Introduction Here's some really quick documentation on how to use DCK. This doc explains all the keys and mouse movements that can be used in DCK, and what their effects are. Please note that the menus aren't really operative; all the things that they'll be doing in the end are just mirrors of most of the keyboard functions anyway, so they'll be easy to add in. - Although there are no "critical" bugs that I know of, please be careful by saving your work often and under a new file name when working with beta copies of DCK .. just to be safe. Welcome to DCK! Thanks for taking the time to check out this beta copy of DCK. Before you read ahead, please take a few moments and browse the information in this section. It might just help you out! First of all, beta stuff. Please, please don't distribute this version of DCK. It's beta. It doesn't work fully. I don't want it out there just yet. Thanks. There are, of course, a couple things you won't find in the beta of DCK that other editors already have. This is temporary and I plan to add all the features of the best editors before I release v1.0 to the public. I'll list a few things that DCK doesn't have: The ability to create "pre-defined" objects such as stairs, n- 1. sided polygons, rectangles, etc. WADassist is not 100% functional. 2. Command-line parameters Command-line parameters must be preceeded by one of '-' or '/'. Usage: DCK [options] Options are: (* specifies a default option, append '-' to turn it off) /F file preloads specified PWAD(s) /E episode level edits specified level */R restores previous edit state /T force texture lookup table rebuild /KSB keep selection box on empty left click /FD floor texture display, then exit /TD wall texture display, then exit If /R- is not specified, the previous edit state is restored, including: All loaded WAD files, the current level being edited, the last map position and zoom values, and all toggles including grid and snap to grid. DCK Basics DCK Basics DCK Basics Page 2 DCK Basics Please note: These documents do not contain information about building DOOM levels. I'm going to assume that you've had some experience building WAD files and understand the basics such as how vertices, linedefs and sidedefs go into creating a map. What they DO explain is how to create maps with DCK as efficiently as possible. What is DCK? DCK is a powerful, intuitive tool that will help you create DOOM maps. It can't do everything for you, but what it can do is make the process a whole lot easier by automating the many repetitive and time-consuming tasks that it takes in order to build a complex level. DCK, unlike some other editors, will not hide anything from you in an attempt to make it easier to use. As these ``other'' editors have shown, that approach only serves to constrain the level of detail that can go into a map. Instead, DCK takes a more logical approach with several unique features that are designed for the express purpose of creating complex maps in as little time as possible. Of these features, the most apparent and useful is WADassist. WADassist watches every editing step you take and, at your discretion, attempts to automate certain aspects of map creation. This includes fixing errors in the map design such as misplaced textures (e.g.: an upper texture is required on a particular sidedef but none is present) and completing operations such as sector creation (e.g.: you've drawn a series of lines and want to make a sector out of them). WADassist handles these and other situations quickly and automatically. When WADassist is active, its window (either a pop-up window or an area on the lower status bar) will contain information about exactly what it's doing, and it won't do anything without your permission -- there will be times when WADassist will not be required and even detrimental to map creation. - To access WADassist, click on its menu field on the main menu bar. Most of the editing you'll do in DCK will be from line edit mode. This mode implements DCK's powerful line drawing tool, which automates most of the tasks involved in creating lines. See ``Line Drawing'', page 14, for a detailed description of this tool. The User Interface DCK's user interface consists of a menu system, a button bar, a keyboard interface and popup dialog boxes. In version 1.0, DCK has only a `` modal'' interface; that is, when one element of the interface is active, the others cannot be used. For example, if a dialog box is onscreen, it must be exited before the menus or button bar can be used. This chapter describes how to navigate the interface, with a following section describing all the operations you can perform in DCK and how to access them through the keyboard and menu systems. The Menu Interface DCK's main menu is a bar on the top of the screen with several sub-menus. To access a menu, click and release the left mouse button once on its menu item. If the item has a '' sub `` menu, then it will be displayed. Otherwise, the action described in the menu item will be performed (if possible.) In a menu, the arrow keys are used to move the selection bar to the desired item. When moving around the menus, the status bar (at the bottom of the screen) displays a description of the currently highlighted item. Key Action Left/ Next / Previous item (on menu bar) or menu Right (in a submenu) Up/Down Next / Previous item ENTER Pull up submenu / activate item ESC Exit menu system (other) Activates item with this selection character The Button Bar The button bar is displayed just below the main menu bar. To activate a button, click the left mouse button once. When the mouse pointer is over a button, a description of the button's function is displayed on the status bar at the bottom of the screen. Not all buttons are available in each edit mode. Dialog Boxes At various locations in DCK, a dialog box will be displayed prompting you for information which you must enter before continuing. Dialog Boxes are simply grey boxes with a title and edit controls various , and usually OK and Cancel pushbuttons. To move from one edit control to another, use the TAB key (to move forward), and combined with the SHIFT key (to move backward.) Or, use the mouse and click once on the desired control. Following is a description of each type of edit control: Page 4 Data Entry Fields Data entry fields accept either strings of text or a number, depending on the context of the field. The following keys can be used in a data entry field: Left/ Move cursor left / right Right Home/End Move cursor to beginning / end of field text Del Delete the character under the cursor Ins Toggle insert (small cursor) / overwrite (large cursor) mode Backspace Delete previous character Pushbuttons A pushbutton performs a specific action each time it is activated. Use the ENTER key while the button is highlighted to activate it, or click the left mouse button over the control. For example, the `` pushbutton in a dialog box will save the '' OK contents of the dialog box and exit it, continuing with whatever was going on before the dialog box was displayed. Check boxes A checkbox is a simple on/off `` toggle. When the box is '' checked `` , a white square appears in the rectangle. Otherwise, '' the box is empty. Some checkboxes have three possible settings: Checked, Unchecked, half `` and checked. The '' `` '' half setting is used when editing multiple objects; it means ``don't change.'' Radio buttons Radio buttons are like checkboxes, with one exception: only one of the buttons in any given ``group'' can be checked at once. When a radio button is checked, the currently checked button in its group is first unchecked. Key controls The following section contains a list of all the keyboard functions you can perform in DCK. Each function begins with a line that contains a quick description of the function, the keyboard shortcut, and the menu you'll find it under (from DCK's main menu bar.) Most of the functions (and certainly, all the edit functions) are only available in map edit mode, and will not work from dialog boxes or menus. I've attempted to make logical the structure of the keyboard shortcuts, with the following kept in mind: Keys that are modified with the CONTROL button (such as Ctrl+X) are generally to do with modifying objects. Keys that use ALT (such as Alt+S) are to do with the system; eg: the clipboard, saving maps and exiting DCK. Keys that do not use modifiers (such as J and G) are toggle keys. To bring up the main menu system, press the ESC key when in the map editor (and ESC again to return to the editor.) Alt+Grey Plus Copy marked objects to the clipboard Edit Creates a duplicate of all marked objects in the `` clipboard , '' erasing whatever was already stored there, if anything. Several considerations should be made when copying objects. The clipboard will only copy those objects that are marked, plus the object under the cursor (if any.) Other references will be left undefined and must be corrected or the map will not function properly. For example, suppose you copied a sector with several two-sided linedefs that border on another sector. Those sidedefs that reference the other sector will be left unchanged (ie: they will still reference the original sector) when pasted. When copying any objects except , the copy is started in the things following chain and continues down to the last item: 1. Sectors Linedefs and Sidedefs 2. 3. Vertexes TIP DCK has two clipboards: One for things, and one for all other types of objects. The two clipboards are independent of each other. Alt+Grey Minus Cut marked objects to the clipboard Edit This will : Make a duplicate of the marked objects in the clipboard (see Copy marked objects to the clipboard, `` '' page 6.) Remove the marked objects from the map. Alt+Grey Star Paste clipboard objects to the map Edit The user interface The user interface The user interface Page 6 Does not affect the contents of the clipboard (ie: the objects are retained) so you can paste the same objects multiple times. TIP The edit mode you're in when you paste the clipboard has an effect on what is pasted to the map. For example, if you copy some sectors into the clipboard, and then paste the clipboard in line mode, only the lines (and vertexes) will be pasted, and the sector information will not be copied. B Toggle display of the clipboard rectangle The clipboard rectangle is a rectangle the size of the area of all the clipped objects. It's useful for positioning the cursor before you paste the objects. , / . Decrease/increase selection leniency If you're having trouble selecting a particular object, try decreasing the leniency of the selector by pressing the ',' key. Use '.' to increase it again (0 is the default lenience.) ` Toggle fine edit mode Fine edit mode allows precise control over changes you make to the map. For example, scale objects [Ctrl+A) increases the scale by 0.025 units in "fine mode", as opposed to 0.1 units otherwise. Operations that are affected include: Zoom, Rotate and Scale. J Toggle auto-join mode In auto-join mode, DCK will automatically combine vertices when one is moved or created ``close'' to another. It will also automatically split a linedef on its closest point when a vertex is created or moved "close" to the line. U Use this feature with caution when working with zoomed-in areas! Ctrl+X/Y Align objects Object Aligns all marked objects on the same (X or Y) position as the cursor. This is useful for creating series of structured lines and vertices. C Clear object marks Not much to explain here. V/L/S/T Switch edit modes Edit Switches edit mode to one of: Vertex, Line, Sector or Thing. Clears all current object marks first. - You can't do this while performing a drag, scale, rotate or other similar operation. Finish the operation first by pressing ENTER to complete or ESC to abort it. +/- Increase / decrease zoom factor Zoom allows you to view more or less of the map, and allows greater editing control when zoomed in. Z Fast zoom Pressing Z while zoomed OUT will zoom IN on the cursor position to the high factor set in DCK.CFG. Pressing it again will zoom OUT to the low factor set in DCK.CFG. Great for quickly examining parts of the map and then returning to a wider view. Ctrl+V Snap marked objects to grid Object Snaps all marked objects to the grid. When working with lines and sectors, all vertexes that are referenced by the marked objects will be snapped to the closest grid points. This operation is still functional even with snap to grid mode off. - You'll get better results with frequent grid spacing. Spacebar Mark / unmark the object under the cursor Again, not much to explain here. Ctrl+A Start scaling operation Object All marked objects are considered and the focal point for the scale is set at the center of the marked area. Use the < and > keys to decrease / increase the scale of the objects, ENTER to save the changes, or ESC to abort. Ctrl+O Start rotation operation Object All marked objects are considered and the focal point for the rotation is set at the center of the marked area. Use the < and > keys to decrease / increase the rotation angle of the objects, ENTER to save the changes, or ESC to abort. Del Delete marked objects Edit Note that this works only in vertex, line and thing mode at the moment, and that this operation will only clear vertices that are not connected to any linedefs. Up/Down/Left/Right Move map Button-Bar Moves the map in the direction specified. Alt+F Search for and mark objects Search Pops up a search dialog (depending on the edit mode, the type of search box is different) and prompts for search information. When you exit the dialog box, DCK will search for all the objects matching the criteria you entered and mark them. If you want to mark ONLY those objects that match, press 'C' before you perform the search to clear the existing object marks. < / > Decrease / increase scale / rotation factor The user interface The user interface The user interface 8 Page Functional only while performing a Scale / Rotate operation, the < and > keys decrease and increase, respectively, the current scale factor or rotation angle. Alt+M Select a Motif (incomplete support documentation.) Displays a menu of the available motifs and allows you to select a new one. Please read the file DCK.ADF for more details. Alt+C Consistency Check Map Displays the consistency check dialog box and prompts for options to check. Note that not all of the options are functional at the moment; those that are not functional cannot be checked. The consistency checker will test each option you've selected against your map, building a list of errors as it goes. When the check is complete, a dialog box will be displayed with a scrollable list of all the errors that DCK found. In the dialog box, you can do the following: Some errors are specific to a certain object. If you'd like to see the object in question, press `G'. DCK will switch to the appropriate edit mode and automatically zoom in on the object in error. Each error is explained in detail if you press F1. Some errors can be automatically fixed by pressing `F'. If an error can be fixed, DCK will do so and display exactly what was done at the bottom of the dialog box. Press F1 beforehand for an explanation of exactly what ``fixing'' the error will do. Ctrl+C Split linedefs at center Line Processes each marked and cursor-selected line by splitting each at the middle (hence, adding a vertex) and creating the necessary sidedefs by duplicating the original line's sidedef(s). Ctrl+F Flip linedefs Line For each marked/highlighted linedef, flips its vertex references. Sidedefs are also flipped, resulting in ``no visible difference'' to the DOOM player. However, consideration should be given to those linedefs which are spacebar-activated, since they can only be activated from the first (right) side. Ctrl+R Reverse sidedefs Line For each marked/highlighted LINEDEF, reverses its SIDEDEF references (and nothing else, ie: the SIDEDEF SECTOR references are left unchanged.) Alt+1/2 Edit SIDEDEF 1/2 Line Edits the specified SIDEDEF for each marked/highlighted LINEDEF. A SIDEDEF is automatically created for those LINEDEFs without. Alt+R Replace Textures Line Displays a ``texture replace'' dialog box with six texture fields (three search and replace pairs). Enter the textures to search for and replace, and press F10 to perform the operation. If you don't want a particular texture replaced, leave its `` search'' field blank. If object(s) are marked before pressing Alt+F, the default is set replace only in marked objects. to `` '' Ctrl+I Insert required textures Line For each marked/highlighted LINEDEF, checks one or both of its SIDEDEF references for missing textures and adds them where required, taking from the surrounding SIDEDEFs (if any) to preserve the scenery. Ctrl+U Remove unrequired textures Line For each marked/highlighted LINEDEF, checks one or both of its SIDEDEF references for texture references where not required `` '' and removes them. This includes removing full textures where not required, hence, this operation will render fake `` visible walls '' invisible. Ctrl+J Join linedefs / sectors Object In LINEDEF mode (join sectors) For each marked/highlighted LINEDEF, deletes the sector referenced by the second sidedef and changes all SIDEDEFs with that sector reference to that of the line's first side, and then deletes the line. In VERTEX mode (join lines) For each marked/highlighted VERTEX, checks for two LINEDEFs: One ending on and one starting on the vertex. Then extends the first linedef (the one that ends on the vertex) to the second line's endpoint and deletes the second LINEDEF (and its SIDEDEFs, of course.) Alt+S Save current map Map Pops up a dialog box which prompts for a filename and episode and mission numbers to save under. Press OK to save the file, or Cancel to abort. There are a few considerations to make when saving with this and other beta versions of DCK: -- 1. Since this IS a beta test copy, it is recommended that you save your new work under a different file name from the original. Something could go wrong, y'know. :) 2. At the moment, DCK will save only the current map to a file. That is, if you save to an existing file with additional data in it, that data will be erased. Proceed with caution. The user interface The user interface The user interface 10 Page 3. If you make changes to the map before saving (changes to the map include moving lines, vertices, or otherwise modifying the architecture of the "3D" space), DCK will not save the nodes, blockmap, reject, etc information and you must rebuild it with BSP (or another) before using the WAD file. Conversely, if no changes are made to the "3D" map, and existing node, blockmap and other information is available, DCK will duplicate that information in the saved file so you don't have to rebuild it all. Alt+E Load map Map If you haven't saved your work, DCK asks you if you'd like to do so before proceeding. A dialog box is displayed prompting you for information: Which episode and mission number you'd like to edit. Loads the map by reading all necessary data from its WAD file. The WAD file that is accessed is either the IWAD (DOOM.WAD) or, if any loaded PWAD file contains the map data, that instead. Alt+X Exit DCK Map If you haven't saved the changes to your map, DCK will first ask if you'd like to do so. G Toggle grid display Toggles grid display on and off. Note that this setting does NOT affect "snap to grid." [/] Decrease / increase grid scale Decreases / Increases the grid scale by doubling or halving the current scale. P Toggle snap to grid When ON, snap to grid causes all objects, when moved, to "snap" to each grid point. This is invaluable for lining objects up correctly. Use [ and ] to decrease or increase the size of the grid. ENTER Multi-Purpose The ESC key performs a different action depending on what's currently going on: When you're performing a "drag" operation such as scaling or rotating, DCK will abort the operation by returning the objects to their original positions and exiting the operation. If nothing's going on and you're in the map editor, ESC will bring up the main menu system by pulling down the last menu you were on. If you're in a dialog box, ESC brings down the dialog box and cancels the operation currently in progress. It's the same as pressing the "Cancel" button. ESC Multi-Purpose The ENTER key performs a different action depending on what's currently going on. If you're doing something like dragging or scaling a series of objects, ENTER will complete the operation by saving the objects in their current edit position. If nothing's going on and there's an object under the cursor or some objects are marked, a dialog box will be displayed allowing you to edit the object(s). In a dialog box, ENTER moves to the next field or activates the pushbutton you're on. The user interface The user interface The user interface Page 12 Creating and Editing Maps With DCK, creating a map is much faster than in other editors. This is largely due to the fact that DCK will automate most of the tasks involved in creating a map, such as adding sidedef and vertex references where needed. Of course, all information in any given map is directly accessible to the user using DCK's dialog boxes. This chapter is intended as a reference for editing an object's information. The following chapter describes a series of editing techniques that make using DCK easier and more efficient. You should browse through both chapters (both are short) before attempting any major WAD editing feats. J General Information DCK allows multiple objects to be edited in one single step. First, mark all the objects you want to edit using the following methods: Click the left mouse button over an individual object to mark it. Use the mark box to mark multiple items. Use Alt+F (where applicable) to search for and mark certain objects. Then, press the ENTER key or the right mouse button to edit the objects. Wall and Floor texture fields On those dialog boxes with texture fields (including the Alt+R search and replace dialog box), several special keys can be pressed to speed up selection of textures: F2 Access texture browser. The browser allows you to scroll through the list of textures while viewing them on- screen. Press ENTER in the browser to select the displayed texture, or ESC to keep the original. (The following keys can be used in the browser or the fields:) Alt+F Search for a string in the texture names / Repeat the search forward \ Repeat the search backward Editing multiple objects If you're editing more than one object, the edit dialog box will fill a field only if its information is consistent throughout the marked objects. For example, if you edited 6 sectors whose floor heights were all 64, 64 would appear in the floor field. But if even one of the sectors had a different floor height, the field would be blank to indicate non-consistent information. Editing Linedef Information Press `L' to enter line edit mode. 14 Page Effect Press F2 to get a list of valid linedef effects. Impassable Check this box to make the line impassable to the player and monsters. This is the default setting for lines having only one side, since there's no place for the player to go should he or she pass through it, anyway. Two-Sided When set, the DOOM engine assumes that the line is ``see- through'', and will render lines beyond the far side of the line. Consequently, if this flag is NOT set and the line has no normal texture, the line will produce what is called the `` hall of mirrors'' effect. Monsters can only see through and projectiles can only pass through those lines with the two-sided flag set. Monsters can't cross Check this box to prevent monsters from crossing this line. Secret Linedefs whose type is not ``normal'' will be displayed differently on the auto-map by default. Check this box to make them appear as `` normal'' lines on the automap, effectively concealing them from easy identification. - This secret setting has no effect on the ``secret'' ratio at the end of a level. That ratio is determined by the number of sectors whose type is set to ``secret'', and the number of those sectors that the player stepped into. Lower texture is `unpegged' On linedefs with two sides, setting this flag causes DOOM to draw the lower texture from the bottom up, instead of the default of top-down. On linedefs with only one side, setting this flag causes DOOM to draw the normal texture from the bottom up. Upper texture is `unpegged' On linedefs with two sides, setting this flag causes DOOM to draw the upper texture from the top down, instead of the default of bottom-up. Blocks sound The effectiveness of this flag is questionable unless the entire area which is desired ``quiet'' is surrounded by linedefs with this flag set. Note that this setting only affects the monsters' hearing -- the player can always hear through walls. Never on Map This simply tells DOOM to never put this line on the auto-map. Always on Map This means that the linedef is already on the map at level start- up. Sector Tag This number associates the linedef with all sectors having the same tag. When the line is activated, all sectors having the same tag will be changed according to the line's effect field. Editing Sector Information Press `S' to enter sector edit mode. The dialog box fields are as follows: Type Press F2 to get a list of valid sector types. Floor/ceiling height Enter any value between -32768 and 32767. Note that the maximum difference in height between any sector's floor and ceiling is approximately 1000, and the height difference required for players to traverse any sector is about 56. Floor/ceiling texture Enter a valid floor/ceiling texture name, or use one of the texture selection keys. Light level Enter a number from 0 to 255, 255 being the brightest (and usually too bright.) Sector tag This number associates the sector with all linedefs having the same number. Please see the Sector Tag description in Editing Line Information (page ) for details. 14 After editing and saving the information, DCK checks all two-sided LINEDEFs that border the sector for SIDEDEFs with missing textures, and will add or remove upper and lower textures where required. Editing and Creating Things (Monsters, decorations, weapons) Press `T' to enter thing edit mode. Creating new thing(s) Method 1: Double-click the left button where you'd like to create the new thing. A dialog box will be displayed with the attributes of the last thing that was edited; enter the information and press F10 to create the thing. Method 2: Double-click and hold down the left button on an existing thing or group of things and drag the mouse to the desired location; release the button and the things will be copied to the new location. Editing existing things The dialog box fields are as follows: Type Enter the type of the thing by pressing F2 or double-clicking on the field. Use the arrows to scroll through the list of thing types and press ENTER on the desired type. Creating and Editing Maps Creating and Editing Maps Creating and Editing Maps Page 16 TIP Various sections of the type list can be quickly jumped to by entering one of the following two-letter codes before pressing F2: PL Player/deathmatch starts WE Weapons AM Ammunition BO Bonuses (soul spheres, armor, etc) EN Enemies DC Decorations (light sources, dead guys, etc) KE Key cards and Skullkeys Levels The settings of the ``level'' fields dictate for which skill levels the thing will appear, and whether it will only appear in multi-player mode (cooperative or deathmatch.) Deaf Also known as the ``ambush'' setting; only useful for monsters. When set, the monster will not react until it sees the player or until it is wounded. When unset, the monster will also react to nearby sound. Start Angle Only effective for monsters, player starts and teleporter exits, this field dictates which angle the thing will face upon level startup. Editing Techniques This section provides some basic methods and tips for designing maps quickly and efficiently. There is a definite way to use DCK, and a definite way not to use it; read this entire chapter and you'll learn the best way. Basics The appearance of a DOOM map to the player is based upon several things: the placement of lines, the textures of a line's side(s), and the attributes of the sectors that the sides are associated with. DCK's user interface is best-suited to editing and creating lines. Indeed, DCK's most intuitive feature is its line-creation tool, which allows vertex, line, side and sector information to be created in a series of mouse clicks and movement. All you have to know before starting a new series of lines is the basic shape of the region you want to create; DCK does all the rest by creating the vertexes, sidedefs and sector information necessary to convert the lines into a valid play-space. In particular, the three following commands / tools are very useful, and are the ones you'll use most often: Line Split (Ctrl+ ) splits the highlighted (and marked) line by C inserting a new vertex at its centerpoint and duplicating the line's information (including its sidedefs) in the second line. A Sector Split is created by drawing a single line from one vertex to another (both vertexes must be in the same sector.) All sides on one side of the split line (including the split line's appropriate side) will be associated with the new sector, whose information will match that of the original sector. A New, connected Sector is created by drawing a series of lines starting on a line's (contact line ) vertex and ending on its opposite vertex. The contact line is modified to suit the type of region created (see below for more details.) TIP The best way to create new areas in a map is to work from a top- `` approach: Create large areas first, then use the line split down'' and sector split tools to fill in the details. It's easier for DCK to automate creation if it's working with a simple line structure. Creating a series of lines To begin with, you should switch to line edit mode by pressing L. To begin a new series of lines, double-click the left mouse button where you'd like to start drawing. Then, drag the `X' to the endpoint of the line. Now click (not double-click) the left mouse Page 18 button again to place the end of the line here and begin a new line. Each type of region you can create is detailed in the following sections, along with instructions on exactly how to create each. At any time after starting a series of lines, you may abort the process by pressing the ESC key. Creating Independent Regions An Independent Region is defined as being composed entirely of LINEDEFs which do not touch existing LINEDEFs and VERTEXes. - ``Region'' is a term used only in this documentation, and then only when creating a series of lines. When the series is completed, the ``region'' becomes a SECTOR. ... Creating an Independent Sector in an existing (parent) sector This will create new sector information (copying the `` parent'' sector's information.) All created lines are set to `` passable'' and ``two-sided'', and two SIDEDEF references are created and associated with the LINEDEFs. The SIDEDEFs that are created are blank (ie: no textures), and reference the encompassing (parent) and encompassed (new) SECTORs. When a new sector is created, there is no visible difference to the DOOM view because it shares the same information as its parent sector, and all its walls are transparent and passable to the player. In order to change the landscape of the level, the sector's information must be modified. See ``Editing Sector Information'', page 16. ... Creating an Independent Sector in an existing sector When drawing outside of any existing sectors, DCK will automatically create a new and impassable sector (in effect, an unattached room) with the default wall, ceiling and floor textures. To create an Independent Region 1. Double-click the left mouse button where you'd like to begin the region. Make sure the start-point of the region is not on any existing lines or vertexes. 2. Drag the `X' to where you'd like to end the line. Press the left mouse button once. Repeat this step until you're done drawing lines, at which point: 3. Press the right mouse button once. Creating Extension Regions Extension Regions are defined as being a series of lines whose first and last point reside on an existing LINEDEF's two VERTEXes (see fig.) After an extension is completed, DCK will automatically create new sector information (duplicating the sector the extension was created from) and modify the borderline to reflect the extension: If the extension was created outside of the borderline's sector, the borderline is made two-sided and passable to allow travel between the two sectors. If the extension was created inside of the borderline's sector, the created lines are made two-sided and passable. The borderline's appropriate sidedef is set to reference the new sector. To create an Extension Region 1. If you haven't created a borderline, do so. Make sure its vertexes are aligned on the grid. 2. Double-click the left mouse button on one of the borderline's vertexes. 3. Drag the `X' to where you'd like to end the first line. Press the left mouse button once. Repeat this step until you're done drawing all but the last line, at which point: Drag the `X' to the borderline's 4. other vertex and click the right mouse button once. Creating and Editing Maps Creating and Editing Maps Creating and Editing Maps Page 20