EdMap version 1.40 DOOM/DOOM2/Heretic Map Editor This software package enables users to create or modify maps used in original DOOM and DOOM II:Hell on Earth, by id Software, and HERETIC, by Raven Software for id Software. HERETIC is copyright 1994 by Raven Software. DOOM is a trademark of id Software. Neither id Software nor Raven 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 or HERETIC. If you like DOOM and HERETIC, and/or want to use EdMap, you must first register your copy with id Software. To register the DOOM or HERETIC trilogies call 1-800-IDGAMES. If you live outside of the USA, or if you wish to purchase either game with a check or money order please refer to the text file, (ORDER.FRM) located in your DOOM or HERETIC directory. This software package is completely free; no registration required nor requested. Feel absolutely free to distribute as long as these files are not modified. Included in this package are the following files: EMU387 53248 07-11-94 9:38a BUILD BAT 2119 02-08-95 6:26a INFO BAT 48 10-05-94 8:36p EGAVGA BGI 5554 02-28-91 1:01a PTX-6 DAT 2304 01-10-95 10:56p PTX2S-8 DAT 1536 03-20-95 12:21p PTX2S DAT 1536 03-19-95 7:12p MOUSEPIC DAT 704 01-31-95 4:42a HELPINDX DAT 8325 03-21-95 1:52p WARMDOS EXE 193978 01-18-95 6:42a DOOM2WAD EXE 9296 03-21-95 4:54p EDMAP EXE 4640 03-21-95 4:29p EDMAPCFG EXE 72592 03-21-95 4:55p EDMAPCOM EXE 4640 03-21-95 4:29p EDMAPSYS EXE 361984 03-21-95 4:41p STUFFBUF EXE 4407 11-06-94 1:26a VGA50 EXE 1392 03-21-95 4:27p ERROR EXE 3965 01-14-95 10:15a ACTIONS TXT 15682 03-04-95 2:49a FLORLIST TXT 5807 02-01-95 7:28a TEXTLIST TXT 11450 03-20-95 1:07p THINGS TXT 7044 03-12-95 9:50a TXTRCONV TXT 1538 11-25-94 8:48a WARM11 TXT 4599 01-18-95 7:13a EDMAP TXT 15744 03-12-95 12:30p TEMPLATE TXT 1870 03-19-95 9:45p HELP TXT 230586 03-21-95 1:51p SETYPES TXT 2332 03-04-95 12:53a These files must be present in the directory where EdMap is run. All mentions of DOOM, unless otherwise specified, refer to original DOOM, DOOM II:Hell on Earth and HERETIC. 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, DOOM-II or HERETIC is located on the Hard Disk Drive. The PWAD directory is the directory where the map files will be saved to and loaded from. The data directory is where supplemental data files are located. Normally the default files are used, so this is the EdMap directory. 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 v1.40x DOOM/DOOM2/HERETIC 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/HERETIC: "ExMy" format: from E1M1 to E3M9, | DOOM II: mapnumber must be in [1..32] | /C:filename specifies config file. | /D[..] lists resources in the WAD directory. /D? for help. | /Q "Quiet": prevents text after command line. | /L Disables auto-loading the latest PWAD. | /X Disables XMS support. | /S Disables map memory to disk/XMS swapping. | /? (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 displays hot keys on the selection buttons) *** Improvements new to v1.40 TC/theme-support External graphics supported: flats (floor & ceiling textures) patches (with or without PNAMES) TEXTUREx (with or without patches) all accessable from the viewer (include all sprite frames) Much improved online help system: Unofficial DOOM Specs! rewritten help, control codes, etc. specific help for obj info bar Alternate game EXE "ADD" files specify PWADs to load at startup and play-map improved EDMAPCFG: can auto-scan HDD for files, can auto-install configurations better file management & WAD handling passive internal checking new menu entries: "I"nfo "E"dit config <- load a different config file "I"nfo "L"oad config <- edit the current config file "E"dit "S"hift <- shift objects using the keys lots more; most routines were improved. ..oh, yeah: a faster viewer.. the long history.. *** new to v1.31 Auto-teleporter creation: use in LD or SE mode more extensive, specific & useful error checking Old(!) builder; using v1.0 again, no SE-merging problem snap-options from preferences panel texture replace checks floors, ceilings many minor improvements EDMAPCFG bugs fixed even better at updating TXT->DATs bug-free?? ..and of course, a faster viewer.. *** new to v1.30 HERETIC support! much better viewer; faster! bugs fixed! more multiple-selection (INS and DEL) control: sector split, merge, select supporting objects, multiple vertex break, etc. much better texture aligning; no longer bound to sector, adjusts X and Y offsets. more checking, checking options panel in preferences. new vertex info bar; enter LineDef lengths. cleaner algorithms & main data structure routines (faster??) better memory management (more free memory??) all data compiled from included text files; edit TXTs for your own descriptions, EdMap will automatically rebuild outdated files. more colorful map display: colored action LineDefs, 2-S LDs always grey, etc. pro-mode panels for byte-/bit-wise editing any object. (press space bar) many improvements *** new to v1.24 Updated builder (see IDBSP.DOC) new saving algorithm new data filenames for different DOOMs (???????2.DAT=DOOM-II datafile) better memory management better build structure (BUILD.BAT & EDMAPCOM.EXE) much improved EDMAPCFG.EXE help keyword-search panel negative steps (for auto-stairs) new sector selection algorithm (using mouse) new vertex info bar: editable linedef lengths many other improvements. bugs fixed from v1.22 & v1.23 *** new to v1.23 Find Objects:find linedefs/sectors/things by trigger/action/type Texture replace:map-wide replace, specify or from list (TXTRCONV.TXT) Grab style:grabs sector (or linedef) style into the current style new extended multiple-selection structure runability test for Play Map (CTRL-F9) edit obj-info-bar with mouse many tiny 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. *** 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 *** 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. *** new to 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.. *** Notes on the builder: EdMap loads COMMAND.COM to run the batch file "BUILD.BAT" with the current PWAD name as the first parameter (no extension). A new builder may be used by editing BUILD.BAT. 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) Matt Fell (msfell@aol.com) for writing and Hank Leukart (ap641@cleveland.freenet.edu) for distributing DOOM Specs (DMSPEC13.TXT). EdMap was written using a copy of DOOM Specs (v1.666 is the latest), all the suggestions i receive from you all(!) and many hours pounding the life out of my keyboard. ..and for letting me include these specs in EdMap! Tom Neff (tneff@panix.com) for DESIGN11.FAQ. Ron Rossbach (ej070@cleveland.freenet.edu) for the BSP node builder (IDBSP11.ZIP) (see IDBSP.TXT) John Carmack and folks at id for releasing the code for the node builder and info to hack. id and Raven Software in general for .. something.. hmm.. DOOM!! ..and DOOM II !! ..and HERETIC!! comments? suggestions? bugs? ..& access to internet: mail me (or write to rec.games.computer.doom.editing, 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, DOOM-II, or Heretic). Don't like it? Tell me what to improve. -jeff