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tutorials:mapping:first_room [2023/09/27 00:49] – clovr_nr@protonmail.comtutorials:mapping:first_room [2026/07/14 20:09] (current) – fe80:de32:249f:bff1:c679:f02c:c416:ed28
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 =====Your First Room===== =====Your First Room=====
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 Lets make a room. Lets make a room.
  
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-<fc #9dd4b0>**Map Formats and WADs**</fc>+<color #9dd4b0>**Map Formats and WADs**</color>
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 Download Doom Builder 2. Or Ultimate Doombuilder. Or Doombuilder X. I'm on GZDoombuilder because I never had cause to upgrade, but things should be mostly the same between them.\\  Download Doom Builder 2. Or Ultimate Doombuilder. Or Doombuilder X. I'm on GZDoombuilder because I never had cause to upgrade, but things should be mostly the same between them.\\ 
  
 Maps can be made in different formats depending on what features you want to use. Some formats won't work on older source ports, so we're sticking with **Doom Format** (vanilla) for this tut.\\  Maps can be made in different formats depending on what features you want to use. Some formats won't work on older source ports, so we're sticking with **Doom Format** (vanilla) for this tut.\\ 
-Select your resources, that is: Doom wads. doom2.wad, in this case. If you're using a texture pack or something you would load it after doom2.wad. Could also be a pk3, or pk7, or a zip or something I dunno.+Select your resources, that is: Doom wads. doom2.wad, in this case. If you're using a texture pack or something you would load it after doom2.wad. Could also be a pk3, or pk7, or a zip or something.
  
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-<fc #9dd4b0>**Lines, Verts, Sectors**</fc>+<color #9dd4b0>**Lines, Verts, Sectors**</color>
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-<fc #9dd4b0>**Height**</fc>+<color #9dd4b0>**Height**</color>
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-Sectors have height. Floor height and ceiling height. 128 is the standard height of a texture and is good place to start for a room height. But, for interest again, we'll cut the room in half and give each a different ceiling shape. Select the line or vert tool and insert a line from the corner of the L to the wall like so:\\ +Sectors have height. Floor height and ceiling height. 128 is the standard height of a texture and is good place to start for a room height. But, for interest again, we'll cut the room in half and give each a different ceiling height. Select the line or vert tool and insert a line from the corner of the L to the wall like so (I usually right click on empty space, then hit back space to get a floating vertice to drop where I want it, there's probably a better way):\\ 
  
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-<fc #9dd4b0>**Block-out**</fc>+<color #9dd4b0>**Block-out**</color>
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-Play around with this a bit. If you make a sector then select it while in "sector" mode you can delete it and create a pillar or whatever other shape.+Play around with this a bit. If you make a sector then select it while in "sector" mode you can delete it and the empty space will create a pillar or whatever other shape.
  
 Mine looks like a dog bone: Mine looks like a dog bone:
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-<fc #9dd4b0>**Textures/Flats**</fc>+<color #9dd4b0>**Textures/Flats**</color>
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 Textures go on lines, Flats are textures on the floor/ceiling. Textures go on lines, Flats are textures on the floor/ceiling.
-There are 3 places you can place a texture on lines: Upper, Lower, and Middle. Upper is the wall that's created when you lower a ceiling down. Lower is the wall created when you raise a floor. Middle is the space between (for transparent textures), or a wall that has no sector behind it. You can change the textures either by going into the Lines mode (L, or click the button) and right-clicking them, or by going into the 3D mode (Q) and right clicking the highlighted line there. You may notice that if you place a middle texture that you can walk through it. Don't worry about that, or skip to the Linedef Properties section below.+There are 3 places you can place a texture on lines: Upper, Lower, and Middle. Upper is the wall that's created when you lower a ceiling down. Lower is the wall created when you raise a floor. Middle is the space between (for transparent textures), or a wall that has no sector behind it. You can change the textures either by going into the Lines mode (L, or click the button) and right-clicking them, or by going into the 3D mode (Q) and right clicking the highlighted line there. You may notice that if you place a middle texture on a two sided line (one that borders two sectors) that you can walk through it. Don't worry about that, or skip to the Linedef Properties section below.
  
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-<fc #9dd4b0>**Detailing**</fc>+<color #9dd4b0>**Detailing**</color>
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 Add some details. Again, go nuts. There are tools like like the stair tool and curve tool and blah blah blah, but to start you should do these things manually for a better understanding.\\  Add some details. Again, go nuts. There are tools like like the stair tool and curve tool and blah blah blah, but to start you should do these things manually for a better understanding.\\ 
  
-Light levels can be changed either numerically, by right clicking the sector in sector mode (S) and playing with the numbers there, or by going into the 3D view and holding CRTL while scrolling the mouse wheel. Every step is 8 unit of change. Light levels can be 0 - 256. All shadows have to be drawn manually in vanilla, and it's best to keep them fairly simple, though some fun details can be had.+Light levels can be changed either numerically, by right clicking the sector in sector mode (S) and playing with the numbers there, or by going into the 3D view and holding CRTL while scrolling the mouse wheel. Every step is 8 unit of change. Light levels can be 0 - 255. All shadows have to be drawn manually in vanilla, and it's best to keep them fairly simple, though some fun details can be had.
  
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-<fc #9dd4b0>**Linedef Properties**</fc>+<color #9dd4b0>**Linedef Properties**</color>
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-Let's run down the linedefs property flags. Right click on a line, either in the 2d view or 3d view.+Let's run down the linedef property flags. Right click on a line, either in the 2d view or 3d view.
  
   * Impassible - used for middle texture bars, or force fields or whatever to prevent the player from being able to pass through. Projectiles will still pass through.   * Impassible - used for middle texture bars, or force fields or whatever to prevent the player from being able to pass through. Projectiles will still pass through.
  
-  * Block monsters - Same, but for monsters.+  * Block monsters - Same, but for monsters only.
  
   * Double sided - When two sector touch the line connecting them is usually two sided. One side for each sector. Is flagged automatically.   * Double sided - When two sector touch the line connecting them is usually two sided. One side for each sector. Is flagged automatically.
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-<fc #9dd4b0>**Actions and Tags**</fc>+<color #9dd4b0>**Actions and Tags**</color>
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-The gist is this: Linedefs can tell Sectors to perform special actions. Lower, Raise, Act as doors, switches for doors/lifts. Lines and Sectors need the same tag. So if a line with tag "1" says "w1 open door stay" that will open a sector with tag "1" that has been lowered to the ground (as doors are in doom). It will open and stay open when you walk once (w1) over the line. If it raid "wr" that means "walk repeatable". S1 is "switch once" sr is "switch repeatable". G1 means gun once - a hitscan weapon will cause the action. Gr is "gun repeatable".\\ +The gist is this: Linedefs can tell Sectors to perform special actions. Lower, Raise, Act as doors, switches for doors/lifts. Lines and Sectors need the same tag. So if a line with tag "1" says "w1 open door stay" that will open a sector with tag "1" that has been lowered to the ground (as doors are in doom). It will open and stay open when you walk once (w1) over the line. If it reads "wr" that means "walk repeatable". S1 is "switch once" sr is "switch repeatable". G1 means gun once - a hitscan weapon will cause the action. Gr is "gun repeatable".\\ 
 Simple as that. EZPZ. Of course there are tricks you can do with these things, but that's for another time. Simple as that. EZPZ. Of course there are tricks you can do with these things, but that's for another time.
  
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-<fc #9dd4b0>**Sector Effects**</fc>+<color #9dd4b0>**Sector Effects**</color>
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 SAME. Go to sector mode (S) and right click a sector. The effects listed are all fairly self explanatory. This window is also where you set sector tags. SAME. Go to sector mode (S) and right click a sector. The effects listed are all fairly self explanatory. This window is also where you set sector tags.
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 +<color #9dd4b0>**Items/Monsters**</color>
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 +On the left you'll see a "Things" button. Click that, and right click to place a "thing". A "thing" is anything that is shown as a sprite in-game. Most can be placed manually. A few can't (blood particles, smoke puffs, that sort of thing). There are a few types of things. Monsters, item pick ups, decorations, etc. They're pretty self explanatory. Right click to place a thing, right click it again to change it's properties.
 +
 +Thing properties for your consideration:\\ 
 +Ambush - Sometimes called "deaf" in some editors. Means enemies won't react to you firing your weapon, and will only attack on sight.\\ 
 +Difficulty flags - Lets you control which items/monsters appear on which difficulty.\\ 
 +Multiplayer only - Only shows up in MP.
  
 Anyway, that's your first room. Go make a map. Anyway, that's your first room. Go make a map.
tutorials/mapping/first_room.1695775760.txt.gz · Last modified: 2026/07/13 21:33 (external edit)