DOOM Map WAD Editor
Programmed by Matthew Ayres
Contents
<[>5] About DOOM Map Editing
<[>7] Editing LINEDEFS
<[>9] Map Drawing Utilities
<[>16] Contacting the author
<[>17] Distribution and where to get the latest version
1) Overview
WADED was designed to be an easy and decent DOOM map editor. It is completely mouse controlled, and run from DOS. The obvious goal was to write a good editor, so people would be able to create some good new DOOM levels from scratch that could be d
istributed in small patch .WAD (PWAD) files.
WADED can be run from any directory on your hard drive. It needs no data files, nor does it create any configuration files. All WADED's information is kept within itself. It will attempt to locate your main .WAD file, but if it can't, you'l
l be prompted for one.
Please read over the Main Functions before using WADED, you can't just enter a pitch-black forest without a flashlight. Hopefully it shouldn't be too hard for you get used to the interface. Once you've fiddled with it for a while, it's easy to use. Al
l effort has been taken to make WADED easy and simple to use, but parts might not appear simple at first.
I'd also suggest reading over the Map Editing Utilities part of the documentation, if you plan on building levels from scratch or adding to other levels. Please note, that this documentation doesn't yet go over the basic concepts of a level. In
other words, it doesn't explain exactly what VERTEXES, LINEDEFS, and SECTORS are. If you aren't yet familiar with them, then I'd suggest reading the "UnOfficial DOOM Specs", or wait for a release of WADED that does explain them in its documentatio
Tired of having to load Windows to use a map editor? Tired of programs that are hard to figure out, and offer little ease in designing levels? Tired of editors that don't use the mouse to it's fullest extent? Tired of editors incapable o
f generating the NODES? Tired of reading this? Then give WADED a try and see whatchya think.
2) Features
Run from DOS, and requires only one .EXE, no data
and configuration files
Very easy to use interface, with complete mouse support
No EMS or XMS needed, requires only VGA and a mouse
THINGS icons, 9 zoom levels
Load/Save PWADs
Load PWADs with multiple maps
Map drawing utilities
Start levels from scratch
Draw lines and have WADED
handle the complicated stuff
Move/Add/Delete VERTEXES
Move/Delete/Flip LINEDEFS
Ability to define SECTORS (2 ways of doing it now)
Move/Add/Delete THINGS
THINGS divided into categories
Change thing attributes/direction
Change wall textures/attributes
Change LINEDEF/SECTORS triggers/types
Change Sector ceiling/floor altitudes
Change Sector attributes/brightness
Ability to change multiple LINEDEFS at once
View wall textures and ceiling/floor tiles
Properly save a PWAD file that DOOM can use, i.e. build the NODES, etc.
Support BBS
One of the main powers of WADED lies within the Map Drawing Utilities ("Draw Map" selection), the subselection "Smart Draw". You'll probably discover this to be very helpful when building levels from scratch. With it you can literally draw a le
vel out, and WADED will handle creating the VERTEXES, LINEDEFS, SIDEDEFS, and SECTORS for you. Using some algorithms, WADED does a pretty good job of guessing what needs to be created, how and where. In the occasions that WADED can't figure
out what you're doing (or guesses wrong), there is a SECTOR Definer to define LINEDEFS to the proper SECTOR. So read over the part of the documentation concerning these utilities.
3) Main Functions
WADED requires a mouse, VGA video card, and at least 550k of conventional memory free. Unless you're interested in watching WADED beep and then crash your computer, I'd suggest making sure you have that much memory. And if you don't, try to f
ree up some things you have loaded in memory. For those of you who don't know, conventional memory is that 640k barrier people are always talking about. That extra 4 or 8 megs of extended or expanded memory you have is useless in this case.
Throughout the editor, there are many buttons (like "+" and "-" or arrow buttons/selections). There is an important mouse feature to remember. That is, if you click the left mouse button on one of these screen buttons/selections, it will
do nothing more than that operation once. Holding down the right mouse button will perform that operation until you let go. This is handy to scroll quickly through a set of numbers or a list of wall textures, etc. (There is one exception in Secto
Another note about the mouse, sometimes a middle mouse button is mentioned. If you only have a two button mouse (like I), you can emulate the middle mouse button by hitting both the left and right mouse buttons at the same time.
Yet another IMPORTANT NOTE about the mouse... If you're just coming out of Windows, the mouse cursor movement rate is set to like intervals of 8. Some other programs do this too. They for some reason don't reset the mouse upon exiting. WADED doesn't
reset the mouse, and if it in that mode, the mouse will bounce around insanely when you try to move it. To counter this, exit by hitting "Q", then run the DOS program "EDIT" and exit that. That program will reset the mouse. Sorry for the inc
onvenience that WADED doesn't (YET) properly reset the mouse.
Once WADED is run, on the right edge of the screen, there are many selections. The top four are: THINGS, LINEDEFS, SECTORS, and Draw Map. Editing features and commands for each are listed further on in this document. WADED starts out on the THI
NGS editing selection.
Below these four selections are arrows that allow you to scroll the map view around. Also note that using the arrow keys on the keyboard will do this. Under the arrows are plus and minus buttons that will adjust the zoom level of the map view. The
plus and minus keys on your keyboard will also do this.
Next the current X and Y coordinates are displayed. They represent exactly where the mouse is currently pointing to on the map, while the mouse is in map view area. Under this is the "Grid" selection button. By clicking this you can toggle the grid
on and off. Grid lines are every 128 units.
Then come four more selections: Load Map, Load PWAD, Save PWAD, and Quit. The "Load Map" selection will load a map from the main DOOM WAD file. Once you select this, a selection box will appear asking what map to load. Use "Load PWAD" to load
map WAD files created by WADED or any other map editor. "Save PWAD" obviously saves your map to a WAD file, and "Quit" exits WADED.
The selection windows in the lower part of the screen, usually have four buttons, and a list of items, wall textures, etc. The top and bottom buttons will scroll the list one page up and down at a time. The middle two buttons will scroll the bar
up and down one at a time. Also note you can select any item in the selection window by clicking on it.
4) Keyboard Equivalents
For those of you who aren't mouse dependent (like me), here are the keyboard equivalents of most features:
F1 </{> Edit THINGS
F2 </{> Edit LINEDEFS
F3 </{> Edit SECTORS
F4 </{> Map Drawing Utilities ("Draw Map" selection)
F5 </{> Smart Draw mode
F6 </{> Norm Draw mode
F7 </{> SECTORS Definer Method 1
F8 </{> SECTORS Definer Method 2
F9 </{> VERTEXES move/create/delete mode
F10 </{> LINEDEFS move/create/delete mode
DEL </{> Delete currently highlighted LINEDEF
B </{> Build NODES, SEGS, and SSECTORS
C </{> Clean up extra VERTEXES
F </{> Flip currently highlighted LINEDEF
G </{> Grid toggle on/off
I </{> Info window on statistics of current map
L </{> Load PWAD created by WADED or other map editor
M </{> Load Map from main DOOM WAD file
Q </{> Quit WADED
S </{> Save PWAD (and builds everything needed, NODES, etc.)
T </{> LINEDEF two-sided toggle
V </{> View currently select wall texture or floor/ceiling tile
] </{> Go to next selection in lower right selection window
<[> </{> Go to previous selection in lower right selection window
} </{> Go to next page in lower right selection window
{ </{> Go to previous page in lower right selection window
+ </{> Zoom in map
- </{> Zoom out map ARROWs </{> Scroll map around
5) About DOOM Map Editing
Drawing and editing level maps for DOOM isn't as easy as one might think. A good sized, decent level can take 50 or more hours to complete. If you're already familiar with the basics of how DOOM maps work, you can skip this section.
WADED has been designed so you don't have to worry about every aspect of a DOOM map, yet, there are still some things that you must understand. In brief, they are: THINGS, LINEDEFS, and SECTORS.
I'd highly suggest reading over the "Unofficial DOOM specs" if you don't completely understand THINGS, LINEDEFS, and SECTORS. The latest version of the specs is 1.3, and is usually distributed in a file called DMSPEC13.ZIP. You should be able to find i
t wherever you found WADED.
6) Editing THINGS
While the THINGS selection is highlighted, you can add, delete, and move THINGS. You can also change their attributes. Using the left mouse button to click on a Thing on the map view will bring up information about it in the lower left window.
Clicking the left mouse button on a Thing, and then dragging the mouse around, will move the Thing around on the map accordingly. Clicking the right mouse button on a Thing will delete it off the map. Click the right mouse button while NOT on a Thing
will add a Thing to the map.
While adding THINGS, you can easily choose which Thing you want to add with the two bottom right windows. The right-most window let's you select the category of THINGS. The window to the left of it, let's you select the actual Thing to be added.
A THINGS attributes can be changed in the lower left window by clicking on the appropriate buttons. There are 8 buttons in a circle that you can click on to choose the direction a THING faces (only effects THINGS that are enemies or player start
positions). You can also toggle which difficulty levels the Thing will appear on, if it appears in deathmatches or not, and if the Thing is an enemy, you can pick if it's deaf or not.
7) Editing LINEDEFS
In WADED, while the LINEDEFS option is highlighted, the map view shows only lines, and THINGS are no longer shown. You can pick any line by moving the mouse to it and click the left mouse button to highlight it. You'll notice that the highlighted
line has a little "stick" coming out of it, perpendicularly. LINEDEFS within DOOM can (but not always) have 2 sides to them. Each side can have a different texture.
The side the "stick" comes out of let's you know which side is the front side of the line (also known as the "right" side). The side the "stick" doesn't come out of, is the back side of the line (also known as the "left" side). In DOOM, if any LINE
DEF only has one side, it will always be the front side. If a LINEDEF in DOOM has two sides, then the other side must be somewhere the player can walk, and therefor another SECTOR a player can walk into (see SECTORS Editing below).
Notice, on the right hand side of the lower left window, are six boxes. The left three describe what texture will be shown on the "left" side of a line (if there even is one for that line). The right three boxes, of course, describe what's on t
he "right" side. The middle boxes describe what will be on the main part of the wall for each side.
Clicking the left mouse button on one of these boxes will put whatever wall texture is currently highlighted in the lower right window into it. The right mouse button will select the texture "-", which means that wall will be transparent.
The top boxes describe what will be on upper part of a wall (the section of the wall starting from the ceiling of the adjacent sector upward). The bottom boxes describe what will be on the lower part of a wall (the section of the wall starting
from the floor of the adjacent sector downward). Take note, the bottom and top parts of a wall only need to be defined if the wall has two sides (has a sector on either side of it). Depending on the floor and ceiling heights of the adjacent SECTOR
S of the line you're defining, some top and bottom parts need not be defined (since they can't be seen). WADED calculates the parts that can be seen, and highlights the appropriate boxes in red. You'll find this feature is very helpful.
Even though WADED highlights in red what parts of walls should to be defined, there still might be more you need to fill in. For instance, if you have an elevator, crushing ceiling, or any other type of sector movement, sometimes the top or bottom
part of the wall be become exposed. WADED doesn't figure this, and these need to be defined unless you want to see "wacko" walls while playing DOOM.
LINEDEFS can be assigned to perform a special operation when they are crossed, shot, or spacebar is hit, while playing DOOM. There are quite a few of these special operations, and you can pick which special operation number you want in the left part of
the lower left window. To bring up a list of these special operations (unless of course you've memorized them!) click on the "LIST" button. The map view is cleared, and a list of the special operations is shown. You can scroll through t
he list with the arrow buttons in the lower right part of the window. Simply click anywhere on a description to pick that one.
Each special operation description has a (C) or (S) or (G) preceding it. A (C) means that this line has to be crossed (walked over) while playing DOOM, to trigger it. A (S) means that you must hit the spacebar to trigger this line. A (G) means that
this line must be shot to be triggered.
Most special operations effect one or more SECTORS. To pick which SECTORS are effected by that LINEDEF, (while that LINEDEF is highlighted), simply click the right mouse button within the sector on the map view. It will turn green. Clicking t
he right mouse button on it again will toggle it back again. Take note that most door operations don't need a Sector to be specified, DOOM automatically picks the Sector on the other side of the wall that you triggered.
In the middle of the LINEDEFS attributes window, are 8 toggles for that LINEDEF. The small description near each will have to suffice for now, this documentation hasn't been completed.
Here comes another very useful command... Below these attribute toggles are two buttons marked "MUTLI" and "APPLY". These have to be one of the most useful aspects of WADED. It will let you define information for multiple walls at once. Fi
rst, you click on the "MULTI" button. All the attributes will then show up as "X"'s, meaning, "no change". Simply select all the LINEDEFS you want effected, using the left mouse button. You can toggle them off again by clicking on them a
gain. Now you can alter the attributes or textures as you would with any other wall. Change only the THINGS you want edited for all the highlighted LINEDEFS, you can change anything, including the textures used. If you want something to
go back to being a "X" (to tell WADED to perform no change on it), click the middle mouse button (or both the left and right at the same time). Once you're satisfied with your changes, and you've selected all the LINEDEFS you want effected, click on
"APPLY" and all the LINEDEFS you selected will be changed accordingly. You'll also be taken out of "MULTI" mode. Also, to abort "MULTI" mode at any time, click on the "MUTLI" button again.
8) Editing SECTORS
SECTORS break a map down into small areas. They're useful in the sense that a single SECTOR defines the floor and ceiling texture and altitude for that SECTOR. They're made up of the lines of the map. LINEDEFS with only one side, will only be adjac
ent to one SECTOR. LINEDEFS with two sides will be adjacent to two SECTORS.
SECTORS can easily be selected by clicking anywhere within one on the map. Information on that Sector will be shown in the lower left window and it's attributes can be changed there.
Using the "+" and "-" toggles within the bottom window of the screen, you can select the floor altitude, ceiling altitude, and brightness of SECTORS. The special selection for a SECTOR can be set to accomplish a few things, click on the "LIST"
option to bring up a list of special selections for SECTORS.
To select a new ceiling or floor tile, simply click the left mouse button on the ceiling or floor box (to the right of the altitude gauges), and whatever tile is selected in the bottom-right window will be selected. If you click the right mouse button
on a ceiling or floor box, the tile will become "F_SKY1" which is clear, so you can see out to the background.
The "Make DOOR" option will turn a SECTOR into a door. Be careful only to use this in such a place that'd it make sense to use it. In other words, some of the LINEDEFS of that highlighted SECTOR should be two-sided, and some should be one-sided
. WADED will do the rest for you in creating this door.
9) Map Drawing Utilities
To enter the Map Drawing Utilities, simply select the "Draw Map" selection from the top right of the screen. Once selected, the lower left window of the screen will appear with several more options. Each is described below. 5 of the options in
this window define what you're currently editing within the map view. They are: VERTEXES, Lines, Draw, and Sec Definer. The other options are either one-time operations or selections.
"Scratch" will allow you to start a level from scratch. Thus erasing all information about a level. It's THINGS, VERTEXES, LINEDEFS, SIDEDEFS, and SECTORS are all cleared. From here you can build your own level from the ground up. Which, isn't alw
ays a piece of cake.
"Clean" will effectively remove all extra VERTEXES in a level. Extra VERTEXES are those that aren't part of a LINEDEF, left out in the middle of the open. They're formed from a user deleting a line or placing an unused Vertex. Also, some extra
VERTEXES are formed after the NODES are built (and are necessary for DOOM to run properly). If you're going to be saving, and aren't going to be rebuilding the NODES, DO NOT clean out the extra VERTEXES created by a previous generation of the NOD
ES, either from WADED, another editor, or an original level.
"Check" is going to be the consistency checker. It is fairly simply right now though. After you click on it, WADED will search for a LINEDEF that hasn't yet been defined to a SECTOR. If there is none, nothing will happen. If there is one, then yo
u'll be brought to it right away. This feature is planned to be expanded in the future.
The selection, "Grid", can be adjusted from 1 to 512. This option takes effect any time a Vertex is being moved or placed. An example is the easiest way to explain this option. If it's set at, say 16, then when moving or placing a Vertex, they ca
n only be set at intervals of 16 units on the map. A setting of 1 would be how most other editors work, and how one would logically perceive the editor to work. But other setting could be useful when trying to line VERTEXES up. The default is 16,
since I've found it to work out the best. However 8 and 32 are also useful. Realize this setting effects placement and movement of LINEDEFS also (since a LINEDEF is connected from one Vertex to another).
If "VERTEXES" is selected for editing, then the VERTEXES in the map view will be shown as red boxes. Clicking the left mouse button on a Vertex and dragging it around will permanently move it to where you leave it. Clicking the right mouse
button on an existing Vertex will delete it. And clicking the right mouse button away from existing VERTEXES will create a new one there.
If "LINEDEFS" is selected for editing, then you can click the left mouse button on a line and highlight it. Once highlighted, some information about it will appear in the bottom left of the screen. If you continue to hold the left mouse button d
own, and drag the mouse, you'll move the line around on the map accordingly. The right mouse button is used to delete LINEDEFS.
Below the information in the bottom left of the screen, are a "Two Sided" toggle, and a "Flip" option. The "Two Sided" box will be lit (red) if the currently highlighted LINEDEF is two sided, and blue if it isn't. Clicking on this will toggle
the LINEDEF from being two sided or not. The "Flip" option will flip the line around, thus "flipping" the little pointy thing sticking out of the LINEDEF perpendicular to the other side. Why flip a LINEDEF? Well doors can only be activated fro
m the right side of a LINEDEF. (So put the "right" side of a LINEDEF facing outward from a door). Other uses of flipping a LINEDEF? I don't know of any, but I haven't looked into it too deeply.
The "Smart Draw" command instructions are listed below. The "Norm Draw" command works in almost the say way as the "Smart Draw" command expect that it will not do any automatic sector defining for you, or create two-sided walls, etc. when needed. T
he "Sec Definer" command also has it's own section below on how to utilize it.
10) Smart Draw
If "Smart Draw" is selected, then you can define VERTEXES, LINEDEFS, and SECTORS all at once. On the map, you can click the left mouse button to begin a LINEDEF (this also places a Vertex here). Let go of the mouse button, and drag the mouse to the
point on the map where you want the LINEDEF to end (and thus place another Vertex). The length of the line will be shown at the bottom left of the screen as you drag the mouse around.
Once you've decided where the end of the LINEDEF will be, click the left mouse button again. If you click somewhere where there wasn't already a Vertex, you'll begin the process again. In other words, you'll be starting another LINEDEF from the pla
ce you ended the previous one. To cancel placing an ending to a LINEDEF (and thus never creating that LINEDEF altogether), hit SPACEBAR.
With this feature, you can build a room, or whatever, creating new LINEDEFS, end on end. TAKE NOTE: the little pointy thing sticking out of the LINEDEF perpendicularly, SHOULD ALWAYS FACE INWARD when building new rooms.
This process of creating new LINEDEFS, end on end, will continue until you either hit SPACEBAR, or end on another existing Vertex. Ending on an existing Vertex is recommending, because from there WADED will try to place SECTORS for you. For exampl
e, if you build a room off of an already existing room, the LINEDEF combining the two rooms will automatically become Two Sided, transparent, and SECTORS will be assigned accordingly. Also, WADED will detect you building within another Sector, a
nd automatically make all the lines Two Sided, transparent, and assign the SECTORS accordingly.
To further aid (complicate?) the map drawing process, at any time, clicking the right mouse button on a LINEDEF (other than the one you're currently creating, if you are) will highlight it. Click the right mouse button on it again to un-hig
hlight it. When a LINEDEF is highlighted, the next end of a LINEDEF you make, where a Vertex is placed, that Vertex will split the highlighted LINEDEF into two pieces. This effectively lets you create rooms out of the sides of other rooms,
without using pre-existing Vertex edges (eh? make sense?). The highlighted LINEDEF is then un-highlighted, since you probably won't want to split that LINEDEF again.
WADED does most of what you need here, but not everything (at least not yet). What it can't do, you can check up on it using the "Sec Def" command described below.
11) SECTORS Definer
The command option "Sec Definer" stands for SECTORS Definer. This is probably one of the hardest parts to understand and actually do when creating a map. WADED now has two ways to define SECTORS. Hopefully with those two ways, and with the first o
ne improved, SECTORS defining shouldn't be as hard as it used to be. However, keep in mind that almost all of this SECTOR defining can be avoided be using the "Smart Draw" feature (meaning the main purpose of the SECTORS definer should be to fix
or define something the "Smart Draw" feature couldn't handle).
You can choose to define SECTORS using "Method 1" or "Method 2". Method 2 can't be used alone, but is helpful at times to get things set properly. Mainly you should use Method 1.
Once in "Method 1" mode, you can click anywhere on the map, with the right mouse button, to pick what Sector to edit. Or you can click on the "+" and "-" buttons on either side of the indicator that tells what Sector you're currently editing.
The SECTOR you're currently defining will be highlighted. To add a LINEDEF to this current SECTOR, click on it with the left mouse button. If the LINEDEF has never been defined to a SECTOR, then the front side of it will automatically be chosen. Ot
herwise you'll be prompted as to which side of the LINEDEF you want to become part of the currently highlighted SECTOR.
In the "Method 2" mode, you can click on any LINEDEF with the left mouse button. The SECTOR that the front side of the LINEDEF is attached to will be shown in red, the back side (if there is one) in blue. In the lower left hand part of the screen
you can change what SECTOR is assigned to each the front and back sides of the LINEDEF. The back side selection may have a "-1", meaning that LINEDEF has no back side.
12) Authors's Notes
Well, another new version is here again! Once again, I'm sorry it's taking so long to progress on WADED. However, I don't always have all that much time on my hands to work on WADED. That, and sometimes I'm just not in the mood for programming!
I'm doing my best to work on it though. With ideas from other people, and a ton more I have in mind, you should be seeing plenty more versions of WADED. There just seems to be an endless river of things to add to it, but someday they'll all be added
. And some (later?) day all the bugs will be gone. But now I'm starting to dream on...
WADED was completely programmed by me (Matthew Ayres). The only information I have used in creating WADED is from the "Unofficial DOOM WAD Specs" released by Hank Luekart and written by Matt Fell (very helpful!). And also I'd like to mention, I
've obtained some information from Alistair Brown regarding NODES, SEGS, and SSECTORS. Of course I've gotten a few ideas from other DOOM editors, and I'd like to thank those authors for writing such excellent programs. Also thanks everyone el
se that has pestered me to continue writing this.
I'd like to mention that Kirk Yokomizo helped me out with the documentation, and helped contribute to the special LINEDEFS types. He was also the person that did the most pestering. =)
Uhhh, I would like to note, that the NODES generation algorithm was a MAJOR pain to write. It took me 5 straight days to get it working like it does now. Yet, it does work, with one minor glitch, that occurs rarely. At certain places within the ga
me, you might not be able to walk through empty space. To avoid/correct this problem for now, just move, a little bit, any LINEDEFS that fall along the same vertical or horizontal line that you can't walk through (these impassable walls in the m
iddle of no where always occur along the edges of a nodebox which are always vertical or horizontal). Meanwhile, I'll try to weed out this annoyance.
Oh yeah, for those of you who are interested in knowing, I'm 18 years old. Why am I telling you this? I don't know, it just seems every time I read the documentation to someone else's program, I would just like to know how old the person is. Stra
nge isn't it? Maybe not... or maybe...
13) Registration
Please register WADED! I've tried to be nice about unregistered copies of WADED, and haven't crippled the software in any way. I didn't want to be mean about it, so I put in a simple delay, along with a message to con you into registering, whe
n you run WADED. Otherwise, WADED has NOT been hindered in any other way because of it being unregistered. Mainly so you can get a good taste of the editor. (However, pre-fab map drawing utilities, which haven't yet been implemented, will only wo
rk in the registered version).
I can't demand that you pay, I can only hope you're willing to help out. Registering is what keeps up my will to program this, it isn't always a bundle of joy. As you could have probably guessed, this program has taken quite a bit of my time, and
I think that I only rightfully deserve some compensation.
Registration is only $10. It entitles you to a personal copy of WADED, without the beginning delay. Your name will be placed on the opening screen in a graphical font. You only have to register WADED once. Thereafter, you can obtai
n the latest registered version from my BBS. Registered copies of the latest version will be released a few days before the unregistered release. Above all, I'll be much happier in that another decent person out there has helped me out by registerin
g WADED. There might also be other future benefits of registering WADED early.
If you'd like WADED sent to you via mail, please add an extra $5 (making the total $15). Every major release of WADED will be sent to you in the mail on a 3.5" diskette, maximum 3 times (if there are that many more major released after 3 t
imes, you'll have to send another $5 to cover the costs of the disks again).
Send, in an envelope, your full name and voice phone number (it's important that you do so), along with cash or check to the address listed below. Be sure to tell me if you want WADED sent to you via mail, or if you plan on downloading the late
st releases from my BBS. The address listed below is similar to a P.O. Box, but from a private company (Mail Boxes Etc.). Please be sure that you get all the information on the envelope correctly.
Matthew Ayres
Thanks to all those who register and I hope you enjoy WADED.
Kirk Yokomizo (internet: kirk@wc.cdrom.com)
Handles distributing WADED on the internet, and should be able to
answer most general questions about WADED. He's also very good at
pestering me to work on it.
Alistair Brown (internet: a.d.brown@bradford.ac.uk)
Great deal of help with the NODES. My node generating algorithm is
almost completely based on information from him. Also came up with
some very good ideas to add.
"Unofficial DOOM Specs"
Written by: Matt Fell (internet: matt.burnett@acebbs.com)
Released by: Hank Leukart (internet: ap641@cleveland.freenet.edu)
Nothing was possible without these specs that explain the structure of
the WAD file DOOM uses.
iD Software
A group of Gods that somehow managed to get something that looks
impossible, to work, and smoothly, on an IBM compatible.
"Quantum Leap" TV program on TBS
I did most of the work on WADED at midnight, while watching this on
the tube. Basically, I had to have something else to occupy my brain
at the same time, or I'd most likely fall into a trance working on
WADED and never come out until it was totally complete...
Thanks to all the original beta testers of the early, buggy, prerelease's
of WADED, and to all of those who have tested the public beta and reported
back to me.
15) Upcoming Features
- Write maps to PWADs that already contain one or more maps
- Sector mover/deleter
- UNDO feature!
- Complete on-line help and support
- MULTI feature for moving VERTEXES, LINEDEFS, and SECTORS
- MULTI feature for Sector Editing
- A lot of new map editing utilities, including really easy and quick ways to add: doors,
elevators, stairs, square rooms, circle rooms, semi-circle rooms, x-sided rooms, and
more.
- Enhanced Texture and Ceiling/Floor viewer
- Ability to import GIFs into existing textures/tiles and add more textures/tiles
- Of course more features to make the editor easier to use and understand
- Anything else I think of, or anyone else thinks of, that is a good idea
16) Contacting the author
I can be contacted through my BBS, or through the Internet:
2 nodes, call hunting
28.8k V.FAST support
Internet: matthew.ayres@intellisoft.com
17) Distribution and where to get the latest version
The latest version of WADED can always be found on my BBS, the name and number for it are listed above. Hopefully it will get spread around on other fine boards. It can also be found on the Internet at:
Address: wuarchive.wustl.edu
Directory: /pub/MSDOS_UPLOADS/games/doomstuff
Address: ocf.unt.edu
Directories: /pub/incoming/editors
Address: ftp.uwp.edu
Directories: /pub/games/incoming/id
WADED will be always be distributed in a ZIP file, and it's filename will always be the format of: WADEDxxx.ZIP of course the "xxx" standing for the version number (i.e. 099 means version 0.99, duh). The files within the WADED archive will be: WADED
.EXE, WADED.DOC, WADED.REF, WADED.REV, README.1ST, and FILE_ID.DIZ. If you're going to distribute WADED, please leave it in its original format. Do not add nor delete any files from the archive. Do not tamper with or otherwise modify any of the files
. Thanks.
18) Disclaimer
Usage of WADED is at your own risk. Running it is at your own will, and therefore you are completely responsible for anything that happens after you run WADED. Anything you do or create with WADED is your responsibility, and not the author's. An
y damage caused to any person, computer, software, hardware, company, or business by running WADED is your responsibility, and not author's liability, since you have chosen to run it.
If you don't understand these terms, or are not sure of something, or are afraid something bad might come of using WADED, don't use it. You are here forewarned.
DOOM is a registered trademark of iD Software
WADED is (c)1994 by Matthew Ayres