EdMap version 1.23 DOOM Map Editor This software package enables users to create or modify maps used in the virtual-reality game DOOM (and DOOM II), by id Software. DOOM is a trademark of id Software. id Software will not provide any assistance for EdMap or any map created or modified by EdMap. EdMap was not designed to function with unregistered versions of DOOM. If you like DOOM, and/or want to use EdMap, you must first register your copy of DOOM with id Software. Included in this package are the following files: BUILD BAT 700 09-20-94 2:24p INFO BAT 48 10-05-94 8:36p EGAVGA BGI 5554 02-28-91 1:01a ACTSLIST DAT 13632 09-28-94 10:46p HELPINDX DAT 3515 11-26-94 4:39a MOUSEPIC DAT 640 10-21-94 10:54a PTX-6 DAT 2304 08-09-94 6:14p PTX2S-8 DAT 1536 08-14-94 7:11p PTX2S DAT 1536 08-17-94 4:46p IDBSP EXE 245194 06-04-94 2:44p VGA50 EXE 2948 10-09-94 10:44p WAD_DWD EXE 126757 06-04-94 4:43p DOOM2WAD EXE 13669 11-25-94 9:11a EDMAP EXE 7950 11-25-94 11:17a EDMAPCFG EXE 57599 11-25-94 11:17a EDMAPSYS EXE 326190 11-26-94 4:42a BUILDER TXT 8391 06-04-94 4:41p FLORLIST TXT 4072 09-26-94 12:34a HELP TXT 35945 11-26-94 4:39a TXTRCONV TXT 1538 11-25-94 8:48a EDMAP TXT These files must be present in the current directory when "EDMAP" is typed at the DOS prompt: EDMAP.EXE EDMAPSYS.EXE EDMAP.CFG (or whatever *.CFG is specified) All other files should be in the EdMap directory. EDMAPCFG is the utiltity that configures EdMap. If EdMap cannot load properly, EDMAPCFG may be loaded to create the necessary files to load. After the configuration is done, EdMap will automatically try again to load. EDMAPCFG can also be loaded seperately from the DOS prompt. The DOOM directory is where DOOM.EXE and DOOM.WAD (or DOOM2.EXE and DOOM2.WAD) are located. The PWAD directory is the directory where the map files will be saved to and loaded from. The EdMap directory is where the EdMap data files are located. For example, the DOOM directory could be D:\GAMES\DOOM and PWADs could be located in D:\GAMES\DOOM\PWADS and the EdMap file could be in D:\GAMES\DOOM\EDMAP. The three above files would have to be in the DOOM directory if that was where you intended to load EdMap from. EDMAPCFG can be used to create additional config files, which can be specified on the command line when loading EdMap. To load EdMap, type EDMAP at the command prompt while in DOS. Typing EDMAP /? will display the following: |EdMap v1.23 |DOOM map editor |(c) 1994 Jeff Rabenhorst (araya@wam.umd.edu) | |EDMAP [pwadfile [pwadfile [...]]] [/M:mapnnumber] [/C:filename] [/?] | | [pwadfile [..]] adds WAD files. (file extentions are optional) | [/M:mapnumber] loads specified map into editor: | DOOM I/"ExMy" format: from E1M1 to E3M9, | DOOM II: mapnumber must be in [1..32] | [/C:filename] specifies config file. | [/dir] lists resources in the specified WAD directory. | [/Q] "Quiet": prevents text after command line. | [/L] Disables auto-loading the latest PWAD. | [/X] Disables XMS support. | [/?] (this) help text. | | ex: EDMAP MISSION1.WAD MISSION2 /M:E1M2 /C:MYCONFIG | Like DOOM itself, the WAD files update the main DOOM WAD. The last map of any name found in the list is the only one used, even if previous WAD files contain the map. WAD files may be added while in the EdMap editor, and one may be loaded automatically; the "Auto-load latest PWAD" option in EDMAPCFG lets EdMap scan the PWAD directory for the "*.WAD" file with the latest timestamp. EdMap will notify you if the map currently being edited is updated by a new PWAD file in the list. EdMap control is centered around the mouse. (A mouse is required to run EdMap) I tried to stuff as many controls onto the rodent as possible. I may have gone overboard, but most controls on the mouse may be substituted by the keyboard ("most"). Here's the controls: While holding the 2nd (right) button: ...drag the mouse to pan around the map. The control is intentionally not propotional; it decreases some as you zoom out. ...hold the 1st (left) button to zoom. Push the mouse up to zoom in, pull back to zoom out. Note that to enable zooming the 2nd button must be pressed first. Using the 1st (left) button: ...tap to snap the mouse cursor to the nearest object of that mode and pick it up (modes are: Vertices, LineDefs(&SideDefs), Sectors, and Things). The object is not "attached" to the mouse; you can drag any object around, then tap the 1st button again to drop the object. ...tap while holding CTRL to add/remove an object to the multiple-select list. ...hold the 1st button and move the mouse in any direction. this will bring up a tiny mode-pad. Mode selection and mult-selection can be controlled using this pad. release the 1st button while the mouse is on the desired selection. Leave the mouse in the center and the hold is treated as a tap, and you pick up the nearest object (click again to drop the object without moving it). ...while holding the 1st button, tap the 2nd button. This will add an object where the mouse is on the map. In Vertex mode this adds an unattached vertex, can only be used as a marker. In LineDef mode this breaks the line into two halves. In Sector mode this will create a sector. If the mouse is in a sector already EdMap will verify that you wish to create a sector within a sector. (unless you turn that off). In Things mode this will copy the current thing and place it under the mouse. Key commands were made to be short and simple. To make a selection from a menu, press the first letter of the selection you want. To edit a field of data for the current object, press the letter or number associated with that line on the object information bar. general key functions: F1 help F2 save F3 load F4 PWAD list F5 checking F7 tag sector to line F8 align textures / sector styles F9 build / play F10 viewer (The menu does display hot keys on the selection buttons) *** Improvements new to v1.23 Find Objects:find linedefs/sectors/things by trigger/action/type/kind Texture replace:map-wide replace, specify or from list (TXTRCONV.TXT) Grab style:grabs sector (or linedef) style into the current style ESC from drag, "undo"s dragging new extended multiple-selection structure runability test for Play Map (CTRL-F9) edit obj-info-bar with mouse many tiny improvements.. *** Improvements new to v1.22 XMS support; create larger maps with less base memory. Vertex and LineDef modes merged; (edit faster) much nicer (and possibly faster) enhanced map display scans WAD dir entries more leniently mouse pointer pictures Auto-lift implemented deathmatch/altdeath availible for playmap (nodes 1) auto-stairs outline when placing missing "PTX-6.DAT", "FLORLIST.DAT" bug solved DOOM II textures reorganized lotsa other stuff.. bugs fixed from v1.21b *** new to v1.21 to v1.21b:bugs fixed:ESC from multi,choose texture, etc. new play-map panel: toggle/adjust options & choose level many tiny improvements bugs fixed from v1.20 *** new to v1.20 DOOM II support! Multiple-selection DOOM2WAD utility provided: simple DOOM I <-> DOOM II converter. only changes map directory entry. Improved process handling (EDMAP->EDMAPSYS<->DOOM?<->etc) faster: initialization, graphics text, viewer, etc auto-configuring; will load EDMAPCFG if bad *.CFG INFO.BAT file to examine a child-process environment texture-aligning using the viewer: handy; view and adjust the texture exactly as it would appear in DOOM. THing radius circles. color, too. Auto-saving options, undo feature. many, many other improvements. **** new to v1.12: If play-skill level 0 is chosen, a panel will prompt for a skill level for play-map. The /dir paramter now lists entry names correctly. **** new to v1.11: Two bugs in auto-stairs fixed: the block-all bit is off, and the step-top texture now uses the correct panel. The center button on 3-button mouses (mice?) should select/ de-select (as pressing enter). this is untested. The File-opening routine has been replaced by code written by Scott Bussinger (Compuserve 72247,2671) EXTEND5.ZIP this allows about 100 additional PWAD files to be used. (100 is impossible, since there are only 27 maps) Some routines have been rewritten in assembler for speed. *** Improvements new to v1.10 Much better error checking; checks for: texture:Missing textures/Hall of Mirrors, Medusa effect: multi-patch on 2S main Tutti Fruitti (1): short texture Tutti Fruitti (2): transparent above/below linedef:Short lines Long Wall Error (LWE) things :heights, in a sector associations:triggers when needed, teleporter destinations begin/end:all starts & one or more end. Errors can be listed or displayed Viewer: views walls, floors, sprites, and patches in the normal DOOM palette. can be used to select textures. On-line help: press F1, help screen is almost always availible. Automatic Stairs: automatically contructs a staircase within or outside any sector. Can be triggered to rise out of the floor. many options, all automatically saved. Automatic Door: like stairs, makes a door. Polygon creation: makes polygon sectors (also adjusts textures) Texture align: aligns textures, either by sector or linedef much better/easier file-handling. Sector resizing and rotating Map-wide editing: lights, X/Y/Z proportions & origin. sector retexturing: press Alt-F8 preferences panel: saves mouse data, verifys, play level, etc. pop-up calculator: If Num-lock is on, so is the calc (almost) new panels, better algorithms (faster, too) easier to use many many other features *** Improvements new to v1.02 Error checking (including, of course, texture checking) Independant batch-driven builder making EdMap more flexible Better process-handling; switches between EdMap/builder/DOOM better "Load Latest PWAD" now scans the PWAD dir for the latest "*.WAD" file Sector deletion Some of the redraw routines were scrapped & rewritten in assembler better menus in full-screen mode (does it look like a NeXT yet?) some other bugs fixed. *** Improvements from v1.01 Reverse mouse buttons now works Reverse panning control More informative load map; dots mark updated levels & "reload" marked. Adjustable grid & snap (by config) Fully supports other map levels, not just E1M1 Faster "enhanced map" redraw Colors in object info bar some other bugs fixed.. *** A few things: To designate sectors to preform actions: go to the line, choose an action (press "0"). press F7(tag sector), then select a sector (click once). *** Notes on the builder: EdMap now loads COMMAND.COM to run the batch file "BUILD.BAT" with the current PWAD name as the only parameter (no extension). The included builder requires a math co-processor (80x87), and EdMap 1.01 ran the builder by name. This version allows those who do not have a math co-processor to install their own builder, and create their own BUILD.BAT file. EdMap passes the patch-WAD filename to BUILD.BAT, so BUILD.BAT must make use of "%1". For example, if you are editing "C:\DOOM\WADS\MYHOUSE.WAD" the batch file would run as if you typed: C> BUILD.BAT C:\DOOM\WADS\MYHOUSE Take a look at the included BUILD.BAT as an example. I, Jeff Rabenhorst (araya@wam.umd.edu), created EdMap for all those DOOMers out there who cant get enough of what could possibly be the greatest game this world has ever seen. I wrote EdMap myself, but I couldnt have done it without some peoples kind contributions: My testing team, especially: Andrew Baker (IdahoNova@aol.com) Johnny Nugnug (jnugnug@nas.com) Hank Leukart (ap641@cleveland.freenet.edu) for writing DOOM Specs (DMSPEC13.TXT). EdMap was written using only a copy of DOOM Specs (v1.3) and lots of hours pounding the life out of my keyboard. Tom Neff (tneff@panix.com) for DESIGN11.FAQ. Ron Rossbach (ej070@cleveland.freenet.edu) for the BSP node builder (IDBSP10.ZIP) (see BUILDER.TXT) John Carmack and folks at id for releasing the code for the node builder and info to hack. id Software in general for .. releasing.. something.. hmm.. DOOM!! ..and DOOM II !! comments? suggestions? bugs? ..& access to internet: mail me (or write to alt.games.doom, I read it often & my mail gets stuffed fast) araya@wam.umd.edu Like EdMap? Give it to a friend (who has a reg'd copy of DOOM or DOOM2). Don't like it? Tell me what to improve.