0 BETA 4.
Next, select the linedefs between vertices 1,8 and vertices 9,16.
Then, edit the linedefs and select "change flags" and then click on
"impassible." Now, repeat the process and click on "two sided and shoot
through." You have now established the linedefs joining the sectors as
transition regions capable of permitting the player's passage. The linedefs,
in sector mode, should appear gray when they are no longer "impassible."
Furthermore, keeping the linedefs highlighted, edit the linedefs and select
"edit 1st sidedef." Change the normal texture to "-" and repeat this process
for the next the second sidedef as well. As of this point, change to thing
mode and in a "player 1 start" somewhere with the sectors. Press "Q" to
quit, type in a filename or accept the current pathname, and press ENTER.
Now that you have come this far, it's time to test the level.
Use the command line in the next section to start Doom and load your WAD file.
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__________________________________ ________
| Starting Doom with a custom PWAD | | Page 9 |
|__________________________________| |________|
Finally, to start Doom with your custom WAD file and warp directly
to the level, type the following:
DOOM -FILE YOURNAME.WAD -DEVPARM -WART episode_number level_number
Enjoy the new level and experiment like crazy!
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__________________________________
| Information regarding the author |
|__________________________________|
Name: Michael Kelsey
E-mail address: mkelsey@eecs.wsu.edu
Favorite Actor: Harrison Ford
Favorite Music Group: Alan Parsons Project
Hours spent learning DEU: WAY TOO MANY
IBM games cracked: D/Generation
PC System: 80486DX2/66 EISA-VLB
Cirrus Logic CL-GD5424
8 Mb. RAM
Zoom VFX V.32 External Modem
Apple II Joystick rewired PC
...and it all works fine with Doom.