//-------------------------------------------------------------------------
//  Copyright 1994 Sensor Based Systems Inc.
//
//  This is the Shareware version of DeeP.
//
//  To receive the Registered version of DeeP
//  Send $17.00 to :
//
//  Sensor Based Systems, Inc.    jackv56036@AOL.com
//  17010 NE 190th ST
//  Woodinville, WA 98072         (206) 827-8794
//-------------------------------------------------------------------------
//  This is the internal file for DeeP's use. Use DeeP to view it.
//  See DeeP.1st and Deep.DOC and DeeP.INI for instructions.
//  Add to this information for your own use if you like.
//  If you make it too wide, it won't SHOW, so trim accordingly!
//  Please do not distribute your modified copy.
//
//  These are the current rules for this file (more stuff to be done later).
//
//  There are fourteen colors available:
//  a=darkgray A=lightgray
//  b=blue     B=lightblue
//  c=cyan     C=lightcyan
//  g=green    G=lightgreen
//  p=magenta  P=lightmagenta
//  r=red      R=lightred
//  w=white
//  x=black
//
//  The first position controls the background color for any  colors.
//   is the start of the text color followed by the color.
//   terminates the current color and reverts back to black.
//  53,47
//  Do not put comment lines between sections for now.
//  Don't go all the way across, cause it won't show!
//-------------------------------------------------------------------------
||F1EDIT
//-------------------------------------------------------------------------
B              y DeeP Editing Help 

  Use the bmouse or the bcursor keys to move around.
  The map scrolls when the pointer reaches the edges
  of the screen.

a            w   Map Scroll Limits   

  The maximum scroll in any direction is slightly
  less than the "edge" of the map in that direction.
  This "brick" wall prevents the map from flying off
  your screen.

  If you are making a very large area, reduce the
  zoom or extend the area after you make it as large
  as you can. The new area automatically extends the
  scroll limits, so you can make it bigger again.

  If you scroll to the edge and magnify with Auto
  Center turned off, you may loose sight of the map!
  Turn Auto Center back on, and zoom +/- to get
  your bearings again.


y            b                       
y            b Function Key Commands 
y            b                       


yrF1   There are three levels of Help screens.

a     w1. Main Help screen (this one)

a     w2. Top Menu Bar Help          

      Context sensitive Help for all items on the top
      menu bar. Select the menu item and press F1 to
      see detailed help for each selection.

a     w3. Object Help                

      Context sensitive Help for the first sub-menu
      that comes up when Enter is pressed in any of
      the edit modes. Press Enter (or press mouse
      button 2 fast) to edit the object and then
      press F1.

      Each item is explained in more detail in the
      context sensitive help section.

yrF2   Save level in a PWAD file.

yrF3   Save As... Reassign level of a map.

yrF4   Search/Change for Object.

yrF5   Preferences, set default values.

yrF6   Print Map (see end this section).

yrF8   Miscellaneous Operations.

yrF9   Insert standard shapes.

yrF10  Check Level for errors.


yrAltF2 Save Level and always build Nodes

yrAltF3 Save as..  and always build Nodes

yrAltF4 Exit & Save

yrAltF5 Set Options for sound, grid, etc.

yrAltF6 Set Colors for mouse, grid, etc.


yrShiftF1 Test Level

yrShiftF2 Edit a different Level

yrShiftF3 Create a new level from scratch

yrShiftF4 Reset all PWAD files read



y            b                      
y            b Special Key Commands 
y            b                      

yrEsc

   1. Exit without saving changes if you are not in
      any submenu.

   2. Exit any submenu. If any item was selected, it
      is saved. You can also click the right mouse
      button to exit.

   3. Cancel any current active drag or copy object.
      The objects are returned to the starting
      locations. Copied objects still exist, and are
      behind the current objects shown. Be sure to
      either move or delete them.

      All the objects selected are still active. You
      can restart dragging by clicking the Right
      mouse button again. Press bC to clear the object
      selection. Be careful you don't lose track of
      any copies!

yrIns

   Insert a new object at the current cursor
   position. Copies the last selected object or
   insert a default object (see Edit F1 help).

   In Vertex mode, press the Left mouse button to
   insert as many as desired. Press the Right button
   to quit.

yrShift

   Prevent auto-object selection temporarily

yrShift+Tab

   Switch to the previous editing mode.

yrShift+H

   Set grid scale to 0.

yrShift+M

   Same as Shift+Left mouse button.

yrDel

   Delete the current object

yrEnter

   Edit the current object

yrTab

   Switch to the next editing mode. If
   objects are marked, they remain marked
   with both forms of tabbing.

yrSpace

   Toggle the move/scroll speed from slow to
   fast.

yrArrows

   Move the cursor position (and Map)

yrHome

   In edit moves the Map Right a bunch.

   In menus, moves to the first item.

yrEnd

   In edit moves the Map Left a bunch.

   In menus, moves to the last item.

   In Vertex Insert, quit without close.

yrPageUp

   Move the Map Down a bunch

   In menus, moves down.

yrPageDown

   Move the Map Up a bunch

   In menus, moves up.

yrScroll Lock

   Turn on/off the autoscroll feature.
   Keeps the screen from moving accidently when
   you touch the edges.

   Scroll Lock also activates automatic Top
   menu selection. The menu appear as soon as
   the cursor is placed over the item.


y            b                        
y            b Character Key Commands 
y            b                        

yr+ -  ZOOM in or out (change the map scale)

   ZOOM levels range from  1/20 scale to 4/1 scale.

yr[ ]  Change the map scroll speed delay

   Delay ranges from 0 to 500 in 50 ms increments.

   Value is displayed on the bottom line.

yr\    Toggle Auto Center

   Automatically center objects when zooming. Centers
   the map on the object. The bottom line displays a
   symbol when Auto Center is active.

yrA    Toggle default auto-object selection

   Enables individual object selection.

   Auto object selection. Selects an object as soon
   as the cursor moves close to it. The bottom line
   displays a symbol when Auto Object is active.

   You may wish to turn this off if when you want to
   edit objects by clicking the picture(s) displayed
   on the bottom of the display.

yrC    Clear all selections and redraw map

   Cancel any current active drag or copy object.
   The objects are returned to the starting
   locations.

   Copied objects still exist, and are behind the
   current objects shown. Be sure to either move or
   delete them. All the objects selected are cleared.
   It's better to use Esc to cancel, since the
   objects left selected.

yrD    Toggle drag mode (Vertexes/Things)

   If you don't have a mouse, select an object by
   pressing bM and then press bD to activate
   dragging. Use the cursor keys to move the
   object(s) and press bD again to release it.

yrF    Repeat last Find or Change

yrG    Change the grid scale

   Grid is use recommended, it automatically aligns
   objects (snaps to) the grid. If the original
   LineDef or Sector was not aligned, switch to
   Vertex mode to align each Vertex.

   (If the program aligned the LineDefs/Sectors
   by itself, Vertexes could be overlaid.)

yrH    Toggle display grid (hides the grid)

yrI    Toggle display object information

   Show the information bottom bar while editing.

   Show texture pictures while editing.

   Speeds up display and shows more of the Map.

yrJ    Jump to a specific object #.

yrL    Switch to the LineDefs/SideDefs editor.

yrM    Mark/unmark current object (select)

   If you don't have a mouse, select an object by
   pressing bM. Move the cursor over the object
   until it lights up then press bM.

   To unselect it, press bM again.

yrN    Jump to the next object.

yrO    Copy group of objects selected.

   After all the objects have been selected, press bO
   to make a copy. Then bdrag the duplicates to the
   location desired using the Right mouse button.

yrP    Jump to the previous object.

yrR    Toggle display ruler

yrS    Switch to the Sectors editor.

yrT    Switch to the Things editor.

yrV    Switch to the Vertexes (vertices) editor.

yr1...0 Set ZOOM level from 1 to 10 directly
      (1/1 - 1/10)


y               b                       
y               b   Top Menu Buttons    
y               b                       

 The five buttons on the top bar represent:

yr+    Same as + command (zoom)

yr-    Same as - command (zoom)

yrc    Same as C command (clear)

yr#    Same as G command (grid)

yrh    Same as H command (hide grid)

y               b                       
y               b Mouse buttons Editing 
y               b                       

yrLeft button

   Mark/unmark the current object (select/unselect).

   The right side of the top menu bar shows the total
   number of objects currently selected.

   The first time you click an object it is added
   to a list of objects to edit. All objects selected
   will receive the edit changes you are making or
   will be dragged or copied.

   You do bnot have to click to edit only one
   object. Move the cursor over the object to edit.
   When you see that it is selected, press Enter
   (or press the Right button quickly), select the
   options in the  sub-menu and press Escape (or
   click the Right button) to exit.

   Similarly for copying or dragging only one object,
   make sure the object is automatically selected and
   press bO for copying it or press the Right
   button and hold down to drag.

   To unselect an object, click on it again or press
   bC to clear all.

   If you have turned Auto Select off by using the bA
   command, no objects are automatically selected as
   you roam the map. Turn it back on if you want to
   edit as described above.

yrLeft button Direct Picture Editing

   Left clicking the Sector, LineDef or Thing picture
   displayed on the bottom, pops up the corresponding
   object images/texture selection menu.

   This is a fast method of adjusting the final look
   of a level!

   Only the object displayed is changed. Additional
   object you may have selected are ignored.

   You may wish to temporarily turn Auto Select of to
   keep the same object displayed on the bottom.

yrLeft button Insert Vertices

   Press the Left button after you press bIns in
   Vertex mode to create Vertices for LineDefs.

yrRight button

   Edit or Drag the current/selected object(s).

   Quickly press the Right button to edit the current
   object(s).

   If the Right button is pressed and held for over
   2/10's of a second, drag mode is entered.

   Drag the object(s) selected by pressing the right
   mouse button and at the same time moving the
   mouse to the desired location. Release the right
   mouse button to place it.

   If you have a group of objects selected (either by
   individually selecting them with the left mouse
   button or by using the bShift+left button box
   select) they are all dragged at the same time.

   If you press and hold the Right mouse button and
   you are over a rNew object (it "lights" up) and
   it is not in the current select list), the new
   object is dragged and all the prior ones are
   dropped.

yrRight button Insert Vertices

   Press the Right button to stop inserting vertices
   in Vertex mode (see above). The LineDefs are auto-
   matically closed. Press bEnd if you do not want to
   close the LineDefs.

yrShift+Left button

   Select and mark a group of objects.

   Drag a selection box around several objects
   and select them all at once. On large levels,
   do not select too many to prevent running out
   of memory (for now).



y             b Mouse buttons in Menus 

yrLeft button

   Select the current name or number when
   the mouse is in the objects window.

yrRight button

   Cancels the currently selected menu when
   clicked outside the area.


y                b                 
y                b Menu Selections 
y                b                 

 Items from a menu can be selected three different
 ways:

yb1. Use the arrow keys to select the option and press
    Enter.

yb2. ba. For menus without numbers in front, press the
    highlighted character (and nothing else).

y   bb. For menus with numbers in front, press the
       number (and nothing else).

yb3. Use the mouse to select the item. Move the mouse
    cursur to the line and click the left button.

 To cancel the selection, press Esc or click the
 right mouse button.


y              b                     
y              b Automatic Selection 
y              b   Difficulties      
y              b                     

 If you have automatic object selection turned on
 (bA), objects automatically get selected when you
 get close to them. Some Sectors may be difficult to
 select if they have irregular shapes. Switch to
 LineDef mode, select a LineDef and switch back to
 Sector mode. You can also Jump to a Sector (or any
 object) with the bJ command.

 If you have extra Sectors in one location, you will
 also have trouble, but in that case you have to
 delete the extra Sector.


x yPlease review the F1 help for each subject.

x y            End of Section                 
//-------------------------------------------------------------------------
||MAIN
//-------------------------------------------------------------------------
x     y                                           
x     B     (c) 1994 Sensor Based Systems, Inc.   
x     B         DoomEnhancedEditorProgram         
x     y   █████████       V 6.11      █████████   
x     y    ██     █                    ██     █   
x     y    ██     █ jackv56036@AOL.com ██     █   
x     y    ██     █                    ██     █   
x     y    ██     █  ███████  ███████  ████████   
x     y    ██     █  ██       ██       ██         
x     y    ██     █  █████    █████    ██         
x     y    ██     █  ██       ██       ██         
x     y   █████████  ███████  ███████  ██ tm      
x     y          75454.773@COMPUSERVE.COM         
x     y                                           
x     G         Register for More Features        
x     y                                           
x     y         rTo register send $17.00 tox        
x     y         rSensor Based Systems, Inc.x        
x     y         r17010 N.E. 190th St       x        
x     y         rWoodinville, WA      98072x        
x     y              (206) 827-8794               
x     y                                           
x     y                                           

B     y Line Commands available in Character Mode 

      rDOOM    levels are named E#M#  (#=number)
      rDOOM II levels are named MAP##

      DOOM and DOOM II are trademarks of id.
p     yDeeP is a trademark of Sensor Based Systems

g     y                                           
g     x This is the Shareware Version of bDeeP     
g     x Read the end for Registered Enhancements  
g     y                                           
g     y     Please read the Note/Definitions      
g     y     at the end for general guidelines.    
g     y                                           

a                                        
a            w Press F1 for Help in EDIT 
a                                        


yr+ -

    ZOOM in or out (change the picture size) for
    BPicture and BView.

yxB[uild] B<wadfile>

p   yRegistered only

    Build a new main WAD file (all umpteen megabytes)
y   replacing levels with any PWAD you have bRead.

yxDir B[drive:][path][filename]

p   yRegistered only

    List any DOS directory

    The default drive:\path\filename is the directory
    set by the bpatch option + b*.WAD.

    If you do not have a bpatch entry, your current
    directory is listed.

    An easy way to temporarily override the bpatch
    path and view the files in your current directory
    is: bC:somewad.wad

    This displays the files in the current directory
    without entering the complete path.
    bC: can be any drive of course.

    The search syntax is similar to the DOS DIR
    command with defaults especially suited for WAD
    file names. The filename portion can contain
    wildcard match characters (? and *). If no suffix
    is entered, *.WAD is automatically appended to
    the name.

yxDirA B[dirname] [outfile]

    List all Master and Patch WAD directories.

yxDirM B[dirname] [outfile]

    List Master directory wadfile only

yxDirW B[dirname] [outfile wadnumber]

    List wadfile directory.

yxDumpM B<dirname> [outfile]

    Dump Master directory entry in hex

yxDumpW B<dirname> [outfile wadnumber]

    Dump a Wad directory entry in hex

yxE[dit] B[episode/mission level]

    Edit a game level saving results to a patch wad
p   file. You may enter the level ahead of time and
    bypass the selection screen.
G   Example: bE 1.

p   The yShareware version always displays the
    about screen, but it will accept a level that is
    entered ahead of time.

yxG[roup] B<wadfile>

p   yRegistered only

    Group all patch wads together in one file. When
    you BRead in more than one PWAD file, you can
    combine them into one big PWAD. This way you can
    combine all your favorite levels into 1 file that
    contains all of them.

    Example : You have created 3 levels called
    SLIDE11.WAD, STORM12.WAD and GLORY13.WAD some
    time in the past (ok, you spent the last 4 week-
    ends making them).

    1. BR SLIDE11.WAD
    2. BR STORM12.WAD
    3. BR GLORY13.WAD
    4. BG MIXEDBAG.WAD   (you're done)

    To replace levels in a Bgrouped PWAD, read the
    grouped PWAD (the levels it contains are shown),
    edit the levels you want to change and save each
    one changed as individual files (the way you
    created them to start with). The same original
    name can be used.

    Example : Assume you read MIXEDBAG.WAD and
    change SLIDE11.MAP  (level = MAP11).

    1. BE 11 make the changes desired.
    2. Save the level as SLIDE11.WAD (any name you
       like of course).
    3. BG MIXEDBAG.WAD and now you're done!

    Group reads the information in the files, not
    what's in memory. That's why you have to save
    them again (not a bad idea if you changed the
    levels to keep from getting confused, we do).

    All levels that do not belong to the Master WAD
    file are written to the bwadfile selected.

y   bSave modified level(s) with their own names
    before you group all the levels!.


yxH[elp] Help for setting DeeP options

yxI[nsert] B<RawFile> <DirEntry>

    Insert a raw file in a patch wad file.

yxN[ew] B[episode/mission level]

    Create and edit a New (empty) level

yxP[icture] B[Picname]

    Display any Picture in the DOOM file.
    (See +/- above).

yxQ[uit]

yxR[ead] B<wadfile>

    Read a new wad patch file. The default directory
    is set by the "patch" option. If not set, the
    default follows DOS rules (usually where you
    started DeeP).

y   The characters b.WAD are automatically
y   appended if no b. is found.

yxS[ave] B<dirname> <wadfile>

    Save one object to a separate file.

yxV[iew] B[SpriteName]

    Display all the sprites (see +/- above).

yxW[ads]

y   Display open wads( shows the bwadnumber )

yxX[tract] B<DirEntry> <RawFile>

    Save (extract) one object to a raw file.


b   y                                           
B   y            Note/Definitions               
b   y                                           


yrdirname

 The names in the WAD file are in a "directory". Each
 level is assigned a name, for example, E1M1 is the
 first level in DOOM and MAP01 is the first level
 in DOOM II. Pictures, sound, and level entries are
 more examples of directory entry names.

 The dirname when listing directories can have b* and
 b? characters similar to the DOS DIR command.

 Examples:
 gDIRA MAP1*, lists all entries starting with MAP1
 and the rest doesn't matter.

 gDIRA E1?3, lists all entries starting with E1,
 the 3rd position doesn't matter and the fourth
 location must be a 3.


yrOutfile

 Directs output to the devices of your choice. The
 default (or *) is the screen. For example, PRN,
 represents output to the printer attached to the
 parallel port. Similarly, if you enter MYFILE.DAT,
 the file MYFILE.DAT is created.

yrwadnumber

 The number (not name) of the PWAD file. The first
 one read is 1, the 2nd 2, ...you get the idea. It
 is possible that the numbers will change if you
 replace the same level with different PWADS.

 Use the Wad command to see the numbers assigned.

 Enter b* for outfile to keep output on the screen
 and then enter the bwadnumber.

 Example: gDIRW * * 2 lists all entries in the
 2nd PWAD file.

 For repetitive commands to the same wadnumber,
 you do not have to enter the wadnumber again.

 Example: gDIRW MAP* , lists all entries in the
 second PWAD file, if the prior example was first.


p    y                                           
p    y           WAD file description            
p    y                                           


 DOOM store its information about each of the levels
yin rWAD files. DeeP edits these files.

 There are two types of WAD files.

y                 rIWAD File

 The main file, DOOMx.WAD, contains all the infor-
 mation about the graphics, sound, level maps, etc.
 for the game. This file is an bIWAD file. There
 is one IWAD file called DOOM.WAD or DOOM2.WAD.

 It is in the current directory when DOOM is run.

y                 rPWAD File

 DOOM supports additional files that bpatch the
 IWAD file, hence PWAD. It contains updates for the
 IWAD file.

 PWAD files created by DeeP contain an updated map
 of a game level. PWAD files can be called anything,
 but it's nice to call them bsomelvl.WAD where
 somelvl is any name you like.

 DOOM must be told to load a PWAD file. The -FILE
 parameter does this. It is added after you type
yDOOM. Example : bDOOM -file myown.wad.


p   y        What makes up a Level              


 The best way to learn the details that follow is to
 play a level, see what happens and then examine the
 level with DeeP. Start with the first level and
 work your way up. There's a lot of information, but
 each step if pretty simple. Learn from other levels
 the "tricks" used to get those spectacular scenes.

 It helps to use the Grid when designing a level. The
 Grid makes it easy to align everything and maintains
 the sizes that work best for wall and ceiling
 textures (explained later).

 A level is created from smaller components, much
 like a house is built from 2x4's, nails and siding.
 Here's the names of the parts you will be using.

 The five components are Vertices, LineDefs, SideDefs,
 Sectors and Things.

y                 rVertices

 Vertices are x,y coordinates on a map. DOOM maps are
 2 dimensional. The height comes from Sectors, as you
 will see soon.

 Vertices are used as the starting and ending points
 of LineDefs (next). These are the bdots on the map
 in Vertex mode.

y                 rLineDefs

 LineDefs are the lines in the map. These lines
 define the borders of a Sector or the location of a
 trigger that you walk across.

 Bear with me a bit on Sectors. For now think of a
 Sector as the room or area where you are fighting
 for your life. A more precise definition about
 Sectors is later, so keep on going and come back
 and review this area again. I think it will be
 clearer the 2nd time (if you didn't get stuffed
 by the monsters).

 Each LineDef has a starting vertex and ending
 vertex. This is similar to putting two dots on a
 piece of paper and connecting them to draw a line.

 These lines end up being walls you see in the game.
 The walls have at least one side and to be seen,
 require a texture graphic.

 Transparent LineDefs do not need any texture, since
 they are invisible. A common use is for a btrigger
 activated when you walk across the LineDef. A trans-
 parent LineDefs has a texture of b-, which is none.

 A btrigger causes Sector(s) assigned to it to move
 up or down according to the type of LineDef. These
 cause the special effects as you blunder into
 things.

 It may help to stop here and edit a level, mess
 around with the different modes and see all the
 possibilities. The first level is suggested, since
 it doesn't have as many things going on and is easy
 to test since it's the first level.

 If the wall can be viewed from both sides we need to
 describe the second side also (for example, a door).

yThese sides are called rSideDefs. The first side
 is called SideDef1 and the second SideDef2 (isn't
 this amazing). The SideDef1 side of the LineDef is
 the side with the line sticking out of it in LineDef
 edit mode.

b       y All LineDefs go the same Direction 

 The line sticking out from the side, should be the
 same for all the LineDefs. Normally the arrows point
 in the clockwise direction for rooms and the
 opposite for an object in a room (see stair help).


y                 rSideDefs

 A LineDef must have at least one SideDef. The
 SideDefs define the wall textures (the way the wall
 looks).

 An enclosed set of LineDefs (and the SideDefs)
 defines a Sector.

 There are three possible texture locations for a
 SideDef: bupper, normal and lower, representing
 what you see above, straight ahead and below your
 field of view. The upper and lower textures are
 used when the floor and ceiling vary in height
 between different Sectors/rooms.

 bUpper Texture : Texture you can see above the
 ceiling of a Sector.

 bNormal Texture: Texture you see between the ceiling
 and floor of a Sector.

 bLower Texture : Texture you can see below the floor
 of a Sector.

 If everything was the same height, you would only
 need normal (a boring level, yes?)


y                 rSectors

 A Sector is made up of 3 or more LineDefs that all
 connect together to form an enclosed area. A Sector
 is similar to a room or an area within a room.

 Sectors determine the ceiling and floor height and
 the ceiling and floor textures (the last part to get
 the 3D look of a level).

 A Sector adds the depth to the LineDef/SideDef
 connections. A Sector can be shared by many LineDefs
 that form independent areas, lending the same
 floor/ceiling heights and textures to those areas.

 So don't think of a Sector as being the actual room
 (sorry about their choice of words) since it can
 describe many rooms and areas. When you see more
 than one area "light" up in Sector edit mode, it
 signifies the same sector is used to describe the
 highlighted LineDefs.

 Sharing Sectors is a good way to speed up the game
 by limiting the work required by DOOM to calculate
 where you are (going).

 Special Sector information (damage/secret?) is also
 available.

 Sectors are the only structure that move UP/DOWN in
 DOOM. Lifts, Staircases, Doors, are all specially
 defined Sectors.

y                 rThings

 Things are the objects that lend the final touch to
 a level.

 Weapons, enemies, ammo, keys and decorations are
 visible Things. The places where players start the
 game and Teleport landings are also called things.


p   y            HOM errors                     


 Hall of Mirror errors are what you get when some-
 thing is messed up in your level. It looks like
 you're replicated a zillion times and the world
 won't stop turning.

 We didn't invent this cute name. Matt Fell, the
 author of the unofficial DOOM specs mentions it.
 (Review his document for technical information.)

 Here are some common causes for HOM:

 1. You forgot a texture (easy to fix)
 2. A node building error (rearrange the area).
 3. DOOM has an error (especially DOOM, see stairs).


p   y            Object Colors                  


 When an object is selected it will change color and
 the object select count (upper right top line) is
 increased by one. Use this to keep track of your
 work.

 Things with the same color are all the same type.

 Linedefs of different colors signify tags and
 possible texture problems. Look at the information
 displayed on the bottom texture boxes to tell.

 All the same Sectors will turn Yellow, so you can
 readily spot where they are used. Red indicates an
 Tagged Sector/LineDef relation or an error in the
 Sidedef where it appears.


P   y                                           
p   y Additional Features in Registered yDeeP    
P   y                                           


y1. bNo forced rabout screen so you start faster.

y2. bPrint Maps of any level at all magnifications.

y3. bLockout of DOOM II features when using the DOOM
    WAD so you can still create DOOM levels without
    accidently using a DOOM II only feature.

y4. bEdit and save rall 32 blevels at the
    same time. The Shareware version does only 2.

y5. bGroup and Replace rall 32 blevels at the
    same time. The Shareware version does none.

y6. bBuild a New IWAD with rup to 32 blevels .
    The Shareware version does none.

y7. bThing percentage replace. This is useful to add
    new weapons to old DOOM levels by converting just
    some to new weapons and monsters.

y8. bThe DOS DIR command works so you can find those
    pesky WADS easier.

y9. bTest DOOM levels directly without exiting.

y10. bThe latest online help and docs.

x y            End of Section                 
//-------------------------------------------------------------------------
||EXE
//-------------------------------------------------------------------------
B           yHelp Options when loading DeeP

xyDeeP [-m <MainWadFile> ] [-n] [-fc] [-fm]
      [-f <PwadFiles>...] [-p <dir>]
      [-bgi <driver>]     [-v <mode>]
      [-config <IniFile>] [-h <helpfile>]

yThe b- commands are used for temporary overrides
ywhen you start bDeeP. The name surrounded by the
yparenthesis b(..) followed by b= is used in the
ybDeeP.INI file to set the same option permanently.
yIf no () are shown, it's the same name. Example :
ybMain = c:\Doom2\DOOM2.wad defines the main IWAD.

c                                                     
CxReview the notes in the DeeP.INI file for more info.
c                                                     

yb-n (noload)

      Temporarily suppresses automatic DeeP restart.
      This clears all prior PWAD file information.

      See automatic restart options under Edit.

yb-bgi driver

      Set the default video driver (*.BGI file). You
      should only have to do this if you have a non-
      VESA video BIOS and/or have a newer driver for
      your video board.

      Use the name bVGAONLY for normal VGA, that
      is, use this if you can't run the default VESA
      SVGA.

      ALL of the colors can't be displayed in VGA, so
      the textures look weird.

yb-config name

      New name of the config file (DeeP.INI). This is
      handy to keep preconfigured options that you
      switch between often.

      If you have both DOOM and DOOM II, create a
      batch file for each version using different
      config files pointing to a different DOOM main
      wad file. This reduces disk space requirements.

      If you use only one copy of DeeP to edit both
      DOOM and DOOM II, the last files you were
      editing might be for the wrong version. If you
      did not want that to happen, use the -n option
      to clear the status of all saved files. (This
      will not occur if you run DeeP from different
      directories.)

      In one batch file you might enter:

      bDeeP -config DeeP.ini  (for DOOM) and then
      bDeeP -config DeeP2.ini (for DOOM II)

      Each time you change the name of the DeeP.INI
      file, it is saved in DeeP.CFG. Thus if you
      start DeeP and do not override with a -config
      command, the last name you used is automatic-
      ally read. Remember this when you use batch
      files to edit both DOOM and DOOM II levels and
      you then directly run DeeP, bypassing your
      batch files.

yb-f  (file) file1.wad file2.wad ...

      Add patch wad files to be loaded. If no path
      is specified, a path is added (see PATCH).

      The b.wad extension is automatically added
      if no b. is used. (This also erases all prior
      saved PWAD information.)

      We may get rid of this option, since it is no
      longer as useful with the new save options.

yb-fc (fakecursor)

      Use fake crosshair mouse cursor. If you don't
      have a mouse and you have a non-VESA BIOS.

yb-fm  (fakemouse)

      Use fake mouse type cursor. Select if you do
      not have a mouse, but do have a VESA BIOS.

yb-h  (help)  C:\doom2\deep.hlp

      Name/location of the DeeP.HLP file. Default is
      DeeP.HLP in the current directory.

yb-m   (main)  C:\DOOM2\DOOM2.WAD

      Name/location of the main IWAD file. This
      file determines DOOM or DOOM II support.

      This path also determines the location of
      DOOM(2).exe when testing a level.

yb-p   (patch)

      Patch file default directory  for reading
      patch PWAD files (C:\Doom).  Default is
      current directory. This directory name is
      automatically added to any file name if
      you do not supply one.

yb-v # (video)

      Set the default video mode number (resolution).
      Experiment with this to see if your monitor is
      readable at higher resolutions ( 800x600 looks
      nice on many 15" monitors ).


xyA r'+' ybefore the options reverses on/off options.

x y            End of Section                 
//-------------------------------------------------------------------------
||SAVE
//-------------------------------------------------------------------------
B                y File [Alt-F]

ybSave

 Save the level as a PWAD file. Enter the name
 of the file, including the complete path. If
 no path is given, the file is stored in your
 current directory. Press Esc or Cancel to not
 do anything.

 If a file already exists with the same save
 name it is renamed with the .BAK extension.

 DeePbsp should be run if you have changed any
 of the map's geometry. You can ignore this if
 you do not intend to play right now, but want
 to go to bed (it is late).

pyThe Shareware version saves up to 2 files.
 with different names. The .BAK name counts as
 a name. If you read in 2 levels and save using
 a different name, the maximum is exceeded.

pyThe Registered version saves up to 32 files.

pyClear the REJECTS

 If you do not clear them, the existing REJECT
 information is copied. This is OK for slight
 tinkering with existing DOOM levels, but not
 recommended for big changes.

 The REJECTS are not always cleared to give you
 freedom to experiment easier. (DeePbsp also
 only copies REJECT data.)

 We haven't verified the current information on
 REJECTS (too busy getting all this together),
 but know that there's more to it.

 We have cleared the REJECT information on some
 existing levels and they quit working, with
 lots of Hall of Mirror (bHOM) errors! Not
 exactly what you are led to believe by the
 information we read!

 When we rebuilt the level with DeePbsp, it all
 worked again (with a cleared REJECT), leading
 us to suspect that perhaps the REJECT is a
 workaround for their own node builder errors?

pyDeePbsp will work on any PWAD file, just
 remember that it bdoes not clear the REJECT.
 DeePbsp will fix many levels built by other
 node builders that have bHOM errors.

 It is almost 100 percent reliable.

 Some errors we've had in the past, turned out
 to be DOOM coding errors (such as exceeding
 the number of visible Sidedefs). Even DOOM II
 will get the message "exceeded number of
 visible planes" (or something like that) for
 some monster levels we've built.

 Reduce the number of Linedefs and simplify the
 area if you run into bHOM errors.

 Use the Grid feature when possible to minimize
 problems.

ybSave As ExMx

 Save the level with a different level number.
 Select the level and the rest is the same as
 above.

ybBuildNode

 Save the level and always rebuild nodes.

ybBuildNodeAs

 Save the level with a different level number
 and always rebuild nodes.

ybTest Level

pyRegistered only

 Load DOOM(II) and play a level you have saved.

 The parameters -devparm -file yourfile.wad
 -warp xx are automatically created. You may
 enter up to 60 additinional characters.

 Enter or change the DOOM(II) options to what
 you normally use. These are saved for the
 next time.

 We do not have any systems with only 4MB but
 it should work ok, since only about 7kb is
 taken.

 Upon exit, you return to DeeP and everything
 is restarted if you set the option to reload.
 (see Edit help)

 ybEdit Level

 Select a different existing level to edit.

ybNew Level

 Erases all information so you can create a
 level from scratch.

ybReset Level

 Erases all PWAD information and resets all
 levels to the main IWAD.

ybPrint

pyRegistered only

 Print the level to printer or a file (see
 below).

ybeXit

  Exit the editor. Prompts to Save the file if
  changes have been made.



y            b Printing Maps 

 The map printed is exactly the same as
 currently displayed on the screen. So if
 you zoom, you get the zoomed version,
 scroll right and you get the section
 shown.

 All maps print the level as shown on the
 screen with three variations. Each type
 is automatically selected by the edit mode
 (Things, LineDefs, Sectors).

ybThing mode  : Things are shown with an X on
               the map.
ybLinedef mode: Two-sided LineDefs are printed
               darker.
ybSector  mode: Just the map.

 If the grid is turned on, it is superimposed
 as dotted lines over the map at the grid size
 active.


ybPrint Operation

 If you have an HP printer that supports the
 HPGL language, you can print directly to the
 printer. If the printer prints characters and
 numbers(e.g.,PD12,55), the printer does not
 support HPGL.

 If your printer doesn't work directly, chose
 a file for output. Then import it into Word
 for Windows as an HPGL (.HGL) graphics file.
 Set the page to landscape and maximize the
 margins. Use insert picture to put the map
 in a word document, importing as HPGL of
 course.

 You can then print the file from Word,using
 Windows' print drivers for your printer.

 You need Word's graphic import filter for
 .HGL installed (one of the options on Word
 setup 6.0a graphic filters). Download an
 upgrade for FREE from Microsoft if you
 have 6.0. (See the About Screen for the
 version).

 This has been tested with Word 6.0a. Corel
 PhotoPaint can also import it, but it's pretty
 lousy. If you know of others, let us know and
 we'll include it here.

 On some computers, you may get an error after
 printing for a while. The message is out of
 our control, just reply Y to retry. If you
 are out of paper, put some more paper in!

 We can't control this right now, it's a dumb
 compiler problem, it won't tell us there is
 problem with printer!

x y            End of Section                 
//-------------------------------------------------------------------------
||EDIT
//-------------------------------------------------------------------------
B               y Edit [Alt-E] 


ybCopy Object(s)  (O)

 Used to copy (groups of) Things, vertices,
 LineDefs and SideDefs, or Sectors.

 After pressing bO move the copy to the
 location desired by pressing the Right
 mouse button and moving the cursor. When
 the Right button is released, the objects
 are moved.

 The same objects can be move again. Press
 bC to clear the selection.

 While dragging, you can also press Esc to
 clear them all. This also cancels the drag.
 The copied objects still exist. You can't
 see them because they are on top of one
 another!

ybAdd Object (Same as bIns key)

 Be careful to not insert multiple Sectors at
 the same location! The check will catch this
 as Sector not closed messages, but it will
 not be obvious to you.

 New Sectors use the default values you set
 in Texture defaults.


y         rIns Vertex mode

 This creates the LineDefs/SideDefs/Sectors
 for a level. Insert Mode continues until
 you stop it with the Right Mouse button (the
 normal method), press the bEnd key, press bC
 or press bEsc.

 SideDefs and Sectors are automatically created
 if Auto Insert Sector is turned on in Options.

 There are two variations in Vertex mode:

 b1. If 1 or no vertex is selected, press the
    Left mouse button to create Vertices/Line-
    Defs.

    if 1 vertex is selected, the next vertex
    is automatically connected to the one
    selected. Use this method to connect
    multiple areas.

    Each time the Left button is pressed a
    Vertex and a LineDef is created (if you
    have 2 or more vertices).

a           w Joining Areas 

    If you are joining areas, move the cursor
    over an existing vertex in the area to
    join. Make it select (bottom box shows it,
    and the vertex lights up/sound) and then
    press the left button. The existing vertex
    is now selected and joined to the prior
    vertex.

    If you miss, manually move the vertex by
    dragging it on top of the other one (stop
    insert mode first by pressing Mouse button
    2).

    The current grid is used to align vertices.
    A grid of 8 is the minimum. Move an
    existing vertex to make it line up if you
    can't match because the grids misalign it.

 b2. If exactly 2 vertexes are selected, a
    new LineDef connecting the two is created.
    Insert mode automatically ends.

    This is mostly used for odd situations
    where you are connecting two separate
    areas or you are fixing a mistake.

 Press the Right button to stop inserting.
 The last two open vertices are connected.
 creating the last LineDef to close. The
 SideDefs and Sector is automatically created
 (unless you turned Auto Insert Sector OFF).

 If you do not want the LineDefs closed,
 press the bEnd key.

 A check is made to see if any obvious overlaps
 exist. The check can be turned off in Edit
 Options for faster operation.

 If you press bC, the command is immediately
 stopped and no SideDefs and Sector are
 created.

 When creating an area, you should end up with
 all the LineDefs forming a complete loop. All
 the arrows should point the same way.

 Rooms go clockwise and objects are formed
 counter-clockwise.

 Flip the LineDef (F8 Misc menu) to correct any
 errors.

 LineDefs that do not loop result in Sector not
 closed messages. Also LineDefs that butt
 heads (they do not all go the same direction)
 also cause Sector not closed errors.

 If the ends do not touch, use method 2 above
 to connect the opening or select one of the
 vertices and drag it on top of the other one.
 Reply yes to merge them together (works only
 if you haven't turned the check off).

 If you didn't use Auto Insert Sector, complete
 the unfinished area by selecting all the Line-
 Defs (or outline a complete bclosed area).
 Then switch to LineDef mode (press bL) and
 press bIns again to create SideDefs and a
 Sector for the area just made.


y         rIns LineDef mode

 In LineDef mode when a group of LineDefs are
 selected and you press bIns a new Sector is
 created and one SideDef in each LineDef is
 bound to this Sector. The edit mode will
 switch to editing Sectors.


y         rIns Sector mode

 Use this only to create a new Sector that you
 are going to manually reference with a SideDef.

 This is normally done, when you can't change
 the existing Sector, since it is shared by
 other enclosed areas (you would change all of
 them), so a new one is created. The LineDef/
 SideDefs involved are manually changed to
 point to the new Sector.

y         rIns Thing mode

 A new Thing matching the current object
 selected is created.


ybDelete Object

 Same as bDel key. Press the Del key again to
 confirm the deletion.

ybClear Selection

 Same a pressing C to clear.

awAll the options below are saved in the file 
awDeeP.Cfg. This file is automatically created
awthe first time you start DeeP. If this file 
aw gets damaged, delete it and restart DeeP!  

ybPreferences

 Changes the default values for wall, floor,
 and ceiling textures, and floor and ceiling
 heights.

ybOptions

 The following options are toggled as shown:

awSound Selection  Sound when object is
                  selected.
awSound Errors     Sound when an error occurs.

awOverLap Check    Perform an overlap check
                  every time vertices move.
                  Disabling this speeds up edit-
                  ing large levels at the risk
                  of missing mistakes you make.
awSelect Object0   Select object 0 the first
                  time.
awAdditive Select  Add currently selected
                  objects to all in the
                  current select box.
awAuto Start       Automatically restart DeeP
                  and reload all PWAD active
                  since the last time. Use -n
                  to temporarily suppress.
awAuto Load        Automatically reloads the
                  last PWAD you were editing.
awGrid Dashed      Set grid lines

awSelect Dashed    Set select box lines

awInfo Objects     Display text information
                  about objects.
                  (bI toggles).
awInfo Picture    Display textures and things
                  in picture form.
                  (bI toggles)
awAuto Insert Sector  Automatically insert
                  SideDefs and Sectors when you
                  create LineDefs in Vertex
                  Mode. If you do not have this
                  active, create the SideDefs/
                  Sectors in LineDef mode by
                  selecting the LineDefs and
                  pressing the bIns key.
awThick Lines      Increase the line thickness
                  to 3. Useful when you use
                  large monitors at high
                  resolutions or use a white
                  background.


ybMouse/LineColors

awMouse            The color of the mouse. You
                  must restart DeeP to see the
                  change. Since the mouse is
                  "tranparent" the colors vary
                  depending on the background
                  choosen.
awMouseEdge        Select the color of the
                  mouse edge (note as above).
awMenuHilite       Select the color of the
                  menu hilighted character(s).
awDragging         The color for dragged
                  objects.
awSelect Box       The color of the select box.

awHiLight          The color for automatic
                  hilighting of active objects.
awInsertVertex     The color of lines inserted.

awGrid             The grid color.

awRuler            The ruler color.

aw2-Sided LineDef  The color of 2-sided LineDefs.

aw1-Sided LineDef  The color of 1-sided LineDefs.

awBackGround       The screen background color.

 If you change the background color, be sure to
 change the color of the LineDefs so they show
 up (and any others as appropriate). For
 example if you make the background white, then
 the 1-sided should be black and the 2-sided
 darkgray.

ybPalette Colors

 Select and set the color value for the 16
 primary color selections. This changes the
 values available in Mouse/Line Colors above.

 It also changes those not directly set any-
 where else. If you get lost, delete DeeP.CFG
 and start over or use the following settings:

 The DOOM and HERETIC settings are for the
 respective games. The HERETIC information is
 to make the menus look like they are supposed
 to.

                DOOM  HERETIC
    Black       =   0    1
    Blue        = 202  197
    Green       = 118  216
    Cyan        = 194  200
    Red         = 180  155
    Magenta     = 253  172
    Brown       =  70   79
    LightGray   =  88   26
    DarkGray    =  95   15
    LightBlue   = 196  201
    LightGreen  = 114  223
    LightCyan   = 193  184
    LightRed    = 176  161
    LightMagenta= 250  173
    Yellow      = 231  241
    White       =   4   35

x y            End of Section                 
//-------------------------------------------------------------------------
||SEARCH
//-------------------------------------------------------------------------
B               ySearch [Alt-S]


ybFind/Replace  F4

y                   bFind

 bLinedef Type

   Find any Linedef type. Use this when con-
   verting a DOOM level to DOOM II.

 bThing Id

   Find any thing object.

 bFloor Texture Name

   Find any Floor/Ceiling texture.

 bWall  Texture Name

   Find any Wall texture.

y                   bReplace

 bReplaceThing Id

   Find any Thing object and replace it with a
   different one. The percent replace option,
   replaces the percent Things matching. Use
   this to add new Things from DOOM levels
   converted to DOOM II or just for fun.

 bReplaceFloorTx Name

   Search for any Floor/Ceiling texture and
   replace it with a different one.

 bReplaceWall Tx Name

   Search for any Wall texture and replace
   it with a different one.

ybRepeat last Change or Find

 Perform the last command again to find
 the next match.

ybNext Object (N)

 Go to next object.

ybPrev Object (P)

 Go to previous object.

ybJump to Object #  (J)

  Go to a specific object number.

x y            End of Section                 
//-------------------------------------------------------------------------
||MODE
//-------------------------------------------------------------------------
B                 yModes [Alt-M]


          Changes current editing mode

B                                        
y      b   Thing Mode          T         
B                                        
y      b   Linedef & Sidedef   L         
B                                        
y      b   Vertices            V         
B                                        
y      b   Sectors             S         
B                                        
y      b   Next Mode           Tab       
B                                        
y      b   Last Mode           Shift-Tab 
B                                        

y                                        
y      x  When shifting modes using Tab  
y      x  or Shift-Tab, all selections   
y      x  you have made stay active.     
y                                        
y      x  Using one of the Letters to    
y      x  switch modes, may lose the     
y      x  current selection if it's not  
y      x  the same as using the Tab      
y      x  command.                       
y                                        
y                                        

 Please see ? help in the beginning for basic
 definitions of the above objects.


y      b   Linedef & Sidedef   L         

 The following 2 character abbreviations are
 used in the Linedef type descriptions:

 The first letter :

 bD Door       - a door, duh..
 bS Switch     - a switch, same..
 bW Walk       - walk across to activate
 bG Gun        - shoot to activate

 The second letter :

 bR Repeatable - works every time
 b1 One time   - works only once


 The following abbreviations are used in the
 shortened type name :

 bO  Door stays open
 bC6 Door closes after 6 seconds
 bF  Door opens fast
 bS  Stays open when shot
 bCe Floor rises until it reaches the ceiling
 bNe Floor rises/lowers until it reaches floor
    height of adjacent Sector.
 bT  Same as Ne, but the texture and type of
    Sector are also changed.
 b<> Modifiers for Ne, Ce and T to indicate
    where the it stops, < means below a
    floor and > means above a ceiling.

x y            End of Section                 
//-------------------------------------------------------------------------
||MISC
//-------------------------------------------------------------------------
B          yMiscellaneous [Alt-I]


 The options available vary according to
 the editing mode. The first option is the
 same for all editing modes.

y1. bFind First Free Tag 

    Locates the first tag number that has not
    yet been used in this map.

  The rest of the options vary by mode as
  follows:

b             yThings Mode

y2.b  Rotate and Scale Thing(s) 

     Move marked Things by the degree of rota-
     tion and a percentage scale. Use this to
     rearrange Things by spinning them around
     (change rotation angle) or moving them
     closer to each other (scale < 100%) or
     further apart (scale > 100%).


b             yVertices Mode

y2.b  Rotate and Scale Vertices 

    Move marked vertices by the degree of rota-
    tion and a percentage scale. Use this to
    rearrange vertices by spinning them around
    (change rotation angle) or moving them
    closer to each other (scale < 100%) or
    further apart (scale > 100%).

y3.b  Delete Vertex and join Linedef(s) 

    Deletes the marked vertex and joins Line-
    def(s) that were previously connected to
    the vertex.

y4.b  Merge several vertices into one 

    Same as #3 above, with multiple vertices.

y5.b  Add linedef & Split Sector 

    You must mark exactly TWO vertices from
    the SAME Sector before calling this
    command. This adds a linedef and a new
    Sector.

b        yLineDefs & SideDefs Mode

y2.b  Rotate and Scale LineDefs 

    Move marked LineDefs by the degree of rota-
    tion and a percentage scale. Use this to
    rearrange LineDefs by spinning them around
    (change rotation angle) or moving them
    closer to each other (scale < 100%) or fur-
    ther apart (scale > 100%).

y3.b  Split LineDef (add new Vertex) 

    Splits the selected linedef(s).

y4.b  Split LineDefs and Sector 

    Splits the selected LineDefs by adding
    a vertex at the midpoint, connecting the
    new vertices with a linedef which divides
    the original Sector.

y5.b  Delete LineDefs and join Sectors 

    Removes the selected two-sided linedef(s)
    that divide Sectors and makes them into
    a single Sector.

y6.b  Flip Linedef 

    Flips the linedef(s) start and endpoints,
    thus reversing the side of the 1st and 2nd
    SideDefs.

y7.b  Swap Sidedef 

    Swaps the Sectors of sidedef(s) 1 and 2.

y8.b  Align Textures  (Y offset) 

    Align the textures on the Y offset. The
    first linedef selected is used as the
    reference point. This is for Up/Down
    alignment.

y9.b  Align Textures (X Offset) 

    This may be used on a group of LineDefs
    that follow each other. The first linedef
    selected is used as the reference.
    This is for left/right alignment.


b               ySector Mode

y2.b  Rotate and Scale Sectors 

    Move marked Sectors by the degree of rota-
    tion and a percentage scale. Use this to
    rearrange Sectors by spinning them around
    (change rotation angle) or moving them
    closer to each other (scale < 100%) or fur-
    ther apart (scale > 100%).

    This will NOT move the "Things" in the sec-
    tor. After rearranging the Sector, you may
    have to go into Things mode and select them
    and do the same rotation/adjustment on them.

y3.b  Make door from Sector 

    Select a Sector that is between two other
    Sectors and then activate this function.
    The LineDefs, Ceiling height, textures,
    etc... will be modified accordingly.

y4.b  Make lift from Sector 

    Select the Sector that is to become the
    lift and then activate this function. The
    LineDefs,textures, etc... will be modified
    accordingly.

y5.b  Distribute Floor heights 

    This function takes the difference in floor
    heights between the first and last Sector
    selected, divide it by the number of sec-
    tors in between and then distribute the
    result across the floor heights of the in-
    between Sectors.

    This is useful for setting floor heights on
    stairways.

y6.b  Distribute Ceiling heights 

    This function takes the difference in
    ceiling heights between the first and last
    Sector selected, divide it by the number of
    Sectors in between and then distribute the
    result across the ceiling heights of the
    in-between Sectors.

    This is useful for setting ceiling heights
    on stairways.

x y            End of Section                 
//-------------------------------------------------------------------------
||OBJECT
//-------------------------------------------------------------------------
B          yObject Insertion [Alt-O]

 A  rRoom   is outside a Sector.
 An rObject is inside a Sector.

 No part of the created object may cross any
 existing lines. After the object is made you
 can Drag the object (hold the right mouse
 button) to the correct location and release
 the button to place it.

 Failure to move the object results in Sector
 not closed messages.

b        yROOM - Outside A Sector

ybInsert a Rectangle

 Enter the width and height (length) of the
 rectangle and DeeP automatically insert the
 vertices, lindefs+SideDefs, and Sector at the
 current pointer location.

 This is adding a rectangular room.

ybInsert a Polygon (N-sided)

 Enter the number of sides and a radius and
 DeeP automatically insert the vertices,
 LineDefs+SideDefs, and Sector at the current
 pointer location.

 You can create anything from a triangle to a
 32 sided polygon.

 This is adding an N-sided room.


b        yOBJECT -Inside A Sector

ybInsert a Rectangle

  Same as outside a Sector, but first
  SideDefs will be set to the Sector they
  are contained in. Think of this as
  inserting a rectangular pillar.

  NOTE: Pressing "Ins" after inserting the
  rectangle creates a new Sector inside the
  rectangle changes the walls to transparent.
  Use this to define a new area inside a
  Sector.

ybInsert a Polygon (N-sided)

  Also the same as outside a Sector, but the
  first SideDefs is set to the Sector they are
  contained in. Think of this as inserting an
  N-sided pillar.

  NOTE: Pressing "Ins" after inserting the
  polygon creates a new Sector inside the
  polygon changes the walls to transparent.
  Use this to define a new area inside
  a Sector.


r          yStairs are Special

 Stairs are always created inside a Sector.
yThe rbottom step connects to this Sector
 for reference. You need to complete the
yrtop step by connecting it the Sector
 desired.

 Switch to Vertex mode and place the last 2
 vertexes on the rLinedef desired and
 reply yes to the split Linedef message.

 You can also do this by dragging the stair on
 top of the linedef you want it to connect to.

 Finish by changing the linedef just created
 by the split to point to the Sector of the
 last step ( Sector reference ).

ybFor DOOM don't make more than 16 steps!    
ybYou will get HOM errors (fixed in DOOM II) 

y       bBe sure to move a rRoom
y       bstair out of the Sector.

x y            End of Section                 
//-------------------------------------------------------------------------
||CHECK
//-------------------------------------------------------------------------
B               yCheck [Alt-C]

 When using the following diagnostics and an
 error is listed, press return to continue
 checking or press Esc to select the problem
 object.

 If you are converting from DOOM II to DOOM,
 be sure to replace any incompatible LineDefs!
 Use Search to find and decide what will work
 almost the same.


y1. bNumber of Objects

 Gives a count of all the objects in a level.
 The last five are built by the DeePbsp node
 builder.

 The amount of bytes needed to store the
 information in a PWAD file is rounded to
 the nearest Kbyte).

y2. bCheck if all Sectors are closed

 Test all Sectors and make sure they are
 closed. If they are not closed it reports
 the number of the unclosed Sector. There are
 some circumstances when a Sector is tech-
 nically not closed, but if you can never reach
 it, no problem occurs. Some DOOM levels,
 for example, MAP14, have some of these.

 The Sector not closed message can also mean
 you have two (or more) Sectors in the same
 location. Try deleting one and see if you
 still have a Sector showing?

 Remember, the final test is playing the level!
 If the area not closed causes trouble, you
 must fix it.

y3. bCheck cross references

 Verify the integrity of the level and help
 locate possible problem areas.  This helps
 locate orphaned SideDefs, etc. It will also
 remove extraneous LineDefs if there are two
 LineDefs between the same vertices.

y4. bCheck for missing textures

 Report any SideDefs that may need to have a
 Normal/Upper/or Lower texture defined.

 If the texture can never be seen, a missing
 texture causes no problems.

y5. bCheck Texture Names

 Report any texture names which are not found
 in the current DOOM IWAD file.  The names are
 different for DOOM and DOOM II.

y6. bCheck Thing Names

 Report any Thing names which are not found
 in the current DOOM IWAD file.  The names are
 different for DOOM and DOOM II.

y7. bCheck LineDef Types

 Report any LineDef types that are not known to
 DeeP. Also makes sure Sector tags are present
 when required!

 A missing Sector tag (tag is 0 and it shouldn't
 be) crashes DOOM.

 Id could have used this!

pyRegistered DeeP distinquishes between
 DOOM and DOOM II LineDefs. A LineDef that does not
 exist in DOOM comes up as missing. The DOOM II
 description is in the information box.

y8. bCheck Sector Types

 Report any Sector types that are not known to
 DeeP.

y9. bCheck (5,6,7,8)Texture,Things,LineDefs, 
    Sectors.

 Self explanatory!

y10. bCheck (2,3,4 )SectorsClose, Cross-Ref, 
     Missing.

 Self explanatory!

y11. bCheck (2 ... 8)all of the above

 Self explanatory!  Always run this to be sure.

y12. bAutomatic fix missing Textures

 A quick way to convert DOOM to DOOM II. Uses
 the current default textures.

y13. bAutomatic fix Texture names

 A quick way to convert DOOM to DOOM II. Uses
 the current default textures.

x y            End of Section                 
//-------------------------------------------------------------------------
||THINGS
//-------------------------------------------------------------------------
B               y Edit Thing 


ybAngle

 Angle:

 The initial direction or orientation of the
 object. Click on the direction desired.

ybSkill

 Sets the skill level for when objects will
 appear. You can make it harder (for hard
 levels of course) and reduce the difficulty
 for the beginners by reducing the number of
 monsters and increase the weapons.

 Levels designed for death match can also have
 different things.

 Make monsters deaf so you can sneak up on
 them!

ybType

 Select the type of thing, monster, player,
 decorations, etc.

x y            End of Section                 
//-------------------------------------------------------------------------
||VERTEXES obsolete
//-------------------------------------------------------------------------
B               y Edit Vertex 


ybX,Y Position

 More for keyboard only users. Places a vertex
 exactly where you want it.

x y            End of Section                 
//-------------------------------------------------------------------------
||LINEDEFS
//-------------------------------------------------------------------------
B            y Object to Edit 

ybEdit LineDef

 Describes basic rules about the Linedef.
 Controls what happens or can happen. The
 descriptions are self-explanatory except for
 bUnpegged and bSecret.

 An bUnpegged texture does not move with a
 Sector that moves, it is stationary.

 A bSecret (red on the Automap) hides what's
 behind it (does not show up on the Automap.
 It is not related to the secret areas. Those
 are set by the Sector.

ybEdit the 1st SideDef

 Set the textures and connects it to a Sector
 (for floor/ceiling information).

ayAdd a 1st SideDef

 This appears (instead of Edit) if no Sidedef1
 exists for the Linedef. A Sidedef1 must exist!

ybEdit the 2nd SideDef

 Set the textures and connects it to a Sector
 (for floor/ceiling information).

ayAdd a 2nd SideDef

 This appears (instead of Edit) if no Sidedef2
 exists for the Linedef. A Sidedef2 is
 optional.

aySector Tag

 A Sector Tag is a number that connects a
 LineDef to a Sector with the same Tag number.

 For example, a door with a switch has a Line-
 Def (type = Switch Door) and a Sector with the
 same Tag number. This causes the assigned
 Sector to move (and not some other Sector).
 More than one Sector can have the same Tag
 number, they will all move at the same time!

ay1st SideDef ref
ay2nd SideDef ref

 Normally you shouldn't have to use this. It
 gives you the ability to manually fix SideDef
 references (how did they get bad?).

x y            End of Section                 
//-------------------------------------------------------------------------
||SECTORS
//-------------------------------------------------------------------------
B                y Edit Sector 


ybFloor Height

 Set the floor height. Usually from -512 to 512.

ybCeiling Height

 Set the floor height. Usually from -512 to 512.
 The maximum distance between the floor and
 ceiling is 1023.

ybFloor Texture

 Select a Floor Texture.

ybCeilingTexture

 Select a Ceiling Texture.

ybLight Level

 Determines how much light there is. 0 is dark,
 255 is full on.

ybType

 Describe how the sector behaves. Here's where
 you can set the Secret attribute.

ybLineDef Tag

 This ties the sector (and how it behaves) to a
 Linedef with the same Tag number. A number
 here, implies a LineDef with the same number.

 DOOM will crash if you forget to tie the Tags
 together!

 In Sector mode, the Tagged LineDef is rRed and
 in LineDef mode the Tagged Sector is rRed.

x y            End of Section                 
//-------------------------------------------------------------------------
||HELP
//-------------------------------------------------------------------------
B                 yHelp [Alt-H]

gbKeyboard & Mouse

 Same as F1 key.

 The bottom bar displays editing modes,
 auto-object bA, centeringb\, delayb[],
 and zoom bZ and grid bG sizes.

 The top bar show the number of objects in the
 select list and the DOOM coordinates.

 Additional help information is displayed on
 the top as appropriate.

gbAbout DeeP...

       Brief information about the DeeP
       programmers and Registration.

x y                                           
x B     (c) 1994 Sensor Based Systems, Inc.   
x B         DoomEnhancedEditorProgram         
x y   █████████       V 6.11      █████████   
x y    ██     █                    ██     █   
x y    ██     █ jackv56036@AOL.com ██     █   
x y    ██     █                    ██     █   
x y    ██     █  ███████  ███████  ████████   
x y    ██     █  ██       ██       ██         
x y    ██     █  █████    █████    ██         
x y    ██     █  ██       ██       ██         
x y   █████████  ███████  ███████  ██ tm      
x y          75454.773@COMPUSERVE.COM         
x y                                           
x G         Register for More Features        
x y                                           
x y         rTo register send $17.00 tox        
x y         rSensor Based Systems, Inc.x        
x y         r17010 N.E. 190th St       x        
x y         rWoodinville, WA      98072x        
x y                 (206) 827-8794            
x y                                           
x y                                           
//-----------end of help-----------------------
