//------------------------------------------------------------------------- // Copyright 1995 Sensor Based Systems Inc. // // This is the Online Documentation for DeeP and HeeP // // To receive the Registered version of DeeP or HeeP // Register Online with CompuServe : // DeeP (GO SWREG ID = 4541 ) // HeeP (GO SWREG ID = 4553 ) // // or See ORDER.FRM for Mailing Instructions. // // Sensor Based Systems, Inc. // 17010 NE 190th ST // Woodinville, WA 98072 (206) 827-8794 // // CompuServe : 75454.773@COMPUSERVE.COM // AOL : jackv56036@AOL.com //------------------------------------------------------------------------- // This is the internal file for DeeP's use. Use DeeP to view it. // DeeP or HeeP can also print this file without the controls showing. // See Readme.1st and Readme.DOC and DeeP.INI (HeeP.INI) for instructions. // Add to this information for your own use if you like. // If you make it too wide, it won't SHOW, so trim accordingly! // Please do not distribute your modified copy. // // These are the current rules for this file (more stuff to be done later). // // There are fourteen colors available: // a=darkgray A=lightgray // b=blue B=lightblue // c=cyan C=lightcyan // g=green G=lightgreen // p=magenta P=lightmagenta // r=red R=lightred // w=white // x=black // // The first position controls the background color for any  colors. //  is the start of the text color followed by the color. //  terminates the current color and reverts back to black. // 53,47 // Do not put comment lines between sections for now. // Don't go all the way across, cause it won't show! //------------------------------------------------------------------------- ||MAIN //------------------------------------------------------------------------- x y  x B (c) 1995 Sensor Based Systems, Inc.  x B  x y rDeeP DoomEnhancedEditorProgram x  x y rHeeP HereticEnhancedEditorProgram x  r y  r y ÛÛÛÛÛÛÛÛÛ V 6.14 ÛÛÛÛÛÛÛÛÛ  r y ÛÛ Û ÛÛ Û  r y ÛÛ Û jackv56036@AOL.com ÛÛ Û  r y ÛÛ Û ÛÛ Û  r y ÛÛ Û ÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛÛ  r y ÛÛ Û ÛÛ ÛÛ ÛÛ  r y ÛÛ Û ÛÛÛÛÛ ÛÛÛÛÛ ÛÛ  r y ÛÛ Û ÛÛ ÛÛ ÛÛ  r y ÛÛÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛ ÛÛÛÛÛÛÛ ÛÛ tm  r y 75454.773@COMPUSERVE.COM  r y  x G If you Registered, Thank You!  x y See ORDER.FRM for Order Information  x y  x y Register Online with CompuServe for  x G DeeP (GO SWREG ID = 4541 )  x G HeeP (GO SWREG ID = 4553 )  x y  x y rSensor Based Systems, Inc.x  x y r17010 N.E. 190th St x  x y rWoodinville, WA 98072x  x y (206) 827-8794  x y  rDOOM  levels are named E#M# (#=number) rHERETIC levels are named E#M# (#=number) rDOOM II levels are named MAP## r y  r b Please DO NOT Distribute the REGISTERED Version  r x Report software piracy to the SPA 1-800-388-PIR8  r y Thank you for your support.  r x See -Next Page- for all the  r y Additional Features in Registered Versions  DOOM and DOOM II are trademarks of id. HERETIC is a trademark of Raven Software. p yDeeP is a trademark of Sensor Based Systems p yHeeP is a trademark of Sensor Based Systems a   a w All the Help is available at this Level  a w  a w F1 is Help in EDIT mode  a w H (at command) is Help on loading options  a   b y  b y Please read the Note/Definitions  b y for general guidelines.  b y Review Testing Notes under File.  a   p y  p y Additional Features in Registered Versions p y  y1. bNo forced rabout screen so you start faster. y2. bTest DOOM or HERETIC levels directly without exiting. y3. bThe DOS DIR command works so you can find those pesky WADS easier. y4. bPrint Maps of any level at all magnifications. y5. bLockout of DOOM II features when using the DOOM WAD so you can still create DOOM levels without accidently using a DOOM II only feature. y6. bEdit and save rall 32 blevels at the same time. The Shareware version does only 2. y7. bEdit and save rGrouped PWAD levels  without having to use the Group Command. The Shareware version does none. y8. bGroup and Replace rall 32 blevels at the same time. The Shareware version does none. y9. bAdd/Replace textures/sounds/graphics and save them automatically. The Shareware version displays external textures but will not save files with additional items. y10.bBuild a New IWAD with rup to 32 blevels . The Shareware version does none. y11.bThing percentage replace. This is useful to add new weapons to old DOOM levels by converting just some to new weapons and monsters. y12.bThe latest online help and docs. y13.b1/2 price Upgrades! py  pyBe sure to test your system for basic compatibility. pyPlease review all the README files for suggestions.  py  pyWe try to catch all the typos, but there may be some py areas we didn't catch! So be sure to test!  py  a   B y Line Commands available in Character Mode  a   yr+ - ZOOM in or out (change the picture size) for BPicture and BView. Increase/Decrease size in Rotate/Scale B< and >. yxB[uild] B p yRegistered only Build a new main WAD file (all umpteen megabytes) y replacing levels with any PWAD you have bRead. yxDir B[drive:][path][filename] p yRegistered only List any DOS directory The default drive:\path\filename is the directory set by the bpatch option + b*.WAD. If you do not have a bpatch entry, your current directory is listed. You can temporarily override the bpatch path path and view the files in any directory by entering the complete path: Example: bDIR C:\MYDIR\somewad.wad (.wad optional) bDIR C:\MYDIR\ (for now the ending \ is req'd) The search syntax is similar to the DOS DIR command with defaults especially suited for WAD file names. The file name portion can contain wildcard match characters (? and *). If no suffix is entered, *.WAD is automatically appended to the name. yxDirA B[dirname] [outfile] List all Master and Patch WAD directories. yxDirM B[dirname] [outfile] List Master directory wadfile only yxDirW B[dirname] [outfile wadnumber] List wadfile directory. yxDumpM B [outfile] Dump Master directory entry in hex yxDumpW B [outfile wadnumber] Dump a Wad directory entry in hex yxE[dit] B[episode/mission level] Edit a game level saving results to a patch wad file. You may enter the level ahead of time and bypass the selection screen. G Example: bE 1. p The yShareware version always displays the about screen, but it will accept a level that is entered ahead of time. yxG[roup] B p yRegistered only Group all patch wads together in one file. When you BRead in more than one PWAD file, you can combine them into one big PWAD. This way you can combine all your favorite levels into 1 file that contains all of them. Example : You have created 3 levels called SLIDE11.WAD, STORM12.WAD and GLORY13.WAD some time in the past (ok, you spent the last 4 week- ends making them). 1. BR SLIDE11.WAD 2. BR STORM12.WAD 3. BR GLORY13.WAD 4. BG MIXEDBAG.WAD <- group them (you're done) To replace levels in a Bgrouped PWAD with different (new) levels: 1. Read the grouped PWAD (the levels it contains are shown). 2. Read in another PWAD with the level you want to replace. (If the PWAD does not have the correct level number yet, read it in first and then SaveAs choosing the level you want.) 3. Group the PWAD again choosing a different name than what you started with (otherwise you would destroy the very file you are copying from). To edit levels in a Bgrouped PWAD : 1. Edit the level you want to change. 2. Save using the same name as before and copy ALL the data when prompted. You can also edit and save each one changed as individual files (the way you created them to start with). The same original name can be used. This also lets you reassign the level identi- fication, for example, from MAP03 to MAP11. Example : Assume you read MIXEDBAG.WAD and change SLIDE11.MAP (level = MAP11). 1. BE 11 make the changes desired. 2. Save the level as SLIDE11.WAD (any name you like of course). 3. BG MIXEDBAG.WAD and now you're done! Group reads the information in the files, not what's in memory. That's why you have to save them again (not a bad idea if you changed the levels to keep from getting confused, we do). All levels that do not belong to the Master WAD file are written to the bwadfile selected. y For the best backup bSave modified level(s) with their own names before you group all the levels!. yxH[elp] Help for setting DeeP options yxI[nsert] B  Insert a raw file in a patch wad file (advanced). Copies the data in RawFile and makes it into a PWAD file named bDirEntry.WAD containing the directory entry name and RawFile data. bRawFile is any existing file with data in a format usable by DOOM/HERETIC. The resulting name cannot be the same name as any PWAD you have read already. bDirName represents a directory entry name. If you intend to replace a directory entry with this file, choose an existing directory name. This is useful only if RawFile is in the correct format for use by DOOM. You can then read this file in as a replacement for DirEntry. yxN[ew] B[episode/mission level] Create and edit a New (empty) level. Same as New under File in Edit mode. yxP[icture] B[Picname] Display any Picture in the DOOM file. (See +/- above). yxQ[uit] yxR[ead] B Read a new wad patch file. The default directory is set by the "patch" option. If not set, the default follows DOS rules (usually where you started DeeP). The level edited is automatically set to the first one found. p yRegistered only The level may contain only sound, sprite or texture modications. These can be saved with any level with the bGroup command. Up to 32 PWADs may contain levels and 10 more for additional sound/texture/sprite modifica- tions. If you do not use the 32 levels for Maps, then the rest can be used for more sound/ textures/etc. y The characters b.WAD are automatically y appended if no b. is found. yxS[ave] B [newDirName] Save one object to a separate file (advanced). Copies the data in the object DirName and makes it into a PWAD file named bWadFile.WAD con- taining the object's name and data. WadFile now contains the object in the format for use by DOOM or DeeP. You can then read this file in as a replacement for DirEntry. bDirName represents a directory entry name. This name has to represent an existing directory entry in any of the WAD files you have read. bWadFile is any valid file name and will be overwritten if it exists. You cannot use the same name as any PWAD you have read already. bnewDirName is an optional new name to give the directory entry. This is a quick way to export data from one WAD to another. So you can "borrow" textures between different versions by renaming the texture patchname from a name that doesn't exist in one to a name that does exist in the other. You use this as follows: a. In the File Menu Reset all the Levels. b. Read in some PWAD you want to use replacement textures in. c. You read in all the textures you borrowed using the PWAD file names you gave them (as described above). If you have lots of textures, you will exceed the file limit of 42. The solution is to read in 42 textures at a time and then group them. Then you use only 1 file for all 42. You can repeat this process again and now have 84 textures in a file, etc. There is a temporary limit of 100 NEW textures that can be added. Replacements don't count. Heretic has a different color palette, so the colors will not display correctly, although you can swap textures as described. yxV[iew] B[SpriteName] Display all the sprites (see +/- above). yxW[ads] y Display open wads( shows the bwadnumber ) yxX[tract] B  Save (extract) one object to a raw file. This is similar to bSave but no extra PWAD or directory data is added. The ending Name cannot be b.WAD!. DeeP defaults to b.RAW and automatically changes .WAD to .RAW. b y  B y Note/Definitions  b y  yrdirname The names in the WAD file are in a "directory". Each level is assigned a name, for example, E1M1 is the first level in DOOM and MAP01 is the first level in DOOM II. Pictures, sound, and level entries are more examples of directory entry names. The dirname when listing directories can have b* and b? characters similar to the DOS DIR command. Examples: gDIRA MAP1*, lists all entries starting with MAP1 and the rest doesn't matter. gDIRA E1?3, lists all entries starting with E1, the 3rd position doesn't matter and the fourth location must be a 3. yrOutfile Directs output to the devices of your choice. The default (or *) is the screen. For example, PRN, represents output to the printer attached to the parallel port. Similarly, if you enter MYFILE.DAT, the file MYFILE.DAT is created. yrwadnumber The number (not name) of the PWAD file. The first one read is 1, the 2nd 2, ...you get the idea. It is possible that the numbers will change if you replace the same level with different PWADS. Use the Wad command to see the numbers assigned. Enter b* for outfile to keep output on the screen and then enter the bwadnumber. Example: gDIRW * * 2 lists all entries in the 2nd PWAD file. For repetitive commands to the same wadnumber, you do not have to enter the wadnumber again. Example: gDIRW MAP* , lists all entries in the second PWAD file, if the prior example was first. p y  p y WAD file description  p y  DOOM store its information about each of the levels yin rWAD files. DeeP edits these files. There are two types of WAD files. y rIWAD File The main file, DOOMx.WAD, contains all the infor- mation about the graphics, sound, level maps, etc. for the game. This file is an bIWAD file. There is one IWAD file called DOOM.WAD or DOOM2.WAD. For HERETIC the name is HERETICx.WAD. It is in the current directory when DOOM is run. y rPWAD File DOOM supports additional files that bpatch the IWAD file, hence PWAD. It contains updates for the IWAD file. PWAD files created by DeeP contain an updated map of a game level. PWAD files can be called anything, but it's nice to call them bsomelvl.WAD where somelvl is any name you like. DOOM must be told to load a PWAD file. The -FILE parameter does this. It is added after you type yDOOM. Example : bDOOM -file myown.wad. p y What makes up a Level  The best way to learn the details that follow is to play a level, see what happens and then examine the level with DeeP. Start with the first level and work your way up. There's a lot of information, but each step is pretty simple. Learn from other levels the "tricks" used to get those spectacular scenes. Print the file TUTOR.DOC and load file TUTOR.WAD to learn the basics of WAD files and how to make them using DeeP. It helps to use the Grid when designing a level. The Grid makes it easy to align everything and maintains the sizes that work best for wall and ceiling textures (explained later). A grid size of 8 is recommended for most work. Use a larger grid when making beginning large areas. A level is created from smaller components, much like a house is built from 2x4's, nails and siding. Here's the names of the parts you will be using. The five components are Vertices, LineDefs, SideDefs, Sectors and Things. y rVertices Vertices are x,y coordinates on a map. DOOM maps are 2 dimensional. The height comes from Sectors, as you will see soon. Vertices are used as the starting and ending points of LineDefs (next). These are the bdots on the map in Vertex mode. Vertexes are usually NOT created by themselves (as in DEU), but rather are created automatically when you draw lines. To design/shape areas after they are made you drag the vertex points (using the right mouse button) to any location. This is the most flexible. Other methods can drag/shape LineDefs and Sectors (read on for those). bDoom Units A bDoom Unit is the name we give the coordinates numbers and the distance between two vertices. Just a made up name, but everyone asks "what do those numbers mean?" y rLineDefs LineDefs "glue" two vertexes together. LineDefs are the lines in the map. These lines define the borders of a Sector or the location of a trigger that you walk across. Bear with me a bit on Sectors. For now think of a Sector as the room or area where you are fighting for your life. A more precise definition about Sectors is later, so keep on going and come back and review this area again. I think it will be clearer the 2nd time (if you didn't get stuffed by the monsters). Each LineDef has a starting vertex and ending vertex. This is similar to putting two dots on a piece of paper and connecting them to draw a line. These lines end up being walls you see in the game. The walls have at least one side and to be seen, require a texture graphic. Transparent LineDefs do not need any texture, since they are invisible. A common use is for a btrigger activated when you walk across the LineDef. When you walk across the LineDef, it behaves like a tripwire. A transparent LineDefs has a texture of b-, which is none. A btrigger causes the Sector assigned to it to move up or down according to the type of LineDef. These cause the special effects as you blunder into things. (See Sector and LineDef tags below.) It may help to stop here and edit a level, mess around with the different modes and see all the possibilities. The first level is suggested, since it doesn't have as many things going on and is easy to test since it's the first level. If the wall can be viewed from both sides we need to describe the second side also (for example, a room within another room that you can walk around and enter through a door). These sides are called rSideDefs. The first side is called SideDef1 and the second SideDef2 (isn't this amazing). The SideDef1 side of the LineDef is the side with the line sticking out of it in LineDef edit mode. b y All LineDefs go the same Direction  b y (Most of the time)  The line sticking out from the side, should be the same for all 1-sided LineDefs. Normally the arrows point in the clockwise direction for rooms and the opposite for an object in a room (see stair help). LineDefs with two sides may go in either direction and be mixed in direction. If you have textures that like to "follow" you, try flipping the LineDef (do not flip the SideDefs!). y rSideDefs SideDefs "glue" LineDefs to Sectors. A LineDef must have at least one SideDef. The SideDefs define the wall textures (the way the wall looks) and the floor/ceiling textures and heights via a Sector reference number. When ALL the SideDefs (of LineDefs) form an enclosed area and share the same Sector reference number, we see a Sector. If other areas use the same Sector number reference (which is perfectly fine), they all light up in Sector Edit mode too. SideDefs also "glue" to all the textures. There are three possible texture locations for a SideDef: bupper, normal and lower, representing what you see above, straight ahead and below your field of view. The upper and lower textures are used when the floor and ceiling vary in height between different Sectors/rooms. ayUpper Texture : Texture you can see above the ceiling of a Sector. ayNormal Texture: Texture you see between the ceiling and floor of a Sector. ayLower Texture : Texture you can see below the floor of a Sector. If everything was the same height, you would only need normal (a boring level, yes?) y rSectors Sectors "glue" Ceiling and Floor Textures together and define a bottom (floor) and top (ceiling). A Sector appears visually on the map when 3 or more LineDefs connect together to form an enclosed area. A Sector appears similar to a room or an area within a room but is by itself not the area. Sectors determine the ceiling and floor height and the ceiling and floor textures (the last part to get the 3D look of a level). A Sector adds the depth to the LineDef/SideDef connections. A Sector can be shared by many LineDefs that form independent areas, lending the same floor/ceiling heights and textures to those areas. So don't think of a Sector as being the actual room (sorry about their choice of words) since it can describe many rooms and areas. When you see more than one area "light" up in Sector edit mode, it signifies the same sector is used to describe the highlighted LineDefs. Sharing Sectors is a good way to speed up the game by limiting the work required by DOOM to calculate where you are (going). Special Sector information (damage/secret?) is also available. Sectors are the only structure that move UP/DOWN in DOOM. Lifts, Staircases, Doors, are all specially defined Sectors. If you recall, the SideDefs connect all the LineDefs together to the same sector. So the area described by the LineDefs/SideDefs is the area that will move. The LineDef+SideDefs look at the Sector types you used and acquire the property you assigned. So if it's Damage, all the LineDefs with that Sector assigned have health damage. If it says to move up, they all move up, even areas that are not where you are!! (If they have the same Sector.) In HERETIC there are even more things you can do. The floor can scroll, you can have a nice breeze blowing (throws off the aim of shots) and to top it off, you can make it slippery too! pyPlease See Sector Not Closed in Check for more  py information.  y rThings Things are the objects that lend the final touch to a level. Weapons, enemies, ammo, keys and decorations are visible Things. The places where players start the game and Teleport landings are also called things. You can display a picture of the ALL the things on the Map by pressing T again after you are in Thing edit mode (you get there by pressing T or selecting from a menu). The display can be interrupted at any time by pres- sing any key. This is slow for now, but will be improved with the DPMI version. p y HOM errors  Hall of Mirror errors are what you get when some- thing is messed up in your level. It looks like you're replicated a zillion times and the world won't stop turning. We didn't invent this cute name. Matt Fell, the author of the unofficial DOOM specs mentions it. (Review his document for technical information.) Here are some common causes for HOM: 1. You forgot a texture (easy to fix) 2. Transparent Wall, 2-sided wall using a texture with more than 1 patch. 3. A LineDef is shared by 2 sectors, but the 2-sided flag is not set (F10 menu will fix). 4. A LineDef/Sector is sticking its nose across another LineDef/Sector (move it back). 5. Too many 2-sided LineDefs are visible from any point (fixed in 1.666 and DOOM II 1.7). 6. The Sector heights are messed up. 7. A node building error (rearrange the area). 8. You didn't (re)build the Nodes?. 9. DOOM has an error (especially DOOM, see stairs). p y Sector and LineDef tags  A bTag number is a number that is used to connect LineDefs and Sectors. For example, if you have a switch that you want to use to operate a door, how will Doom know what door to operate? Answer, you give the LineDef with the switch a number and give the door Sector the SAME number. Tag number have nothing to do with anything else, it's just for what we are now discussing. The number must not be in use yet. So the first available number (on a new level) is 1, the next 2, 3, and so on. You can skip around if you like. The menus automatically show you a free number with the ( ). In other words, that number is not used any- where. Once you give the LineDef this tag number, called a Sector Tag, go to the Sector with the Door (or anything that works with "tags", and give it the same Tag number. This connects the LineDef to the Sector. Use the Search for LineDef/Sector tag to locate a tag number you forgot the location of. In LineDef mode, a LineDef with a tag shows the tag number and the Sector number it is connected to in- between the (). The Sector also lights up in Red. In Sector mode, a Sector with a tag shows the tag number and the LineDef number it is connected to inbetween the (). The LineDef also lights up in Red. p y Object Colors  When an object is selected (by Left clicking) it will change color and the object select count (upper right top line) is increased by one. Refer to this to keep track of your work. Things with the same color are all the same type. LineDefs of different colors signify tags or possible texture problems. Look at the information displayed on the bottom texture boxes to tell. All the same Sectors will turn Yellow, so you can readily spot where they are used. Red indicates an Tagged Sector/LineDef relation or an error in the SideDef where it appears. x y End of Section  //------------------------------------------------------------------------- ||F1EDIT //------------------------------------------------------------------------- B y  B y DeeP Editing Help  B y  Use the bmouse or the bcursor keys to move around. The map scrolls when the pointer reaches the edges of the screen. a w Map Scroll Limits  The maximum scroll in any direction is slightly less than the "edge" of the map in that direction. This "brick" wall prevents the map from flying off your screen. If you are making a very large area, reduce the zoom or extend the area after you make it as large as you can. The new area automatically extends the scroll limits, so you can make it bigger again. The maximum bDoom Unit X / Y size is about 8000 x 8000. This is pretty large! It might be somewhat larger, but 16k x 16k does not work. If you scroll to the edge and magnify with Auto Center turned off, you may loose sight of the map! Turn Auto Center back on, and zoom +/- to get your bearings again. y b  y b Function Key Commands  y b  yrF1 There are three levels of Help screens. Use the PageUp/PageDown, Up/Down arrow keys or the mouse scroll bar to page the help. a w1. Main Help screen (this one) a w2. Top Menu Bar Help  Context sensitive Help for all items on the top menu bar. Select the menu item and press F1 to see detailed help for each selection. a w3. Object Help  Context sensitive Help for the first sub-menu that comes up when Enter is pressed in any of the edit modes. Press Enter (or press mouse button 2 fast) to edit the object and then press F1. Each item is explained in more detail in the context sensitive help section. yrF2 Save level in a PWAD file. yrF3 Save As... Reassign level of a map. yrF4 Search/Change for Object. yrF5 Texture/height default values. yrF6 Print Map (see end this section). yrF8 Miscellaneous Operations. yrF9 Insert standard shapes. yrF10 Check Level for errors. yrAltF2 Save Level and always build Nodes yrAltF3 Save as.. and always build Nodes yrAltF4 Exit (same as Esc) yrAltF5 Set Options for sound, grid, etc. yrAltF6 Set Colors for mouse, grid, etc. yrAltF8 Go into Scale/Rotate (same as < >) yrShiftF1 Test Level yrShiftF2 Edit a different Level yrShiftF3 Create a new level from scratch yrShiftF4 Reset all PWAD files read yrShiftF5 Read a new PWAD file y b  y b Special Key Commands  y b  yrEsc 1. Exit without saving changes if you are not in any submenu. You are only warned if changes were not saved. Cancel if you want to save your changes. 2. Exit any submenu. If any item was selected, it is saved. You can also click the right mouse button to exit. 3. Cancel any current active drag or copy object. The objects are returned to the starting locations. Copied objects still exist, and are behind the current objects shown. Be sure to either move or delete them. All the objects selected are still active. You can restart dragging by clicking the Right mouse button again. Press bC to clear the object selection. Be careful you don't lose track of any copies! 4. Cancel any current active Scale/Rotate object. The objects are returned to the starting locations. a In yIns Vertex mode, the last LineDef is NOT drawn to close the polygon (if it is missing). Ins Vertex is reset to the next area to draw. Press Esc again to exit Vertex insert mode. yrIns a yThing mode : Insert a new Thing at the current cursor position. Copies the last selected object or insert a default object (see Edit F1 help). a yVertex mode: Starts Insert mode for creating Vertices, LineDefs and Sectors (Sectors optional, set in Options). A quick Double Mouse Click also enters Vertex Insert mode. This is the workhorse mode for drawing areas! Press the Left mouse button to start creating Vertexes and LineDefs. You can start on top of an existing Vertex. That's the way you connect Sectors. (Also see Mouse buttons.) You can also trace on top of other Vertexes/LineDefs to make them 2-sided. If you are making Door sides, Press bIns to stop (see below). When you place a Vertex on top of an existing LineDef, the LineDef is split at the location of the new Vertex. This is how you can quickly make Door sides (see Misc Help). To place only 1 Vertex, press the Left mouse button and then press the Right Mouse button. If you select 2 vertexes (before you press Ins) and then press Ins, a LineDef is created connect- ing the 2 vertices. No Sector is made. p ySplit Sector / 2-sided LineDef After you create a single LineDef (from only 2 vertexes) a prompt automatically comes up asking if you want to split the sector or make the Line- Def 2-sided. Choose exit to do nothing, but be sure to come back and fix it!. p yFinish/End There are 3 ways to finish a Line/Side/Def/Sector: 1. Press the Right button to close the last LineDef (if you haven't made a complete loop). A new SideDef1 is created for each line drawn and they all share a new Sector . You connect two sectors by sharing a LineDef (you trace over an existing LineDef), the shared LineDef is automatically made 2-sided. 2. Press the bIns key to do everything you did in 1 above. The difference is, any LineDef you traced over is NOT made 2-sided. You do this if the LineDef is being traced over because you are making a Door. Door sides are normally 1-sided, so you don't want the process to make it 2-sided. If you forget, you have to eliminate the SideDef2 created by setting the SideDef2 reference number to -1 (that's deleting it). 3. Press the bEsc key to do everything you did in 1 except the LineDef is not automatically closed. Pressing Esc or Ins twice in a row, exits Vertex Ins mode, the same as Right clicking twice. a wLineDef mode: All the LineDefs you selected that are 1-sided, will be made 2-sided with a new sector assigned. Do not select any LineDefs that are already 2-sided. If you want to define an existing area that has mostly 1-sided LineDefs, but one of them is 2-sided, remove the 2nd SideDef from the offender (set the reference to -1), then select all (now) 1-sided LineDefs, press bIns and a new area is created with its own new Sector. a wSector mode: Creates a new sector. Look at F10 number of sectors (minus 1) to get the new sector number. Use this to create a new sector for an area. It is safer (since you can't accidently delete) to change the sector reference in SideDefs to this new Sector. The old sector is purged when you do the final Check on the Level (always do the complete Check). You won't need to do this very often. yrShift Prevent auto-object selection temporarily (see rA) yrShift+Tab Switch to the previous editing mode. yrShift+H Set grid scale to 0. yrShift+M Same as Shift+Left mouse button. yrDel Delete the current object yrEnter Edit the current object. Same as Right mouse button. yrTab Switch to the next editing mode. If objects are marked, they remain marked with both forms of tabbing. yrSpace Toggle the move/scroll speed from slow to fast. Toggle the scale/rotate size from 1/.01 to 4/.04. yrArrows Normal Edit mode: Move the cursor position (and Map if on an edge) Scale/Rotate mode: Move the map. yrHome In edit moves the Map Right a bunch. In menus, moves to the first item. In help, moves to the top. yrEnd In edit moves the Map Left a bunch. In menus, moves to the last item. In help, moves to the bottom. yrPageUp Move the Map Down. In menus, moves down. In help, moves up a page. yrPageDown Move the Map Up. In menus, moves up. In help, moves down a page. yrScroll Lock Turn on/off the autoscroll feature. Keeps the screen from moving accidently when you touch the edges. y b  y b Character Key Commands  y b  yr+ - Zoom in or out (change the map scale) Zoom levels range from 50 to 4000 scale. Use the bZ command for instant zooming (see below). If you hold and press the + or - keys, inter- mediate zoom levels are skipped and the final zoom level is shown. For example, if you press and hold the + key, the map zoom to the maximum level. Experiment with this to find the optimum "hold" time for your system. yr[ ] Change the map scroll speed delay Delay ranges from 0 to 500 in 10 ms increments. Value is displayed on the bottom line. yr< > Enter Scale/Rotate mode (except for Things) All objects selected can be rotated by pressing the b< and b> keys and scaled by pressing the b+ and b- keys. To move the map, use the cursor keys. Press the space bar to toggle between an increment of 1 and 4. This rearranges objects by spinning them around (rotation angle) or moving them closer/ further apart (scale). You can also rotate by using the mouse. Left click or press Enter to accept the changes. Right click or press Esc to cancel the changes. The Angle/Scale Value is displayed on the top. TIP: After you create an object it is automatic- ally selected. For example, after you create a stair all the LineDefs are selected. You can scale/rotate all of them or drag them right away! yr< > Change Thing direction Interactively change the direction of Things. yr/ Toggle Snap-To-Grid Automatically snaps objects to the active grid. Also set by the top menu button (s). yr\ Toggle Auto Center Automatically center objects when zooming. Centers the map on the object. The bottom line displays a symbol when Auto Center is active. yrA Toggle default auto-object selection Enables individual object selection. Auto object selection. Selects an object as soon as the cursor moves close to it. The bottom line displays a symbol when Auto Object is active. You may wish to turn this off if when you want to edit objects by clicking the picture(s) displayed on the bottom of the display. Pressing the Shift key temporarily disables auto- object selection! yrC Clear all selections and redraw map Cancel any current active drag or copy object. The objects are returned to the starting locations. Holding the Left mouse button for over 2/10* of a second and then releasing it also clears. *Change the delay in Zoom/Mouse/Map options under Edit. Copied objects still exist, and are behind the current objects shown. Be sure to either move or delete them. All the objects selected are cleared. It's better to use Esc to cancel, since the objects left selected. This also cancels Vertex insert mode. NO SideDefs or sectors are created! yrD Toggle drag mode (Vertexes/Things) If you don't have a mouse(?), select an object by pressing bM and then press bD to activate dragging. Use the cursor keys to move the object(s) and press bD again to release it. yrF Repeat last Find or Change yrG Change the grid scale Grid is use recommended, it automatically aligns objects the grid (Snap-to-Grid active). If the original LineDef or Sector was not aligned, switch to Vertex mode to align each Vertex. A grid size of 8 is recommended for most work. Use a larger grid when making beginning large areas. (If the program aligned the LineDefs/Sectors by itself, Vertexes could be overlaid.) yrH Toggle display grid (hides the grid) yrI Toggle display object information Show the information bottom bar while editing. Show texture pictures while editing. Speeds up display and shows more of the Map. yrJ Jump to a specific object #. yrK Bring up thing masK menu. Select the items you want to display by clicking on the boxes. yrL Switch to the LineDefs/SideDefs editor. yrM Mark/unmark current object (select) If you don't have a mouse, select an object by pressing bM. Move the cursor over the object until it lights up then press bM. To unselect it, press bM again. yrN Jump to the next object. yrO Copy group of objects selected. After all the objects have been selected, press bO to make a copy. Then bdrag the duplicates to the location desired using the Right mouse button. yrP Jump to the previous object. yrR Toggle display ruler yrS Switch to the Sectors editor. yrT Switch to the Things editor. If you press T when you are already in THING mode, the display switches to display the actual Sprite! Press T again to switch back to plain circles. Any key press interrupts the display so you don't have to wait for a complete screen to fill up. If you accidently stopped the display, press C(lear) to redisplay. (The speed will be improved in the DPMI version.) yrV Switch to the Vertexes (vertices) editor. yrZ Zoom IN/OUT instantly. Zooms according to the limits set in speed options under Edit/Options. Instantly centers the object selected at the zoom value you selected. yr1...0 Set ZOOM level from 1 to 10 directly (1/1 - 1/10) yralt+C Center the Map at current size. yralt+Z Zoom to Extents. Make the map fit the screen. y b  y b Top Menu Buttons  y b  The five buttons on the top bar represent: yr+ Same as + command (zoom) yr- Same as - command (zoom) yrc Same as C command (clear) yr# Same as G command (grid) yrh Same as H command (hide grid) yrs Same as / command (Snap-to-Grid) y b  y b Bottom Menu Symbols  y b  On the bottom left there is a box with up to 3 symbols and the word bDelay. 1. The first symbol has indicates if the level has had any changes. a. Blank = none b. Smiley face= Things/Textures changed c. Diamond = Geometry changed. 2. The second symbol shows the status of the Auto Select option. a. Blank = not active b. Square with circle = active 3. The third symbol shows the status of the Auto Center option. a. Blank = not active b. Star Burst = active 4. The value after Delay indicates the time in milliseconds to delay refreshing the screen with a new map when scrolling (see b[] command). y b  y b Mouse buttons in MAP editing  y b  a w Left Button has multiple uses  yrLeft button 1. Mark/unmark the current object (select/unselect) Quickly press the Left button to mark or unmark object(s). Marked objects (speaker clicks and the object changes color) are all changed as a group when you make changes. The right side of the top menu bar shows the total number of objects currently selected. 2. Create selection box (same as Shift+Left mouse button). If the Left button pressed and held down for over 2/10* of a second, Select box mode is entered. *Change the delay in Zoom/Mouse/Map options under Edit. Move the mouse to change the size of the outline you see to encompass all the objects you want selected/marked. All the currently selected objects are cleared when you enter Select mode and the new objects in the Selection box are now active. All these objects can now be edited at once or moved/copied. If you do NOT have additive select active (see shift+F5 options), then pressing the Left mouse button for a long duration and then releasing it, is a quick way to clear current selections! 3. Add an object (same as Ins key). For Vertex and Things only, Quickly press the left mouse button twice in a row. You will Add an object of the current type. a y What does Selecting an Object do  The first time you click an object it is added to a list of objects to edit. All objects selected will receive the edit changes you are making or will be dragged or copied. You do bnot have to click to edit only one object. Move the cursor over the object to edit. When you see that it is selected, press Enter (or press the Right button quickly), select the options in the sub-menu and press Escape (or click the Right button) to exit. Similarly for copying or dragging only one object, make sure the object is automatically selected and press bO for copying it or press the Right button and hold down to drag. To unselect an object, click on it again or press bC to clear all. If you have turned Auto Select off by using the bA command, no objects are automatically selected as you roam the map. Turn it back on if you want to edit as described above. yrLeft button Direct Picture Editing Left clicking the Sector, LineDef or Thing picture displayed on the bottom, pops up the corresponding object images/texture selection menu. This is a fast method of adjusting the final look of a level! Only the object displayed is changed. Additional object you may have selected are ignored. You may wish to temporarily turn Auto Select of to keep the same object displayed on the bottom. yrLeft button Insert Vertices If you quickly* click the Left mouse button twice, bIns mode as described next is automatically entered. You may prefer this to pressing the Ins key. Press the Left button after you press bIns in Vertex mode to create Vertices for LineDefs. *Change the delay in Zoom/Mouse/Map options under Edit. a w Right Button has multiple uses  yrRight button 1. Edit the current/selected object(s). Quickly press the Right button to edit the current object(s). 2. Drag the current/selected object(s). If the Right button is pressed and held for over 2/10* of a second, drag mode is entered. *Change the delay in Zoom/Mouse/Map options under Edit. All the selected object(s) are dragged. Drag the object(s) selected by pressing the Right mouse button (and holding it down) and at the same time moving the mouse to the desired loca- tion. Release the Right mouse button to place it. If you have a group of objects selected (either by individually selecting them with the Left mouse button or by using the bShift+left button box select) they are all dragged at the same time. If you press and hold the Right mouse button when you are over a rNew object (it "lights" up) and it is not in the current select list), the new object is dragged and all the prior ones are dropped. 3. Change Edit mode. Quickly* clicking the Right mouse button brings up a sub-menu that allows you to change Edit modes. Select a new mode or Right click to exit. *Change the delay in Zoom/Mouse/Map options under Edit. yrRight button Insert Vertices Press the Right button to stop inserting vertices in Vertex mode (see above). The LineDefs are auto- matically closed. Press bEnd if you do not want to close the LineDefs. yrShift+Left button Select and mark a group of objects. (This is also activated if you hold the Left mouse button for over 2/10* of a second. *Change the delay in Zoom/Mouse/Map options under Edit. Drag a selection box around several objects and select them all at once. On large levels, do not select too many to prevent running out of memory (for now). y b  y b Mouse buttons in Menus  y b  yrLeft button Select the current name or number when the mouse is in the objects window. yrRight button Cancels the currently selected menu when clicked outside the area. y b  y b Menu Selections  y b  Items from a menu can be selected three different ways: yb1. Use the arrow keys to select the option and press Enter. yb2. ba. For menus without numbers in front, press the highlighted character (and nothing else). y bb. For menus with numbers in front, press the number (and nothing else). yb3. Use the mouse to select the item. Move the mouse cursur to the line and click the left button. To cancel the selection, press Esc or click the right mouse button. y b  y b Automatic Selection  y b Difficulties  y b  If you have automatic object selection turned on (bA), objects automatically get selected when you get close to them. Some Sectors may be difficult to select if they have irregular shapes. Switch to LineDef mode, select a LineDef and switch back to Sector mode. You can also Jump to a Sector (or any object) with the bJ command. If you have extra Sectors in one location, you will also have trouble, but in that case you have to delete the extra Sector. Run F10 Check to get rid of the extras automatically. x yPlease review the F1 help for each subject. x y End of Section  //------------------------------------------------------------------------- ||EXE //------------------------------------------------------------------------- B y  B y Help Options when loading DeeP  B y  xyDeeP [-m ] [-n] [-fc] [-fm] [-f ...] [-p ] [-bgi ] [-v ] [-config ] [-h ] yThe b- commands are used for temporary overrides ywhen you start bDeeP. The name surrounded by the yparenthesis b(..) followed by b= is used in the ybDeeP.INI file to set the same option permanently. yIf no () are shown, it's the same name. Example : ybMain = c:\Doom2\DOOM2.wad defines the main IWAD. c  CxReview the notes in the DeeP.INI file for more info. c  yb-n (noload) Temporarily suppresses automatic DeeP restart. This clears all prior PWAD file names and all file additions. Used to start over again! Use this in the Shareware version to CLEAR all the current levels you have read so you can start over again if you've exceeded the file limit of 3! The bReset Level option under File also resets all file additions to none. See automatic restart options under Edit. yb-bgi driver Set the default video driver (*.BGI file). You should only have to do this if you have a non- VESA video BIOS and/or have a newer driver for your video board. Use the name bVGAONLY for normal VGA, that is, use this if you can't run the default VESA SVGA. ALL of the colors can't be displayed in VGA, so the textures look weird. yb-config name New name of the config file (DeeP.INI). This is handy to keep preconfigured options that you switch between often. If you have both DOOM and DOOM II, create a batch file for each version using different config files pointing to a different DOOM main wad file. This reduces disk space requirements. If you use only one copy of DeeP to edit both DOOM and DOOM II, the last files you were editing might be for the wrong version. If you did not want that to happen, use the -n option to clear the status of all saved files. (This will not occur if you run DeeP from different directories.) In one batch file you might enter: bDeeP -config DeeP.ini  (for DOOM) and then bDeeP -config DeeP2.ini (for DOOM II) Each time you change the name of the DeeP.INI file, it is saved in DeeP.CFG. Thus if you start DeeP and do not override with a -config command, the last name you used is automatic- ally read. Remember this when you use batch files to edit both DOOM and DOOM II levels and you then directly run DeeP, bypassing your batch files. yb-f (file) file1.wad file2.wad ... Add patch wad files to load. If no path is specified, a path is added (see PATCH). The b.wad extension is automatically added if no b. is used. (This also erases all prior saved PWAD information.) We may get rid of this option, since it is no longer as useful with the new save options. yb-h (help) C:\doom2\deep.hlp Name/location of the DeeP.HLP file. Default is DeeP.HLP in the current directory. yb-m (main) C:\DOOM2\DOOM2.WAD Name/location of the main IWAD file. This file determines DOOM or DOOM II support. For HeeP it set Heretic support. This path also determines the location of DOOM(2).exe or Heretic when testing a level. yb-p (patch) Patch file default directory for reading patch PWAD files (C:\Doom). Default is current directory. This directory name is automatically added to any file name if you do not supply one. yb-v # (video) Set the default video mode number (resolution). Experiment with this to see if your monitor is readable at higher resolutions ( 800x600 looks nice on many 15" monitors ). xyA r'+' ybefore the options reverses on/off options. x y End of Section  //------------------------------------------------------------------------- ||FILE //------------------------------------------------------------------------- B y  B y File [Alt-F]  B y  p y DeePbsp  You may have to adjust your system to work with DeeP's Borland DPMI manager. Do not use QEMM's QDPMI (in CONFIG.SYS). You probably don't need it. Also you have to have HIMEM.SYS in CONFIG.SYS and FILES=20. Be sure to test before saving from DeeP! Please read README.DOC and README.1ST. If DeePbsp fails for any reason, you will get the message on returning that the file you saved is not a WAD file. The file is probably -0- in length. Copy the ~DeeP.wad or ~HeeP.wad back to the name you wanted so you now again have a copy of the last level you changed. Do NOT edit the temporary names above!!!!! DeePbsp will fail if you have overlapping vertices/LineDefs, so be sure to run the check for this in DeeP. y b File Name Length  The largest path name for any file is 42 characters! This includes the drive speci- fication "C:\". For example: C:\DOOM2\DeeP is 13 characters long. The default path is always added to any file you read or write, so don't forget to count it. ybNew Level Erases all information so you can create a level from scratch. It is suggested to increase the screen refresh delay to at least 50 (see [] commands) to keep the map from flying all over the place. You may also want to set this for small levels or if you are running a very fast system. ybRead PWAD Read a new wad patch file. The default directory is set by the "patch" option. If not set, the default follows DOS rules (usually where you started DeeP). The level edited is automatically set to the first one found. y The characters b.WAD are automatically y appended if no b. is found. ybSave Save the level as a PWAD file. Enter the name of the file, including the complete path. If no path is given, the file is stored in your current directory. Press Esc or Cancel to not do anything. If a file has been Read in with the same save name it is renamed with the .BAK extension. If you save to an existing name, but that file has never been read, the file is overwritten. DeePbsp should be run if you have changed any of the map's geometry. You can ignore this if you do not intend to play right now, but want to go to bed (it is late). pyThe Shareware version saves up to 2 files. with different names. The .BAK name counts as a name. If you read in 2 levels and save using a different name, the maximum is exceeded. pyThe Shareware version does not save grouped PWADs. pyThe Registered version saves up to 32 files and directly saves a grouped PWAD. pyClear the REJECTS If you do not clear them, the existing REJECT information is copied. This is OK for slight tinkering with existing DOOM levels, but not recommended for big changes. The REJECTS are not always cleared to give you freedom to experiment easier. (DeePbsp only only copies REJECT data to make this easy.) We haven't verified the current information on REJECTS (too busy getting all this together), but know that there's more to it. We have cleared the REJECT information on some existing levels and they quit working, with lots of Hall of Mirror (bHOM) errors! When we rebuilt the level with DeePbsp, it all worked again (with a cleared REJECT), leading us to suspect that perhaps the REJECT is a also a workaround for? We have discovered that the REJECT information is required for some levels to keep DOOM from crashing! If you have a level that crashes, yet you can't find anything wrong, try using the forced BUILD nodes command and clear the REJECT to bFF. If your level no longer crashes, you need to run a REJECT program or reduce the number of enemies. pyDeePbsp will work on any PWAD file, just remember that it bdoes not clear the REJECT. DeePbsp will fix many levels built by other node builders that have bHOM errors. It is almost 100 percent reliable. Some errors we've had in the past, turned out to be DOOM coding errors (such as exceeding the number of visible SideDefs). Even DOOM II will get the message "exceeded number of visible planes" (or something like that) for some monster levels we've built. Reduce the number of LineDefs and simplify the area if you run into bHOM errors. Use the Grid feature when possible to minimize problems. ybSave As ExMx Save the level with a different level number. Select the level and the rest is the same as above. ybEdit Level Select a different existing level to edit. ybReset Level Erases all PWAD information and resets all levels to the main IWAD. ybBuildNode Save the level and always rebuild nodes. If you changed the Reject, the SaveRejectMask prompt will also appear. ybBuildNodeAs Save the level with a different level number and always rebuild nodes. If you changed the Reject, the SaveRejectMask prompt will also appear. ybSaveRejectMask You are given the following options: awReject Mask awSkip every How many to fill with Pattern. awPattern  Pattern to fill the rest with. 255 selects all (0xFF). Clear to 255 (bFF) or any pattern you like for TESTING or to have random fun. Once you change either value from the default value of 0, this prompt appears each time you build nodes. To get rid of the prompt change it back to 0/0. A skip value of 0, writes all the pattern. A skip value of 1, writes one "00" then your pattern, "00", pattern, etc. This is 50% pattern coverage. A skip value of 2, writes two "00" then your pattern, etc, this is 33% coverage. The Pattern also controls which sectors get activated. For example 15 (b0F) with a skip of 0 is also 50% coverage in a different way. This is useful to debug your level. With FF, you can wander around the level with all the monsters and yet you do not have to fight them off all the time (most of the time). In addition, this is a check to see if the enemies are causing problems in your level. Some patterns may cause Invisible Barriers? ybTest Level pyRegistered only Load DOOM(II) or HERETIC and play a level you have saved. a  aw DOOM and HERETIC can thrash your memory,  aw either due to DOOM errors or mistakes in  aw your Level.  aw  aw We therefore recommend to cold-boot (push  aw the reset switch every once in a while to  aw minimize unexpected failures in DOOM,  aw HERETIC, DeeP or HeeP!  aw  The parameters -devparm -file yourfile.wad -warp xx are automatically created. You may enter up to 80 additional characters. For HERETIC -DEBUG is temporarily also a default, since this fixes 32-bit granular overflow errors. The normal startup screen does not appear when this is used. Enter or change the testing options to what you normally use. These are saved for the next time. If you experience testing problems, try turning of the BIOS shadow first. HERETIC is touchier than DOOM on one of our machines. It works fine on one, yet constantly crashes on the other, with the same PWAD file?? The skill level displayed by HERETIC is one less than the actual number you entered. Type any external PWADs you want added first, followed by your normal test options. The additional PWADS add extra graphics and sounds to your level (do not enter your test level). For example: (all on one line, can't do here) aw CHOOKV23.WAD CHKSTUFF.WAD  aw -skill 3 -nomonsters  If you have DOOM and it's 1.666 or later, turn on the Response File option. This allows you to bypass the limitation of how much information you can pass to DOOM from DeeP (DOOM II and HERETIC are automatic). We do not have any systems with only 4MB but it should work ok, since only about 7kb is taken. Upon exit, you return to DeeP and everything is restarted if you set the option to reload. (see Edit help) p y  p y DOOM cheat codes  p y  During play, type the codes in with the keyboard. A message displays on the top showing the cheat mode. I = DOOM only II= DOOM II only ybidbehold Displays a menu on the top line, enter: S = strength V = Invulnerability I = Partial Invisibility A = Full AutoMap R = Anti-radiation suit L = Light amplification visors ybidchoppers Chainsaw ybidclev## Warp (episode/mission) ybidclip IIWalk through walls ybidspispopd IWalk through walls ybiddqd God Mode ybiddt Toggles Automap (in automap) ybidfa Full Ammo ybidkfa Full Ammo, weapons, keys, armor ybidmus## IIChange music (episode/mission) p y  p y HERETIC cheat codes  p y  During play, type the codes in with the keyboard. A message displays on the top showing the cheat mode. ybkitty Walk through walls ybravmap Shows entire map (map mode) ybmassacre Kill all monsters on level ybskel All keys ybrambo All weapons, ammo, armor ybquicken GOD mode ybponce Full health ybshazam Weapon Power Up ybengage## Warp (episode/mission) ybgimme Menu, select item and quantity a = Ring of Invincibility b = Shadowsphere c = Quartz Flask d = ? e = Tome of Power f = Torch g = Time Bomb Ancients h = Morph Ovum i = Wings of Wrath ybPrint pyRegistered only Print the level to printer or a file (see below). A file is saved in the current DeeP/HeeP directory. You can type in any legitimate path name, for example, C:\mymaps\map01.hgl ybeXit Exit the editor. Prompts to Save the file if changes have been made. y b Printing Maps  The map printed is exactly the same as currently displayed on the screen. So if you zoom, you get the zoomed version, scroll right and you get the section shown. All maps print the level as shown on the screen with three variations. Each type is automatically selected by the edit mode (Things, LineDefs, Sectors). ybThing mode : Things are shown with an X on the map. ybLineDef mode: Two-sided LineDefs are printed darker. ybSector mode: Just the map. If the grid is turned on, it is superimposed as dotted lines over the map at the grid size active. ybPrint Operation If you have an HP printer that supports the HPGL language, you can print directly to the printer. If the printer prints characters and numbers(e.g.,PD12,55), the printer does not support HPGL. If your printer doesn't work directly, chose a file for output. Then import it into Word for Windows as an HPGL (.HGL) graphics file. Set the page to landscape and maximize the margins. Use insert picture to put the map in a word document, importing as HPGL of course. You can then print the file from Word,using Windows' print drivers for your printer. You need Word's graphic import filter for .HGL installed (one of the options on Word setup 6.0a graphic filters). Download an upgrade for FREE from Microsoft if you have 6.0. (See the About Screen for the version). This has been tested with Word 6.0a. Corel PhotoPaint can also import it, but it's pretty lousy. If you know of others, let us know and we'll include it here. On some computers, you may get an error after printing for a while. The message is out of our control, just reply Y to retry. If you are out of paper, put some more paper in! We can't control this right now, it's a dumb compiler problem, it won't tell us there is problem with printer! x y End of Section  //------------------------------------------------------------------------- ||EDIT //------------------------------------------------------------------------- B y  B y Edit [Alt-E]  B y  ybCopy Object(s) O Used to copy (groups of) Things, Vertices, LineDefs and SideDefs, or Sectors. After pressing bO move the copy to the location desired by pressing the Right mouse button and moving the cursor. When the Right button is released, the objects are moved. The same objects can be move again. Press bC to clear the selection. You can also clear them by holding down the Left mouse button (that creates the select box) for over 1/2 a second and then release it. While dragging, you can also press Esc to clear them all. This also cancels the drag. The copied objects still exist. You can't see them because they are on top of one another! ybAdd Object (Same as bIns key) Be careful to not insert multiple Sectors at the same location! The check will catch this as Sector not closed messages, but it will not be obvious to you. See Ins in Sector mode below. New Sectors use the default values you set in Texture defaults. Also refer to the documentation of the bIns key for some more information. y rIns Vertex mode This creates the LineDefs/SideDefs/Sectors for a level. You can also start Insert Mode by quickly pressing the left mouse button. Insert Mode continues until you stop it with the Right Mouse button (the normal method), press the bEsc or bInskey. If have made some lines already, press either of these again to exit. SideDefs and Sectors are automatically created if Auto Insert Sector is turned on in Options. There are two variations in Vertex mode: b1. If 1 or no vertex is selected, press the Left mouse button to create Vertices/Line- Defs. if 1 vertex is selected, the next vertex is automatically connected to the one selected. Use this method to connect multiple areas. Draw over an existing LineDef of the old area to automatically make the old LineDef 2-sided and make the new sector share the same characteristics as the one you are connecting to. Each time the Left button is pressed a Vertex and a LineDef is created (if you have 2 or more vertices). a y Joining Areas  If you are joining areas, move the cursor over an existing vertex in the area to join. Make it select (bottom box shows it, and the vertex lights up/sound) and then press the left button. The existing vertex is now selected and joined to the prior vertex. Go over the existing LineDef to make it 2-sided somewhere in your creation path. If you miss, manually move the vertex by dragging it on top of the other one (stop insert mode first by pressing Mouse button 2). The current grid is used to align vertices (Snap-to-Grid active). A grid of 8 is recommended. Move an existing vertex to make it line up if you can't match because the grids misalign it. a y Splitting Lines  If you place a vertex directly on top of an existing line, the line is auto- matically split. b2. If exactly 2 vertexes are selected, a new LineDef connecting the two is created. Insert mode automatically ends. This is mostly used for odd situations where you are connecting two separate areas or you are fixing a mistake. Press the Right button to stop inserting. The last two open vertices are connected. creating the last LineDef to close. The SideDefs and Sector is automatically created (unless you turned Auto Insert Sector OFF). If you do not want the LineDefs closed, press the bEsc key. A check is made to see if any obvious overlaps exist. The check can be turned off in Edit Options for faster operation. If you press bC, the command is immediately stopped and no SideDefs and Sector are created. When creating an area, you should end up with all the LineDefs forming a complete loop. All the arrows should point the same way. y r Rooms and Objects  Draw Rooms clockwise. An inner New sector is created. Draw Objects inside a room counter-clockwise. The room Sector is assigned to the LineDefs made. If you do this outside a room, a brand new Sector is assigned. This is initially not correct, but DeeP assumes you know what you are doing! You will fix this of course. This results in a Sector not close message if you forget. Flip the LineDef (F8 Misc menu) to correct any errors. LineDefs that do not loop result in Sector not closed messages. Also LineDefs that butt heads (they do not all go the same direction) also cause Sector not closed errors (if not 2-sided). If the ends do not touch, use method 2 above to connect the opening or select one of the vertices and drag it on top of the other one. Reply yes to merge them together (works only if you haven't turned the check off). If you didn't use Auto Insert Sector, complete the unfinished area by selecting all the Line- Defs (or outline a complete bclosed area). Then switch to LineDef mode (press bL) and press bIns again to create SideDefs and a Sector for the area just made. y rIns LineDef mode In LineDef mode when a group of LineDefs are selected and you press bIns a new Sector is created and one SideDef in each LineDef is bound to this Sector. The edit mode will switch to editing Sectors. Normally, SideDef1 already exists, so it adds SideDef2 to all the sides and makes the Line- Defs 2-sided with no textures. If SideDef1 did not exist, it adds SideDef1 and nothing else. y rIns Sector mode Use this to create a new Sector that you are going to manually reference with a SideDef or to replace a Sector that was manually deleted in the SideDefs and now you want it to have a different sector. This is normally done, when you can't change the existing Sector, since it is shared by other enclosed areas (you would change all of them), so a new one is created. The LineDef/ SideDefs involved are manually changed to point to the new Sector. Select and modify LineDefs by using the Del key to get rid of Sectors/SideDefs you don't want and add new ones back in by pressing Ins. You may also want to change the references to SideDefs or Sectors to -1, the same as deleting them, with the advantage that you can tailor each individually without any danger of loosing it all! y rIns Thing mode A new Thing matching the current object selected is created. ybDelete Object Same as bDel key. Press the Del key again to confirm the deletion. ybClear Selection Same as pressing C to clear or hold the left mouse button down for about a second. ybThing Filter Mask K Clear/Mark the boxes to display or not display the items shown. For example to display everything for skill level 1, unmark levels 3 and 4-5 and leave everything else marked. awAll the options below are saved in the file  awDeeP.Cfg. This file is automatically created awthe first time you start DeeP. If this file  aw gets damaged, delete it and restart DeeP!  ybTexture Defaults F5 Changes the default values for wall, floor, and ceiling textures, and floor and ceiling heights. ybLoad Options/Etc altF5 The following options are toggled as shown: aySound Selection Sound when object is selected. aySound Errors  Sound when an error occurs. ayOverLap Check  Perform an overlap check every time vertices move. Disabling this speeds up editing large levels at the risk of missing mistakes you make. aySelect Object0  Select object 0 the first time. ayAdditive Select Add currently selected objects to all in the current select box. ayAuto Start  Automatically restart DeeP in Edit mode, Use -n when loading to temporarily suppress. ayAuto Load  Automatically reloads the last PWADs you were editing. Use -n when loading to temporarily suppress. ayGrid Dashed  Set grid lines to be dashed or solid lines. aySelect Dashed  Set select box lines to be solid or dashed. ayInfo Objects  Display text information about objects. bI toggles, this is for the mouse only user. ayInfo Picture  Display textures and things in picture form. bI toggles, this is for the mouse only user. ayAuto Insert Sector Automatically insert SideDefs and Sectors when you create LineDefs in Vertex Mode. If you do not have this active, create the SideDefs/ Sectors in LineDef mode by selecting the LineDefs and pressing the bIns key. ayThick Lines  Increase the line thickness to 3. Useful when you use large monitors at high resolutions or use a white background. ayResponse File  When testing, create a response file. This is always done for DOOM II and HERETIC. DOOM 1.666 and later also supports this. (See Testing help under File help). ybZoom/Mouse/Map Opt F6 Set your preferences for : ayPalette Number Adjust for you monitor. Loads a different palette from the IWAD. 1 through 8 are redder. 0 and 9 are similar. 13 is green. More stuff in the future. Adjust to your viewing pleasure. ayObject Select Range Determines the sensitivity to selecting objects near the cursor. ayRuler Circle Radius Set the circle radius for the ruler. Three circles are drawn. The value given is the outer circle. Each inner circle is 1/2 the prior size. A size of 0 is no circle. ayThing Fill Pattern You can change the pattern display of the Things to one of the following values: ³ 0 ³ Thing Color Transparent ³ 1 ³ Solid fill ³ 2 ³ --- ³ 3 ³ /// ³ 4 ³ ///, thick lines ³ 5 ³ \\\, thick lines ³ 6 ³ \\\ ³ 7 ³ Light hatch ³ 8 ³ Heavy crosshatch ³ 9 ³ Interleaving lines ³ 10 ³ Widely spaced dots ³ 11 ³ Closely spaced dots ayMap Scroll Speed Determines the amount the map moves when the cursor touches the edges. ayMouse Sensitivity Set how fast the cursor moves. First time is the original value. ayMouse Click Speed Sets the double click speed in Milliseconds (ms). This also determines how long a button has to be held to enter drag or select mode. Increasing this, makes "selection" slower. Experiment to fit your click style. ayLower Zoom The lower zoom limit when Z is pressed. The lower limit is less than the normal - limit. ayUpper Zoom The upper zoom limit when Z is pressed. ayVertex Arrows Places direction arrows in Vertex Mode. aySnap Cursor Cursor automatically follows menus. ayExpert Mode Turn this on to not have confirmations for deleting anything nor a warning when you flip SideDefs. It's up to you to catch loose fingers. ybMouse/LineColors ayMouse  The color of the mouse. You must restart DeeP to see the change. Since the mouse is "trans- parent" the colors vary depending on the background choosen. ayMouseEdge  Select the color of the mouse edge. (note as above). ayMenu Color  The background color for all menus. ayMenuHilite  Select the color of the menu hilight character(s). ayDragging  The color for dragged objects. aySelect Box  The color of the select box. ayHiLight  The color for automatic hilighting of active objects. ayInsertVertex  The color of lines inserted. ayVertex Square  The color of Vertex dot. ayGrid  The grid color. ayRuler  The ruler color. ay2-Sided LineDef The color of 2-sided LineDefs. ay1-Sided LineDef The color of 1-sided LineDefs. ayBackGround  The screen background color. If you change the background color, be sure to change the color of the LineDefs so they show up (and any others as appropriate). For example if you make the background white, then the 1-sided should be black and the 2-sided darkgray. ayBackGround Things The screen background color when displaying Thing pictures in Thing mode. Switch to any color you like. Normally a lighter color displays better, but each to his own taste. ybPalette Colors altF7 Select and set the color value for the 16 primary color selections. This changes the values available in Mouse/Line Colors above. It also changes those not directly set any- where else. If you get lost, delete DeeP.CFG and start over or use the following settings: The DOOM and HERETIC settings are for the respective games. The HERETIC information is to make the menus look like they are supposed to. DOOM HERETIC Black = 0 0 Blue = 202 197 Green = 118 216 Cyan = 194 200 Red = 180 155 Magenta = 253 172 Brown = 70 79 LightGray = 88 26 DarkGray = 95 19 LightBlue = 196 201 LightGreen = 114 223 LightCyan = 193 184 LightRed = 176 161 LightMagenta= 250 173 Yellow = 231 144 White = 4 35 SpareColor1 = 95 19 (extra choice for anything you like) SpareColor2 = 196 2-1 (..... same .....) x y End of Section  //------------------------------------------------------------------------- ||SEARCH //------------------------------------------------------------------------- B y  B y Search [Alt-S]  B y  ybFind/Replace F4 y bFind ayLineDef Type Find any LineDef type. Use this when con- verting a DOOM level to DOOM II. ayLineDef Tag Find LineDef with the tag entered. aySector Tag Find Sector with the tag entered. ayThing Id Find any thing object. ayFloor Texture Name Find any Floor/Ceiling texture. ayWall Texture Name Find any Wall texture. y bReplace ayReplaceThing Id Find any Thing object and replace it with a different one. The percent replace option, replaces the percent Things matching. Use this to add new Things from DOOM levels converted to DOOM II or just for fun. ayReplaceFloorTx Name Search for any Floor/Ceiling texture and replace it with a different one. ayReplaceWall Tx Name Search for any Wall texture and replace it with a different one. ybRepeat last Change or Find Perform the last command again to find the next match. ybNext Object (N) Go to next object. ybPrev Object (P) Go to previous object. ybJump to Object # (J) Go to a specific object number. ybSearch Help ctl+F2 Enter a string to search for in the Help. Press F3 to look for the next match in the Help (while the Help Screen is displayed). x y End of Section  //------------------------------------------------------------------------- ||MODE //------------------------------------------------------------------------- B y  B y Modes [Alt-M]  B y  Changes current editing mode B   y b Thing Mode T  y b LineDef & SideDef L  y b Vertices V  y b Sectors S  y b Next Mode Tab  y b Last Mode Shift-Tab  B   y   y x When shifting modes using Tab  y x or Shift-Tab, all selections  y x you have made stay active.  y   y x Using one of the Letters to  y x switch modes, may lose the  y x current selection if it's not  y x the same as using the Tab  y x command.  y   y   Please see ? help in the beginning for basic definitions of the above objects. y b LineDef & SideDef L  The following 2 character abbreviations are used in the LineDef type descriptions: The first letter : bD Door - a door, duh.. bS Switch - a switch, same.. bW Walk - walk across to activate bG Gun - shoot to activate The second letter : bR Repeatable - works every time b1 One time - works only once The following abbreviations are used in the shortened type name : bO Door stays open bC6 Door closes after 6 seconds bF Door opens fast bS Stays open when shot bCe Floor rises until it reaches the ceiling bNe Floor rises/lowers until it reaches floor height of adjacent Sector. bT Same as Ne, but the texture and type of Sector are also changed. b<> Modifiers for Ne, Ce and T to indicate where the it stops, < means below a floor and > means above a ceiling. x y End of Section  //------------------------------------------------------------------------- ||MISC //------------------------------------------------------------------------- B y  B y Miscellaneous [Alt-I]  B y  The options available vary according to the editing mode. The second option is the same for all editing modes. y2. bFind First Free Tag  Locates the first tag number that has not yet been used in this map. This always automatically shown when you enter a new tag as the number between (). The rest of the options vary by mode as follows: b yThings Mode y1. b Rotate and Scale Thing(s)  Move marked Things by the degree of rota- tion and a percentage scale. This is the same as b< > which is a quicker way to Enter Scale/Rotate mode. b yVertices Mode y1. b Rotate and Scale Vertices  Move marked Vertices by the degree of rota- tion and a percentage scale. This is the same as b< > which is a quicker way to Enter Scale/Rotate mode. y3. b Delete Vertex and join LineDef(s)  Deletes the marked vertex and joins Line- def(s) that were previously connected to the vertex. y4. b Merge several Vertices into one  Same as #3 above, with multiple Vertices. y5. b Add LineDef & Split Sector  You must mark exactly TWO Vertices from the SAME Sector before calling this command. This adds a LineDef and a new Sector. See Vertex Ins mode for a second way to do this. b yLineDefs/S SideDefs Mode This can also be done by drawing a LineDef from one side to the other. When you end by pressing the Right mouse button, DeeP asks if you want to split the Sector or make the LineDef 2-sided. b yLineDefs & SideDefs Mode y1. b Rotate and Scale LineDefs  Move marked LineDefs by the degree of rota- tion and a percentage scale. This is the same as b< > which is a quicker way to Enter Scale/Rotate mode. y3. b Split LineDef (add new Vertex)  Splits the selected LineDef(s). y4. b Split LineDefs and Sector  Splits the selected LineDefs by adding a vertex at the midpoint, connecting the new Vertices with a LineDef which divides the original Sector. See Vertex Ins mode for a second way to do this. y5. b Delete LineDefs and join Sectors  Removes the selected two-sided LineDef(s) that divide Sectors and makes them into a single Sector. y6. b Flip LineDef and Swap SideDefs  Flips the LineDef(s) start and endpoints. Also swap the SideDefs. This reverses the 1st and 2nd SideDefs. This alters the Sector references, what was on one side is now on the other side. Normally, you wouldn't do both, unless you have big plans in mind. DEU does both at the same time, so that's why it's here. y7. b Swap LineDef SideDefs  Swaps SideDef(s) 1 and 2. This swaps the Sectors assigned to each side, so check that the Sectors match correctly! y8. b Flip LineDef Vertex Only Flips the LineDef(s) start and endpoints. y9. b Align Textures (Y offset)  Align the textures on the Y offset. The first LineDef selected is used as the reference point. This is for Up/Down (Y) alignment. y10.b Align Textures (X Offset)  This is used on a group of LineDefs that follow each other. Select the LineDefs in sequence, one following the next. If you ignore all textures, each time the texture name changes, the alignment is reset to 0. The first LineDef selected is used as the reference texture. This is for left/right (X) alignment. y11.b Make Door from 4 LineDefs  You can also use the Object menu to make a predefined Door, if you prefer. Select 4 LineDefs that will be come the 4 Door sides and then activate this function. The LineDefs, Ceiling height, textures, etc... will be modified accordingly. The 4 LineDefs are required to be 4 types as shown below. The * represents the arrow or the direction of the LineDefs. The LineDefs butt heads at the *. ³ *ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄL1ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ³ ³ L4ÄÄ ÄÄL2 ³ ³ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄL3ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ* ³ L1 and L3 are counter clockwise. L2 and L4 are clockwise. p y Working with 4 Existing LineDefs  If you have 4 existing LineDefs, but one of the Door sides is oriented in the wrong, direction, use Misc Flip LineDef to fix. Don't mess with the sides. They should be going in opposite directions already, like in a hall. If you flip them, you may have to fix what they connect to also! It doesn't matter if all the SideDefs exist already or not. 1. Go into LineDef mode and select the 4 LineDefs L1, L2, L3, L4 (Left mouse click them one at a time.) 2. Select Misc, Create Door from 4 LineDefs. 3. You are done! p y Working with No Existing LineDefs  We're going to assume you have a hallway already and want to put a door in it. This is what you have so far, it doesn't matter where they start or end. ...ÄÄÄÄÄÄÄL1ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ...> some hallway <...ÄÄÄÄÄÄL2ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ.... Snap-to-grid normally helps place the vertex on top of a LineDef. However, if the LineDef runs at a slant, it may be easier to turn snap-to-grid off (/) so you can place it wherever you want it. Go into Vertex mode and Press Ins: 1. Place your first vertex right on top of L1 where you want the door by pressing the Left mouse button. Move over to the right (width of door) and Left click again to place the second Vertex. Press bIns key to finish (to prevent a 2-sided LineDef from being created). 2. Place your third vertex right on top of L2 where you want the door by pressing the Left mouse button. Move over to the right (width of door) and Left click again to place the fourth Vertex. Press bIns key to finish. This is what is should look like now: 1 2 ...ÄÄÄÄÄÄÄL1ÄÄÄÄÄÄÄÄ>ÄÂÄ>ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ...> some hallway <...ÄÄÄÄÄÄL2ÄÄÄÄÄÄÄÄ<ÄÁÄ<ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ.... 4 3 3. Place your cursor right on top of the vertex 3 and press the Left mouse button. a. Move on top of vertex 2, Left Click. b. Move on top of vertex 1, Left Click. c. Move on top of vertex 4, Left Click. d. Move on top of vertex 3, Left Click. Press the bIns key to finish. 4. Press the Right Mouse button (or Ins) again to exit Vertex create mode. Here's where you should be: 1 2 ...ÄÄÄÄÄÄÄL1ÄÄÄÄÄÄÄÄ>ÄÂÄ>ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ...> ³ a ³ some hallway dij ³Äc ³ b ³ <...ÄÄÄÄÄÄL2ÄÄÄÄÄÄÄÄ<ÄÁÄ<ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ.... 4 3 5. Go into LineDef mode and select the 4 LineDefs a,b,c,d: (Left mouse click them one at a time.) 6. Select Misc, Create Door from 4 LineDefs. 7. You are done! There are other ways to get here, but this is the easiest. If you do not draw the LineDefs as shown, let's say you did only c, you'll have to fix the sector reference for SideDef1, since it created a new one. The method shown, automatically picks up the correct reference sector from a or b, the ones we drew on top of, so the bottom of the Door Sector is correct. y12.bMake Stair from 2 LineDefs Select 2 LineDefs that will be come the Stair sides and then activate this function. The LineDefs, Ceiling height, textures, etc... will be modified accordingly. The word bBOTTOM indicates the bottom of the stair default. Reply Y to the next prompt to make the bottom the TOP! Enter a negative value to make the stairs go down. This is similar to reversing the stair direction, but the steps are created for going Down instead of Up. You are need to check that the stair did not overlay some existing area. Sometimes you may need to fix the final sector, if the steps end up overlaying an existing LineDef. The TOP of the stair changes the floor height of the old Sector! So anything that that connects to the old sector should be raised to match the new floor. Make the stairs first to avoid extra work. b ySector Mode y1.b Rotate and Scale Sectors  Move marked Sectors by the degree of rota- tion and a percentage scale. This is the same as b< > which is a quicker way to Enter Scale/Rotate mode. This will NOT move the "Things" in the sec- tor. After rearranging the Sector, you may have to go into Things mode and select them and do the same rotation/adjustment on them. y3.b Make lift from Sector  Select the Sector that is to become the lift and then activate this function. The LineDefs,textures, etc... will be modified accordingly. y4.b Distribute Floor heights  This function takes the difference in floor heights between the first and last Sector selected, divide it by the number of sec- tors in between and then distribute the result across the floor heights of the in- between Sectors in the order selected. This is useful for setting floor heights on stairways. You should start with the sector that has the lowest floor desired and end with the sector with the highest floor. Do NOT accidently move the cursor when you select this option or you may select a Sector and get out of the sequence chosen! y5.b Distribute Ceiling heights  This function takes the difference in ceiling heights between the first and last Sector selected, divide it by the number of Sectors in between and then distribute the result across the ceiling heights of the in-between Sectors in the order selected. This is useful for setting ceiling heights on stairways. You should start with the sector that has the lowest floor desired and end with the sector with the highest floor. Do NOT accidently move the cursor when you select this option or you may select a Sector and get out of the sequence chosen! y6.b Distribute Sector Lighting  This function takes the difference in lighting between the first and last Sector selected, divide it by the number of Sectors in between and then distribute the result across the lighting of the in-between Sectors in the order selected. This is useful for setting gradual changes in lighting in moving from area to area. You should start with the sector that has the lowest lighting desired and end with the sector with the most lighting. Do NOT accidently move the cursor when you select this option or you may select a Sector and get out of the sequence chosen! x y End of Section  //------------------------------------------------------------------------- ||OBJECT //------------------------------------------------------------------------- B y  B y Object Insertion [Alt-O]  B y  A rRoom is outside a Sector. An rObject is inside a Sector. No part of the created object may cross any existing lines. After the object is made you can Drag the object (hold the right mouse button) to the correct location and release the button to place it. Failure to move the object results in Sector not closed messages. If you have a crescent shaped Sector and you want to make a room, but keep getting the "you need to be outside a sector" message, move away from the crescent, make the room and then drag it back. This is easy to do. MAP01 is a good example of this slight problem. We compromised between speed and accuracy. It takes a LOT longer to be exact. b yROOM - Outside A Sector ybInsert a Rectangle Enter the width and height (length) of the rectangle and DeeP automatically inserts the Vertices, LineDefs+SideDefs, and Sector at the current pointer location. This is adding a rectangular room. NOTE: If you press "Ins" after inserting the rectangle, a new Sector is created outside the rectangle and changes the walls to transparent. This makes it 2-sided. You are responsible for making the Sector references match up. That is, you have to match the Sector number of SideDef2 to the "other" room you have to create around it. ybInsert a Polygon (N-sided) Enter the number of sides and a radius and DeeP automatically inserts the Vertices, LineDefs+SideDefs, and Sector at the current pointer location. You can create anything from a triangle to a 32 sided polygon. This is adding an N-sided room. NOTE: If you press "Ins" after inserting the rectangle, a new Sector is created outside the rectangle and changes the walls to transparent. This makes it 2-sided. You are responsible for making the Sector references match up. That is, you have to match the Sector number of SideDef2 to the "other" room you have to create around it. p y  p y Vanilla Stuff  p y Pools  p y Pedestals  p y Teleporter Pad  p y Ceiling Lights  p y  b yOBJECT -Inside A Sector The following additional options are available for both Rectangle and Polygon (Pool value). Options 1, 2, and 3 make a 2-sided object for you. 0 = Normal vanilla shape, (a column) 1 = Sunken Pool, (a recessed floor area) 2 = Raised pedestal, (a podium) 3 = Lights, (a pedestal hanging from the ceiling and a pedestal on the floor) The Depth/Height, sets how deep a pool is and how high a pedestal is. The maximum amount you can walk over is 24. The same value is used to set the light box size and pedestal combo. Ignore the Depth/Height for a type 0, Normal. You can tinker with the light sector, make it extend down and now you have a wall with a see-through gap! We suggest you make each of these objects in a sector, see what they look like and then modify the sector heights to see what you can do. One nice effect is to make a Pool (fairly large, 512,512 and then insert a Pedestal inside of it. You can also insert Pedestal on top of Pedestal and you get a nice spire! ybInsert a Rectangle Same as outside a Sector, but the first SideDefs will be set to the Sector they are contained in. Think of this as inserting a rectangular pillar. NOTE: If you made a vanilla shape (0), pressing "Ins" after inserting the rectangle creates a new Sector inside the rectangle and changes the walls to transparent. This makes it 2-sided. Use this to define a new area inside a Sector. If you don't you'll get sector not closed! ybInsert a Polygon (N-sided) Also the same as outside a Sector, but the first SideDefs is set to the Sector they are contained in. Think of this as inserting an N-sided pillar. NOTE: If you made a vanilla shape (0), pressing "Ins" after inserting the polygon creates a new Sector inside the polygon and changes the walls to transparent. This makes it 2-sided. You are responsible for making the Sector references match up. p y  p y Teleporter Pad  p y  There are two easy ways to make a teleporter pad: 1. Make an Object. a. Press Ins to make it 2-sided. b. Assign it the Teleport LineDef. c. Give "destination" bSector Tag. d. Go to the destination Sector and give it a bLineDef Tag that is the same Tag number you said the Sector Tag would be. e. Place a teleport Thing in the sector where you will materialize. Adjust the Sector heights and texture to suit your design. 2. Use the Pedestal feature. Make a pedestal, don't raise it more than 24 above the floor, otherwise you can't step on it! Change the floor texture to the Teleport look (or anything you like). Finish using the same stuff as in 1. above. r yStairs are Special This discusses stairs created as a separate object. Making a stair from 2 LineDefs is different from what follows. Stairs are always created inside a Sector. yThe rbottom step connects to this Sector for reference. You need to complete the yrtop step by connecting it the Sector desired. Switch to Vertex mode and place the last 2 vertexes on the rLineDef desired and reply yes to the split LineDef message. You can also do this by dragging the stair on top of the LineDef you want it to connect to. Finish by changing the LineDef just created by the split to point to the Sector of the last step ( Sector reference ). ybFor DOOM don't make more than 16 steps!  ybYou will get HOM errors (fixed in DOOM II)  ybInsert a Door Enter the width and height (length) of the Door and DeeP automatically inserts the Vertices, LineDefs+SideDefs, and Sector at the current pointer location. Everything is made for a Door. Drag the Door over where you want it. Rotate it as required or drag the vertices. The easiest way to connect it to a hallway is to select the door ends and drag them on top of the hallway LineDef one at a time. If everything is aligned on the grid then snap to grid helps you. If not, turn snap off. Fix any missing textures as apppropriate. This displays on the bottom panels as "missing". y bBe sure to move a rRoom y bstair out of the Sector. x y End of Section  //------------------------------------------------------------------------- ||CHECK //------------------------------------------------------------------------- B y  B y Check [Alt-C]  B y  When using the following diagnostics and an error is listed, press return to continue checking or press Esc to select the problem object. If you are converting from DOOM II to DOOM, or from HERETIC, be sure to replace any incompatible LineDefs! Use Search to find and decide what will work almost the same. Be sure to run the complete check before you test the level! y1. bNumber of Objects Gives a count of all the objects in a level. The last five are built by the DeePbsp node builder. The amount of bytes needed to store the information in a PWAD file is rounded to the nearest Kbyte). y2. bCheck if all Sectors are closed Test all Sectors and make sure they are closed. If they are not closed it reports the number of the unclosed Sector. There are some circumstances when a Sector is tech- nically not closed, but if you can never reach it, no problem occurs. Some DOOM levels, for example, MAP14, have some of these. The Sector not closed message can also mean you have two (or more) LineDefs/Sectors in the same location. Go into Vertex mode and see if when you drag a vertex another one shows up! Try deleting one and see if you still have a Sector showing? Remember, the final test is playing the level! If the area not closed causes trouble, you must fix it. p y  p y Sector Not Closed Errors  p y Most Likely Causes  p y  1. You have 1-Sided LineDefs and they do not all go the same direction. This is easy to see and understand. 2. The Sector reference used in the SideDef does not match an opposite LineDef/SideDef that uses the same Sector. For example, a room has an "opposite" wall that has the same Sector. In fact, all the walls have the same sector reference. If you changed 1 of the SideDefs to be a different Sector, you will get the infamous "not closed" message. Try this for yourself! You fix this by change the Reference Sector for the SideDef in LineDef edit mode. This is usually visible as a "gap" in sector display. If you see a "red" Sector you have no sector defined at all at that spot (if it's not a tag)! For an object in a room, the "outside" wall of the object should be the same Sector number as the Sector (or room) that it is contained in. Look at the SideDefs and compare the Sector reference(s) used. As you follow the Line- Defs,look at the bottom display and view the Sectors used. The enclosed area (room) described by the SideDefs must all use the same Sector number. For an object, (the LineDefs point out), Sector numbers must match the Sector of the immediate area (room) the object is in. y3. bCheck cross references Verify the integrity of the level and help locate possible problem areas. This helps locate orphaned SideDefs, etc. It will also remove extraneous LineDefs if there are two LineDefs between the same Vertices. y4. bCheck for missing textures Report any SideDefs that may need to have a Normal/Upper/or Lower texture defined. If the texture can never be seen, a missing texture causes no problems. y5. bCheck Texture Names Report any texture names which are not found in the current DOOM IWAD file. The names are different for DOOM and DOOM II. y6. bCheck Thing Names Report any Thing names which are not found in the current DOOM IWAD file. The names are different for DOOM and DOOM II. y7. bCheck LineDef Types/Tags Report any LineDef types that are not known to DeeP. Make sure Sector tags are present when required! A missing Sector tag (tag is 0 and it shouldn't be) crashes DOOM. Report LineDefs with tags that do not require them. If you reset to 0, the sectors they referenced will complain about a missing tag, but that's ok since they should be set to 0 also. Recheck to make sure some other Line- Def isn't using that tag! Id could have used this! pyRegistered DeeP distinquishes between DOOM and DOOM II LineDefs. A LineDef that does not exist in DOOM comes up as missing. The DOOM II description is in the information box. y8. bCheck Sector Types Report any Sector types that are not known to DeeP. List any Sectors with tags that do not have a matching LineDef with the same Tag number. This is OK, if you removed them as noted above in the LineDef Tag check. Otherwise, it indicates left-over useless tags. Use this when converting between DOOM types or HERETIC to find the differences. y9. bCheck (5,6,7,8)Texture,Things,LineDefs,  Sectors. Self explanatory! y10. bCheck (2,3,4 )SectorsClose, Cross-Ref,  Missing. Self explanatory! y11. bCheck (2 ... 8)all of the above Self explanatory! Always run this to be sure. y12. bAutomatic fix missing Textures Check for differences in heights, this there should be a texture. Use the current default textures. If it doesn't show, it can be left alone, but it doesn't hurt to put it in. y13. bAutomatic fix Texture names A quick way to convert DOOM to DOOM II. Uses the current default textures. Will also convert to HERETIC. x y End of Section  //------------------------------------------------------------------------- ||THINGS //------------------------------------------------------------------------- B y  B y Edit Thing  B y  ybAngle Angle: The initial direction or orientation of the object. Click on the direction desired. ybSkill Sets the skill level for when objects will appear. You can make it harder (for hard levels of course) and reduce the difficulty for the beginners by reducing the number of monsters and increase the weapons. Levels designed for death match can also have different things. Make monsters deaf so you can sneak up on them! ybType Select the type of thing, monster, player, decorations, etc. x y End of Section  //------------------------------------------------------------------------- ||LineDefS //------------------------------------------------------------------------- B y  B y Object to Edit  B y  ybEdit LineDef Describes basic rules about the LineDef. Controls what happens or can happen. ayImpassable Line is impassable for players and monsters. ayMonster Block Line is impassable for monsters only. ayTwo-Sided Line has 2-sides. The line is assumed "trans- parent" and Doom will show the area past the line. If this flag is not set and if there is no Normal texture, you will get HOM. ayUpper Unpegged For 2-sided LineDefs draw the Upper texture from the top down. Normally they are drawn from the bottom up. ayLower Unpegged For 2-sided LineDefs draw the Lower texture from the bottom up. Unpegged textures for 1-sided LineDefs draw the Normal texture from the bottom up. A bPegged texture moves with a Sector that moves. Pegged textures follow the lower ceiling. An bUnpegged texture does not move with a Sector that moves, it is stationary. Unpegging textures is useful for making the textures blook good. For example, if a stair is visible from the side, unpegging the the lower texture aligns the textures to the bottom floor. aySecret A bSecret (red on the Automap) hides what's behind it (does not show up on the Automap. It is not related to the secret areas. Those are set by the Sector. Makes it difficult to identify areas. (So players can't figure out your trap!) ayBlocks Sound Monsters can't hear you shoot! Surround the entire area with this flag set so they can't hear you. Should speed up a game with many monsters if done correctly. ayInvisible This line is never put on the Map. ayAutoMapped This line is always shown on the Map. ybEdit the 1st SideDef Set the textures and connects it to a Sector (for floor/ceiling information). Use this to fix bad sector references that cause "Sector not closed messages". Normally you may have a requirement to switch the sectors assigned from one side to the other, for example, when you flip a LineDef. You also use this to assign the correct sector number of an object inside a room. That is, change the Sector number of the SideDef to match the Sector of the room. ayAdd a 1st SideDef This appears (instead of Edit) if no SideDef1 exists for the LineDef. A SideDef1 must exist! ybEdit the 2nd SideDef Set the textures and connects it to a Sector (for floor/ceiling information). ayAdd a 2nd SideDef This appears (instead of Edit) if no SideDef2 exists for the LineDef. A SideDef2 is optional. aySector Tag A Sector Tag is a number that connects a LineDef to a Sector with the same Tag number. For example, a door with a switch has a Line- Def (type = Switch Door) and a Sector with the same Tag number. This causes the assigned Sector to move (and not some other Sector). More than one Sector can have the same Tag number, they will all move at the same time! ay1st SideDef ref ay2nd SideDef ref You use this to delete a SideDef or change the reference (be careful). You always need a SideDef1! If you end up with a 1-sided LineDef, edit the LineDef and change the type to 1-sided. If you delete all the -same- side SideDef reference for a surrounded area, you can select them all and then press Ins to recreate them all with a new Sector. x y End of Section  //------------------------------------------------------------------------- ||SECTORS //------------------------------------------------------------------------- B y  B y Edit Sector  B y  ybFloor Height Set the floor height. Usually from -512 to 512. ybCeiling Height Set the floor height. Usually from -512 to 512. The maximum distance between the floor and ceiling is 1023. ybFloor Texture Select a Floor Texture. ybCeilingTexture Select a Ceiling Texture. ybLight Level Determines how much light there is. 0 is dark, 255 is full on. ybType Describe how the sector behaves. Here's where you can set the Secret attribute. ybLineDef Tag This ties the sector (and how it behaves) to a LineDef with the same Tag number. A number here, implies a LineDef with the same number. DOOM will crash if you forget to tie the Tags together! In Sector mode, the Tagged LineDef is rRed and in LineDef mode the Tagged Sector is rRed. x y End of Section  //------------------------------------------------------------------------- ||HOWTO (in progress) //------------------------------------------------------------------------- B y  B y How To Build  B y  B y  B y See TUTOR.DOC for introduction  B y  ybStarting Out Read the introduction to this help. ybDoors See LineDef mode Misc create Door from 4 LineDefs. See Obj create Door. ybPools See Obj create Rectangle or Polygon. with the Pool turned on. ybLifts See Sector mode Misc, create lift from sector. ybTeleporters See Insert Object Pedestal. ybStairs/Rising Stairs Stairs, see Objects, stairs. Rising stairs have a step of 0 and the appropriate LineDef type. (To be done automatic later). ybSecret Areas This is just a Sector Type x y End of Section  //------------------------------------------------------------------------- ||HELP //------------------------------------------------------------------------- B y  B y Help [Alt-H]  B y  Print the help by pressing the Print button on the bottom of the current help screen. Each section prints only what is covered. To print all the help at once, select All Help (see below). gbHelp (basics) Same as F1 key. gbAll Help This is a complete listing of all the help. g b General Information  The bottom bar displays editing modes, auto-object bA, centeringb\, delayb[], and zoom bZ and grid bG sizes. The top bar show the number of objects in the select list and the DOOM coordinates. Additional help information is displayed on the top as appropriate. gbAbout DeeP... gbAbout HeeP... Brief information about the DeeP programmers and Registration. x y  x G If you Registered, Thank You!  x y See ORDER.FRM for Upgrade pricing.  x y  x B DoomEnhancedEditorProgram  x B HereticEnhancedEditorProgram  x y  x y Register Online with CompuServe for  x G More Features DeeP (GO SWREG ID = 4541 )  x G More Features HeeP (GO SWREG ID = 4553 )  x y r or see ORDER.FRM. x  x y rSensor Based Systems, Inc.x  x y r17010 N.E. 190th St x  x y rWoodinville, WA 98072x  x y (206) 827-8794  x y  x y jackv56036@AOL.com  x y 75454.773@COMPUSERVE.COM  x y  //-----------end of help-----------------------