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Editing Clinic: Tips for Level Designers
PWAD Designer's Reference | REJECT | Textures | Graphics | Architecture |Aesthetics

The Editing Clinic features articles on various aspects of level design. Articles are geared toward different subjects for level designers at various stages of development. The following categories are offered.

PWAD Designer's Reference

The PDR is a work-in-progress and will feature chapters from the book I'm writing, which covers all topics in DOOM level design, as well as a history of DOOM, id Software, and where the game - and its creators - have gone since: The DOOM Design Handbook: A History of DOOM and Guide to Level Design. I'm interviewing many of the people I worked for and with from 1994 to 2000, amateur and professional, as well as many authors of the early level editing utilities, including DEU, BSP, WinTEX, DCK, ZenNode, RMB, and more. I'm also arranging communication with authors of current and more recent developments in DOOM, such as the various creators of DOOM ports like BOOM, zDOOM, and jDOOM; editors like Doom Builder, XWE, Whacked2, and WadAuthor; and I'll be touching bases with creators of great TCs like Team TNT. This is a fairly ambitious project, but I've been collecting notes for years now, and various sections have already long been written. If you feel you have something to contribute to this project, email me.

Texture Management, Part One: The Unpegged Attribute and Texture Alignment by Dr Sleep. Part One explains upper, lower, and normal textures, the First and Second SideDef, and how and when to apply the upper unpegged and lower unpegged flags to correct alignment issues or for special effects. Part Two of this chapter explains texture alignment along the X- and Y-axes, how to align textures manually, and how to take advantage of auto-alignment features in certain level editors. Download the Adobe Acrobat PDF (204k).

The REJECT Resource: How to Create Special Sector Effects

Speed Up Your Level: Optimizing the REJECT Resource and Other Tricks by Dr Sleep. This article explains how the REJECT resource works, the hows and whys of the DOOM engine's line-of-sight calculations, and special tricks to create special effects in your levels such as creating Sectors where monsters are blind or players can't be seen. Download the Adobe Acrobat PDF (89k) or Word doc (67k).

Managing Textures

How to Use Hi-Res Textures in jDOOM by David "Tolwyn" Shaw. This tutorial shows you how to construct texture PWADs using high resolution PNG graphics with XWE and how to add them to your level with Doom Builder. The guide is viewable online and for download as a Microsoft Word document or Adobe Acrobat PDF.

See also the PWAD Designer's Reference.

Graphics: How to Create, Import, and Export

Under construction.

Architecture: New Methods for Old Standards

Under construction.

Aesthetics: Artistic Level Design

Under construction.