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tutorials:mapping:first_room [2024/11/28 02:27] – 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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-<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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-<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 the empty space will 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.
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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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-<fc #9dd4b0>**Linedef Properties**</fc>+<color #9dd4b0>**Linedef Properties**</color>
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 Let's run down the linedef 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.
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   * 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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-<fc #9dd4b0>**Items/Monsters**</fc>+<color #9dd4b0>**Items/Monsters**</color>
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tutorials/mapping/first_room.1732760832.txt.gz · Last modified: 2026/07/13 21:33 (external edit)