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doom.yaml
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doom.yaml
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---
slade shortcuts:
line drawing mode:
space: activate
things mode:
t: activate
C-t: change type
d: direction
insert: create a thing
lines mode:
l: activate
sectors mode:
s: activate
\,: height down 8
\.: height up 8
C-Wheel: height down/up
c: clear selections
\[,\]: grid size down/up
3D mode:
q: activate
l: lower unpegged
u: upper unpegged
doors:
ceiling: 0
texture: upper
elevators:
texture: lower
teleports:
- linedef
- thing + sector
stairs:
odd sectors:
def: stairs special 1
direction: inwards
even sectors:
def: stairs special 2
direction: inwards
line before sectors:
def: stairs build
direction: outwards
sector tag: first step
invisible sector:
linedefs:
direction: inwards
back-side: sector number
front-side: sector number
url: https://www.doomworld.com/vb/doom-editing/52802-invisible-pillars-floors/
sky:
url: https://web.archive.org/web/19970526100743fw_/http://www.nitehawk.com/jensh/doom/special/
3D bridge:
url:
- https://www.doomworld.com/tutorials/fx8.php
- https://www.doomworld.com/forum/topic/66443-3d-vanilla-bridge-for-dummies/
projectiles:
4: W1 Door
10: W1 Lift Also Monsters
39: W1 Teleport
88: WR Lift Also Monsters
97: WR Teleport
125: W1 Teleport Monsters Only
url: https://doomwiki.org/wiki/Projectiles_triggering_linedefs
hitscanners:
46: GR Door open stay
autorun:
DEFAULT.CFG > joyb_speed = 29
limits:
url: https://www.doomworld.com/forum/topic/52921-thread-of-vanilla-mapping-tricks/
metrics:
source: |-
info.c:mobjinfo
p_map.c:P_TryMove
max step height: 24
min step width: half of monster width
object height / width:
- Player 56 34
- Trooper/Sarg 56 44
- Imp 56 44
- Demon/Spectre 56 64
- Cacodemon 56 64
- Lost Soul 56 32
- Baron 64 48
- Cyberdemon 110 80
- Spiderdemon 100 256
sectors:
size: ~= 2500 units
url: https://www.doomworld.com/forum/topic/59019-sector-height-and-size-limits/
speed:
doomguy: 16.666 mu/tic ~= call `A_Chase` every tic
url: |-
https://www.doomworld.com/forum/topic/56505-trying-to-calclate-doomguys-real-speed-a-whole-lot-of-wrongness-itt/
https://www.doomworld.com/forum/topic/117500-whats-the-dehacked-equivalent-speed-of-a-running-player/
tactics:
url: https://www.doomworld.com/vb/doom-general/52340-your-abusive-slaughter-frugal-map-tactics/
crushers: For non-buggy raising crushers, use the "stairs raise" action on a dummy sector connected to the sector you want to use as a raising crusher.
lumps: https://zdoom.org/wiki/MAPINFO/Map_definition
resource handling:
nwt -as _.wad
nwt -af _.wad
chocorenderlimits:
video driver issues: https://github.com/chocolate-doom/chocolate-doom/issues/891
overflows:
url: https://www.doomworld.com/forum/topic/35214-spechits-reject-and-intercepts-overflow-lists/
prboom:
- -spechit 2230937832
overrun_spechit_emulate 1
- -spechit 0
overrun_spechit_emulate 0
design:
loops:
url: https://critpoints.net/2018/02/18/good-fps-map-design/
flow, focal points, risk-reward:
url: http://www.ongamedesign.net/designing-fps-multiplayer-maps-part-2/
lists:
url: http://www.ongamedesign.net/beating-design-block-level-design/
cover, flanking, observability:
url: http://www.fullbrightdesign.com/2009/02/basics-of-effective-fps-encounter.html
maps:
cs de_dust2
quake dm3
romero rules: |-
- Always changing floor height when I wanted to change floor textures.
- Using special border textures between different wall segments and doorways.
- Being strict about texture alignment.
- Conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas.
- Making sure that if a player could see outside that they should be able to somehow get there.
- Being strict about designing several secret areas on every level.
- Making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level.
- Creating easily recognizable landmarks in several places for easier navigation.
https://web.archive.org/web/20080830035843/http://archive.gamespy.com/articles/december03/doom/romero/index.shtml
dehacked:
docs: http://www.aspectsweb.co.uk/dehacked/index.html
tables: https://doomwiki.org/wiki/DeHackEd
scriptable: https://github.com/fragglet/deh9000.git
timers: |-
a very reliable vanilla-compatible way is to use a cacodemon in the bottom of a pit. It will float upwards with a constant speed, if you need it to spend more time before opening a door, just put some m1 teleporter lines to reset the cacodemon back down into the pit.
sound: |-
add sectors to monster batteries which are joined/merged with a sector in the map
However, sound tunnels can still have use cases for staged fights where you can start with closed tunnels and slowly open them up to gradually activate monsters, rather than having them go all at once.
bugs: falling on a floor with -32768 height will cause anything on it to infinitely fall through and teleport to the top of the ceiling in Vanilla Doom.
skies:
1. vanilla: override sky1 texture's patch
2. sky transfer: |-
linedef 271 on line w/ upper texture
boxoskiestestmap.wad
usage: sector with ceiling = floor height, untextured
split: |-
for i in $(seq 1 4); do convert HCLDSKY4.png -crop 256x128+$(($((i-1))*256))+128 "HCLDS4_$i.png"; done
shadowcasting: |-
= floors and ceilings with different brightness levels
https://www.doomworld.com/tutorials/fx6.php
https://www.doomworld.com/forum/topic/60823-shadowcasting/
threads:
- vanilla conveyor belt
- Dehacked - Scifista, printz
- Mechadon - turning a Lost Soul into a projectile
- 'https://www.doomworld.com/forum/topic/114757-some-useless-data-on-doom-2s-new-linedef-actions/?tab=comments#comment-2137223'
config:
- hudadd_secretarea 1
- hudadd_smarttotals 1
- mus_fluidsynth_chorus 0
- mus_fluidsynth_reverb 0
finding bad data:
1. Entries > SECTORS > Check columns of interest in entry contents, take $sectors_table_row_number
2. Map Editor > View > Show Item... > Type = Sector, Index = $sectors_table_row_number
demo format:
parser: XDRE
actions:
WT: noop
case studies: |-
https://www.doomworld.com/forum/topic/102900-100-for-100-doom-2-demo-challenge/?page=2&tab=comments#comment-1932015
- Tic 755: Forward 50, strafe 40
- Tic 756: Forward 50, strafe 50
- Tic 757: no inputs at all
- Tic 758: Forward 50, strafe 50
mapinfo: https://zdoom.org/wiki/CVARs:Configuration
snippets: ~/code/snippets/doom
retrieving_old_forum_links: |-
https://www.doomworld.com/vb/post/740136
https://web.archive.org/web/20171113020931/https://www.doomworld.com/forum/topic/44143-essels-mapping-tips-and-tricks/?do=findComment&comment=740136
https://web.archive.org/web/20081204180050/http://www.doomworld.com/forums/editing/messages/10960.shtml
https://www.doomworld.com/forum/topic/82016-state-table-and-code-pointers/?tab=comments#comment-1498579
https://warosu.org/vr/?task=search2&ghost=yes&search_text=http%3A%2F%2Fwww.doomworld.com&search_subject=&search_username=&search_tripcode=&search_email=&search_filename=&search_datefrom=&search_dateto=2014-01-01&search_op=all&search_del=dontcare&search_int=dontcare&search_ord=new&search_capcode=all&search_res=post
https://www.google.com/search?q=%22Essel%27s+Mapping+Tips+and+Tricks%22+http%3A%2F%2Fwww.doomworld.com%2Fforums%2Fediting&oq=%22Essel%27s+Mapping+Tips+and+Tricks%22+http%3A%2F%2Fwww.doomworld.com%2Fforums%2Fediting
[ZDoom • View topic \- Essel's Mapping Tips \(crosspost from DW\)](https://forum.zdoom.org/viewtopic.php?f=3&t=25096)
http://www.doomworld.com/vb/doom-editing/44143-essels-mapping-tips-and-tricks/
https://web.archive.org/web/20090314155158/http://www.doomworld.com/vb/doom-editing/44143-essels-mapping-tips-and-tricks/
DoomEd:
collaborative editor with networking
https://rome.ro/news/2016/2/14/apple-next-merger-birthday