?_!ÿÿÿÿnÏl·Gî. DoomED v2.60 & v2.60b4 TutorialDoomED Tutorial by David Bruni0RegisterRoutine("MMSYSTEM","sndPlaySound","Si")-RegisterRoutine("MMSYSTEM","mciExecute","S")BrowseButtons()Z‡main>dO¼/MAIN)’DoomED v2.60 & v2.60b4 Tutorial)ŸM##ÊO,‡lGJŸŸÆÀÀÀZÿsecondaryWindow1oomED v2.60 & v2.60b4 Tutorial)ŸW##ÊO,‡l@@@@ŸÆÀÀÀZÿsecondaryWindow2oomED v2.60 & v2.60b4 Tutorial)ŸW##ÊO,‡lÿÿŸÆÀÀÀZÿsecondaryWindow3oomED v2.60 & v2.60b4 Tutorial)ŸW##ÊO,‡lÿÿÿŸÆÀÀÀZÿsecondaryWindow4Glossary.60 & v2.60b4 Tutorial)ŸW##ÊO,‡lÿÿŸÆÀÀÀZÿsecondaryWindow5Indexry.60 & v2.60b4 Tutorial)ŸW##ÊO,‡lÿÿÿŸÆÀÀÀ/&;)z4ÿÿ%}%ÿÿÿÿ|CONTEXTѧ|CTXOMAP)|FONTô|KWBTREEч|KWDATA4|KWMAP=‚|SYSTEM|TOPIC÷|TTLBTREEÑ—|bm0°|bm1ÿ°|bm10»|bm11¼|bm12-½|bm13Y¾|bm14h¿|bm15¥À|bm16ÚÁ|bm17Ã|bm18Ä|bm19HÅ|bm2²|bm20nÆ|bm21‡Ç|bm22–È|bm23ÁÉ|bm24äÊ|bm25Ì|bm26BÍ|bm27_Î|bm3;³|bm4^´|bm5uµ|bm6œ¶|bm7«·|bm8º¸|bm9ݹ5538EEBA F1ProjectGlossary46 0 F1ProjectGlossary46 c:\vh\doom2_60.rtf 74 5538EEBB F1ProjectGlossary47 0 F1ProjectGlossary47 c:\vh\doom2_60.om2_60.Ç Þ†ŸÞ†ŸKýwôw ÿÿÿÿ 9ÿÿÿÿE1~ÿÿÿÿ"E²ÿContentsN# “+ &€F€6ˆˆ˜²€€‚‚ÿDoomED-The Real Thing Tutorial:EÍ* $€ €6Œ„¤²€€‚ÿIntroduction’j“_( €Õ€6„Œ¤²€‚ÿThis tutorial is designed to help you get started using DoomED-The Real Thing v2.60b4. It can also be used for DoomED v2.60. I'll show you how to do everything from installing the program and getting it running. To making elevators and transporters. Basically, I'll try to touch on everything you'll need to start making wad files with DoomED v2.60 & v2.60b4.)͈& €€4N¤²€‚ÿ*_²' €€6Œ„¤²€‚ÿ6 ˆè* $€€6Œ„¤²€€‚ÿContentsü²î  âù€6„„¤²ïb@rÑ€‰€‚ïÜhú€‰€‚ïÿê,g€‰€‚ï$/€‰€‚ïëbB€‰€‚çAjr?€‰€‚ç‚ï倉€‚ïíWu@€‰€‚ïbâä>€‰€‚ïèÊG€‰€‚ïQgòF€‰€‚ï|èÌñ€‰€‚ïöêá|€‰€‚ï­@c €‰€‚ÿInstallationGetting startedBacking Up Your WorkMenusToolbarSectorsLineDefsThingsPlatforms or Line SpecialsWindowsEves and OverhangsTextures and the Tiling EffectOutside AreasColumnswèÿš î€6„„¤²ï¸²¥‚€‰€‚ïþ¾Ü€‰€‚ï¦$=€‰€‚ïHyh€‰€‚ïê›Î€‰€‚ïºQÖꀉ€‚ï\“É€‰€‚ÿDoom LimitsRunning Wad FilesIndexAcknowledgmentsSuggested ReadingGlossaryCopyrights= î<1{ÿÿÿÿ<Installation:ÿv* $€ €6ˆˆ˜²€€‚ÿInstallationŸI<V |€’€6„„¤²ïþ-¶Ì€‰€‚ï·ÿ-Ì€‰€‚ïÍ šI€‰€‚ÿInstalling The ProgramCreate a Group WindowError MessagesGv\1Ñ"Ò\Êj Installing The ProgramD * $€4€6ˆˆ˜²€€‚ÿInstalling The Program*\Ê' €€6Œ„¤²€‚ÿw7 A @ N€o €6„Œ¤²€‚ÿAfter downloading DMREAL.ZIP, move it to a temporary directory. The installation program will ask you for a permanent directory location. Now unzip the file. After unzipping DMREAL.ZIP, go to Program Manager. Under FILE, choose RUN and type in c:\?\setup.exe. Where ? is the sub-directory that you just unzipped the file in. I'm assuming your drive letter is C. If it's different, then change it to the drive you need. After hitting ENTER, you'll be presented with the Installation Window.On the drop down menu, pick CONFIGURE. This brings up the Setup Configuration window. It shows the Source Directory and the Destination Directory. The default directory is C:\DoomED. You can accept this or change it to something else. Just make sure that you don't overwrite an existing sub-directory. Once you decide on a location, click OK.Now pick INSTALL from the drop down menu. This brings up the Install DoomED window. It should point to the sub-directory that you just made. You can't change anything in this window, so make sure everything is correct before hitting install. If everything is correct, then hit "All Right, Install It!" The installation only takes a few moments. If there were no problems, then you should see a window that says DoomED was installed. Click OK. Now you can exit the Setup Window.)Êj & €€4N¤²€‚ÿFA ° 1¦{€ÿÿÿÿ° 5@Create a Group WindowCj ó * $€2€6ˆˆ˜²€€‚ÿCreate a Group WindowôŰ @/ ,€‹€6„Œ¤²€‚ÿYou'll need to create a Group Window for DoomED. In Program Manager, pick FILE. Then pick NEW. Then pick Program Group. Click OK. Add your own description. Now you should have a new group window. Go back to FILE and pick NEW, again. Pick Program Item. Fill in all the Program Item Properties, then click OK. You should now be ready to run DoomED. Double click on the DoomED icon to start. If you get no error messages, go to the next section.ó @j )ó 5@& €€4N¤²€‚ÿ? @t@1WÒÏ…t@Ú@GError Messages<5@°@* $€$€6ˆˆ˜²€€‚ÿError Messages*t@Ú@' €€6Œ„¤²€‚ÿý´°@×FI `€i €6„Œ¤²€âî8U‰‚ÿIf the program fails to initialize, then you probably need to edit the DOOMED.INI file. If you get an error message about a file called CTL3DV2.DLL not being correctly installed here's what you need to do. Go back to File Manager and look in your \windows\system sub-directory. The installation program should have moved CTL3DV2.DLL into this sub-directory. If it's not there, then move it there and delete it from your DoomED directory. If DoomED failed to initialize do this. Call up Notepad. Open the file called DOOMED.INI. It should be located in your \windows sub-directory. Once you've opened the DOOMED.INI file, look at the first line under [Files]. It should say: DoomWad=C:\Doom\Doom.wad. This is assuming DOOM is on your C drive in the sub-directory DOOM. If DOOM is in another location, then put the path to where it's located. The next line should say: Things=C:\?\Things.def. Where ? is the subdirectory where you installed DoomED. Make sure this points to the correct sub-directory. Under [Directories] the GAME & EXPORT lines should point to your DOOM directory. Usually C:\DOOM. If DOOM is in another directory, then change these lines to point to where DOOM is. Save it and exit. Try restarting DoomED. It should work correctly. If not...well...contact me on CompuServe and describe the error message that you get and I'll see what I can do. These 2 errors that I've just described are the 2 most common ones.)Ú@G& €€4N¤²€‚ÿ@×F@G1€)†ÿÿÿÿ@GHGetting Started=G}G* $€&€6ˆˆ˜²€€‚ÿGetting StartedG@GHV |€Ž€6„„¤²ïˆ¾²€‰€‚ï)C{½€‰€‚ïÁo©Û€‰€‚ÿConfigurationCreating Your First MapVertices Must Align> }GXH1ëÏ…VˆÿÿÿÿXHKConfiguration;H“H* $€"€6ˆˆ˜²€€‚ÿConfigurationIXHÜJ0 .€3€6„Œ¤²€‚ÿDouble click on your new DoomED icon. Once the program successfully starts, maximize the window. Now we can setup the default colors for the editor. On the drop down menu, pick FILE. Now pick CONFIGURATION. You can change the colors of the editor thru this dialog box. I prefer a black background with green map lines. I use red for selected and marked. White for dialogs and cyan for the grid. The colors are up to you. Pick ones you like and that show up well because you'll probably be spending a lot of time in the editor.)“HK& €€4N¤²€‚ÿHÜJMK1 )†MK¼K´…Creating Your First MapEK’K* $€6€6ˆˆ˜²€€‚ÿCreating Your First Map*MK¼K' €€6Œ„¤²€‚ÿà Y ’K‹…j ¢€³€6„Œ¤²€â’î8U‰âºî8U‰â·î8U‰â¶î8U‰‚ÿGo back to FILE and pick NEW MAP. This brings up a dialog box that says "This will erase all data and create a new map. Are you sure?" Click YES. You should now see a big rectangle and a small square. The big rectangle is a sector and the small square is a player one start position. At this point it's *VERY IMPORTANT* that you *DO NOT* try to save the map for play, yet. You'll need to add at least one more sector and connect it to the other sector to be able to save the map. If you do try to save the map without adding another sector, it will probably crash the program and cause a GPF in windows, which is BAD. So, we need to add another sector. On the toolbar, you'll see an X and a Y, a zoom with 2 arrows next to it, an ALL, THG, SEC, LIN and VTX buttons. I'll describe each as we come to them. First we need to click on the SEC button. This will switch us into Sector mode. Click on the left pointing arrow on the toolbar. This will zoom out the map. Do ¼K‹…Kthis twice. You'll notice a bunch of small crosses. This is the grid. The distance between the crosses is 64 units. This is very handy for making lines at certain lengths and keeping things square with the grid. The floor and ceiling patterns remain square with the grid. This is something you'll need to keep in mind when designing levels. Now, locate your cursor above the big rectangle, not inside of it. About one grid line above it. Right click your mouse. This brings up the New Sector dialog box. We'll get into what everything in this dialog box means in a little bit. For now, click OK. This should have inserted a square into the map centered on the cursor. This is a Sector. Complete with lines, vertices, sidedefs, floor and ceiling heights and wall textures already assigned. For now, we won't worry about changing textures or anything. We'll get into that later. All we want to do is connect the 2 sectors and save the map for play. To do this, switch to VTX mode by clicking the VTX button on the toolbar. Your 2 sectors should now have small squares on each corner. These are the vertices. Go back to the drop down menu under MAP. Pick Grid Settings. Change it to 8. This is the amount in units that the vertices will move when you click and drag them. A large number is hard to work with and will be jerky. It's also hard to connect the vertices this way.)¼K´…& €€4N¤²€‚ÿD‹…ø…1< Vˆ€ø…c†zÁVertices Must AlignA´…9†* $€.€6ˆˆ˜²€€‚ÿVertices Must Align*ø…c†' €€6Œ„¤²€‚ÿâ k 9†QÁw ¼€×€6„Œ¤²€âºî8U‰â¶î8U‰â’î8U‰âî8U‰â¼î8U‰‚ÿYou have to be careful when you're connecting the vertices. You need to make sure they land on top of each other and not off to the side of one another. You can zoom in to make it easier by using the zoom controls on the toolbar or by using the keyboard.I find the keyboard to be faster. All you have to do is type ALT+Z (that's pressing the ALT key and the Z key at the same time) to zoom in and ALT+X to zoom out. Position your cursor where you want to zoom at, then type the key combinations. Click on one of the vertices in the new sector you added. This is *VERY IMPORTANT*. You must maintain the integrity of thesectors. In other words, the sectors have to stay closed polygons. Be it squares, rectangles, octagons or similar. You *CAN'T* turn a square into an "L" shape or straight line. If you do and try to save the map, it will crash the program and cause a GPF. Basically, the way you build maps in DoomED, is by connecting a bunch of squares and rectangles together. Soundspretty simple, huh? It is! DoomED is a very easy editor to use.To connect the 2 sectors together, we just have to connect 2 ofthe corners together so you'll end up with what looks like 2rectangles stacked on top of one another. If you already clicked on one of the vertices in the new sector, then drag iton top of one of the vertices in the other sector. Do the samefor the other corner. DoomED will automatically merge thevertices together. It will also merge the lines together.Now adjust the vertices until you have what looks like 2rectangles stacked on top of each other. You should now be ableto successfully save the map without any problems. UnderFILE, pick "Save Single Map for Play". In the dialog box, hit thesave button. This will save the map as E1M1 which is fine fornow. You can accept the name NEW.WAD or change it to somethingelse. Keep in mind the name can only be 8 characters long, notincluding the extension. Hit OK.Your map is saved now and ready to play. Exit DoomED. ExitWindows. At the DOS prompt, change to your DOOM directory. Type:DOOM -FILE ?.WAD. Where ? is either NEW or whatever name youmade the WAD file. Hit ENTER. The startup screen will saysomething about DOOM being modified, just hit ENTER. Go thru thenormal procedure in starting DOOM. Pick episode 1. The skilllevc†QÁ´…el doesn't matter. What you should see, once the game startsis a small room with marble walls and wood floor and ceiling.Hit ESC to quit DOOM. CONGRATULATIONS!!!!!!!You've just made your first WAD file. Yes,it's simple, there's nobody toshoot or anything, but you're well on your way to bigger and better things.)c†zÁ& €€4N¤²€‚ÿEQÁ¿Á1O‚ ÿÿÿÿ¿Á‘ÄBacking up your workBzÁÂ* $€0€6ˆˆ˜²€€‚ÿBacking up your workg1¿ÁhÄ6 :€c€6„Œ¤²€â¼î8U‰‚ÿThis brings me to another important point. It's a good idea tokeep a running backup copy of your map. Get into the habit ofdoing this. It will save you a lot of time and grief. You see,when the editor crashes, it destroys your WAD file and rendersit useless. Just copy your WAD file to a new name like NEW.BAKor something. Make a new copy everytime you add to your WAD fileand have play tested the level. You'll thank me for this laterafter you've spent 30 or more hours on a level, then havesomething go wrong and you loose everything you've made.)‘Ä& €€4N¤²€‚ÿ6hÄÇÄ1Í€{‚ ÿÿÿÿÇÄ^ÅMenus3 ‘ÄúÄ* $€€6ˆˆ˜²€€‚ÿMenusd#ÇÄ^ÅA R€F€6„„¤²ç®¼ÿ,€‰€‚ï0Sja€‰€‚ÿDoomED 2.60DoomED 2.60b4BúÄ Å1DO‚ð  ÅßÅñDoomed 2.60 Menus?^ÅßÅ* $€*€6ˆˆ˜²€€‚ÿDoomED 2.60 Menus8  ÅÆ. ,€€6Œ„¤²€‚€€‚ÿFILEa-ßÅxÆ4 8€Z€v„Œì²:‚l€€ƒâ¼î8U‰‚ÿ·Open Map: Opens an existing WAD file.[-ÆÓÆ. ,€Z€v„Œì²:‚l€€ƒ‚ÿ·New Map: Creates a new map or WAD file.„VxÆWÇ. ,€¬€v„Œì²:‚l€€ƒ‚ÿ·Save Map: Saves the map but doesn't rebuild the nodes. You can't play the level.uGÓÆÌÇ. ,€Ž€v„Œì²:‚l€€ƒ‚ÿ·Save Map for Play: Saves map and rebuilds nodes. Map is playable.~PWÇJÈ. ,€ €v„Œì²:‚l€€ƒ‚ÿ·Preferences: Opens a dialog box for setting default colors for the editor.«wÌÇõÈ4 8€î€v„Œì²:‚l€€ƒâî8U‰‚ÿ·Choose Doom Wad File: Allows you to choose a different Doom wad file other than the one in the doomed.ini file.xJJÈmÉ. ,€”€v„Œì²:‚l€€ƒ‚ÿ·View Directory: Shows what's in the Doom directory. Not for novices!–hõÈÊ. ,€Ð€v„Œì²:‚l€€ƒ‚ÿ·Queue: I'm not sure what this is for. You'll have to click on Queue again to close this dialog boxS%mÉVÊ. ,€J€v„Œì²:‚l€€ƒ‚ÿ·Exit: Exits the DoomED program.7 ÊÊ. ,€€6Œ„¤²€‚€€‚ÿMAPÀ‘VÊMË/ ,€#€v„Œì²:‚l€€ƒ‚ÿ·Choose Map: Let's you pick one of the original Doom levels and extract it from the main Doom.wad file and then you can save it and edit it.øÉÊEÌ/ ,€“€v„Œì²:‚l€€ƒ‚ÿ·Bitmap Tearoff: If this is checked, when you click on a Thing, it will bring up a dialog box showing what the Thing looks like. You'll have to click Bitmap Tearoff again to close this dialog box.h:MË­Ì. ,€t€v„Œì²:‚l€€ƒ‚ÿ·Thing Data: Brings up the "Edit a Thing" dialog box.Œ^EÌ9Í. ,€¼€v„Œì²:‚l€€ƒ‚ÿ·Platforms: Lets you add and edit Platforms. Also tells you if any Platforms are defined.‰[­ÌÂÍ. ,€¶€v„Œì²:‚l€€ƒ‚ÿ·Grid Settings: Allows you to adjust the snap-to grid settings. Editor defaults to 16.¸ƒ9ÍzÎ5 8€€v„Œì²:‚l€€ƒâ¶î8U‰‚ÿ·Defaults for New Sectors: Allows you to pick one of the 5 pre-defined Sector Styles. Does not allow you to create new ones.Z,ÂÍÔÎ. ,€X€v„Œì²:‚l€€ƒ‚ÿ·Export Map to WMF: Is not implemented.£ozÎwÏ4 8€Þ€v„Œì²:‚l€€ƒâ’î8U‰‚ÿ·3D Projection: Brings up a dialog box that shows the level in a 3D view. Can cause a GPF on large maps.=ÔδÏ. ,€€6Œ„¤²€‚€€‚ÿRESOURCES¢twÏb. ,€è€v„Œì²:‚l€€ƒ‚ÿ·Viewer: Brings up a dialog´Ïb^Å box that allows you to view wall textures, floor textures, sprites and wall panels.±‚´Ï/ ,€€v„Œì²:‚l€€ƒ‚ÿ·Sounds: Lets you play all the sounds in Doom if you have a sound card. I don't know if the Replace or Create WAV file works.‹]bž. ,€º€v„Œì²:‚l€€ƒ‚ÿ·Music: Everything is greyed out on my machine. You may need a MIDI program to use this.8 Ö. ,€€6Œ„¤²€‚€€‚ÿHELPc5ž9. ,€j€v„Œì²:‚l€€ƒ‚ÿ·Contents: Shows the contents of the help files.N Ö‡. ,€@€v„Œì²:‚l€€ƒ‚ÿ·Tutorial 1: Building a MapE9Ì. ,€.€v„Œì²:‚l€€ƒ‚ÿ·Tutorial 2: Stepse7‡1. ,€n€v„Œì²:‚l€€ƒ‚ÿ·Registration: Gives you registration information.R$̃. ,€H€v„Œì²:‚l€€ƒ‚ÿ·About: Tells you about DoomED.n@1ñ. ,€€€v„Œì²:‚l€€ƒ‚ÿ·Statistics: Shows you everything that is in your WAD file.Dƒ51g {‚­€ 5v±ADoomed 2.60b4 MenusAñv* $€.€6ˆˆ˜²€€‚ÿDoomED 2.60b4 Menus8 5®. ,€€6Œ„¤²€‚€€‚ÿFILEm9v4 8€r€v„Œì²:‚l€€ƒâ¼î8U‰‚ÿ·Open Single Map File: Opens an existing WAD file.œh®·4 8€Ð€v„Œì²:‚l€€ƒâî8U‰‚ÿ·Open ID Map: Lets you open the original Doom.wad file and extract one of the levels and edit it.[-. ,€Z€v„Œì²:‚l€€ƒ‚ÿ·New Map: Creates a new map or WAD file.b·¢. ,€Ä€v„Œì²:‚l€€ƒ‚ÿ·Save Single Map File: Saves the map but doesn't rebuild the nodes. You can't play the level.|N. ,€œ€v„Œì²:‚l€€ƒ‚ÿ·Save Single Map for Play: Saves map and rebuilds nodes. Map is playable.N ¢l. ,€@€v„Œì²:‚l€€ƒ‚ÿ·MiniWads: Not implemented.W)Ã. ,€R€v„Œì²:‚l€€ƒ‚ÿ·Export Map to WMF: Not implemented.€RlC. ,€¤€v„Œì²:‚l€€ƒ‚ÿ·Configuration: Opens a dialog box for setting default colors for the editor.£uÃæ. ,€ê€v„Œì²:‚l€€ƒ‚ÿ·Choose Doom Wad File: Allows you to choose a different Doom wad file other than the one in the doomed.ini file.xJC^ . ,€”€v„Œì²:‚l€€ƒ‚ÿ·View Directory: Shows what's in the Doom directory. Not for novices!–hæô . ,€Ð€v„Œì²:‚l€€ƒ‚ÿ·Queue: I'm not sure what this is for. You'll have to click on Queue again to close this dialog boxS%^ G . ,€J€v„Œì²:‚l€€ƒ‚ÿ·Exit: Exits the DoomED program.7 ô ~ . ,€€6Œ„¤²€‚€€‚ÿMAP‰[G  . ,€¶€v„Œì²:‚l€€ƒ‚ÿ·Grid Settings: Allows you to adjust the snap-to grid settings. Editor defaults to 16.Œ^~ “ . ,€¼€v„Œì²:‚l€€ƒ‚ÿ·Platforms: Lets you add and edit Platforms. Also tells you if any Platforms are defined.n@  . ,€€€v„Œì²:‚l€€ƒ‚ÿ·Statistics: Shows you everything that is in your WAD file.£o“ ¤ 4 8€Þ€v„Œì²:‚l€€ƒâ’î8U‰‚ÿ·3D Projection: Brings up a dialog box that shows the level in a 3D view. Can cause a GPF on large maps.¸ƒ \ 5 8€€v„Œì²:‚l€€ƒâ¶î8U‰‚ÿ·Defaults for New Sectors: Allows you to pick one of the 5 pre-defined Sector Styles. Does not allow you to create new ones.=¤ ™ . ,€€6Œ„¤²€‚€€‚ÿRESOURCES¢t\ ;. ,€è€v„Œì²:‚l€€ƒ‚ÿ·Viewer: Brings up a dialog box that allows you to view wall textures, floor textures, sprites and wall panels.±‚™ ì/ ,€€v„Œì²:‚l€€ƒ‚ÿ·Sounds: Lets you play all the sounds in Doom if you have a sound card. I don't know if the Replace or Create WAV file works.‹];w. ,€º€v„Œì²:‚l€€ƒ‚ÿ·Music: Everything is greyed out on my machine. You may need a MIDI program to use this.8 ì¯. ,€€6Œ„¤²€‚€€‚ÿHELPc5w@. ,€j€v„Œì²:‚l€€ƒ‚ÿ·Contents: Shows the contents of¯@ñ the help files.N ¯l@. ,€@€v„Œì²:‚l€€ƒ‚ÿ·Tutorial 1: Building a MapE@±@. ,€.€v„Œì²:‚l€€ƒ‚ÿ·Tutorial 2: StepsIl@ú@. ,€6€v„Œì²:‚l€€ƒ‚ÿ·Tutorial 3: Platformse7±@_A. ,€n€v„Œì²:‚l€€ƒ‚ÿ·Registration: Gives you registration information.R$ú@±A. ,€H€v„Œì²:‚l€€ƒ‚ÿ·About: Tells you about DoomED.8_AéA1Ið6‚ éAB6FToolbar5 ±AB* $€€6ˆˆ˜²€€‚ÿToolbar7 éAUB. ,€€6Œ„¤²€‚€€‚ÿX/Yi;B¾B. ,€v€v„Œì²:‚l€€ƒ‚ÿ·Gives you the X/Y coordinates at the cursor location.2UBðB* $€€6Œ„¤²€€‚ÿZOOMJ¾B:C. ,€8€v„Œì²:‚l€€ƒ‚ÿ·<-, Zooms the map downIðBƒC. ,€6€v„Œì²:‚l€€ƒ‚ÿ·->, Zooms the map up.1:C´C* $€€6Œ„¤²€€‚ÿALL]/ƒCD. ,€^€v„Œì²:‚l€€ƒ‚ÿ·Zooms the entire map out to it's extents.1´CBD* $€€6Œ„¤²€€‚ÿTHGX*DšD. ,€T€v„Œì²:‚l€€ƒ‚ÿ·Switches the editor into Thing mode.1BDËD* $€€6Œ„¤²€€‚ÿSECY+šD$E. ,€V€v„Œì²:‚l€€ƒ‚ÿ·Switches the editor into Sector mode.1ËDUE* $€€6Œ„¤²€€‚ÿLINW)$E¬E. ,€R€v„Œì²:‚l€€ƒ‚ÿ·Switches the editor into Line mode.1UEÝE* $€€6Œ„¤²€€‚ÿVTXY+¬E6F. ,€V€v„Œì²:‚l€€ƒ‚ÿ·Switches the editor into Vertex mode.8ÝEnF1ñ­€˜ƒÿÿÿÿnF'ISectors5 6F£F* $€€6ˆˆ˜²€€‚ÿSectors !nF¬Hè žC€6„„¤²ç/üDþ€‰€‚çêzàL€‰€‚ïvAÕ-€‰€‚ïÒ¯q〉€‚ï‰Ú;®€‰€‚呂‰€‚ït›¾€‰€‚ï#¯†€‰€‚ïÉ«%Ú€‰€‚ï[:Ì*€‰€‚ï‹»:€‰€‚ï·(€‰€‚ÿWhat are SectorsWhat you can do to SectorsWall, Floor and Ceiling TexturesSector AttributesSector StylesPlan ahead on heightsConnecting SectorsAdding Vertices to existing linesCreating DoorsDoor sizesDoor texturesCreating Stairs{6£F'IE Z€l€6„„¤²ï°Àý€‰€‚ï{Aº¨€‰€‚ÿStair ceiling heightsSectors within SectorsA¬HhI1Ì6‚˜…ÿÿÿÿhIóKWhat are Sectors>'I¦I* $€(€6ˆˆ˜²€€‚ÿWhat are Sectors$éhIÊK; D€Ó€6„Œ¤²€â¶î8U‰âºî8U‰‚ÿMost of what you'll be doing in DoomED is inserting Sectors withdifferent floor/ceiling heights. Different wall/floor/ceilingtextures and different brightness settings. What is a Sector? ASector can be a room, a stair, a window, an acid pit, anelevator, etc. When you insert a new Sector, the vertices andlines are also inserted with it. You don't have to insert themseparately. When you insert a Sector, it all goes in with it.This makes the map building process go quickly.)¦IóK& €€4N¤²€‚ÿLÊK?L1©˜ƒmˆÿÿÿÿ?LœOWhat you can do to a SectorHóK‡L* $€<€6ˆˆ˜²€€‚ÿWhat you can do to Sectorsì´?LsO8 >€i€6„Œ¤²€â¶î8U‰‚ÿSo, let's go back into the editor and open the map we just made.Go to FILE and pick "Open Single Map File". Scroll thru thedialog box until you find your new map. Double click on it toopen it up. Now, switch to SEC mode. Click on one or the otherof the 2 sectors in your map. This will bring up the Sectordialog box. It tells you the ceiling height and texture. Thefloor elevation and texture. The Line Attributes. The SectorBrightness, and the Platforms. You change the floor and ceilingtextures thru this dialog box. Along with the floor/ceiling heights.Just click the arrow next to the ceiling or floor textures to bringup a scrolling dialog box with the available textures.)‡LœO& €€4N¤²€‚ÿPsO €1˜…/ÿÿÿÿ €ȃWall Floor and Ceiling texturesœO €œON$œOZ€* $€H€6ˆˆ˜²€€‚ÿWall, Floor and Ceiling TexturesE €Ÿƒ= H€€6„Œ¤²€âî8U‰‚ÿTo find out what each texture looks like and how big it is, goto the drop down menu and pick RESOURCES. Then pick VIEWER. Pick either textures or floor/ceiling. Click on anyof the texture names in the dialog box and it will display a picture of it. It will also tell you the size of the wall panel.Floor and ceiling patterns are always 64 x 64 square andoriented square with the grid. If you make a diagonal hallway,then the floor/ceiling pattern will appear skewed or at an angleto the walls. On some patterns, this won't matter becausethere's no pattern to them.The brightness settings start at 0, total darkness, to 255, asbright as it gets. The default is 200. There are about 34 levelsof brightness in DOOM. This means they increment by about 8points.)Z€ȃ& €€4N¤²€‚ÿBŸƒ „1mˆöÿÿÿÿ „W†Sector Attributes?ȃI„* $€*€6ˆˆ˜²€€‚ÿSector Attributeså¯ „.†6 :€_€6„Œ¤²€â¶î8U‰‚ÿThru the Sector Attributes, you assign such things aspulsating sectors, health loss for acid pits or anywhere forthat matter, secret designations, etc. Platforms or LineSpecials are for things like making tripwires, elevators,crushing ceilings, etc. We'll talk about assigning these thingslater. The secret percentage that you get at the end of the game is assigned with the secret designation in the sectordialog box.)I„W†& €€4N¤²€‚ÿ> .†•†1C/~ÿÿÿÿ•†šˆSector Styles;W†І* $€"€6ˆˆ˜²€€‚ÿSector Styles¡t•†qˆ- (€é€6„Œ¤²€‚ÿClick where it says STYLE. This brings up the Default Sector Style dialog box. You can pick one of the predefined styles ifyou like. There's 5 available. Most of the time, though, you'llbe changing the textures manually. Usually, I'll look thru the viewerand pick wall patterns that look good with the floor/ceilingcombination I've picked. This is your own choice.)Іšˆ& €€4N¤²€‚ÿFqˆàˆ1 öMÿÿÿÿàˆ:‹Plan ahead on heightsCšˆ#‰* $€2€6ˆˆ˜²€€‚ÿPlan ahead on heightsî³àˆ‹; D€g€6„Œ¤²€â¶î8U‰âµî8U‰‚ÿYou should decide on your floor/ceiling heights prior toinserting the Sectors. This way DoomED will automatically setthe correct LineDefs. This is especially true when you have 2connected Sectors with different floor/ceiling heights. If theLineDefs aren't set right, things will look weird. Change thepatterns or leave them as is and click OK. Click OK in the nextdialog box, also. Now you've got another Sector inserted.)#‰:‹& €€4N¤²€‚ÿC‹}‹1é~g ÿÿÿÿ}‹#ŽConnecting Sectors@:‹½‹* $€,€6ˆˆ˜²€€‚ÿConnecting Sectors=}‹ú< F€€6„Œ¤²€â¶î8U‰âºî8U‰‚ÿSwitch to VTX mode, so you can connect the Sectors together.Remember not to collapse the Sector or try to connect acrossSectors. The Sectors don't have to remain square or rectangular.You can drag the vertices into all sorts of weird shapes. Justremember to keep them as closed polygons. The grid settingalways defaults to 16, so change it to 8, if you like. Nowconnect the vertices, again, being careful to make sure they landon top of each other. You should only have to connect 2 of thevertices.)½‹#Ž& €€4N¤²€‚ÿR!úuŽ1±MÿÿÿÿuŽàÁAdding Vertices to existing linesO%#ŽÄŽ* $€J€6ˆˆ˜²€€‚ÿAdding Vertices to existing linesxEuŽHÀ3 4€‹€6„Œ¤²€âºî8U‰‚ÿYou can make new vertices in existing lines. Switch to LIN mode.Right click on one of the lines. This will break the line andadd a new vertex. To see the new vertex, switch back to VTXmode. You should see the new vertex. If something goes wrong,you can drag ÄŽHÀ#Žthe new vertex on top of the adjacent one toeliminate it.)ÄŽqÀ& €€4N¤²€‚ÿFHÀ·Á- (€3€6„Œ¤²€‚ÿThere does seem to be a limit to the maximum number of verticesthat you can add to a single sector. It's some where between 20 and 30. Once you reach the limit, the map won't save any longer.So, instead of adding a lot of vertices to a sector, create anothersector instead.)qÀàÁ& €€4N¤²€‚ÿ?·ÁÂ1òg A„ÿÿÿÿÂÒÅCreating Doors<àÁ[Â* $€$€6ˆˆ˜²€€‚ÿCreating DoorsN ©ÅA P€€6„Œ¤²€â¶î8U‰âºî8U‰‚ÿMake at least 3 connected sectors in a line like a hallway.We're now going to create a door. It's easy to do because DoomEDdoes it automatically. The things to watch out for are: (1) Makesure you have 3 connected Sectors, the door will be the middleone and (2) Keep the floor/ceiling heights the same.Unless you want to make a thick door, drag the vertices so thatthe middle sector is about 16 or 24 deep. You can check the linelength by switching to LIN mode and clicking on the line that willbe the door jamb. You'll see the length in the Line Definitiondialog box. Switch back to SEC mode. Click on the middle Sector.This brings up the Sector dialog box. Click on the DOOR button.It will tell you that it's going to convert this Sector into adoor. Click YES.)[ÂÒÅ& €€4N¤²€‚ÿ; ©Å Æ1‡ÿÿÿÿ ÆbÉDoor sizes8ÒÅEÆ* $€€6ˆˆ˜²€€‚ÿDoor sizesôµ Æ9É? L€k€6„Œ¤²€â¶î8U‰âºî8U‰‚ÿIt will then tell you that you may wish to change the doortexture. The default is Bigdoor2 which is 128x128. It's a goodidea to make your door Sectors the same size as the doortexture. You don't have to but if the texture is bigger thanthe opening, then the door texture will be chopped off and youwon't see all of the door texture. You can achieve differenteffects with this method. It's up to you. So, I would suggestthat if your door Sector isn't 128 wide, drag the vertices oversome. When we created the map, we accepted the default Sectorheight of 128. This would make the door texture fit just right.Most of the Bigdoors are 128x128. Door 1 & 3 are small doors at64x72.)EÆbÉ& €€4N¤²€‚ÿ> 9É É1¥A„ë‰ÿÿÿÿ ÉÍDoor textures;bÉÛÉ* $€"€6ˆˆ˜²€€‚ÿDoor texturesРÉÞÌ3 4€¡€6„Œ¤²€‚ÿIf you want to change the door texture to somethingdifferent, switch to LIN mode. Click on one of the door lines.Each door has 2 lines. When you click on the line, it brings upthe LineDef dialog box. Click on the SideDef button. Thisexpands the window and shows you all the information associatedwith the line. I'll go into this in more detail in the nextsection. For now, to change the texture, click the arrow whereit says BIGDOOR2. There should only be one texture defined forthe door. Where it says "Above a lower ceiling". Once you'veclicked the arrow, a scrolling dialog box will pop up with allthe available textures. Pick one. It doesn't have to be a doortexture. That's it. Doors are easy to make.)ÛÉÍ& €€4N¤²€‚ÿ@ÞÌGÍ1F ‡GͮͤCreating Stairs=Í„Í* $€&€6ˆˆ˜²€€‚ÿCreating Stairs*GÍ®Í' €€6Œ„¤²€‚ÿÁo„Í{R r€ß €6„Œ¤²€â¶î8U‰âºî8U‰‚ÿStairs are the next thing we'll talk about because they'reSectors, also. DoomED will make stairs for you automatically. Itwill also stitch the wall textures to line up correctly. Aboutall you have to do is supply a starting height and an endingheight. You'll have to provide a direction that you want thestair to point. Let's go ahead and make a stair and connect itto an existing Sector.Switch to SEC mode. Right click near an existing sector. In theNew Sector dialog box, click the STEPS button. Th®Í{Íis brings upthe Step Creation dialog box. Change the end height to 64. Wedon't want the stair too high. Make sure the direction ispointing the way you want the stair to go. North is up, southdown, east to the right and west to the left. Click OK. Youshould see the stair on the map. It should be outside of theother Sectors. You don't want it to overlap any Sectors or beinside any Sectors. This will cause problems. If you've made amistake, you can delete the individual sectors one at a time.Just click on the offending sector and in the Sector dialog box,click the DELETE button.Now we need to connect the stair Sector with one of the otherSectors. To do this, switch to VTX mode. I've found it betterto stretch a Sector other than the stair Sector. This keeps thesteps even and the automatic wall texture stitching won't becomemisaligned. Connect the vertices of your stair with one of theother Sectors. DoomED will automatically adjust the ceilingheights on the stair if the ceiling height in the Sector dialogbox is not high enough for the editor. This will make theceiling look like a stair on the roof.)®Í¤& €€4N¤²€‚ÿF{ê1ë‰ÿÿÿÿê¨ Stair ceiling heightsC¤-* $€2€6ˆˆ˜²€€‚ÿStair ceiling heightsRýê U x€û €6„Œ¤²€â·î8U‰â¶î8U‰âºî8U‰â’î8U‰‚ÿTo avoid this, and make the ceiling one constant height, beforeyou click the STEPS button, click the STYLE button. Change theceiling height to be at least 88 units taller than your finalstep. 88 is the number that DoomED uses. Although, the lowestceiling that you can pass under is 56. You can also adjust thelength and width on each step before you insert the stair. It'sa good idea not to change the stairs once you insert them.Otherwise the wall texture can get messed up, SideDefs can getweird and all sorts of little things. So, if you change your mindabout how you want your stair to look, it's better to delete thewhole stair and start over.If you want to make a stair that rises in an existing Sector andis not a stand alone stair, then you have to "wrap" the otherSectors around the stair. This is tricky because you have tokeep breaking the lines to add more vertices and work your wayup the stair. The DoomED helpfile has some good illustrationsof this technique. I'd suggest starting with a small stair thathas a few steps and working your way up to taller stairs. Ittakes a little practice to do this correctly. The bad thinghere is that it's easy to screw up the integrity of the Sectors.So be careful or you could get another GPF.)-¨ & €€4N¤²€‚ÿG ï 1Lf‡ï ] fJSectors within SectorsD¨ 3 * $€4€6ˆˆ˜²€€‚ÿSectors within Sectors*ï ] ' €€6Œ„¤²€‚ÿ¯3 nBV z€_ €6„Œ¤²€â¶î8U‰â·î8U‰âºî8U‰‚ÿThe final thing you need to know about Sectors is, Sectorswithin Sectors. You make them like any other Sector, only youright click inside an existing Sector. Let's try it. Locate thecursor inside an existing Sector. Right click the mouse. In theNew Sector dialog box, you'll see the dot next to where it says"Sector Within Sector" is now marked. On the right side of thedialog box you'll see different options for the floor andceiling. They can be either raised, flush or lowered. This ishow you make certain acid pits or skylights or lots of otherinteresting things. For now, we can accept the defaults and havea raised floor and a lowered ceiling. If you want to change anyof the walls, you can do so now by clicking the Style button andchanging the textures like I described earlier. Once you geteverything set, click OK.If you click on the new Sector, you'll notice that the floor isnow 8 and the ceiling is now 120 for the new Sector. Even if youset the floor and ceiling heights in the STYLE dialog box todifferent heights, DoomED will change them. You'll have to goback an] nB¨ d manually change them back to the heights you want.DoomED though, will set the SideDefs correctly for you.To delete a Sector within a Sector, you need to switch to VTXmode. Now, start dropping the vertices of the Sector within a Sectoron top of each other until there's only one vertex left. Save your map,and the last remaining vertex will be eliminated.I think that's about it for Sectors. The Line Attributes I'll cover inthe next section. And Platforms I'll cover a little later. I'msaving them for last to help you become accustomed to the editorand how it works before tackling Platforms.)] —B& €€4N¤²€‚ÿ¦`nB=JF Z€Á€6„Œ¤²€‚ÿWhen working with Sectors within Sectors you have to be careful. It's not hard to do something you shouldn't and crash the program. I know, I did it. One thing you shouldn't do is try to connect a Sector within a Sector to another Sector. This will cause problems. If you want connected Sectors within Sectors, you'll have to use the same procedure as you do to make stairs within Sectors. And that is to "wrap" the existing Sectors around the stair Sector. Like I said in the first tutorial, this is tricky and takes a few tries to get it right.One thing that you can do is make multiple Sectors within Sectors. This is how you make structures that look like fountains with short walls and nukage inside of them. One thing that you need to watch out for when working with Sectors within Sectors is to make sure that the individual Sector lines don't cross each other. They should look like squares, or whatever shape you're using, inside of squares with no crossing lines.You can achieve different looks by using Sectors within Sectors. Each Sector can have different floor/ceiling heights. You can have one Sector with the same floor height but with different ceiling heights. They can each have different lighting. All sorts of things.After the Sector within a Sector dialog box comes up and you've picked one of the options for either flush, raised or lowered, DoomED will use 8 units for the amount that it will set the elevations to. This is in spite of the fact that you may have changed the floor/ceiling heights in the Style dialog box. So, if you want different elevations you'll have to change them manually in the Style dialog box after inserting the Sectors. I would also suggest that you keep the orientation the same when changing elevations. What I mean is whether they're raised or lowered. This way you won't have to change the SideDefs.)—BfJ& €€4N¤²€‚ÿ9=JŸJ1 OˆÿÿÿÿŸJpLLineDefs6 fJÕJ* $€€6ˆˆ˜²€€‚ÿLineDefs›ÝŸJpL¾ J»€6„„¤²ç|rnò€‰€‚çð쀉€‚ç¸x£€‰€‚çy ò€‰€‚ïç¦ €‰€‚ï“{¡©€‰€‚ï‚)y:€‰€‚ Ô€‰€‚ï¾]ž€‰€‚ï`Âß–€‰€‚ÿWhat Are LineDefsLine AttributesLine ActionsLine TexturesMore on SideDefsSideDef ExceptionsDirection IndicatorsElevator SideDefsSwapping Ends of LinesSummarizing SideDefsBÕJ²L1sf‡ÿÿÿÿ²L*What Are LineDefs?pLñL* $€*€6ˆˆ˜²€€‚ÿWhat Are LineDefs¾²LF Z€}€6„Œ¤²€âµî8U‰â¶î8U‰‚ÿLine Definitions or LineDefs for short, are merely groups ofinformation pertaining to all the lines in a level. All lineshave some sort of information associated with them. Some lineshave more information than others. For example: when you make ahallway by connecting 2 sectors together, the line where the 2sectors connect will be transparent and you can walk thru it.But it's still a line.Call up the map that we've been working on. Switch to LIN modeby clicking the LIN button on the toolbar. Now pick a line thatis in a hallway or a line that you know you can walk thru. Inthe Line Definition dialog box, click the SideDefs>> button.This will expand the dialog box and show you more informatiñLpLonabout the line.The left side of the dialog box shows you the vertex #'s thatthe line goes in between. It gives you the LineDef # and thelength. It lists the Attributes of the line. Which are specialthings you can assign the line to do.)ñL*& €€4N¤²€‚ÿ@j1?Oˆ®jÑ߈Line Attributes=*§* $€&€6ˆˆ˜²€€‚ÿLine Attributes*jÑ' €€6Œ„¤²€‚ÿå’§¶ˆS t€% €6„Œ¤²€â¾î8U‰âî8U‰‚ÿMost Attributes are self-explanatory. The ones that aren't are:(1) Two sided. If you've clicked on a line in a hallway orcorridor that is perpendicular to the wall and is transparentand can be walked thru, then the 2 sided attribute will be setfor this line. So, 2 sided lines are usually found in hallways,corridors, passageways, windows, stairs, on top of columns thatyou can or could stand on, just about anywhere that you can walkthru a line or see thru it and shoot thru it. This is *VERYIMPORTANT*. The 2 sided attribute must be set for lines in theplaces I just mentioned. If not, then you'll get the HOM effect. You can set the Attribute "Nothing can cross"or "Enemies cannot cross" along with the 2 sidedAttribute. This would be the only 2 sided lines that youcouldn't cross.(2) Upper and Lower texture not "pegged". These Attributes haveto do with whether or not the door jambs or walls of a corridormove when the door is opened. A good example of the walls of acorridor moving as the door opens is in the original DOOM levelE1M3. When the walkway over the acid pit comes up and you openthe secret door, the walls move as the door opens. You can also setthis attribute to help line up textures where you have differences infloor/ceiling height or around windows. See SuggestedReading, for the name of the best file I've found that explains usingthis attribute.(3) Secret (can't map behind) is so that the area behind theline won't show up on the map when you hit TAB. This is not thesame as the percentage of secrets you get at the end of thegame. You set those in Sector mode by clicking the SecretAttribute in the Sector dialog box.)Ñ߈& €€4N¤²€‚ÿ= ¶ˆ‰1mP  ÿÿÿÿ‰LŒLine Actions:߈V‰* $€ €6ˆˆ˜²€€‚ÿLine Actions͉#Œ> J€€6„Œ¤²€âî8U‰â·î8U‰‚ÿThe last thing on the left side of the Line Definition dialogbox is Action. These are all the trick things that DOOM can do.Like tripwires that open doors or lower columns. Crushingceilings. Setting up elevators and key doors. These allpertain to Platforms, so I'll cover them in the PlatformSection. For now, I'll concentrate on lines.It's important to understand lines and SideDefs beforeattempting to make maps. Or at least have some idea of what theydo. On the right side of the Line Definition dialog box, you'llsee such things as Front SideDef or 1st SideDef, Back SideDef or2nd SideDef. The Sector # is given along with the height.)V‰LŒ& €€4N¤²€‚ÿ> #ŒŠŒ1…®€!ÿÿÿÿŠŒ!ÁLine Textures;LŒÅŒ* $€"€6ˆˆ˜²€€‚ÿLine Textures'⊌øÀE X€Å€6„Œ¤²€â·î8U‰â¾î8U‰‚ÿThe X/Y texture offset is for fine tuning the texture locationon the walls. DoomED does this automatically on such things asstairs and walls where there is a floor/ceiling height difference. Sometimes it's necessary for you to adjust thismanually.Basically, the X is the horizontal movement. A positive numbermoves the texture to the left. A negative number moves it tothe right. The Y number moves the texture vertically or up anddown. A positive number moves it up. A negative number moves itdown. The core of the lines is controlled by the textures youassign where you see "Main", "Above a lower ceiling" and "Belowa higher floor". Usually, if you set your Sector floor/ceilingheight prior to inserting them, you won't have to change these.ÅŒøÀLŒBut that's not always the case. It's important to know what eachof these terms means and how to adjust them. Failing to set oneor more of the SideDefs correctly can make the map look weirdwhen played or give you the HOM effect.)ÅŒ!Á& €€4N¤²€‚ÿAøÀbÁ1ÄP 6†"bÁÊÁ]ÈMore on SideDefs>!Á Á* $€(€6ˆˆ˜²€€‚ÿMore on SideDefs*bÁÊÁ' €€6Œ„¤²€‚ÿj Á4ÈQ p€3 €6„Œ¤²€â¶î8U‰â·î8U‰‚ÿFirst thing you need to do is switch to LIN mode by clicking theLIN button on the toolbar. You'll notice that all the lines now haveanother line that is perpendicular to them. This is for reference anddoesn't appear in the game. What is does is show you thedirection that you are looking at the line. Or in other words,the Front or 1st SideDef.In a big room that has walls that you can't walk thru orotherwise be on the other side, the 1st SideDef designating lineshould point towards the center of the room. This line willonly have a 1st SideDef. A 2nd SideDef is not needed because youaren't able to view the line from the other side. These lineswill also have the Attribute "Nothing can cross". Lines thatare in hallways or corridors will have a 1st and 2nd SideDefbecause you can look at the line from either direction. Theselines will also have the 2 sided Attribute set.Lines that connect 2 Sectors of different floor/ceiling heightswill have a 1st and 2nd SideDef also. The trick is to set theportion of the line that can be seen from the differentdirections. Which brings me to the fact that all lines have atleast 3 parts. Lines that have a 1st and 2nd SideDef have 6parts. 3 for each SideDef.The lines don't have to have a texture defined for each part ofthe line. For instance: Pick a 2 sided line in a corridor thatyou can walk thru. When you look at the SideDefs, you'll seethat there is no texture defined for this line at all. Thedesignation for this is "-". The reason for this is because youcan walk thru it.)ÊÁ]È& €€4N¤²€‚ÿC4È È1.€Œ‹#ÿÿÿÿ È‹ÎSideDef Exceptions@]ÈàÈ* $€,€6ˆˆ˜²€€‚ÿSideDef Exceptions‚= ÈbÎE X€{ €6„Œ¤²€âî8U‰‚ÿThere are special exceptions. Some of the wall textures aresee-thru and walk-thru. I'm sure you've seen the textures thatlook like cages or bars. These are MIDBRN1 and MIDGRATE. You can use these textures and a few others in hallways. As longas you don't assign the Attributes can't cross, you are able to walkthru them.Now pick a line that is a wall that you can't cross. You'll seethat the only texture defined is for "Main". This is becauseyou don't need an above or below texture. As long as there's nochange in floor/ceiling heights, you won't need to set thetextures for this area. To try and explain the 3 parts of a lineI'll use examples from my house. The 3 parts of the line,"Main", "Above a lower ceiling" and "Below a higher floor" arein terms of the plane that the line makes in relation to thefloor. If you look at a door in your house, it's 90 degrees tothe floor or perpendicular. This is the plane that lines in DOOMare in. So, the "Main" texture would be the actual door itself.The "Above a lower ceiling" would be the part of the wall abovethe door. The "Below a higher floor" would only be set if therewas a step you had to step on to cross thru the door. My frontdoor is like that. The pavement outside is lower than inside thehouse. You have to step up to come in. You can see this onstairs.)àÈ‹Î& €€4N¤²€‚ÿEbÎÐÎ1ê6†$ÿÿÿÿÐÎóDirection IndicatorsB‹ÎÏ* $€0€6ˆˆ˜²€€‚ÿDirection Indicators¬oÐÎÊ= H€ß€6„Œ¤²€â·î8U‰‚ÿThe important thing is to determine the direction that you arelooking at the line to know which SideDef to set. The hallwaythat leads out of our living room has a lower ceiliÏÊ‹Îng than theliving room and no door or step. If the 1st SideDef is pointingaway from the hallway and into the living room, then theSideDefs would be: 1st: Nothing for the Main part because youcan walk thru this part, the Above a lower ceiling would have atexture defined for it because from the living room, you can seethe wall above the hallway. The Below a higher floor would haveno texture because there is no step.Now, if you walk out of the living room into the hallway andturn around and look back into the living room, the 2nd SideDefwould not have anything defined because the Main part of theline you can walk thru, you can't see the wall above the hallwayand there is no step.)Ïó& €€4N¤²€‚ÿBÊ51Œ‹I%ÿÿÿÿ5Elevator SideDefs?ót* $€*€6ˆˆ˜²€€‚ÿElevator SideDefsg.5Û9 @€]€6„Œ¤²€â·î8U‰â¾î8U‰‚ÿIn the case of elevators, you'll have to set the SideDefsmanually because DoomED doesn't make them automatically. It'simportant to remember that when setting the SideDefs onelevators, that you have to set the SideDefs for the up and downposition. Otherwise, you'll get the HOM effect again.)t& €€4N¤²€‚ÿGÛK1ÞV&ÿÿÿÿKâSwapping Ends of LinesD* $€4€6ˆˆ˜²€€‚ÿSwapping Ends of Lines*ðK¹: B€á€6„Œ¤²€â·î8U‰‚ÿIn the Line Definition dialog box you'll also notice a buttonthat has a line with an arrowhead on each end. It's right abovethe SideDefs<< button and next to the Close button. This is forswapping ends of lines. Or rotating them 180 degrees. This isvery useful in certain situations. But here again, if you swapends of lines, it switches the direction that the 1st SideDefdesignating line is pointing. Or the direction that you arelooking at a line gets moved to the other side. When you switchends of lines, you'll usually have to zoom in and out to get thescreen to redraw. Then you can see that the line was flippedaround. So when you do this, be aware that you'll have to changethe SideDefs manually, to make everything look right.)â& €€4N¤²€‚ÿE¹' 1¸I1'ÿÿÿÿ' š Summarizing SideDefsBâi * $€0€6ˆˆ˜²€€‚ÿSummarizing SideDefsÀ' q H ^€€6„Œ¤²€â·î8U‰â¶î8U‰â¾î8U‰‚ÿTo summarize SideDefs: Try to set your Sector floor/ceilingheights prior to inserting them, and stick with these heights.This way DoomED will assign the SideDefs automatically andcorrectly.Don't change up the SideDefs until you're more familiar with howthey work. DoomED will do a lot of the work for you and ispretty good about setting the SideDefs. So, let the program doit's thing and do most of the hard work for you.Until you become comfortable with Sectors and SideDefs, playyour map after every time you add something new. This way if youget the HOM effect and can't get rid of it, you can go back intothe editor and just delete this whole Sector instead of tryingto fix it.)i š & €€4N¤²€‚ÿ7q Ñ 1VV®(ÿÿÿÿÑ ð Things4 š  * $€€6ˆˆ˜²€€‚ÿThingsësÑ ð x À€æ€6„„¤²ï·¨D€‰€‚ï{h±€‰€‚ï5Hý±€‰€‚ïþ‰€‰€‚ïPÄ쀉€‚ÿWhat are ThingsFacing DirectionsStarting PositionsTeleporter DestinationsDon't over do it@ 01Ù1€)ÿÿÿÿ0BWhat are Things=ð m* $€&€6ˆˆ˜²€€‚ÿWhat are Things{>0ôA= H€}€6„Œ¤²â¹î8U€‰‚ÿThings are one of the easiest operations to do in DoomED. Openyour map and switch to THG mode by clicking the THG button onthe toolbar. The only Thing that should be in your map is aplayer 1 start position. It was the small square we talked aboutearlier. Once in THG mode, click on the player 1 start position.This will bring up the EmôAð dit A Thing dialog box. What you'll seein this is a TYPE, which is the actual object.Objects are monsters, ammo, health, weapons, decorations such ascolumns, guys impaled on spears, lights. Mainly, everything thatisn't a wall. If you click the arrow beside TYPE, it will showyou all the available objects you can use. You can preview thembefore inserting them by clicking the button on the bottom thatlooks like ">>". This is handy because you don't have to call upthe viewer.)mB& €€4N¤²€‚ÿBôA_B1X®‘‚*ÿÿÿÿ_BuEFacing Directions?BžB* $€*€6ˆˆ˜²€€‚ÿFacing Directions®v_BLE8 >€í€6„Œ¤²€âî8U‰‚ÿWhere it says Facing, this is the direction that the object willface in the game. North being up. Under Levels, this determineswhich skill level that the objects will appear in. If 1, 2, 3 &4 all are picked, then the objects, whether they're monsters orweapons, will appear in every skill level. So, There won't beany difference between the easy skill level and the hardestskill level. But that's OK. This is DOOM after all. Deaf is formaking monsters that don't react until they see you. Multi isfor multi-player games by modem or network. If you tag a thing with multi, it will only appear in a multi player game.)žBuE& €€4N¤²€‚ÿCLE¸E1X€%…+ÿÿÿÿ¸EÍHStarting Positions@uEøE* $€,€6ˆˆ˜²€€‚ÿStarting Positions¬{¸E¤H1 0€÷€6„Œ¤²€‚ÿTo make your level for use in a modem or network deathmatch andco-op, you have to insert at least 8 starts. In the dialog box, co-op startsare numbered Start 1, Start 2, etc.Deathmatch starts are called "random starts". So, you need 4 co-op starts and 4 "random starts" If you want your map to be used for deathmatchs, make sure you don't put a start position that the player can't get out of. This is important because during adeathmatch you don't want to have to ask your opponent to"Please come open a door for me, I'm stuck and can't get out."This is embarrassing. So, keep that in mind when insertingdeathmatch starts.)øEÍH& €€4N¤²€‚ÿH¤HI1Æ‘‚(†,ÿÿÿÿI“JTeleporter DestinationsEÍHZI* $€6€6ˆˆ˜²€€‚ÿTeleporter DestinationsåIjJ+ $€Ë€6„Œ¤²€‚ÿThe only other Thing that has something special about it is"Teleporter dest". You'll find it in the Edit a Thing dialog boxunder TYPE. You use this to make Transporters work. I'll explainthese more in the Platforms section.)ZI“J& €€4N¤²€‚ÿ@jJÓJ1Ù%…/ˆ-ÿÿÿÿÓJlMDont over do it>“JK* $€(€6ˆˆ˜²€€‚ÿDon't over do it2ðÓJCMB R€á€6„Œ¤²€â¹î8U‰â¾î8U‰âî8U‰‚ÿThe only other point to keep in mind about Things is, If youload up a HUGE room with 30 or 40 monsters, 2 Cyber Demons, theSpider Demon and lots of other objects, chances are the gamewill slow down. Or worse. Things will start to disappear oryou'll get the HOM effect. So, don't go overboard on yourmonsters. Add a few, then play your level. If everything looksOK, add some more and test it again. I'll covers this and someother things to look out for in the DOOM Limits Section.)KlM& €€4N¤²€‚ÿKCM·M1e(†§ˆ.ÿÿÿÿ·MÑNPlatforms or Line SpecialsHlMÿM* $€<€6ˆˆ˜²€€‚ÿPlatforms or Line SpecialsÒZ·MÑNx À€´€6„„¤²ïÎàSs€‰€‚ïXÚ倉€‚ïyÕ€‰€‚ï™+p^€‰€‚ïU¢Ô€‰€‚ÿWhat Are PlatformsEnd Level SwitchTripwiresTransportersElevatorsCÿMO1/ˆ/ÿÿÿÿO*‚What Are Platforms@ÑNTO* $€,€6ˆˆ˜²€€‚ÿWhat Are Platforms¡jO‚7 <€Õ€6„Œ¤²€âî8U‰‚ÿPlatforms in DoomED is the term used to describe all the trickthings that DOOM can do. Such as tripwires, crushinTO‚ÑNg ceilings,key doors, the end level switch, making elevators go up anddown, etc. Basically, what you do is, tag a line with one of theline specials, such as cross and door(s) open, then youassociate that line with the door sector, for example. There'sabout 100 things that you can do, I haven't tried them all. Iwill tell you how to setup tripwires, elevators, transportersand the end level switch. You'll have to experiment some withall the specials. They're all setup in a similar fashion.)TO*‚& €€4N¤²€‚ÿA‚k‚1Χˆ0ÿÿÿÿk‚ø†End Level Switch>*‚©‚* $€(€6ˆˆ˜²€€‚ÿEnd Level Switch&çk‚φ? L€Ï€6„Œ¤²€âî8U‰‚ÿThe first Platform we'll talk about is the End Level Switch.You'll probably use one in all your maps. It's really easy todo. Open your map and switch to LIN mode. Pick a line that youcan use for the switch. In the LineDef dialog box, look on thebottom of the window where it says ACTION. There's 2 scrollingdialog boxes. Click on the arrow in the top one. This will openthe dialog box with all the line specials or Platforms listed.Scroll down until you find the one that says "Switch:End levelgo to next level". Click on this to assign it to the line.I look for a switch in the viewer that will fit the wall I wantthe switch to go on. If the wall is bigger than the switchtexture, then the textures will tile on top of each other. You'llhave one switch on top of another. You'll also notice in theviewer that there are 2 kinds of switches, SW1xx and SW2xx.These are for the on/off positions. DOOM will automaticallyswitch textures when you throw the switch or push the button.)©‚ø†& €€4N¤²€‚ÿ: φ2‡1K¿ 12‡“‡­ŽTripwires7 ø†i‡* $€€6ˆˆ˜²€€‚ÿTripwires*2‡“‡' €€6Œ„¤²€‚ÿñ«i‡„ŽF Z€W €6„Œ¤²€‚ÿTo make a tripwire, that when crossed opens a door(s), you dothis: Create the door(s) you want opened. Go to SEC mode. Pickthe Sector of the door you want opened. This calls up the Sectordialog box. Click the ADD button. This brings up the PlatformInformation dialog box. Under NAME, you can put something like"Tripwire". This will help you to keep track of the Platformsthat you are creating. Under COMMENTS, it says "undefined", youcan change this to something like "Tripwire:opens door". ClickOK and close this dialog box.Back in the Sector dialog box, under PLATFORMS, click the arrow.You should see the Tripwire Platform that we just made. Click onit to assign it to the Sector. Close this window. Switch to LINmode. Pick one of the 2 lines of the door you want opened. Inthe LineDef dialog box, under ACTION, it should say "Door-stddoor-closes after 5 secs.". Click the arrow next to this andscroll down until you see "Cross:Open door-stays open". Click onit to assign it to the door line.You have to do both lines that make up the door to have it workcorrectly. Click the arrow in the bottom box and pick the TripwirePlatform you created earlier to assign it to the door.Pick the line that you've chosen to be the Tripwire.In the LineDef dialog box, under ACTION, click the arrow in thetop box and scroll down until you see "Cross:Open door-staysopen". Click on this to assign it to the line. In the bottombox, click the arrow and click on the Tripwire Platform youcreated earlier. To find out if the Tripwire is associated withthe door, click off the Tripwire, then click on it again. TheTripwire and door lines should both be selected when you clickon the Tripwire.)“‡­Ž& €€4N¤²€‚ÿ= „ŽêŽ1¤€2êŽNÇTransporters:­Ž$* $€ €6ˆˆ˜²€€‚ÿTransporters*êŽN' €€6Œ„¤²€‚ÿ–E$ðÆQ p€‹€6„Œ¤²€â·î8U‰‚ÿTo make a Transporter you first need to decide upon a startinglocation and an ending location. NðÆ­ŽWhere you want to transport toand from. Most transporter pads are 64 square. They can be justabout any place. They don't even have to look likeTransporters. It's just a line you assign a line special to.Switch to SEC mode. Click on the Sector that you want totransport from. Under Platforms in the Sector dialog box, clickADD. This will call up the Platform Information dialog box. Dolike you did when you set up the Tripwire. Under NAME, putTransporter, under COMMENTS do the same thing. Click OK. In theSector dialog box, under PLATFORM, click the arrow and click onyour Transporter Platform you just created. Click on yourTransporter destination Sector. Do the same thing as you did tosetup the Transporter starting Sector.Switch into LIN mode by clicking on the LIN button on thetoolbar. Pick the line that you would have to cross to enter thetransporter. Under ACTION in the LineDef dialog box, click thearrow in the top box. Scroll down until you see "Cross:Teleportto another platform". Click on this to assign it to the line.Go to the bottom box and click the arrow next to it. Click onyour Transporter Platform you created earlier.Close this dialog box and switch to THG mode. Right click in thecenter of your Transporter Destination Sector to insert a Thing.This will bring up the Edit a Thing dialog box. Under TYPE,scroll down until you see "Teleporter dest" and click on this toinsert it. The only thing left, is to set the facing directionwhen you come out of the Transporter. You should check to seewhich way the SideDefs for the Transporter line is facing. Youwant the 1st SideDef to point at you as you cross the line.Otherwise, you'll go into the Transporter and have to back overthe line again to transport.)NÇ& €€4N¤²€‚ÿ: ðÆSÇ1ž¿ 3SÇ´ÇÉElevators7 ÇŠÇ* $€€6ˆˆ˜²€€‚ÿElevators*SÇ´Ç' €€6Œ„¤²€‚ÿà p ŠÇ p ®€á€6„Œ¤²€â·î8U‰â¶î8U‰â¾î8U‰‚ÿMaking Elevators is where you need to have an understanding ofSideDefs and how to assign them. DoomED won't make Elevatorsautomatically. So, 9 times out of 10, you'll have to set theSideDefs manually after you've connected the Sectors. Thetricky part is making sure that textures are set for the wallswhen the elevator is down and when it's up.To create an Elevator, you'll need to setup 3 connected Sectors.The middle sector will act as the actual Elevator. The sectorwith the lower ceiling will have a Tripwire in it to bring theElevator down. The Sector with the higher ceiling will alsohave a Tripwire to make the Elevator go back down.To make sure we're all on the same page, I'm going to set thefloor/ceiling heights as follow: The Sector that we want tostart from will have a floor height of 0 and a ceiling height of128. The middle Sector, which is the Elevator, will be set witha floor height of 128 and a ceiling height of 256. The last Sector will be the same as the Elevator Sector at 128 and 256.Click the middle or Elevator Sector. In the Sector dialog box,under PLATFORM, click ADD. In the Platform Information dialogbox, we'll do the same as for the other Platforms we setup. So,under NAME, change it to "Elevator". Same thing under COMMENTS.Click OK. In the Sector dialog box, under PLATFORMS, click the arrow andclick on your Elevator Platform you just created. Close thisdialog box. Switch to LIN mode by clicking the LIN button onthe toolbar. Pick a line in the Sector with the lower ceilingto act as the Tripwire to bring the Elevator down. In theLineDef dialog box, under ACTION, click the arrow in the topbox. Scroll down until you see "Cross:Lower elevator-rises after3 seconds". Click on this to select it.In the bottom dialog box, click the arrow and click on yourElevator Platform that you created. Setup a Tripwire in theSector with the higher ceiling the same way to make the Elevatorgo back down. Now when you click on either of the Trip´Ç Çwires theElevator should be selected, also. The line that is the frontedge of the Elevator should have it's 1st SideDef pointingtowards you or the Sector with the lower ceiling. Check theSideDefs. The 1st SideDef should have a texture defined for thepart of the line that says "Below a higher floor". The 2ndSideDef should have a texture defined for the part of the linethat says "Above a lower ceiling".The line that is the back or rear of the Elevator, should haveit's 1st SideDef pointing the same way as the front line of theElevator. Towards the Sector with the lower ceiling. The onlytexture that should be defined is the 1st SideDef where it says"Below a higher floor". If you orient your SideDefs this way,you shouldn't get the HOM effect or the other weird lookingeffect that comes from having an incorrect SideDef. You may haveto play around with the SideDefs to get them just right.)´ÇÉ& €€4N¤²€‚ÿ8 1ª €€4` @Windows5 É6* $€€6ˆˆ˜²€€‚ÿWindows*`' €€6Œ„¤²€‚ÿP â 6°n ª€Å€6„Œ¤²€â¶î8U‰âºî8U‰â·î8U‰â¾î8U‰‚ÿWindows in DoomED are easy to make. Windows are nothing more than Sectors connected to other Sectors, only they have different floor/ceiling heights. So, to make a simple window, switch to SEC mode by clicking the SEC button on the toolbar. Insert a Sector with a floor/ceiling height of 0, 128. This will be the room that you'll look out the window from. Insert another Sector next to the first Sector. This will be the window. Make the floor/ceiling height 25, 100. Keep in mind that the lowest floor that you can cross is 24. So, you won't be able to go through this window.Switch to VTX mode by clicking the VTX button on the toolbar. Connect the 2 Sectors together by dragging 2 of the vertices on top of each other. Remember not to collapse either of the Sectors or connect across Sectors. This will cause problems and crash the program.Insert another Sector close to the other 2 Sectors but not overlapping. Make the floor/ceiling heights 0, 128. Switch back to VTX mode by clicking the VTX button on the toolbar. Connect the new Sector to the window Sector by dragging the vertices on top of each other. You should now have a window. Save your map for play and test it.About the only thing you need to watch out for is, try to decide on your floor/ceiling heights prior to inserting the Sectors. This way DoomED will automatically set the correct SideDefs. Otherwise, you may have to change the SideDefs manually to achieve the desired results. This will also minimize the chances of getting the HOM effect.You can make windows any depth that you want by dragging the vertices around. A good depth for windows is 16 or 24. This is up to your own discretion. If everything goes correctly, the SideDefs will be marked as 2 sided. It's important that you DO NOT remove this Attribute. Doing so will cause the HOM effect.You can, however, assign a see through texture to 2 sided lines. You would assign these textures to the "MAIN" part of the line. These textures are: BRNBIGC, BRNBIGL, BRNBIGR, BRNSMAL1, BRNSMAL2, BRNSMALC, BRNSMALL,BRNSMALR, these textures are the ones that were used on the Military Base forthe imp cage in the center of the open area. Some more of the see through textures are: MIDBRN1, MIDGRATE, these are the cage bar textures, MIDVINE1 & MIDVINE2, are vine textures. All these textures can be used in corridors or in open areas,provided you don't use the "Nothing can cross" Attribute. This way you can walk straight through them. As long as a texture is made-up of one patch, youcan use it as a see through texture.You can use these textures anywhere you have a 2 sided line. Be it on windows or hallways. You can't, however, use these textures on walls that have the Attribute "Nothing can cross".)` @& €€4N¤²€‚ÿ° @ÉC°O@1 5O@¹@›Eves and Overhangs@ @@* $€,€6ˆˆ˜²€€‚ÿEves and Overhangs*O@¹@' €€6Œ„¤²€‚ÿ­0@r} È€a €6„Œ¤²€â¶î8U‰âºî8U‰â·î8U‰âî8U‰‚ÿEves and overhangs are other things that are easily created with DoomED. Bear in mind that anytime you have a change in floor/ceiling heights, you'll have another Sector. With that in mind, let's make an overhang. In all these examples, the textures assigned to the walls, ceilings and floors, are really not important. These are just practice WADs to illustrate how to setup the particular structures.Insert a Sector with a floor/ceiling height of 0, 128. This will act as our main room. Off to the side of this Sector, insert another Sector. Make it's floor/ceiling heights 0, 72. Switch to VTX mode by clicking the VTX button on the toolbar. Connect both Sectors together by dragging the vertices on top of one another. Remember to be careful and make sure that the vertices land on top of each other and not off to the side. If you make a mistake, you can drag the misplaced vertex on top of one of the adjacent vertices to eliminate it. This will minimize the chances of getting a "Sector not closed" error. Usually if I have to do this, I'll immediately "Save the map for play". This way if there's a problem, you'll find out right away and not spend a lot of time adding to your map only to have it crash. My normal procedure is to save the map and test play it after I add any kind of structure. Most WAD files that I've made, I must have played 50 or 60 times, before deciding that everything was OK. If you get into the habit of doing this, it will save you time and grief later on.You can add and connect as many overhang Sectors to the main room Sector as you like. If you set all your floor/ceiling heights prior to inserting the Sectors and stick to them, DoomED will automatically set the correct SideDefs. Once you connect Sectors with different floor/ceiling heights, DoomED decides which SideDefs to set for the different parts of the wall that can be seen. This is one of DoomED's strong points, use it to your advantage. It will not only save you time, but also minimizes the chance of errors.Not everything you build will look right. Eventually, you'll have to edit the SideDefs manually. This is why you need to understand SideDefs and how they work. Remember that lines in DOOM are really planes. These planes are 90 degrees to the floor or your line of sight as you play the game. And lines have 3 parts. For example, if you have a corridor that leads out of a room and the corridor has a step and a lower ceiling than the room it's going away from, then the 1st SideDef of the line needs to have a texture assigned to the step and the part of the wall above the opening. The open part of the corridor, which is the "Main" part in the SideDef dialog box, doesn't need a texture. This is assuming that the 1st SideDef is pointing into the larger room. The 2nd SideDef would have no texture defined for any part of the wall. This is because the "Main" part is transparent and you can walk through it. The above and below textures don't need to be assigned a texture because the 2nd SideDef is pointing away from the larger room and down the corridor and you can't see either parts of the walls looking from this direction. I know that this can be hard to visualize. Try drawing your Sectors on a piece of paper as if you where looking at them from the side. This might help you to visualize which parts of the wall need to have a texture assigned to them. SideDefs are one of those things that you either understand completely or not at all. There's not much middle ground when it comes to SideDefs. Having DoomED set the SideDefs automatically should help you see which part of the wall needs to have a texture. So, make some connected Sectors with different floor/ceiling heights, then look at the ¹@r @SideDefs for the lines. This helped me get the hang of them. Play around with the SideDefs on practice WADs until you have a good feel for them. It takes practice to get good at setting them correctly by hand. One day you'll be using DoomED and it will hit, "So, that's how they work". Keep at it and it will come to you. It just takes a little time.)¹@›& €€4N¤²€‚ÿOrê1R €º 6ê`‚ŽTextures and the Tiling EffectL"›6‚* $€D€6ˆˆ˜²€€‚ÿTextures and the Tiling Effect*ê`‚' €€6Œ„¤²€‚ÿø 6‚XŽi  €€6„Œ¤²€â¶î8U‰âºî8U‰âî8U‰‚ÿWhen designing floors, you have to pay particular attention to which textures you're using and where they are going. The most obvious places are doors and switches. You might not want 2 switches tiled on top of each other. And having 2 bigdoors tiled on top of each other just doesn't look right to me.To get around this, you have to setup your floor/ceiling heights to match the size of the textures that you want to use. For example, if you want to use the texture SW1COMM, but don't want 2 switches on top of each other, then make your Sector 64 wide by 72 high. This is the same size as the texture itself. If you want to use this switch in a room with a ceiling height of 128 or higher, then what you need to do is make another separate Sector off to the side with the correct floor/ceiling heights and connect it to the room with the higher ceiling. This way you won't get the tiling effect. What you end up with is a "pocket" in the wall where the switch is.This is the same way that you make doors with lower ceilings open into rooms with higher ceilings. In this case, though, you need to make a "dummy" Sector. What I mean is the corridor with the lower ceiling will need to have at least 3 connected Sectors with the same floor/ceiling heights before it opens into the room with the higher ceiling. The corridor Sector that connects to the higher ceiling room would be the "dummy" Sector. The next Sector in line would be the door. Then on the "dummy" Sector, you could make it look like a key door or something by changing the door jambs to the key door textures.Some wall textures also don't look right when tiled. Others, the tiling effect doesn't make much difference. You'll just have to experiment and judge for yourself whether they look good or not.The wall textures not only tile on top of each other but also side by side. For example, if you have a wall who's floor/ceiling heights are 0, 128 and is 512 long, and you want to use the texture SP_DUDE1, which is a guy hanging on the wall, but you don't want a whole wall of them. What you can do is break the line of the wall in 2 or more places so you have 3 or more separate lines. Now, adjust the vertices to change the length of the lines to fit the texture which is 128 wide. You can look through the VIEWER to find out how big the wall textures are.One other thing that has to do with textures but not the tiling effect, is having the textures scroll horizontally. To get the walls to scroll you'll have to switch to LIN mode. Pick the line that you want to animate. In the LineDef dialog box, under ACTION, click the arrow in the top scrolling dialog box. This shows you all the Line Specials that DOOM can do. Pick the first one under NORMAL. The one that says "Animated wall- scrolls horizontally". That 's the only thing you have to do. Keep in mind that if you animate large areas with tall walls, the game can slow down.)`‚Ž& €€4N¤²€‚ÿ> XŽ¿Ž1y € 7¿Ž$‚ÊOutside Areas;ŽúŽ* $€"€6ˆˆ˜²€€‚ÿOutside Areas*¿Ž$' €€6Œ„¤²€‚ÿ) Ç úŽYÊb ’€€6„Œ¤²€â¶î8U‰âî8U‰‚ÿOutside areas are easy to create. You make them just like inside areas. The only difference being, you use the sky text$YÊŽure. The sky textures are really cleverly tiled ceiling patterns. It only appears to be the sky.It's sort of like an optical illusion. You can see this by making a room with2 separate Sectors. Make one Sector with the sky texture and the other Sectorwith any ceiling pattern. Now, save the map for play and play it.One of the things that you need to consider when making outside areasis the corridor that opens into the outside. I'll usually make this corridorlower than the outside so I can have a door header above the door. Or inothers words, a part of the wall to assign a texture to. Otherwise, it willlook strange.Normally, I make the ceiling height for an outside area at 128. Thisway, the walls are not too tall and you can see more of the sky pattern. Trydifferent ceiling heights for your outside areas and you can see what I mean.Sky patterns don't have to be used only outside. You can use them forskylights or partial open roofs in rooms. There are sky patterns listed withthe wall textures. You can assign them to walls. I wouldn't recommend usingthem for a whole wall, though. They'll tile like any other wall pattern. Thiscan produce undesirable results. So, if you decide to use them for the walls,I would only use them for one wall panel. I've played WAD files where this looked good.Another thing about sky patterns that you need to know is that thereare 3 sky patterns. Even though there is only one listed in the ceiling patterns. There's one for each episode. DOOM will automatically assign the correct sky patterns for the separate missions. Episode 1 uses white sky and white mountains. Episode 2 uses red sky and white mountains. Episode 3 usesred sky and red mountains. So, to have a red sky and red mountains, you'll have to save the map as "E3M1" or any mission on episode 3.By using the sky patterns around a Sector within a Sector, you can make it appear that a structure is free floating in the air and not connectedto anything. This, of course is another optical illusion. The Sector withinthe Sector is really connected to the ceiling which is the sky pattern. Butyou can't tell by looking at it.To achieve this effect, insert a Sector with a floor/ceiling height of 0, 128. Assign the sky pattern to the ceiling. Now, insert a Sector withinthis Sector. Under the options make the ceiling lowered for the Sector withinthe Sector. You can make the floor raised if you like. Assign the ceiling of the Sector within the Sector to any texture except the sky texture. When youplay the level, the Sector within the Sector should appear to be floating inmidair.)$‚Ê& €€4N¤²€‚ÿ8YʺÊ1|º 8ÿÿÿÿºÊ Columns5 ‚ÊïÊ* $€€6ˆˆ˜²€€‚ÿColumns欺ÊÕÏ: B€Y €6„Œ¤²€‚ÿTo make a column you can do this. Make a Sector with a floor/ceilingheight of 0, 384. Make a Sector within this Sector. Make the floor/ceiling heights of this Sector 384, 512. This way, you create a "pocket" in the ceiling to put some kind of monster, like a Baron of Hell or an Eyeball. You have to make the "pocket" in the ceiling tall enough for the monster to fit.Otherwise, things might not work right. Now, you can assign the Platform that lowers the column when you cross a certain line.You can create columns that don't go into the ceiling the same way.Only adjust the floor/ceiling heights of the Sector within the Sector to alower height. Then you can put whatever monster on top of the column you want. Provided that you leave enough room for him to stand. You can alsoassign the Attribute "Enemies can't cross" to the lines around the column.I've read where monsters will walk of the edge of columns and higher floorareas. But I've never assigned this Attribute in these areas, and haven'thad a problem with this. In fact, I like being able to shoot the monsters and have them fall off the edge down to the floor. This looks way cool. Here again, it's up to you.)ïÊ & €€4N¤²€‚ÿÕÏ ‚Ê< ÕÏH1à€ O 9H«ZDoom Limits9 * $€€6ˆˆ˜²€€‚ÿDoom Limits*H«' €€6Œ„¤²€‚ÿ†:1L f€u €6„Œ¤²€âî8U‰â¶î8U‰‚ÿI'd like to say a few words about the limitations of what youcan and probably shouldn't do when designing DOOM levels.DOOM is not true 3D. You can't have rooms on top of each other.You can't make a bridge or walkway that you could walk under andwalk on top of. The highest step that you can cross is 24.The lowest ceiling you can pass under is 56. The players,therefore are about 55 tall, along with the imps and guys withrifles and shotguns. The Baron of Hell is about 70 tall. TheCyber Demon and the Spider Demon are about 110 tall. Keep thisin mind when using these monsters. If you use them in rooms thataren't tall enough, you might get undesirable results.A lot of the wall textures are 128x128, some are smaller. Doorsare the same way. You'll have to browse thru the Viewer to get afeel for the walls and their sizes and names. You should avoidmaking rooms that have a total height that is greater than 512.You should also try to avoid making rooms that are gigantic insize and have a lot of monsters in it. This tends to slow downthe game and sometimes overloads the graphics all together andkicks you out to a DOS prompt. This has happened to me when Imade too many Sectors in one area, then filled it up with imps.It just wouldn't play. So, don't go overboard. Start out smalland work your way up.)«Z& €€4N¤²€‚ÿB1œ1@ À :ÿÿÿÿœš Running Wad Files?ZÛ* $€*€6ˆˆ˜²€€‚ÿRunning Wad Files–Yœq = H€³€6„Œ¤²€â¼î8U‰âî8U‰‚ÿTypically, to run a WAD file you type: doom -file ?.wad at theDOS prompt. Where ? is the name of the WAD file you want toplay. If it's E1M1, then you start the game as always. If it'sE2M1, you can do the same thing then after the game starts, typeIDCLEV 2 1 to warp to the second episode. Or you can warpdirectly to the floor you want to get to from the DOS prompt bytyping:doom -devparm -file ?.wad -warp 2 1 -skill 4. The ?.wadstands for the WAD file name. The -warp 2 1 is the episode andmission numbers that match the WAD file that you're trying torun. The skill level is optional.)Ûš & €€4N¤²€‚ÿ6q Ð 1ô O ‘ƒ ;Ð ! éGIndex3 š  * $€€6ˆˆ˜²€€‚ÿIndex«Ð ! s ´„€2|¤²ã¦$=€†"€‰€ 㢛6€†"€‰€ ã©›6€†"€‰€ 㪛6€†"€‰€ ã«›6€†"€‰€ 㬛6€†"€‰€ ã­›6€†"€‰€ ã®›6€†"€‰€ 㯛6€†"€‰€ ã°›6€†"€ ‰€ ã±›6€†"€ ‰€ ã²›6€†"€ ‰€ ã³›6€†"€ ‰€ ã´›6€†"€ ‰€ ãµ›6€†"€‰€ ã¶›6€†"€‰€ ã·›6€†"€‰€ 㸛6€†"€‰€ ã¹›6€†"€‰€ 㺛6€†"€‰€ ã»›6€†"€‰€ ã¼›6€†"€‰€ ã½›6€†"€‰€ ã¾›6€†"€‰€ ã¿›6€†"€‰€ ãÀ›6€†"€‰€ ãÁ›6€†"€‰€ ã›6€†"€‰€ €‚ÿ {; œ @ P€v€6„Œ¤²€€‚ëHyh‰‚ë#¯†‰‚ÿAAcknowledgmentsAdding Vertices to existing linesQ! í 5 :€8€6„Œ¤²€€‚ëÿê,g‰‚ÿBBacking up your work/¡œ Ž ê€C€6„Œ¤²€€‚ë­@c ‰‚눾²‰‚ët›¾‰‚ëŠUô%‰‚ë\“ɉ‚ë·ÿ-̉‚ëÉ«%Ú‰‚ë·(‰‚ë)C{½‰‚ÿCColumnsConfigurationConnecting SectorsContentsCopyrightsCreate a Group WindowCreating DoorsCreating StairsCreating Your First Mapûƒí #@x ¾€€6„Œ¤²€€‚ë‚)y:‰‚ëPÄ쉂븲¥‚‰‚뮼ÿ,‰‚ë0Sja‰‚ë[:Ì*‰‚ë‹»:‰‚ÿDDirection IndicatorsDont over do itDoom LimitsDoomed 2.60 MenusDoomed 2.60b4 MenusDoor s#@š izesDoor textures¿^â@a ’€¼€6„Œ¤²€€‚눙 Ô‰‚ëU¢Ô‰‚ëXÚ剂ëÍ šI‰‚ëQgòF‰‚ÿEElevator SideDefsElevatorsEnd Level SwitchError MessagesEves and OverhangsN#@0A5 :€2€6„Œ¤²€€‚ë{h±‰‚ÿFFacing Directionsb"â@’A@ P€D€6„Œ¤²€€‚ëÜhú‰‚ëºQÖꉂÿGGetting StartedGlossary€50ABK f€j€6„Œ¤²€€‚ë¦$=‰‚ëb@rщ‚ëþ-¶Ì‰‚ÿIIndexInstallationInstalling The Program—A’A©BV |€‚€6„Œ¤²€€‚ë¸x£‰‚ëð쉂ëy ò‰‚ë‚ï剂ÿLLine ActionsLine AttributesLine TexturesLineDefs` B C@ P€@€6„Œ¤²€€‚ë$/‰‚ëç¦ ‰‚ÿMMenusMore on SideDefsJ©BSC5 :€*€6„Œ¤²€€‚ëöêá|‰‚ÿOOutside Areasz: CÍC@ P€t€6„Œ¤²€€‚릉‚ëbâä>‰‚ÿPPlan ahead on heightsPlatforms or Line SpecialsNSCD5 :€2€6„Œ¤²€€‚ëþ¾܉‚ÿRRunning Wad FileskÒÍC†E™ ¥€6„Œ¤²€€‚ëÒ¯q㉂ë‰Ú;®‰‚ë{Aº¨‰‚ëAjr?‰‚ë“{¡©‰‚ë°Àý‰‚ë5Hý±‰‚ëê›Î‰‚ë`Âß–‰‚ë¾]ž‰‚ÿSSector AttributesSector StylesSectors within SectorsSectorsSideDef ExceptionsStair ceiling heightsStarting PositionsSuggested ReadingSummarizing SideDefsSwapping Ends of LinesÚnD`Fl ¨€Ü€6„Œ¤²€€‚ëþ‰‰‚ë|èÌñ‰‚ëíWu@‰‚ëëbB‰‚ë™+p^‰‚ëyÕ‰‚ÿTTeleporter DestinationsTextures and the Tiling EffectThingsToolbarTransportersTripwiresP†E°F5 :€6€6„Œ¤²€€‚ëÁo©Û‰‚ÿVVertices Must Align`FÅGx ¾€;€6„Œ¤²€€‚ëvAÕ-‰‚ë|rnò‰‚ëÎàSs‰‚ë/üDþ‰‚ë·¨D‰‚ëêzàL‰‚ëèÊG‰‚ÿWWall Floor and Ceiling texturesWhat Are LineDefsWhat Are PlatformsWhat are SectorsWhat are ThingsWhat you can do to a SectorWindows$°FéG" €€€ÿ@ÅG)H1¥À † <)HfHÚMAcknowledgments=éGfH* $€&€6ˆˆ˜²€€‚ÿAcknowledgments*)HH' €€6Œ„¤²€‚ÿ}PfH I- *€ €6„Œ¤²€â‘î8U‰‚ÿI'd like to thank Geoff Allan, author and creator of DoomED-The Real Thing.)H6I& €€4N¤²€‚ÿzS I°I' €¦€6„Œ¤²€‚ÿI'd like to give special thanks to my wife, Kathy, for all her help and support.)6IÙI& €€4N¤²€‚ÿ’e°IkJ- *€Ê€6„Œ¤²€âî8U‰‚ÿAnd of course, thanks to the guys at id software for creating Doom and making this all possible.)ÙI”J& €€4N¤²€‚ÿê¶kJ~K4 6€m€6„Œ¤²€â½î8U‰â»î8U‰‚ÿThanks also to WinWare for the program Visual Help, which is what I used to create this tutorial. As you can see, it's a great program and gives you very professional results.)”J§K& €€4N¤²€‚ÿ¯~KVL. *€€6„Œ¤²€â¸î8U‰‚ÿAnd a very special thank you to all the SysOps in The Gamer's Forum for electing my wife and I as SuperGamer's of the Month.)§KL& €€4N¤²€‚ÿ‘jVLM' €Ô€6„Œ¤²€‚ÿI'd also like to thank all the friends I've made through CompuServe. This tutorial is dedicated to you.)L9M& €€4N¤²€‚ÿ*McM' €€6Œ„¤²€‚ÿN%9M±M) "€J€6„Œ¤²€‚ÿDavid BruniCIS 74353,35712/13/94)cMÚM& €€4N¤²€‚ÿB±MN1-‘ƒ =ÿÿÿÿN€Suggested Reading?ÚM[N* $€*€6ˆˆ˜²€€‚ÿSuggested ReadingƒKNÞO8 >€—€6„Œ¤²€âî8U‰‚ÿThe following is a list of files that you might find useful when designingDoom levels.1) Managing Textures and the "Unpegged" Attribute. by Scott Amspoker2) Doom Metrics by Scott Amspoker3) Design 12 FAQ by Tom Neff4) The Unofficial Doom Specs by Matt Fell)[N€& €€4N¤²€ÞO€ÚM‚ÿ9ÞOL€1ù† ž >L€ ƒh‡Glossary6 €‚€* $€€6ˆˆ˜²€€‚ÿGlossary«L€ ƒs ´„€2|¤²ãºQÖꀆ"€‰€ ã>åÊ€†"€‰€ ãEåÊ€†"€‰€ ãFåÊ€†"€‰€ ãGåÊ€†"€‰€ ãHåÊ€†"€‰€ ãIåÊ€†"€‰€ ãJåÊ€†"€‰€ ãKåÊ€†"€‰€ ãLåÊ€†"€ ‰€ ãMåÊ€†"€ ‰€ ãNåÊ€†"€ ‰€ ãOåÊ€†"€ ‰€ ãPåÊ€†"€ ‰€ ãQåÊ€†"€‰€ ãRåÊ€†"€‰€ ãSåÊ€†"€‰€ ãTåÊ€†"€‰€ ãUåÊ€†"€‰€ ãVåÊ€†"€‰€ ãWåÊ€†"€‰€ ãXåÊ€†"€‰€ ãYåÊ€†"€‰€ ãZåÊ€†"€‰€ ã[åÊ€†"€‰€ ã\åÊ€†"€‰€ ã]åÊ€†"€‰€ ã^åÊ€†"€‰€ €‚ÿ /‚€σ* $€ €6°Œ¤²€€‚ÿDU! ƒ$„4 8€B€6„Œ¤²âî8U€‰‚â‘î8U‰‚ÿDoomDoomED-The Real Thing/σS„* $€ €6°Œ¤²€€‚ÿG5$„ˆ„- *€€6„Œ¤²â’î8U€‰‚ÿGPF/S„·„* $€ €6°Œ¤²€€‚ÿH5ˆ„ì„- *€€6„Œ¤²â¾î8U€‰‚ÿHOM/·„…* $€ €6°Œ¤²€€‚ÿL: ì„U…- *€€6„Œ¤²âµî8U€‰‚ÿLineDefs/…„…* $€ €6°Œ¤²€€‚ÿSa&U…å…; F€L€6„Œ¤²â¶î8U€‰‚â·î8U‰‚â¸î8U‰‚ÿSectorsSideDefsSuperGamer's/„…†* $€ €6°Œ¤²€€‚ÿT8 å…L†- *€€6„Œ¤²â¹î8U€‰‚ÿThings/†{†* $€ €6°Œ¤²€€‚ÿVOL†ʆ4 8€6€6„Œ¤²âºî8U€‰‚â»î8U‰‚ÿVerticesVisual Help/{†ù†* $€ €6°Œ¤²€€‚ÿWKʆD‡4 8€.€6„Œ¤²â¼î8U€‰‚â½î8U‰‚ÿWAD fileWinWare$ù†h‡" €€€ÿ; D‡£‡1I ÿÿÿÿ?£‡Û‡óŠCopyrights8h‡Û‡* $€€6ˆˆ˜²€€‚ÿCopyrights8 £‡ˆ. ,€€6Œ„¤²€‚€€‚ÿDOOM])Û‡pˆ4 8€R€v„Œì²:‚l€€ƒâî8U‰‚ÿ·Doom is copyright by id Software.Cˆ³ˆ* $€2€6Œ„¤²€€‚ÿDoomED-The Real Thingf8pˆ‰. ,€p€v„Œì²:‚l€€ƒ‚ÿ·DoomED-The Real Thing is copyright by Geoff Allan.L"³ˆe‰* $€D€6Œ„¤²€€‚ÿDoomED-The Real Thing Tutorial‚T‰ç‰. ,€¨€v„Œì²:‚l€€ƒ‚ÿ·DoomED-The Real Thing Tutorial is copyright by me, David Bruni, CIS 74353,357.P&e‰7Š* $€L€6Œ„¤²€€‚ÿWhat you can do with this Tutorial¼ƒç‰óŠ9 @€€6ˆ„¤²€ €‚€ €‚€ €‚ÿYou are free to do what you want with this Tutorial except:SELL IT FOR PROFIT.COPY IT VERBATIM AND SAY THAT YOU WROTE IT.17Š$‹1Òÿÿÿÿÿÿÿÿ@ÿÿÿÿ$‹Å‹2óŠV‹* $€€6Œ„ŒŒ€€‚ÿDoomoH$‹Å‹' €€6„ŒŒŒ€‚ÿA fast paced 3-D game that has taken the gaming world to new heights.1V‹ö‹1ÿÿÿÿÿÿÿÿAÿÿÿÿö‹ÊŒCÅ‹9Œ* $€2€6Œ„ŒŒ€€‚ÿDoomED-The Real Thing‘jö‹ÊŒ' €Ô€6„ŒŒŒ€‚ÿA Doom level editor, created by Geoff Allan. It allows you to create and edit Doom levels or wad files.19ŒûŒ1 ÿÿÿÿÿÿÿÿBÿÿÿÿûŒê1ÊŒ,* $€€6Œ„ŒŒ€€‚ÿGPF¾–ûŒê( €-€6„ŒŒŒ€‚ÿGeneral Protection Fault. The technical term used to describe a system crash. It's a good idea to exit Windows after a GPF and reboot the computer.1,Ž1þÿÿÿÿÿÿÿÿCÿÿÿÿŽèŽ1êLŽ* $€€6Œ„ŒŒ€€‚ÿHOMœuŽèŽ' €ê€6„ŒŒŒ€‚ÿThe Hall Of Mirrors effect. A weird video glitch that usually occurs because of missing textures and other errors.1LŽ1ÿÿÿÿÿÿÿÿDÿÿÿÿÀ6 èŽO* $€€6Œ„ŒŒ€€‚ÿLineDefs³‹À( €€6„ŒŒŒ€‚ÿLines that makeup the boundaries of Sectors and are used as tripwires or triggers, switches, etc. LineDefs can have one or two SideDefs.OÀèŽ1O?À1õÿÿÿÿÿÿÿÿEÿÿÿÿ?ÀÁ5 ÀtÀ* $€€6Œ„ŒŒ€€‚ÿSectorsh?ÀÁ' €Ð€6„ŒŒŒ€‚ÿThe building blocks of Doom levels. Sectors can be rooms, stairs, windows, acid pits, elevators, etc.1tÀ4Á1ÕÿÿÿÿÿÿÿÿFÿÿÿÿ4ÁØÁ6 ÁjÁ* $€€6Œ„ŒŒ€€‚ÿSideDefsnG4ÁØÁ' €Ž€6„ŒŒŒ€‚ÿSideDefs are the sides of the lines that you can assign textures to.1jÁ Â17ÿÿÿÿÿÿÿÿGÿÿÿÿ ÂÃ:ØÁCÂ* $€ €6Œ„ŒŒ€€‚ÿSuperGamer's̤ ÂÃ( €I€6„ŒŒŒ€‚ÿA person or persons who are elected by the SysOps of the forum for their contribution to the forum and the help and support they give other members of the forum.1CÂ@Ã1ÍÿÿÿÿÿÿÿÿHÿÿÿÿ@ÃÜÃ4 ÃtÃ* $€€6Œ„ŒŒ€€‚ÿThingshA@ÃÜÃ' €‚€6„ŒŒŒ€‚ÿThings can be monsters, weapons, keys, light decorations, etc.1tà Ä1çÿÿÿÿÿÿÿÿIÿÿÿÿ ÄÃÄ6 ÜÃCÄ* $€€6Œ„ŒŒ€€‚ÿVertices€Y ÄÃÄ' €²€6„ŒŒŒ€‚ÿThe points where the lines converge. These are the basic building block of a wad file.1CÄôÄ1óÿÿÿÿÿÿÿÿJÿÿÿÿôĶÅ9ÃÄ-Å* $€€6Œ„ŒŒ€€‚ÿVisual Help‰bôĶÅ' €Ä€6„ŒŒŒ€‚ÿVisual Help is a powerful, easy-to-use development environment for creating Windows help files.1-ÅçÅ1öÿÿÿÿÿÿÿÿKÿÿÿÿçŬÆ6 ¶ÅÆ* $€€6Œ„ŒŒ€€‚ÿWAD filehçŬÆ' €Ð€6„ŒŒŒ€‚ÿAn external map or level for Doom. You create them with a level editor such as DoomED-The Real Thing.1ÆÝÆ1ÂÿÿÿÿÿÿÿÿLÿÿÿÿÝÆnÇ5 ¬ÆÇ* $€€6Œ„ŒŒ€€‚ÿWinWare\5ÝÆnÇ' €j€6„ŒŒŒ€‚ÿWinWare P.O. Box 2923 Mission Viejo, CA 926901ÇŸÇ1UÿÿÿÿÿÿÿÿMÿÿÿÿŸÇÃÇ$nÇÃÇ" €€€ ÿ1ŸÇÿÿÿÿ1ÿÿÿÿÿÿÿÿNÿÿÿÿÿÿÿÿÿÿÿÿ5, ¨HelvArialCourierMs Sans SerifMs SerifSymbolTimes New RomanZapfDingbats   ‘ƒ g €€ )†Mž Òë‰VˆŒ‹(† {‚ðA„‡€€€€Ï… À "{®P f‡O‚€º ~/ˆO /ö6‚6†‘‚† VI%… 1­€¿ Oˆ§ˆ˜ƒ®˜…/& ;) i2460 :36189Bÿÿ@C@ÿÿÿÿAcknowledgmentsAdding Vertices to existing linesBacking up your workColumns ConfigurationConnecting SectorsContentsCopyrightsCreate a Group Window Creating Doors$Creating Stairs(Creating Your First Map,Direction Indicators0Dont over do it4Doom Limits8Doomed 2.60 Menus<Doomed 2.60b4 Menus@Door sizesDDoor texturesHElevator SideDefsLElevatorsPEnd Level SwitchTError MessagesXEves and Overhangs\Facing Directions`Getting StarteddGlossaryhIndexlInstallationpInstalling The ProgramtLine ActionsxLine Attributes|Line Textures€LineDefs„MenusˆMore on SideDefsŒOutside AreasPlan ahead on heights”Platforms or Line Specials˜Running Wad FilesœSector Attributes Sector Styles¤Sectors¨Sectors within Sectors¬SideDef Exceptions°Stair ceiling heights´Starting Positions¸Suggested Reading¼Summarizing SideDefsÀSwapping Ends of LinesÄTeleporter DestinationsÈTextures and the Tiling EffectÌThingsÐToolbarÔTransportersØTripwiresÜVertices Must AlignàWall Floor and Ceiling texturesäWhat Are LineDefsèWhat Are PlatformsìWhat are SectorsðWhat are ThingsôWhat you can do to a SectorøWindowsüE87C Textures_and_the_Tiling_Effect 1 Textures_and_the_Tiling_Effect c:\vh\doom2_60.rtf 60 2407557ED Things 1 Things c:\vh\doom2_60.rtf 60 4124262EB Toolbar 1 Toolbar c:\vh\doom2_60.rtf 60 >5E702B99 Transporters 1 Transporters c:\vh\doom2_60.rtf 60 8111CD579 Tripwires 1 Tripwires c:\vh\doom2_60.rtf 60 :36189BBD Index_VH_U 0 Index_VH_U c:\vh\doom2_60.rtf 60 :36189BBE Index_VH_V 0 Index_VH_V c:\vh\doom2_60.rtf 60 LDBA96FC1 Vertices_Must_Align 1 Vertices_Must_Align c:\vh\doom2_60.rtf 60 :36189BBF Index_VH_W 0 Index_VH_W c:\vh\doom2_60.rtf 60 d2DD54176 Wall_F/& ;) LzÿÿOxOÿÿÿÿContents"Installation{Installing The ProgramÒCreate a Group Window€Error MessagesÏ…Getting Started)†ConfigurationVˆCreating Your First MapVertices Must Align€Backing up your workO‚Menus{‚Doomed 2.60 MenusðDoomed 2.60b4 Menus­€Toolbar6‚Sectors˜ƒWhat are Sectors˜…What you can do to a SectormˆWall Floor and Ceiling textures/Sector AttributesöSector Styles~Plan ahead on heightsMConnecting Sectorsg Adding Vertices to existing linesCreating DoorsA„Door sizes‡Door texturesë‰Creating StairsStair ceiling heightsSectors within Sectorsf‡LineDefsOˆWhat Are LineDefsLine Attributes®Line ActionsP Line Textures€More on SideDefs6†SideDef ExceptionsŒ‹Direction IndicatorsElevator SideDefsISwapping Ends of LinesVSummarizing SideDefs1Things®What are Things€Facing Directions‘‚Starting Positions%…Teleporter Destinations(†Dont over do it/ˆPlatforms or Line Specials§ˆWhat Are PlatformsEnd Level SwitchTripwires¿ Transporters€ElevatorsWindows€Eves and Overhangs Textures and the Tiling Effectº Outside Areas€ Columns Doom LimitsO Running Wad FilesÀ Index‘ƒ Acknowledgments† Suggested Reading Glossaryž CopyrightsO Ÿ " ¿ ; € s€ Æ€ z Å *‚ ›‚ ƒ Oƒ Qƒ /& ;) L4ÿÿƒàƒÿÿÿÿ\“Éž PÄì(†¸²¥‚ #¯†g `Âß–V>åÊÓ EåÊÓ FåÊÓ GåÊÓ HåÊÓ IåÊù JåÊù KåÊù LåÊ MåÊ NåÊ OåÊ PåÊ QåÊ% RåÊ% SåÊ% TåÊ% UåÊ% VåÊ% WåÊ% XåÊP YåÊ` ZåÊ` [åÊ€ \åÊœ ]åÊœ ^åÊœ ¾]žI¸x£®{Aº¨“{¡©6†‰Ú;®ö{h±€5Hý±‘‚ˆ¾²)†)C{½Vˆt›¾M·ÿ-ÌÒþ-¶Ì{ê›Î† b@rÑ"ˆ™ ÔÉ«%ÚÁo©Ûþ¾ÜO Ò¯qã/‚ïåf‡XÚåºQÖê ðì|èÌñ y òP |rnòOˆÜhúÏ…°Àý/üDþ˜ƒ¦$=À $/O‚þ‰%…¦~ç¦ €­@c € yÕëbB­€U¢Ô€·¨D®ŠUô%·(ë‰[:Ì*A„®¼ÿ,{‚vAÕ-¢›6 ©›6 ª›6Ë «›6ç ¬›6ˆ ­›6€ ®›6^€ ¯›6w€ °›6™€ ±›6™€ ²›6΀ ³›6΀ ´›6΀ µ›6 ¶›6/ ·›6/ ¸›6D ¹›6~ º›6~ »›6— ¼›6i‚ ½›6ׂ ¾›6ׂ ¿›6ò‚ À›6ƒ Á›6ƒ ›6ƒ ‹»:‡‚)y:Œ‹bâä>/ˆAjr?6‚íWu@1QgòF€èÊGÍ šI€êzàL˜…î8UO ‘î8UŸ ’î8U" µî8U; ¶î8U€ ·î8Us€ ¸î8UÆ€ ¹î8Uz ºî8UÅ »î8U*‚ ¼î8U›‚ ½î8Uƒ ¾î8U¿ ™+p^¿ 0Sjaðÿê,g€Hyh‘ƒ ÎàSs§ˆöêá|º ÿölpÀÀ""(l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ       ƒ ƒ                lpÀÀ""(<l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ     ƒ ƒ  ƒ ƒ  ƒ ƒ       !lpÀÀ""(Hl€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ         ƒ ƒ ƒ        #lpÀÀ""(Ll€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   lpÀÀ""(4l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                       'lpÀÀ""(Tl€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   lpÀÀ""($l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   lpÀÀ""($l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   #lpÀÀ""(Ll€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                    +"lpÀÀ""(\l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   lpÀÀ""($l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                    lpÀÀ""(2l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ     ‚ „ „            ,#lpÀÀ""(^l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ        „ „ „         lpÀÀ""($l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   =4lpÀÀ""(€l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ     ‡ ‡ ‡ ‡ ‡ ‚‚ ‚‚        5,lpÀÀ""(pl€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ      ‚ † † † † ‚        'lpÀÀ""(Tl€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   lpÀÀ""(<l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   ,#lpÀÀ""(^l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ     ‚  ‡            &lpÀÀ""(Rl€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ        „           lpÀÀ""(8l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ        ‚ ‚           lpÀÀ""($l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   +"lpÀÀ""(\l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ                   #lpÀÀ""(Ll€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ       ƒ ƒ           90lpÀÀ""(xl€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ       †† ††   ƒƒƒ ƒƒ       %lpÀÀ""(Pl€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ      „ „ ‚ ‚ „ „        lpÀÀ""(@l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ         ƒ          lpÀÀ""($l€€€€€€€€€ÀÀÀÀÜÀðʦðûÿ¤  €€€ÿÿÿÿÿÿÿÿÿÿÿÿ