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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. |