_HLP <<------ this line must be here --
*              Copyright 1995 Sensor Based Systems Inc.
* 
*          This is the Online Documentation for DeeP.
**
**  >>> ---------  Use DeeP to view and print it. ----------  <<<
**
**  DeeP can print this file without the controls showing.
**  Use DeeP to print this to a File to process in a word processor.
**  See Readme.1st and Readme.DOC 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.
* 
**  To receive the Registered version of DeeP:
** 
**  1. Register Online with CompuServe :
**
**           DeeP (GO SWREG ID = 5392 )
**
**  2. See ORDER.FRM for Mailing Instructions.
**
**  3. Register voice with MC, Visa or COD.
**                                               
**     Call : (206) 827-8794 voice  
**
**     Call Today and start your new adventure as 
**     a DOOM , HERETIC or HEXEN wad author.
**
**************************************************************************
**
**  Sensor Based Systems, Inc.
**  17010 NE 190th ST
**  Woodinville, WA 98072-8237         (206) 827-8794
**
**  CompuServe :  75454.773@COMPUSERVE.COM
**  
**-------------------------------------------------------------------------
**
**  These are the current rules for this file.
**
**  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.
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**  53 max
**  Do not put comment lines between sections for now.
**  Don't go all the way across, cause it won't show!
**----------------------------------------------------------------
||MAIN
**----------------------------------------------------------------
x     y                                           
x     B     (c) 1995 Sensor Based Systems, Inc.   
x     B                                           
x     B              HERETIC+HEXEN+DOOM           
x     B                                           
x     y     rDeeP  DoomEnhancedEditorProgram   x    
r     y                ┌──────────┐               
r     y   █████████    │   DPMI   │   █████████   
r     y    ██     █    │  V 8.04  │    ██     █   
r     y    ██     █    └──────────┘    ██     █   
r     y    ██     █        BETA        ██     █   
r     y    ██     █  ███████  ███████  ████████   
r     y    ██     █  ██       ██       ██         
r     y    ██     █  █████    █████    ██         
r     y    ██     █  ██       ██       ██         
r     y   █████████  ███████  ███████  ██ tm      
r     y          75454.773@COMPUSERVE.COM         
r     y                                           
x     G       If you Registered, Thank You!       
x     y    See ORDER.FRM for Order Information    
x     y                                           
x     y    Register Online with CompuServe for    
x     G        DeeP (GO SWREG ID = 5392 )         
x     y                                           
x     y        rSensor Based Systems, Inc. x        
x     y        r17010 N.E. 190th St        x        
x     y        rWoodinville, WA 98072-8237 x        
x     y              (206) 827-8794               
x     y                                           

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

r y             Please DO NOT distribute             
r b      the REGISTERED or LITE Version of DEEP      
r x Report software piracy to the SPA 1-800-388-PIR8 
r y          Thank you for your support.             
r x          See -Next Page- for all the             
r y   Additional Features in Registered Versions     

          DOOM and DOOM II are trademarks of id.
  HERETIC and HEXEN are trademarks of Raven Software.

p     yDeeP is a trademark of Sensor Based Systems

a                                                 
a     w  All the Help is available at this Level  
a     w                                           
a     w          F1 is Help in EDIT mode          
a     w H (at command) is Help on loading options 
a                                                 
b     y                                           
b     y     Please read the Note/Definitions      
b     y         for general guidelines.           
b     y      Review Testing Notes under File.     
a                                                 

p     y                                           
p     y Additional Features in Registered Version 
p     y                                           


y1. bNo forced rabout screen so you start faster.

y2. rTEST DOOM, HERETIC or HEXEN levels directly 
    without exiting.

y3. bNO LIMIT on File Sizes. The Shareware and lite 
    versions are limited to around 800 LineDefs and 
    1200 Sidedefs.

y4. rConvert Textures from DOOM->HERETIC->HEXEN

y5. rMERGE different PWADS using the ClipBoard, the
    Shareware version clears the Clipboard each time.

y6. rPRINT Maps bfor any size level.

y7. bEdit and Save rup to 56 blevels at the
    same time. The Shareware version does only 2.
    The LITE version does 6.

y8. bEdit and Save rGrouped PWAD levels  without
    having to use the Group Command.
    The Shareware and LITE versions do none.

y9. bGroup and Replace rup to 56 blevels at the
    same time. The Shareware and LITE version do none.

y10.bAdd/Replace textures/sounds/graphics and save
    them automatically.

    The Shareware and LITE version displays external
    textures but will not save files with additional
    items.

y11.bBuild a New IWAD with rup to 56 blevels .
    The Shareware and LITE version do none.

y12.bThing percentage replace. This is useful to 
    add new weapons to old DOOM levels by converting 
    just some to new weapons and monsters.

y13.bThe latest online help and docs.

y14.b1/2 price Upgrades!

py                                                    
py This document's goal is how to use DeeP for        
py editing PWADS. It is a reference guide with some   
py guides for making levels.                          
py                                                    
py        It is organized for use in F1 Help.         
py You can read this file but it does not flow from   
py one section to to next. We recommend that you      
py browse the file for command information and tips,  
py realizing it doesn't read like a novel <g>.        
py                                                    

py                                                    
pyBe sure to test your system for basic compatibility.
pyPlease review all the README files for suggestions. 
py                                                    
pyWe try to catch all the typos, but there may be some
py     areas we didn't catch! So be sure to test!     
py                                                    

a                                                 
B     y Line Commands available in Character Mode 
a                                                 

yr+ -

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

    Increase/Decrease size in Rotate/Scale B< and >.

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]

    List any DOS directory from character prompt.

    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.

    You can temporarily override the bpatch path
    path and view the files in any directory by
    entering the complete path:

    Example:

    bDIR C:\MYDIR\somewad.wad  (.wad optional)
    bDIR C:\MYDIR\ (for now the ending \ is req'd)

    The search syntax is similar to the DOS DIR
    command with defaults especially suited for WAD
    file names. The file name 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 IWAD file only

yxDirW B[dirname] [outfile wadnumber]

    List PWad directory.

yxDumpM B<dirname> [outfile]

    Dump Master directory entry in hex

yxDumpW B<dirname> [outfile wadnumber]

    Dump a PWad directory entry in hex

yxE[dit] B[episode/mission level]

    Edit a game level saving results to a patch wad
    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.

p   The yLITE version displays an introduction
    screen one-time only and accepts keying ahead.


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  <- group them  (you're done)

    To replace levels in a Bgrouped PWAD with
    different (new) levels:

    1. Read the grouped PWAD (the levels it contains
       are shown).
    2. Read in another PWAD with the level you want
       to replace. (If the PWAD does not have the
       correct level number yet, read it in first
       and then SaveAs choosing the level you want.)
    3. Group the PWAD again choosing a different name
       than what you started with (otherwise you
       would destroy the very file you are copying
       from).

    To edit levels in a Bgrouped PWAD :

    1. Edit the level you want to change.
    2. Save using the same name as before and copy
       ALL the data when prompted.

    You can also edit and save each one changed as
    individual files (the way you created them to
    start with). The same original name can be used.
    This also lets you reassign the level identi-
    fication, for example, from MAP03 to MAP11.

    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   For the best backup 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> <DirName>

    Insert a raw file in a patch wad file (advanced).

    Copies the data in RawFile and makes it into
    a PWAD file named bDirEntry.WAD containing
    the directory entry name and RawFile data.

    bRawFile is any existing file with data in a
    format usable by DOOM/HERETIC.

    The resulting name cannot be the same name as any
    PWAD you have read already.

    bDirName represents a directory entry name. If
    you intend to replace a directory entry with this
    file, choose an existing directory name.

    This is useful only if RawFile is in the correct
    format for use by DOOM. You can then read this
    file in as a replacement for DirEntry.

yxN[ew] B[episode/mission level]

    Create and edit a New (empty) level. Same as New
    under File in Edit mode.

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).

    The level edited is automatically set to the
    first one found.

p   yRegistered only

    The level may contain only sound, sprite or
    texture modications. These can be saved with any
    level with the bGroup command.

    Up to 56 PWADs may contain levels and 10 more
    for additional sound/texture/sprite modifica-
    tions. If you do not use the 56 levels for Maps,
    then the rest can be used for more sound/
    textures/etc.

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

yxS[ave] B<DirName> <WadFile> [newDirName]

    Save one object to a separate file (advanced).

    Copies the data in the object DirName and makes
    it into a PWAD file named bWadFile.WAD con-
    taining the object's name and data.

    WadFile now contains the object in the format for
    use by DOOM or DeeP. You can then read this
    file in as a replacement for DirEntry.

    bDirName represents a directory entry name.
    This name has to represent an existing directory
    entry in any of the WAD files you have read.

    bWadFile is any valid file name and will be
    overwritten if it exists.

    You cannot use the same name as any PWAD you
    have read already.

    bnewDirName is an optional new name to give
    the directory entry. This is a quick way to
    export data from one WAD to another. So you
    can "borrow" textures between different versions
    by renaming the texture patchname from a name
    that doesn't exist in one to a name that does
    exist in the other.

    You use this as follows:

    a. In the File Menu Reset all the Files/Levels.
    b. Read in some PWAD you want to use replacement
       textures in.
    c. You read in all the textures you borrowed
       using the PWAD file names you gave them (as
       described above).

    If you have lots of texture files, you will 
    exceed the file limit of 56. The solution is to
    read in 56 textures at a time and then group them
    into a new file.

    Then you use only 1 file for all 56. You can 
    repeat this process again and now have 112
    textures in a file, etc.

    You can add exactly as many entries as there are
    entries to start with. In other words, you can
    double the size. 
    
    You can do as many replacements as there are
    entries (of course).

    Heretic has a different color palette, so the
    colors will not display correctly, although you
    can swap textures as described.

yxTexport B<WadFile>

    Saves all the textures into one separate file 
    (advanced). Use this to create a file containing
    all the textures you want to convert from one
    game to another. This includes the TEXTURE1/2 
    names and PNAME entries.
    
    For example, if you are in DOOM mode, entering 
    BTEXPORT DOOMTXT1.WAD makes a file containing 
    all the DOOM textures.  You then put DEEP into
    HERETIC mode (by reading a HERETIC project),
    read in this file and then choose texture 
    convert from the file menu to convert these
    textures to HERETIC colors.
  
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. This is
    similar to bSave but no extra PWAD or directory
    data is added.

    The ending Name cannot be b.WAD!. DeeP defaults
    to b.RAW and automatically changes .WAD to
    .RAW.


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 or HERETIC 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. For
 HERETIC the name is HERETICx.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
ybDOOM. 

 Example : bDOOM -file myown.wad -warp level#
          (level# represents a number)


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 is
 pretty simple. Learn from other levels the "tricks"
 used to get those spectacular scenes.

 Print the file TUTORIAL.DOC and depending on your
 version of DOOM, load file DOOM1TUT.WAD or 
 DOOM2TUT.WAD to learn the basics of WAD files and 
 how to make them using DeeP.  
 
 DEEPEXAM.WAD is a simple level that is readily made 
 using the predefined Objects and easy LineDrawing in 
 DeeP.

pyIf you want to make a quick level just to see what
py this is all about, select Help from the top menu 
py          bar and select Quick Start.             

 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 grid size of 8 is
 recommended for most work. Use a larger grid when
 making beginning large areas.

 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 (a part of LineDefs), Sectors and Things.

 This drawing illustrates each of the parts:

    1. V : Vertexes (the dots)
    2. L : LineDefs (the lines between them)
    3. S : Sector   (all 4 lines belong to a Sector)
    4. X : Things   (any creature, decoration)

       V .──────────┬──────────.  
         │                     │  
         │                     │  
         ├─    X              ─┤ L 
         │                     │  
         │ S (this whole area) │  
         │                     │  
         .──────────┴──────────.  

    The ─┴─ in the lines show the direction of the
    first side of a LineDef (called SideDef1), which 
    will be explained later.


y                 rVertices

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

 Vertices are used as the starting and ending points
 of LineDefs (next). These are the bdots on the map
 in Vertex mode. Vertexes are usually NOT created by
 themselves (as in DEU), but rather are created
 automatically when you draw lines. 


                  bDoom Units

 A bDoom Unit is the name we give the coordinates
 numbers and the distance between two vertices. Just
 a made up name, but everyone asks "what do those
 numbers mean?"


y                 rLineDefs

 LineDefs "glue" two vertexes together.

 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. When you
 walk across the LineDef, it behaves like a tripwire.
 A transparent LineDef has a texture of b-, which
 is none. 

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

 Another common use of transparent LineDefs is to 
 highlight an area or simulate lighting. You can draw
 letters in the "sand" or anything else you dream of.
 There are no walls, so all you can see is the floor
 and ceiling. If the floor and ceiling are different
 from the surroundings, they "stand out" (these are 
 the Sectors that you see "stand out", coming up 
 soon).

 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 room
 within another room that you can walk around and
 enter through a door).

 These 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 Vertex and LineDef 
 edit modes.


b       y All LineDefs go the same Direction 
b       y       (Most of the time)           

 The line sticking out from the side, should be the
 same for all 1-sided LineDefs. Normally the arrows
 point in the clockwise direction for rooms and the
 opposite for an object in a room (see stair help).

 LineDefs with two sides may go in either direction
 and be mixed in direction. If you have textures
 that like to "follow" you, try flipping the LineDef
 (do not flip the SideDefs yet!).


y                 rSideDefs

 SideDefs "glue" LineDefs to Sectors.

 A LineDef must have at least one SideDef. The
 SideDefs define the wall textures (the way the wall
 looks) and the floor/ceiling textures and heights
 via a Sector reference number.

 When ALL the SideDefs (of LineDefs) form an enclosed
 area and share the bSAME Sector reference number, we
 see a Sector. If other areas use the same Sector
 number reference (which is perfectly fine), they all
 light up in Sector Edit mode too.

 SideDefs also "glue" to all the textures.

 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 of adjacent sectors vary in height.

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

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

ayLower 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? But you'll have
 to make a few of these first to get the hang of it 
 all<g>)


y                 rSectors

 Sectors "glue" Ceiling and Floor Textures together 
 and define a Bottom (floor) and Top (ceiling).

 A Sector appears visually on the map when 3 or more
 LineDefs connect together to form an enclosed area.

 A Sector appears similar to a room or an area within
 a room but is by itself not the area.

 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.

 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. If you recall, the SideDefs connect
 all the LineDefs together to the same sector. So the
 area described by the LineDefs/SideDefs is the area
 that will move.

 The LineDef+SideDefs look at the Sector types you
 used and acquire the property you assigned. So if
 it's Damage, all the LineDefs with that Sector
 assigned have health damage. If it says to move up,
 they all move up, even areas that are not where you
 are!! (If they have the same Sector.)

 Sector give the room the final touch by varying the
 light intensity (or flicker) you can dramaticly
 change the ambience of an otherwise bland room!  

 In HERETIC there are even more things you can do.
 The floor can scroll, you can have a nice breeze
 blowing (throws off the aim of shots) and to top
 it off, you can make it slippery too!

 A short note:

 There is one thing not obvious right now, (if this
 is your first trip in editing), but when you make
 floors and ceilings that move, you have to imagine
 the movement and supply textures for those areas
 that will become "visible" when the Sector moves
 up or down. If a floor moves up, you need a Lower
 Texture to pop up as it rises and if the ceiling
 Lowers, an Upper Texture has to slide down with
 it. 
 
 DeeP automatically checks for this if the same 
 Sector does not move both AND down.  Stairs are
 also ignored.

pyPlease See Sector Not Closed in Check for more 
py              information.                     



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.

 If you place too many Things in a level, you may not
 be able to save games. A very large level with too
 many  monster Things will crash DOOM.  700+ is a 
 caution point.

 You can display a picture of the ALL the things on
 the Map by pressing T again after you are in Thing
 edit mode (you get there by pressing T or selecting
 from a menu).

 The display can be interrupted at any time by pres-
 sing any key. After the first display all the 
 images are cached for improved performance.


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 and others:
 (Some of the terms are discussed in other areas, so 
 please review the rest of help.)

 1.  You forgot a texture (easy to fix)

 2.  Transparent Wall, 2-sided wall using a texture
     with more than 1 patch. Also called 'Medusa
     Effect' - Looks like snakes and turns you to
     stone (can also produce 'Tutti Frutti').

 3.  'Tutti Frutti', an attempt to display part of
     a Texture not covered by a texture Patch. Weird
     sparkles (typically pinks and greens, thus
     'Tutti Frutti'). Typically caused by new 
     textures.
     
     The largebar grate textures cause this if
     displayed on too short a wall. Textures can also
     "project" in a false dimension, which can
     be fixed by unpegging them.

 4.  A LineDef is shared by 2 sectors, but the
     2-sided flag is not set (F10 menu will fix).

 5.  A LineDef/Sector is sticking its nose across
     another LineDef/Sector (move it back).

 6.  Too many 2-sided LineDefs are visible from any
     point (limit increased in 1.666 and later to
     128) or too many 1-sided LineDefs (256).

 7.  The Sector heights are messed up. 

 8.  A node building error. Rearrange the area,
     change the node depth or use a different
     nodebuilder (see node depth).

 9.  You have textures where they are not required.

 10. If you see a "flash" you may have too many
     different upper textures visible in the line of
     sight. For example, creating stairs with over
     16 steps with different ceiling heights may 
     produce this symptom.

     Areas with large numbers of directly visible
     walls are the most prone to this error. This
     also give visi-plane overflows!

     Reduce the numbers of LineDefs visible by 
     combining two or more LineDefs into 1 (delete 
     the vertices splitting them) or block the area 
     from sight.

 11. DOOM has an error (especially DOOM, see stairs).


p   y       Sector and LineDef tags             

 A bTag number is a number that is used to connect
 LineDefs and Sectors. The connection is required so 
 that the LineDef knows what Sector you're talking 
 about.

 Question: If you have a switch that you want to
 use to operate a door, how will Doom know what door 
 to operate? 
 
 Answer: You give the LineDef with the switch a 
 number and give the door Sector the SAME number.

 These numbers are called bTags. Tag numbers have
 nothing to do with anything else.

 The tag in a LineDef is called a Sector Tag. It
 refers to a tag number in a Sector. The tag number 
 in the LineDef and the Sector are the same.
 
 The tag in Sector is called a LineDef tag. It refers
 to the tag number in a LineDef. The tag number in 
 the Sector and the LineDef are the same.

 Each Tag number is unique, that is, it is not used
 by any existing LineDef/Sector. 
 
 1. You can have one LineDef tag point to multiple 
    Sectors. Then all the Sectors move as specified 
    by the LineDef type.
 
 2. Two or more LineDefs can point to the same Sector. 
    A typical use has one LineDef lower the floor and 
    another LineDef to raise the floor. Typically you
    see these as switches.
 
 For now we are assuming you are starting from 
 scratch. So the first available number (on a new 
 level) is 1, the next 2,3, and so on. You can skip 
 around if you like. 
 
 The menus automatically show you a free number with 
 the ( ). In other words, that number is not used 
 anywhere.

 Once you give the LineDef this tag number (Sector
 Tag), go to the Sector with the Door (or anything
 that works with "tags", and give it the same Tag
 number (LineDef Tag). This connects the LineDef to
 the Sector.

 Use the Search for LineDef/Sector tag to locate a
 tag number if you forgot where you used it.

 In LineDef mode, a LineDef with a tag shows the tag
 number and the Sector number it is connected to in-
 between the (). The Sector also lights up in Red.

 In Sector mode, a Sector with a tag shows the tag
 number and the LineDef number it is connected to
 inbetween the (). The LineDef also lights up in Red.


p   y            HEXEN LineDefs                  

 In HEXEN, the LineDefs can be programmed to vary the
 height, speed, delay, etc.  This is noted in the
 description as +tag-speed-height..etc.  DeeP has 
 some default values, but you have to suppy the tag
 if required and adjust the parameters for your 
 level.  Use the Edit LineDef Special option to
 override any of the 5 parameters. 

 If a LineDef already has upper bit values to set
 repeatable, etc, DeeP does not override the
 settings.  In addition, if you select a LineDef
 type but do not change it, that is you pressed
 enter (repeating the current LineDef type 
 definition)  none of the LineDef settings are 
 changed. This is a safety to prevent DeeP from
 overriding any special flags you may have set.

 Please refer to HEXSPECS.DOC for more detailed
 information. 


p   y            MAP Object Colors               

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

 Things with the same color are all the same type.

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

 Press F1 help in the Mouse/Line Color option menu
 for detailed color information.

 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.

 See Color Options (press F1 in that menu ) for a 
 definition of all the colors on the map.


p          y                               
p          y  Design and Shaping of Areas  
p          y                               

 Note: This is an overview of design and shaping.
 Review each command for specific instructions.

 You should have a bPLAN before you start drawing. 
 This will minimize the amount of work you have to 
 do. Even for first time users, decide what area you 
 are going to modify and what your goal is. 
 
 We suggest modest goals and don't try to immediately
 make doors and teleports. Instead, make a room 
 larger and extend the walls some. Learn about the
 difference between walls with only 1 side and those
 with 2 side. For example, on 1-sided walls you can
 use any of the textures, but on 2-sided walls use
 only the textures that say "TRANSPARENT".

 Note: There are always exceptions. They only work 
 using special construction tricks. For now, keep it
 simple. If discover a level that violates the rules, 
 first make sure that it really works, then try it
 yourself. If it fails, the other guy was lucky or
 you forgot to do it EXACTLY the same.
 
 You can change your mind, but it's like building
 a house. If after you build a house and you decide
 the bathroom doesn't belong there, you have the tear
 it all down along with some adjoining structures, so
 you can see the mess you might get into!

 Any intricate design is made in LineDrawing mode. 
 LineDrawing mode can be entered at any time by
 by pressing ctl+D or quick Double right mouse click
 and select Drawing mode. In Vertex mode a quick 
 double left Mouse click also works.

 Draw clockwise for rooms and counter-clockwise to 
 make objects in rooms. 
 
 Intelligent Inference Drawing (IID) examines the
 context of the area you draw in. When it does this,
 most of the details, such as  Sectors and SideDefs 
 will be made for you as you progress.  

 In the next stage you start tuning your level by
 changing the heights of floors and ceilings. At this
 step, you have to add textures for the walls that
 are exposed from differences in heights. DeeP can
 automatically supply missing textures, but this is
 only for beginners. It has no idea what the scene
 should look like, so use the check instead and make
 it as you intended.

 You can also create predefined shapes such as 
 rectangles, polygons, stairs and teleports using
 the F9 (Object) menu. This is called bTOOL mode.
 There are also Pools, Pedestals/Boxes, Windows and
 Teleport pads available.

 bTOOL mode is productive for both the beginner and
 the expert. It gets rid of the busy work and gets 
 you to the creative part of your design quicker!

 
 In bTOOL mode, the objects can be drawn to size 
 and placed anywhere by using a combination of mouse 
 buttons and keys. 
 
 Press F1 help when using the Tool for more details.

 Objects made using the Object menu are meant to be
 SEEN and have most of the required textures when 
 created. You may have to supply additional textures
 depending on the final heights of everything. The 
 check menu can do this automatically.

 Rectangles and polygons made from the Mode menu (or
 from quick double Right clicking mouse menu), are
 meant to supply floor and ceiling textures for 
 Room effects. They are created as 2-sided with no
 textures when made inside an exisiting Sector.

 These can be made into objects if you change the 
 floor and ceiling heights and add the required 
 textures.

 Design and shape areas after they are made by drag-
 ging the vertex points (using the right mouse 
 button) to any location. This is the most flexible. 

 Areas are shaped in LineDef and Sector mode (coming
 up soon). In LineDef mode lines are dragged and in
 Sector mode areas are dragged and shaped.


p              y                     
p              y  Texture GuideLines 
p              y                     

 Please select Texture Defaults (F5) and press F1.


x y                 End of Section                 

**---------------------------------------------------
||F1EDIT
**---------------------------------------------------
b                y                   
b                y DeeP Editing Help 
b                y                   

x     y DeeP assumes you have DOOMx version 1.9 
 
  DeeP edits DOOM, DOOM II, HERETIC and HEXEN and can
  convert the maps from one to any of the others!

a   w                                           
a   w HEXEN messes with the timer tick and your 
a   w PC clock will no longer time correctly    
a   w if HEXEN crashes!! In DeeP the mouse may  
a   w not click correctly and the screen savers 
a   w will run way too fast.                    
a   w                                           
a   w HEXEN must have a BEHAVIOR resource.      
a   w Please review HEXSPECS.DOC to see how     
a   w to program the different LineDefs and     
a   w Things. It is quite different!            
a   w                                           

  Use the bmouse or the bcursor keys to move around.
  The map scrolls when the pointer reaches the edges
  of the screen.  Use Scroll Lock to keep the map
  from moving and then use the cntrl+Right mouse 
  button to Pan!

p yIf you want to make a quick level just to see what
p y this is all about, select Help from the top menu 
p y           bar and select Quick Start.            

p y Print this help to a File to process with any    
p y       word processor as a text file.             
p y Override the name PRN with some yourhlp.txt name.


a       w Converting a level from DOOM to HEXEN 

  You convert a level from one game to the other, by
  placing DeeP in the appropriate Game first. For 
  example, lets start in HEXEN mode by opening the
  Project HEXEN.PRJ.  Now we read in any old DOOM
  level (or HERETIC). 

  The next step is to fix all the textures.  You can
  manually Search/Replace each one or you can use the
  automatic fix textures feature using the F10 menu.

  Next fix all your things!!  In HEXEN mode, all your
  LineDef and Sector types are reset.  In the other
  modes they are left as is, but you do have to make
  changes from DOOM->HERETIC. So please run the error
  checker, it will tell you what to change.


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.

  The maximum safe bDoom Unit X / Y size is about
  8000 x 8000. This is pretty large!  This includes
  a large amount of detail inside this boundary. 

  Simple maps can be larger. The product of the 
  length of X times Y can't exceed approximately
  536 million.
  
  32k x 32k never works. 16k x16k works for simple
  maps.

  If you scroll to the edge and magnify with Auto
  Center turned off, you may loose sight of the map!

  Press alt+Z or alt+X to get your bearings again.


a            w    Map Centering     

  The center of the map should be at approximately 0,0.
  If you let the center drift off center and you have
  a very large map, the magnification limit at the
  edges is less than at the center! Lines may draw
  incorrectly.  Just reduce the Zoom.  This usually
  is only a problem at a Zoom greater than 4000, but
  is directly related to map size and coordinate
  location.



y            b                       
y            b Function Key Commands 
y            b                       


yrF1   Display bHelp on current topic.

      There are three levels of Help available.

      Use the PageUp/PageDown, Up/Down arrow keys or
      the mouse scroll bar to page the help.

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 / Command 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 once) to edit the object and then
      press F1.

      Press F1 within many commands.

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

      You can view ALL the help at once by selecting
      Help on the top menu bar and then select
      bAll Help.

yrF2   Save level in a PWAD file.

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

yrF4   Search/Change for Object.

yrF5   Texture/height default values.

yrF6   Zoom/Mouse/Map options.

yrF8   Miscellaneous Operations.

yrF9   Insert standard shapes.

yrF10  Check Level for errors.


yrAlt+F1 Screen Saver, key press stops

yrAlt+F2 Save Level and always build Nodes

yrAlt+F3 Save as..  and always build Nodes

yrAlt+F4 Exit (same as Esc)

yrAlt+F5 Set Options for sound, grid, etc.

yrAlt+F6 Set Colors for mouse, grid, etc.

yrAlt+F7 Set Palette Colors.

yrAlt+F8 Go into Scale/Rotate (same as < >)


yrShift+F1 Test Level (one file only)

yrShift+F2 Edit a different Level

yrShift+F3 Create a new level from scratch

yrShift+F4 Reset all PWAD files read

yrShift+F5 Read a new PWAD file

yrShift+F6 Reset 1 PWAD file read


y            b                      
y            b Special Key Commands 
y            b                      

yrEsc

   1. Exit without saving changes if you are not in
      any submenu. You are only warned if changes
      were not saved. Cancel if you want to save your
      changes.

   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 object.

      The objects are returned to the starting
      locations.

      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.

   4. Cancel any current active Scale/Rotate object.

      The objects are returned to the starting
      locations.

   5. Cancel any current active Tool object;
      Rectangle, Polygon and Stairs.


a  6. yIns when any LineDrawing mode is active: 
      The last LineDef is NOT drawn to close the 
      polygon (if it is missing).

      Line Drawing mode is reset to the next area to 
      draw. Press Esc again to exit LineDrawing mode.

yrIns

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

a  yVertex mode: Starts Line drawing mode for
   creating Vertices, LineDefs and Sectors.

   In Vertex mode a quick Double left Mouse Click 
   also enters LineDrawing mode.

   You can always start drawing from any mode by 
   pressing ctl+D or quick Double right mouse click
   and select Drawing mode. 
   
   The map display from other modes changes to show 
   you the Vertex locations. If you scroll or size 
   the map, the map displays as it does in Vertex 
   mode. 
   
   When you exit LineDrawing mode, the display 
   automatically returns to the original mode.

   Tool LineDrawing mode is the work horse for 
   drawing areas!

   Press the Left mouse button to start creating
   Vertexes and LineDefs. You can start on top of an
   existing Vertex. That's the way you connect
   Sectors. (Also see Mouse buttons.)
   
   You can also trace on top of other LineDefs to 
   make them 2-sided if they go in opposite 
   directions.

   If the level is already correct, that is, if you
   run the F10 check level, there are no errors, 
   DeeP will correctly identify your existing areas
   and adjust the details of sector and sidedef
   assignments automatically. 

   When the level has incorrect references (which  
   result in miscalculations) or if DeeP miscal-
   culates the correct SideDef/Sector references, it 
   is easy to fix them in LineDef edit mode. 

   Placing a Vertex right on top of an existing
   LineDef splits the LineDef at the location of the 
   new Vertex. This is how you can quickly make
   Door sides (see Misc Help).

   It is not possible to create only 1 Vertex.
   (What are you going to do with 1 vertex?)

   If you select 2 vertexes and then press Ins, a 
   LineDef is created connecting the 2 vertices. 
   No Sidedefs or Sector is made. You are then
   asked if you want to Split the Sector or make
   a 2-sided LineDef.  


p         ySplit Sector / 2-sided LineDef

   After you create a single LineDef (from only 2
   vertexes) a prompt automatically comes up asking
   if you want to split the sector or make the Line-
   Def 2-sided. Choose exit to do nothing, but be
   sure to come back and fix it!

   bSplitting a Sector takes the area on one side of 
   the line just created and assigns all LineDefs
   a new Sector number (this is automatically 
   created and is a copy of the original one).

   In this manner you can quickly change an area and
   make the new (or old) sector have a new behavior
   without changing the rest of the area.

   The "split" LineDef has to be drawn following the
   conventions for Sectors. So follow the flow of the
   existing area. A message will come up if it fails
   for any reason.

   b2-sided Linedefs are commonly used for "triggers"
   to activate a Sector somewhere else when you walk
   across them.

   Do NOT split a sector if you don't know what that
   means right now. It will get very confusing!


p                  yFinish/End

   There are 4 ways to finish a Line/Side/Def/Sector:

   1. Press the Right button to close the last
      LineDef (if you haven't made a complete loop).
      A new SideDef1 is created for each line drawn
      and they all share a new Sector .

      You connect two sectors by sharing a LineDef
      (you trace over an existing LineDef), the
      shared LineDef is automatically made 2-sided.

      Tracing over an existing LineDef is automatic
      if you think ahead a bit and end up where the
      last LineDef made automatically will "cross"
      over the existing LineDef.

   2. Press Shift+Right button to close the last
      LineDef (if you haven't made a complete loop)
      and EXTEND an area if Sector Join is OFF.

      A new SideDef1 is created for each line drawn
      and they all share the SAME Sector as the one
      used by the LineDef shared.

      The opposite is true, if Sector Join is ON.

      (Draw over only 1 LineDef).

   3. Press the bIns key to do everything you did
      in 1 above. The difference is, any LineDef you
      traced over is NOT made 2-sided. You do this if
      the LineDef is being traced over because you
      are making a Door.

      Door sides (the thin part) are normally 1-
      sided, so you don't want the process to make it 
      2-sided. If you forget, you have to eliminate 
      the SideDef2 created. You delete SideDef2 by
      changing the reference number to -1 (that's 
      deleting it).

   4. Press the bEsc key to do everything you did
      in 1 except the LineDef is not automatically
      closed.


a  wLineDef mode: All the LineDefs you selected that
   are 1-sided, will be made 2-sided with a new
   sector assigned. Do not select any LineDefs that
   are already 2-sided.

   If you want to define an existing area that has
   mostly 1-sided LineDefs, but one of them is
   2-sided, remove the 2nd SideDef from the offender
   (set the reference to -1), then select all (now)
   1-sided LineDefs, press bIns and a new area is
   created with its own new Sector.

a  wSector mode: Creates a new sector. Look at F10
   number of sectors (minus 1) to get the new sector
   number. Use this to create a new sector for an
   area ahead of time.

   It is safer (since you can't accidently delete) to
   change the sector reference in SideDefs to this
   new Sector. The old sector is purged when you do
   the final Check on the Level (always do the
   complete Check). You won't need to do this very
   often (rarely as you get better).

yrShift

   Prevent auto-object selection temporarily
   (see rShift+A for permanent setting)

yrShift+Tab

   Switch to the previous editing mode.

yrShift+PageUp   

   Immediately Increase Sector ceiling height          
   (Sector Edit mode only)

   Immediately Increase Thing height           
   (HEXEN Thing mode only)

yrShift+PageDown 

   Immediately Decrease Sector ceiling height
   (Sector Edit mode only)
  
   Immediately Decrease Thing height.
   (HEXEN Thing mode only)

yrShift+Home     

   Immediately Increase Sector floor height          
   (Sector Edit mode only)

yrShift+End      

   Immediately Decrease Sector floor height
   (Sector Edit mode only)

yrDel

   Delete the current object(s).
   (See next for Vertex mode variation).

yrshift+Del

   For Vertex mode only, deletes the opposite
   of Del (see VertexDel Join option, alt+F5)

yrshift+Enter

   Edit the current object directly. Bypasses
   intermediate menus so you can edit the
   object directly.

yrEnter

   Edit the current object. Same as Right mouse
   button.

yrTab

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

yrSpace

   In Map display mode, toggles the move/scroll speed
   from slow to fast. Set the Map scroll speed in F6
   options.

   In Tool Mode (Rectangle, Polygon, Stairs, Rotate)
   toggles the scale increment size between 1 and .01
   and the angle increment from 4 to .04.

yrArrows

   Normal Edit mode: 
   
   Move the cursor position (and Map if on an edge).
   If the Cursor Key move Map option is chosen, these 
   keys move the Map instead (see alt+F5 menu).

   Up/Down select entry in Menus.

   In Tool modes changes values as appropriate.
   (Press F1 in the Tool for help).

yrHome

   In Edit moves the Map Right (no Cursor key option).

   In Menus, moves to the first item.

   In Help, moves to the top.

   In File name entry moves to the beginning of text.

   In Tool modes changes values as appropriate.

yrEnd

   In Edit moves the Map Left (no Cursor key option).

   In Menus, moves to the last item.

   In Help, moves to the bottom.

   In File name entry moves to the end of text.

   In Tool modes changes values as appropriate.

yrPageUp

   Move the Map Down (no Cursor key option).

   In menus, moves down.

   In help, moves up a page.

   In Tool modes changes values as appropriate.

yrPageDown

   Move the Map Up (no Cursor key option).

   In Menus, moves up.

   In Help, moves down a page.

   In Tool modes changes values as appropriate.

yrScroll Lock

   Turn on/off the auto scroll feature (the map moves
   when you touch the edges of the screen).

   If Scroll Lock is on, it keeps the screen from 
   moving when you accidently touch the edges. Use
   the cntrl+Right mouse button to Pan.


y            b                        
y            b Character Key Commands 
y            b                        

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

   Zoom levels range from 50 to 16000 scale. Use the
   bZ command for instant zooming (see below).

   If you hold and press the + or - keys, inter-
   mediate zoom levels are skipped and the final
   zoom level is shown. For example, if you press and
   hold the + key, the map zoom to the maximum level.

   Experiment with this to find the optimum "hold"
   time for your system.

yr[ ]  Change the map scroll speed delay

   Delay ranges from 0 to 500 in 10 ms increments.

   Value is displayed on the bottom line.

yr< >  Enter Scale/Rotate mode (except for Things)

   All objects selected can be rotated by pressing
   the b< and b> keys and scaled by pressing the b+ and
   b- keys. To move the map, use the cursor keys.

   Press the space bar to toggle between an increment
   of 1 and 4.

   This rearranges objects by spinning them around
   (rotation angle) or moving them closer/ further
   apart (scale).

   Press C or  Esc to cancel the changes.

   Press and hold the Right Mouse button to move the
   Map.

   You can also rotate by using the mouse.

   Left click or press Enter to accept the changes.

   The Angle/Scale Value is displayed on the top.

   TIP: After you create an object it is automatic-
   ally selected. For example, after you create a
   stair all the LineDefs are selected. You can
   scale/rotate all of them or drag them right away!

yr< >  Change Thing direction

   Interactively change the direction of Things.

yr/    Toggle Snap-To-Grid

   Automatically snaps objects to the active grid.
   Also set by the top menu button (s). See Grid
   command for a discussion.

yr\    Toggle AutoCenter

   Automatically centers the map either on the 
   current object or on the current cursor location 
   when zooming using the +/- keys. 
   
   The bottom line displays a cursor symbol when 
   cursor AutoCenter is active and a cross hair when
   object AutoCenter.

yrshift+A    Toggle default auto-object selection

   Enables individual object selection. (This was rA
   but many accidently pressed it and had no idea how
   to fix it.)

   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.

   Pressing the Shift key temporarily disables auto-
   object selection!

yrC    Clear all selections and redraw map

   Cancel any current active drag, rotate or
   Tool command.

   The objects are returned to the starting
   locations.

   Holding the Left mouse button for over 2/10* of
   a second and then releasing it also clears.

   *Change the delay in Zoom/Mouse/Map options under
   Edit.

   All the objects selected are cleared.

   This also cancels Vertex insert mode. NO SideDefs
   or sectors are created!

yrShift+C  Set ceiling height in Sector mode

yrF        Repeat last Find or Change

yrShift+F  Set floor height in Sector mode

yrG        Change the grid scale

   A grid is a series of squares on the screen. They
   are visible if the grid is not hidden. Use H to
   view/hide.

   A grid size that result in a screen size of less
   than 2 pixels is never shown. When the 2 pixel
   limit is reached, the visible grid fluctuates in
   size and changes to dark-gray.

   If Snap-to-Grid is active (see /) and the grid
   size is not 0, each vertex coordinate is rounded
   to a multiple of the grid. For example, if a
   vertex has coordinates of x=121, y=22 and the grid
   size is 8, the final coordinates are : x=128, y=24.
   That example was for Vertex mode.

   Tool mode also snaps to the grid. So you will see
   the objects "jumping" on the screen as you move.

   In the Line and Sector editing modes, coordinates
   are only shifted in increments of the grid. To
   force them into alignment would cause a lot of
   grief (Vertices could be overlaid)!

   Grid is use recommended when linedrawing. It auto-
   matically aligns objects the grid (if Snap-to-Grid
   is active). When using the Tools you may wish to
   turn it off ( / key command) to make the object
   more controllable. Also when performing some
   detail work, such as placing vertices on top of an
   existing line, it is easier if Snap-to-Grid is OFF.

   If the original LineDef or Sector was not aligned,
   switch to Vertex mode to align each Vertex.

   TIP: If you have a Sector object and you want to
   force it into the grid coordinates (meaning the
   vertices will "snap" to points) do the following:

   1. Select the Sector by left clicking (in Sector
      Editing mode of course).

   2. Switch to LineDef mode (L), now all the
      LineDefs are selected.

   3. Switch to Vertex mode (V), now all the Vertexes
      are selected ready for your commands!

   Note: you have to bmove past 1/2 the grid size
   to make it snap, so move "too far" and move back.

   A grid size of 8 is recommended for most work. Use
   a larger grid when making beginning large areas or
   when making Teleports (for floor texture align-
   ment).

yrCtl+G

   Set grid scale to 0.

yrH    Toggle display grid (hides the grid)

yrShift+H Set ceiling/floor height Sector mode   

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.

yrshift+I Toggles bottom display from all to none. 

yrJ    Jump to a specific object #.

yrK    Bring up thing masK menu. Select the items
   you want to display by clicking on the boxes.

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, position
   the cursor to the target location and then press
   bO to make a copy. After the copy completes you
   can bdrag the copy some more using the Right
   mouse button.

   In LineDef and Sector modes, bshift+Left button,
   bO and bctl+C are all the same.

yrP    Jump to the previous object.

yrR    Toggle display ruler

yrshift+R  Refreshes screen display only

yrS    Switch to the Sectors editor.

yrT    Switch to the Things editor.

   If you press T when you are already in THING mode,
   the display switches to display the actual Sprite!
   Press T again to switch back to plain circles.

   Any key press interrupts the display so you don't
   have to wait for a complete screen to fill up.
   If you accidently stopped the display, press
   C(lear) to redisplay.

yrV    Switch to the Vertexes (vertices) editor.

yrshift+Z    Rezoom back to area prior to Zoom-to-
   Window (see Left mouse button select +Z).

yrZ    Zoom IN/OUT instantly.

   Zooms according to the limits set in speed options
   under Edit/Options. Instantly centers the object
   selected at the zoom value you selected.

yrX        X align both sidedefs, texture check
yrShift+X  X align both sidedefs, no texture chk
yrShift+Y  Y Align both sidedefs
  
   Note: If the 2nd sidedef of all the LineDefs
   selected does not exist, the 2nd align stops with
   an error message.

yr1...0  Set Edit ZOOM level from 1 to 10 directly
      (100 to 1000)

y     0  In menus with numbers, exit the menu.

yralt+1  LineDef mode, edit sidedef1    
           Creates the sidedef is none is preset.
yralt+2  LineDef mode, edit sidedef2    
           Creates the sidedef is none is preset.

yralt+X  Center the Map at current size.

yralt+Z  Zoom to Extents.

  Make the map fit the screen.


xyNOTE : Detailed explanations of the Cut, Copy,    
xy       Paste are available in the Edit submenu.   

yrctl+B  View the contents of Clipboard.

  Things are shown as X's only.

yrctl+C  Copy objects.

  Copy the selected objects to the bClipBoard. For
  the Registered version, you can use this to Merge
  different levels together.

  You should always try to get complete objects, that
  is, they should form a closed loop.

yrctl+D  Enter Line Drawing mode.

  In any mode, you can draw/create new lines.

yrctl+M  Mirror the object(s) selected

  Mirrors the selected object(s) to the current
  cursor location. A copy of the original object is
  also placed in the bClipBoard.

  You should always try to get complete objects, that
  is, they should form a closed loop.

yrctl+N  Normalize LineDef or Sector. 

   If in LineDef mode sets the LineDef type to Normal
   and the tag to 0.

   If in Sector mode sets the Sector type to Normal
   and the tag to 0.

yrctl+T  Automatic Taggging. 

  Automatically assigns tags.

  In LineDef edit mode, you select the LineDef(s)
  to connect to a Sector.  In Sector Mode, you
  select the Sector(s) to connect to a LineDef.

  1. Select the LineDef(s) or Sector(s) to tag. 
  2. Press bctl+T 
  3. The Edit mode switches as appropriate.
  4. Move the cursor to the LineDef or Sector
     to have the same tag.
  5. Press the bleft mouse button. The same
     tag number now connects both!

yrctl+V  Paste objects.

  Copy the objects in the bClipBoard buffer to the
  current cursor location.

  Please see the discussion in the Edit submenu for
  guidelines when Pasting or Mirroring objects.

yrctl+X  Cut objects (same as Del).

  Deletes all the selected objects. The type of
  objects deleted vary by Edit mode. A copy of the
  object is placed in the bClipBoard.

yrctl+Z  Undo, restore level to prior state.

  There is only one level of Undo. If you repeat
  the command, it flips between the new and prior
  states.


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)

yrs    Same as / command (Snap-to-Grid)


y             b                       
y             b  Bottom Menu Symbols  
y             b                       

  On the bottom left there is a box with up to
  3 symbols and the word bDelay.

  1.  The first symbol has indicates if the
      level has had any changes.
      a. Blank      = none
      b. T+X        = Texture/Thing changed.
      c. Triangle   = Geometry changed.

  2.  The second symbol shows the status of the
      AutoCenter option.
      a. Blank              = not active
      b. Square with cross  = object center active
      b. Cursor symbol      = curser center active

  3.  The third symbol shows the status of the
      Auto Select option.
      a. Blank      = not active
      b. Rectangle/ = active

  4.  The value after Delay indicates the time
      in milliseconds to delay refreshing the
      screen with a new map when scrolling (see
      b[] command).


y       b                               
y       b Mouse buttons in MAP editing  
y       b                               

a       w Left Button has multiple uses 

yrLeft button

 1. Mark/unmark the current object (select/unselect)
    Quickly press the Left button to mark or unmark
    object(s).

    Marked objects (speaker clicks and the object
    changes color) are all changed as a group when
    you make changes.

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

 2. Create selection box.

    If the Left button pressed and held down for over
    2/10* of a second, Select box mode is entered.

    *Change the delay in Zoom/Mouse/Map options under
    Edit.

    Move the mouse to change the size of the outline
    you see to encompass all the objects you want
    selected/marked.

    All the currently selected objects are cleared
    when you enter Select mode and the new objects
    in the Selection box are now active.

    All these objects can now be edited at once or
    moved/copied.

    If you do NOT have additive select active (see
    shift+F5 options), then pressing the Left mouse
    button for a long duration and then releasing
    it, is a quick way to clear current selections!

 3. Zoom-to-Window  

    If the Left button pressed and held down for over
    2/10* of a second, Select box mode is entered.

    *Change the delay in Zoom/Mouse/Map options under
    Edit.

    Move the mouse to change the size of the outline
    you see to encompass all the objects you want
    to Zoom in on.

    While pressing the Left button, press Z.  

    To return back to the windows state prior to this
    command, press shift+Z.

 4. Add an object (same as Ins key).

    For Vertex and Things only, Quickly press the
    left mouse button twice in a row.

    For Things : Add a Thing of the current type.

    For Vertex : Start Line Drawing Tool.

a     y  What does Selecting an Object do  

   Each time you click an object it is added
   to a list of selected objects. When you edit
   any of the objects in the list, all the objects
   selected receive the edit changes. Similarly, if
   you drag or copy when the cursor is over one of
   the objects in the list, all the objects are
   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) when you are done 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 
   bshift+A 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
   objects 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

   If you quickly* click the Left mouse button twice,
   bIns mode as described next is automatically
   entered. You may prefer this to pressing the Ins
   key.

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

   *Change the delay in Zoom/Mouse/Map options under
   Edit.

yrshift+Left button  (LineDef and Sector see bctl+C)

   Copies the current selected object(s) to the
   current cursor location.

   In LineDef and Sector mode, bshift+Left button,
   bO and bctl+C are all the same.

yrshift+Left button  (Vertex Mode Only)

   Splits the LineDef near the cursor location in
   half.

yrctl+Left button    (see bctl+M)

   Mirrors the current selected object(s) to the
   current cursor location.

   A mirrored object is created as if a mirror
   was placed at the current cursor location.

   bctl+Left Mouse button and bctl+M are the
   same.


a       w Right Button has multiple uses 

yrRight button

 1. Edit the current/selected object(s).

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

 2. Drag the current/selected object(s).

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

    *Change the delay in Zoom/Mouse/Map options under
    Edit.

    All the selected object(s) are dragged.

    Drag the object(s) selected by pressing the Right
    mouse button (and holding it down) and at the
    same time moving the mouse to the desired loca-
    tion. 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 using the Left Mouse drag
    selection box), they are all dragged at the same
    time.

    If you press and hold the Right mouse button when
    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.

 3. Drag tool object.

    When creating a Rectangle, Polygon or Stair from
    the Tool menu (not from Objects), pressing the
    Right mouse button drags the object over the map.

    In rotate mode, the Right mouse button drags the
    whole map .

 4. Change Edit mode.

    Quickly* clicking the Right mouse button brings
    up a sub-menu that allows you to change Edit
    modes.

    Select a new mode or Right click to exit.

    *Change the delay in Zoom/Mouse/Map options under
    Edit.


yrRight button Insert Vertices/LineDefs

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

   In this mode only, rShift+Right button connects
   the area drawn to the Sector whose LineDef you
   have shared. Use this to extend areas using the
   same Sector. (The opposite is true if Sector Join
   is ON.)

   (Draw over only 1 LineDef).


yrShift+Right button   (see bDel)

   Delete the selected object(s).

   For Vertex mode only, the Vertex and all connected
   LineDefs are Joined OR if the VertexDel Join
   option is turned OFF, the Vertex and all connected
   LineDefs are deleted (see VertexDel).

yrCtl+Right button

   Start Map panning using the mouse. You can release 
   the Cntrl key after you start.  Release the mouse 
   button to stop.

   Alternatively, you can press the left mouse 
   button and then quickly press the right mouse 
   button. Release the buttons to stop. (Use C to 
   clear any object selected).


y            b                        
y            b Mouse buttons in Menus 
y            b                        


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                     

 The first thing to do is increase the Magnification
 using the +/- keys, Z or the numbers. This makes it
 easier to see, the mouse movement is easier to 
 control and DeeP automatically narrows the "search"
 for something.

 If you have automatic object selection turned on
 (bshift+A), 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.  Run F10 Check to get rid
 of the extras automatically.


x yPlease review the F1 help for each subject.

x y                 End of Section                 

**---------------------------------------------------
||EXE
**---------------------------------------------------
b          y                                
b          y Help Options when loading DeeP 
b          y                                


xyDeeP  [-n]
      [-m <MainWadFile> ]
      [-prj <ProjectFile> ]
      [-f <PwadFiles>...]
      [-p <dospath>]
      [-v <mode>]
      [-d new   ]

yThe b- commands are used for overrides when you
ystart bDeeP. The name surrounded by the parenthesis
yb(..) followed by b= is the long form of the name.

 If no () are shown, it's the same name.

yAll the overrides are bPERMANENT and do not need to
 be entered again each time (except for -n).

 All of these options can be set with altF5, this is
 for those that like to do it this way also and also
 to support different environments via custom batch
 files.

yExample :
yb-MAIN c:\Doom2\DOOM2.wad defines the main IWAD.

yb-n (noload)

    Temporarily suppresses automatic DeeP restart.
    This clears all prior PWAD file names and all
    file additions. Used to start over again!

    Use this in the Shareware and LITE versions to
    CLEAR all the current levels you have read so you
    can start over again if you've exceeded the file
    limit of 3 or 6!

    The bReset All Files option under File in Edit mode
    also resets all file additions to none.

    (See automatic restart options under Edit.)


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

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

    This path also determines the location of
    DOOM, DOOM2, HERETIC or HEXEN .exe when testing
    a level (registered only).

    If you play DOOM, DOOM II,HERETIC and HEXEN, you
    may wish to create a batch file for each version 
    using the -PRJ option to point to different main 
    IWAD files. You must have created the projects
    ahead of time (of course).  This lets you quickly
    start DEEP in the right mode. You can always
    switch modes within the editor of course, but this
    makes it quicker on startup.

    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.)

    Modify and make a copy of the batch file used
    to execute DEEP (DEEP.BAT).

    In one batch file you might enter:

y   bDeeP -prj DEEP1.PRJ %1... 
    (for DOOM)

    and in the second batch file enter:

y   bDeeP -prj DOOM1.PRJ %1... 
    (for DOOM II)

y   bDeeP -prj HERETIC.PRJ %1... 
    (for HERETIC)

y   bDeeP -prj HEXEN.PRJ %1... 
    (for HEXEN)

    Each time you change the name of the IWAD file,
    it is saved in xxxxx.PRJ. Thus if you start DeeP
    and do not override with a -m doom.wad command,
    the last name you used is automatically read.

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

    Add patch wad files to load. 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, i.e, it does a -n.)

yb-p  (path) C:\DOOM2\WADS

    Set the default path for reading and saving files
    and for DIR (registered).

yb-prj C:\...\yourprj.PRJ

    Set the default project to use on startup.  The
    default is the last one used.

yb-v # (video)

    Set the default video mode number (resolution).
    This is also set in the alt+F5 menu.

    Experiment with this to see if your monitor is
    readable at higher resolutions ( 800x600 looks
    nice on many 15" monitors ).

    Values for #:

    1=640x480, 2=800x600, 3=1024x768, 4=1280x1024

    If the video driver detects an error, the
    resolution is reset to 640x480.


yb-d new (driver)

    Change the video driver. Use this if the VESA
    driver does not work. Select the driver that
    describes your video card. If the video card is
    not listed, try to determine the chipset of the
    video card.

    Also use UNIVBE to try to emulate VESA! Find the
    latest version (5.1) if 5.0 does not work.


x y                 End of Section                 

**---------------------------------------------------
||FILE
**---------------------------------------------------
b                  y              
b                  y File [Alt-F] 
b                  y              

p                  y DeeP / DPMI  


 You may have to adjust your system to work with
 DeeP's Borland DPMI manager. Do not use QEMM's
 QDPMI (in CONFIG.SYS). You probably don't need it.
 Also you have to have HIMEM.SYS in CONFIG.SYS and 
 at least FILES=20.

 Be sure to test before saving from DeeP! Please read 
 README.DOC and README.1ST.

 If DeePbsp fails for any reason, you will get the 
 message on returning that the file you saved is not 
 a WAD file. The file is probably -0- in length. Copy 
 the ~DeeP.wad or ~HeeP.wad back to the name you 
 wanted so you now again have a copy of the last 
 level you changed.

 Do NOT edit the temporary names above!!!!!

 DeePbsp will fail if you have overlapping vertices-
 LineDefs, so be sure to run the check for this in 
 DeeP.

x      y Node Building Design considerations 

 If the manner in which you build 2-sided objects is 
 not correct, you may get "floating" floors and 
 barriers.  These types of errors are not caught by 
 the error checker, since 2-sided LineDefs have too 
 many valid combinations. 

 Basically, when you build an object, you should try 
 to have all the LineDef sidedefs (side1 or side2) 
 all facing the same direction, either all in or all 
 out. Failure to follow this guideline, may introduce 
 node conflicts. So if you have this type of problem,
 examine the structure(s) surrounding the problem!

 Use the final build mode (nodes are + numbers, 
 usually 8) for HEXEN.  Use TURBO mode (- numbers,
 usually -8) for quick developement on slower 
 machines or for experimenting with nodes for HEXEN.
 
 Note : Sometimes LineDefs are drawn and configured
 "incorrectly" on done on purpose to achieve a 
 special effect. Play the level to see if there it
 was done on purpose? No too unusual anymore.  


 The following information is to see if you may have 
 an incorrect option in your system that is slowing 
 down DeePbsp. 

 Most of your PWADs should build in less than 30 
 seconds. For reference, MAP14 (DOOM2) or E1M5 
 (HERETIC) should take no longer than 5 seconds on 
 a DX486/33 in TURBO mode and 14 seconds in FINAL
 mode.  
 
 No, final is not 3 times slower, it just depends 
 on the level. An average difference is about 2, 
 but it's so fast it hardly makes any difference. 
 
 We use TURBO for lighting fast test turnaround and 
 FINAL for the final stages. FINAL does a better
 job of balancing the node tree. This is important
 on large levels / slower machines. 
 
 For faster processors, the time taken is propor-
 tional to the increase in speed. A DX2/66 is about 
 2.5 seconds and a DX4/100 is about 2.0 seconds 
 (depends on wait states).
 
 A SX486/33 (no coprocessor) is about 80 seconds.
 As you can see, a mathco really helps!

 If your system is not within 5 seconds of this 
 value, you probably did not shadow and cache your 
 system BIOS. This is a big hit on all your work! 
 
 One system took over 1 minute, due to just this one 
 error!!


y               b File Name Length 

 The largest path name for any file is 42 characters! 
 This includes the drive specification "C:\". 
 
 For example: C:\DOOM2\DeeP is 13 characters long.

 The default path is always added to any file you 
 read or write, so don't forget to count it.

ybNew Level

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

 It is suggested to increase the screen refresh delay 
 to at least 50ms (see [] commands) to keep the map 
 from flying all over the place. You may also want to 
 set this for small levels or if you are running a 
 very fast system.

ybRead PWAD

 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).

 The level edited is automatically set to the first 
 one found.

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

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 has been Read in with the same save name 
 it is renamed with the .BAK extension.

 If you save to an existing name, but that file has 
 never been read, the file is overwritten.

 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 3 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 LITE version saves up to 6 files with 
 different names.

pyThe Shareware and LITE versions do not save
 grouped PWADs.

pyThe Registered version saves up to 56 files and 
 directly saves a grouped PWAD.

pyClear the REJECTS

 This prompt does not appear on a save if the 
 CLearReject option is set (see alt+F5). It always
 appears if you force a node build.

 If you do not clear, 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 only copies 
 REJECT data to make this easy.)

 If you have a level that crashes, yet you can't find 
 anything wrong, try using the forced BUILD nodes 
 command and clear the REJECT to bFF. If your level 
 no longer crashes, you need to run a REJECT program 
 or reduce the number of enemies.

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. It works with all 
 the original levels. Be sure you run the complete
 check on a level before you build nodes!  See the
 Node Depth option for varying the BSP output.

 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 or if
 we create too many steps in a spiral staircase.

 The limit is 128 for 2-sided LineDefs (they can have
 a different floor and ceiling "inside"). It was less
 on earlier versions of DOOM.

 If you get visi-plane overflows, build a "floor to
 ceiling wall" to restrict your line of sight in the 
 area that caused the problem. You can also reduce
 the number of LineDefs. The most common mistake made
 is to build too good a "circle" with the polygon
 tool.  Make it less perfect and it will work!

 If you run into bHOM errors, reduce the number of 
 LineDefs and simplify the area. Play the level and
 see where you can reduce the number of visible level
 differences without making a big impact.

 Use the Grid feature when possible to minimize 
 problems.

ybSave As diff level

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

ybEdit Level

 Select a different existing level to edit.

ybReset All Files

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

ybReset 1 File

 Erases the PWAD information for this file and resets 
 all levels that used this file to the main IWAD.

ybRead Hexen ACS

 Read a HEXEN ACS script file created with the
 ACC.EXE script compiler.  The script read replaces 
 the current BEHAVIOR resource for the level you are
 editing. Press F1 help in the command for more 
 information.

ybRead Project

 Switches to the game and files defined by the 
 project.  This is how you go from editing DOOM to
 editing HERETIC or HEXEN.

ybRead Texture Group

 Reads in a set of predefined texture defaults.

ybConvert Textures

 Registered only

 Converts all textures read from PWADs to the
 palette required by the current game. This means
 you can lift textures from DOOM/II and give
 HERETIC and HEXEN a lift (you can go the other
 way too).

 **WARNING** this overwrites the current texture
 file.

 You can create one file with all the textures
 in one game using the TEXPORT command.  Then
 switch to a new project (different game), read in
 the texture file you made using TEXPORT and then 
 convert. 
 
 It is best not to have any other files loaded when 
 you do this (or only other texture files) so DeeP 
 does not misinterpet data as graphics when it is not 
 (program might hang).

 The resulting textures will now be displayed with
 the correct (well close enuf<g>) colors. 

 Only DOOM->HERETIC and HERETIC->DOOM are done.
 DOOM->HEXEN is almost complete. The rest have not 
 been worked on yet although you can play with it.

ybBuildNode

 Save the level and always rebuild nodes.

 If you changed the Reject, the SaveRejectMask prompt 
 will also appear.

ybBuildNodeAs

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

 If you changed the Reject, the SaveRejectMask prompt 
 will also appear.

ybSaveRejectMask

 You are given the following options:

awReject Mask

awSkip every  How many to fill with Pattern.
awPattern     Pattern to fill the rest with.
                 255 selects all (0xFF).

 Clear to 255 (bFF) or any pattern you like for 
 TESTING or to have random fun.

 Once you change either value from the default value 
 of 0, this prompt appears each time you build nodes. 
 To get rid of the prompt change it back to 0/0.

 A skip value of 0, writes all the pattern.

 A skip value of 1, writes one "00" then your 
 pattern, "00", pattern, etc. This is 50% pattern 
 coverage.

 A skip value of 2, writes two "00" then your 
 pattern, etc, this is 33% coverage.

 The Pattern also controls which sectors get
 activated. For example 15 (b0F) with a skip of 0 
 is also 50% coverage in a different way.

 This is useful to debug your level. With FF, you 
 can wander around the level with all the monsters 
 and yet you do not have to fight them off all the 
 time (most of the time).

 In addition, this is a check to see if the enemies 
 are causing problems in your level.


ybTest Level

pyRegistered only

 Load DOOM(II) or HERETIC and play a level you
 have saved (also bShiftF1).  This tests only the
 level defined by the current file active.

ybTest all leVels

pyRegistered only

 Load DOOM(II) or HERETIC and play a level you
 have saved (also bctlF1).  This tests the level
 of the current file active AND loads all PWAD files
 you have loaded.  This can be any type of PWAD.

 You must have the Response File option turned on for
 DOOM I.  


a                                              
a  w DOOM/HERETIC/HEXEN can thrash your memory,
a  w either due to DOOM errors or mistakes in  
a  w your Level or Hardware problems!          
a  w                                           
a  w HEXEN messes with the timer tick and your 
a  w PC clock will no longer time correctly    
a  w if HEXEN crashes!! In DeeP the mouse will 
a  w not click correctly and the screen savers 
a  w will run way too fast.                    
a  w                                           
a  w If you are using 0 Dram wait states, you  
a  w may have problems!                        
a  w                                           
a  w We therefore recommend to cold-boot (push 
a  w the reset switch every once in a while to 
a  w minimize unexpected failures in DOOM,     
a  w HERETIC, HEXEN or DeeP!                   
a  w                                           

 The parameters -file yourfile.wad -warp xx 
 are automatically created. You may enter up to 80 
 additional characters.

 Enter or change the testing options to what you 
 normally use. These are saved for the next time.

 If you experience testing problems, make sure you 
 have a least 1 wait state in your Dram.

 HERETIC is touchier than DOOM on one of our machines. 
 It works fine on one, yet constantly crashes on the 
 other, with the same PWAD file. So, it's probably 
 the machine, right?

 Type any external PWADs you want added FIRST, 
 followed by your normal test options. The
 additional PWADS add extra graphics and sounds
 to your level (do not enter your test level).

 For example: (all on one line, can't do here)

aw CHOOKV23.WAD CHKSTUFF.WAD 
aw -skill 3 -nomonsters      

 DeeP can also automatically load all the PWADs you
 have read in when testing (ctl+F1 shortcut).

 If you have DOOM and it's 1.666 or later, turn on 
 the Response File option. This allows you to bypass 
 the limitation of how much information you can pass 
 to DOOM from DeeP (DOOM II, HERETIC and HEXEN are 
 automatic).

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

p            y                     
p            y  DOOM cheat codes   
p            y                     

 During play, type the codes in with the keyboard. 
 A message displays on the top showing the cheat mode.

 I = DOOM only
 II= DOOM II only

ybidbehold  Displays a menu on the top line,
      enter: S = strength
             V = Invulnerability
             I = Partial Invisibility
             A = Full AutoMap
             R = Anti-radiation suit
             L = Light amplification visors

ybidchoppers  Chainsaw
ybidclev##    Warp (episode/mission)
ybidclip    IIWalk through walls
ybidspispopd IWalk through walls
ybiddqd       God Mode
ybiddt        Toggles Automap (in automap)
ybidfa        Full Ammo
ybidkfa       Full Ammo, weapons, keys, armor
ybidmus##   IIChange music (episode/mission)


p          y                       
p          y  HERETIC cheat codes  
p          y                       

 During play, type the codes in with the keyboard. 
 A message displays on the top showing the cheat mode.

ybkitty       Walk through walls
ybravmap      Shows entire map (map mode)
ybmassacre    Kill all monsters on level
ybskel        All keys
ybrambo       All weapons, ammo, armor
ybquicken     GOD mode
ybponce       Full health
ybshazam      Weapon Power Up
ybengage##    Warp (episode/mission)
ybgimme       Menu, select item and quantity

                a = Ring of Invincibility
                b = Shadowsphere
                c = Quartz Flask
                d = ?
                e = Tome of Power
                f = Torch
                g = Time Bomb Ancients
                h = Morph Ovum
                i = Wings of Wrath


p          y                     
p          y  HEXEN cheat codes  
p          y  (Registered Only)  

 During play, type the codes in with the keyboard. 
 A message displays on the top showing the cheat mode.

ybcasper         Walk through walls
ybmapsco         Shows entire map (map mode)
ybwhere          Coordinate display
ybbutcher        Kill all monsters on level
ybnra            All weapons +full health/armor
ybconan          No weapons
ybsatan          GOD mode
ybclubmed        Restore Health to 100
yblocksmith      All keys
ybsherlock       All puzzle pieces
ybindiana        25 of each artifact
ybdeliverance    Pig mode

ybpuke##         Script (01-99), runs script
ybvisit##        Warp (01-41)
ybshadowcaster#  Change character classs (0,1,2)

ybticker         Frame rate counter
ybmartek         Type in 3 times to die!
ybnoise          Sound debug
ybinit           Restart level

ybPrint

pyRegistered has no limit on print file size.

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

  A file is saved in the current DeeP/HeeP directory
  or default path.

  You can type in any legitimate path name, for
  example, C:\mymaps\map01.hgl

  Press F1 help in the print menu for more info.

ybnOdeViewer

  This was made for our internal use and left in so
  you can see all those pretty nodes<g>. 

  For HEXEN, viewing the nodes is a must to be sure
  the node segments do not split an area for polygon
  objects (swinging doors, etc.).  You should always
  try to keep lines aligned in the same plane to
  keep the number of nodes down. If you have a 
  problem you can slide the area around or draw some
  "extra" stuff to force the nodes to take a 
  different path.  MAP01 in HEXEN is a good example
  next to the sliding doors.

  Press F1 for the options available.

ybeXit

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


x y                 End of Section                 

**---------------------------------------------------
||PRINTMAP
**---------------------------------------------------
b                y               
b                y Printing Maps 
b                y               

pyThe Registered version prints any size map.

 The map printed is exactly the same as currently
 displayed on the screen for any resolution (please
 refer to portait printing note).

 You can zoom and get the zoomed MAP print. Use the
 Zoom-to-Window to get the exact section printed!
 (Hold the left button down and start drawing the
 selection box around the area. Then while still
 pressing the left mouse button, press Z.)

 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. If you 
  enabled Thing numbers or descriptions, these
  will print too.

ybLineDef mode 

  Two-sided LineDefs are printed darker.

ybSector  mode

  Prints just the map.

ybGrid Lines

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

 There are three additional options when printing:

ybLandScape

  This is the default. Clicking it OFF prints in
  portrait mode. 
  
  In portrait mode the map is slightly elongated, 
  but makes a long map print with more printing space 
  for descriptions.

  Slide the map over to the left of the screen to
  get the map to print correctly on the paper.

ybNumberThings

  Places the thing number next to each thing.

ybThing Desc

  Places a maximum 10 character description next to
  each thing.

ybText 2X
  
  When you print a full size map, the printing might
  be unreadable. Normally select 2X to make it twice
  as large. Experiment to suit your printer and 
  taste.


y             bPrint 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 Word's About Screen
 for the version number).

 NOTE: If the map is very large, Word's import filter
 does not scale correctly. Left click to select the
 Map, then drag the right edge to the right margin.

 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 printing!

x y                 End of Section                 

**---------------------------------------------------
||EDIT
**---------------------------------------------------
b                  y              
b                  y Edit [Alt-E] 
b                  y              


y                b                  
y                b ClipBoard Buffer 
y                b    Undo Buffer   
y                b                  

  There are two buffers available:

  1. The bClipBoard buffer contains a copy of 
     the last object Copied, Mirrored or Deleted. 

  2. The bUndo buffer contains a copy of the 
     level prior to performing any command that
     changes the level.
 
 Note: The following ctl+ commands are the same
 as used in MS Word and other programs. This 
 makes it easy to remember for those familiar
 with those programs, however, if you have never
 used them, it may appear "strange". The keys are
 grouped next to the Ctrl key and are easy to 
 combine for most of us <g>. 

yrctl+B  View ClipBoard

  Displays an image of the current object(s) in the
  clipboard (including Things). This is the data
  copied with the Paste (ctl+V) command.

yrctl+C  Copy objects  (same as O)

  Copy the selected objects to the bClipBoard.

  You should always try to get complete objects, that
  is, they should form a closed loop (see Paste
  below).

  Teleport Things are always copied when in Sector 
  mode. If you move (by dragging) a Teleport landing 
  Sector (destination), be sure that the Teleport 
  thing stays with the Sector. 
  
  If you are not in Sector mode or if the drag Things
  option is not enabled, Teleport things are NOT
  moved. The F10 check will catch this as a missing 
  Teleport thing.

  In LineDef and Sector mode, bshift+Left button, 
  bO and bctl+C are all the same.

  In Sector mode, Things are also copied if the 
  Move Things option (alt+F5) is turned on.

yrctl+M  Mirror the object(s) selected

  Mirrors the current selected object(s) to the 
  current cursor location (also see Paste).

  A mirrored object is created as if a mirror 
  was placed at the current cursor location. 

  There are 8 possible mirror forms of an object. 
  An imaginary box is drawn around the object(s)
  to mirror. The boundaries of the box decide what
  form the mirrored object is to take.

  Suggestion: Before you mirror an object, check 
  the level otherwise you will copy the object,
  defects and all.

  In Sector mode, all the LineDefs with the same
  sector are mirrored. 

  In LineDef mode, only the LineDefs marked are
  mirrored. Sectors are created as required. It
  is possible that the area is "not closed" since
  you can select incomplete areas.

  bctl+Left Mouse button and bctl+M are all
  the same.


yrctl+V  Paste objects

  Copy the objects in the bClipBoard buffer to the 
  current cursor location. 

  Use bctl+B to view the contents of the ClipBoard 
  buffer.
  
  Place the mouse where you want the pasted object(s) 
  to appear, then press ctl+V.

  The objects can be pasted inside an existing sector
  or placed in a new area. The resulting object Line-
  Defs are adjusted according to the destination 
  sector.
  
  1. Placing objects in an existing sector.

     Be careful that the COMPLETE object(s) is 
     enclosed by the destination sector (actually the 
     LineDefs surrounding the object(s). If some 
     parts stick out, the resulting object may have 
     incorrect LineDefs!

     The exterior LineDefs of the object(s) are 
     adjusted to point to the destination sector. 
     Sidedefs are added as required to complete the 
     object.

  2. Placing objects in a new area (no sector is 
     there).

     The exterior LineDefs of the object(s) have the 
     SideDefs deleted as required, since no exterior 
     sector is present anymore. This one can present
     the most amount of "fixing" required if the 
     source object is in pieces.

  NOTE : If you somehow fool DeeP into thinking that   
  you are in a Sector and you are not, move to an 
  area to outside the boundaries of the Map. Paste or 
  Mirror there and then drag the objects back. This 
  can happen if you have partial construction else-
  where in the level. (Can also work in reverse, it
  detects no Sector and you think there is!)
  
  If you Paste/Mirror where DeeP thinks there is a 
  Sector, but you meant for it to be a new area, the 
  Exterior LineDefs are not correct. Same thing for 
  the opposite case.
  
  If you surround them by a new area, then you are OK. 
  All you have to do is change the outside LineDefs 
  (sidedef) sector references to your new sector. But
  if that's true, you should have made the target 
  area first and then Pasted into the area!


yrctl+X  Cut objects (same as Del).

  Deletes all the selected objects. The type of 
  objects deleted vary by Edit mode.

  A copy of the object is placed in the bClipBoard.

  Vertex mode: Depending on the VertexJoin Del option, 
  either deletes the vertex and joins the connected 
  LineDefs or deletes the vertex and all LineDefs 
  using the vertex (set in alt+F5 option).
  
  LineDef mode: Delete the linedef and all vertexes 
  if the vertexes are not in use by any other Linedef.
  
  Sector mode : Delete a Sector, all the linedefs and 
  vertices (as above) that reference the sector(s).

  Things are also deleted if the Move Things option 
  (alt+F5) is turned on.

  Teleport Things are always deleted when in Sector 
  mode.
 
  All the deleted items are put in the bClipBoard
  buffer. If you immediately change your mind, use 
  ctl+Z to undo the delete. If you have done other 
  changes, but have not reused the paste buffer, you 
  can use ctl+V to paste the object back, although 
  you may have to "connect" some part manually.

yrctl+Z  Undo, restore level to prior state.

  There is only one level of Undo. If you repeat
  the command, it flips between the new and prior
  states. 
  
  Most commands that change the map geometry make 
  a copy of the level before the change is made.

a              y                       
a              y  Paste / Mirror Notes 
a              y                       

  For some situations manual correction is necessary.
  The most common one occurs if 2-LineDefs point to
  each other, for example:

              │ sd2a   sd2b │
             ─┤             ├─
              │ (sector 3 ) │

  Assume the sd2a is some sidedef2 that points to 
  sector  3 and sd2b is another sidedef2 also 
  pointing to sector 3. If you copy the LineDefs that
  contain those those sidedefs, DeeP may think that
  sd2a and sd2b are OK since they both point to the 
  same sector.  

  This is not always correct on outside boundaries.
  If they came from a section that looked like this:

      ┌─────────────────┬──────────────────┐  
      │     Some Sector /LineDef area      │  
      │                                    │  
      │          ┌──────┴──────┐           │ 
      ├─         │    sd2c     │          ─┤  
      │          │             │           │  
      │         ─┤sd2a     sd2b├─          │  
      │          │             │           │  
      └────┴─────┘ (sector 3 ) └─────┴─────┘

  In the above example, sd2a, sd2b, sd2c were 
  originally a separate area all sharing the same 
  sector 3.  DeeP will fix sd2c, since no sector
  3 is found looking "South", but sd2a and sd2b look
  OK (as mentioned earlier).

  If the source object (in the Clipboard or from the
  selected objects for Mirror) is not complete, that 
  is, some parts (LineDefs) are missing, DeeP 
  attempts to determine what to do. 

  If the object(s) selected have an open area between
  their own LineDefs (such as a spiral stair), they
  will appear as a "good" sector to DeeP, as noted
  above, but that sector was originally the sector 
  that the object(s) came from.

  So adjust as required, by deleting those areas that
  DeeP could not determine as valid or ADD the 
  missing sector by completing the pasted object(s) 
  and correcting the LineDefs and Sector references.


ybAdd Object (Same as bIns key)

 If you insert multiple Sectors at the same location
 they are deleted when you run the Xref check (if
 you never use them. 

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

 Also refer to the documentation of the bIns key 
 for some more information.


y         r    Ins Vertex mode    
y         r   Line Drawing Tool   

 This creates the LineDefs/SideDefs/Sectors for a 
 level. 
 
 You can start Line Drawing Mode three ways: 
 
 1. From Vertex mode, quickly double click the left 
    mouse.
 2. Pressing ctl+D from any mode.

 3. Quick double right click and select LineDraw.

 Insert Mode continues until you stop it with the 
 Right Mouse button (the normal method), press the 
 bEsc or bInskey. If have made some lines already, 
 press either of these again to exit.

 LineDefs, SideDefs and Sectors are automatically 
 created.  


 There are two variations in Vertex mode:

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

    if 1 vertex is selected, the next vertex is auto-
    matically connected to the one selected. Use this 
    method to connect multiple areas. 
    
    Draw over an existing LineDef of the old area to 
    automatically make the old LineDef 2-sided and 
    make the new sector share the same character-
    istics as the one you are connecting to.

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

a           y 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 
    priorvertex.

    Go over the existing LineDef to make it 2-sided 
    somewhere in your creation path.

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

    The current grid is used to align vertices
    (Snap-to-Grid active).

    A grid of 8 is recommended. Move an existing 
    vertex to make it line up if you can't match 
    because the grid misaligns it.

a           y Splitting Lines 

    If you place a vertex directly on top of an 
    existing line, the line is automatically split.

    The line turns color (default RED) and shows the
    line as split. If the line did not turn color and
    the "arrows" did not appear at the when the 
    vertex was created, you "missed" the LineDef.

    Increase the Zoom, adjust the grid or snap-to-
    grid as appropriate.  If the LineDef is on the
    grid, snap-to-grid should be on. If the LineDef
    is off the grid, turn snap-to-grid off.  You
    should also set the grid size to match the area.

 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 
 bEsc 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.

y              r Rooms and Objects 

 Rooms:

 Draw Rooms clockwise. An inner New sector is created.
 All the LineDefs are 1-sided.

 Objects:

 Draw Objects inside a room counter-clockwise. The 
 room Sector is assigned to the LineDefs made. 
 
 If you do this outside a room, a brand new Sector is 
 assigned. If SmartDraw is enabled, the LineDefs are
 automatically flipped to clockwise, since normally
 that's how they should be for a Room. DeeP assumes 
 you made a mistake and fixed it for you. If you 
 don't want it to do this, turn SmartDraw off and 
 DeeP will assume you know what you are doing!

 You will fix this of course. This results in a 
 Sector not closed message if you forget.

 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 not 2-sided).

 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 want to Insert Sector for the inner portion, 
 complete the unfinished area by selecting all the 
 LineDefs (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 
 inner area. Now all the LineDefs are 2-sided.


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.

 Normally, SideDef1 already exists, so it adds
 SideDef2 to all the sides and makes the LineDefs 
 2-sided with no textures.

 If SideDef1 did not exist, it adds SideDef1 and 
 nothing else.


y              rIns Sector mode

 Use this to create a new Sector that you are going 
 to manually reference with a SideDef or to replace 
 a Sector that was manually deleted in the SideDefs 
 and now you want it to have a different sector.

 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.

 Select and modify LineDefs by using the Del key to 
 get rid of Sectors/SideDefs you don't want and add 
 new ones back in by pressing Ins. You may also want 
 to change the references to SideDefs or Sectors to 
 -1, the same as deleting them, with the advantage
 that you can tailor each individually without any 
 danger of loosing it all!


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.

 For Vertex mode only, the Vertex and all connected 
 LineDefs are Joined OR if the VertexDel Join option 
 is turned OFF, the Vertex and all connected
 LineDefs are deleted (see VertexDel).  


ybClear Selection

 Same as pressing C to clear or hold the Left mouse 
 button down for about a second.

ybThing Filter Mask  K

 Clear/Mark the boxes to display or not display the 
 items shown. It also controls the Things selected
 by a selection box drawn around the Things.

 For example to display everything for skill level 1, 
 unmark levels 3 and 4-5 and leave everything else 
 marked.

 To display all the network only items, unmark all 
 the skill/deaf boxes and then mark NET and the 
 item(s) you are interested in. For example, click 
 on only NET and ENEMIES to see only the enemies in 
 a network game.

a  wAll the options below are saved in the file  
a  wDeeP.CHK and appropriate Project and Texture 
a  wconfiguraton files. These files are automat- 
a  wically created the first time you start DeeP.
a  wDelete this file if it gets damaged somehow. 

ybTexture Defaults    F5

 Changes the default values for wall, floor, ceiling 
 textures for the different type of objects and floor 
 and ceiling heights. (Press F1 within the selection
 for more information).

ybLoad Options/Etc altF5

 Changes the default values for the video resolution, 
 files, and various startup options. Press F1 in this 
 selection to see more help.

ybZoom/Mouse/Map Opt F6 

 Changes the default values for Zoom, Mouse and Map
 variables. There are two screens for this option.

 Press F1 in this selection to see more help.

ybMouse/LineColors altF6 

 This sets the colors for many items, including the 
 mouse and map line colors. 

 Press F1 in the Color Option menu for more 
 information.

yb Palette Colors altF7 

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

 Press F1 help in Palette menu.

x y                 End of Section                 

**---------------------------------------------------
||TEXTUREP
**---------------------------------------------------
b               y                       
b               y Texture Defaults   F5 
b               y                       


 Changes the default values for wall, floor, ceiling 
 textures for the different type of objects and floor 
 and ceiling heights.

 Save these defaults to a different name by selecting 
 the alt+F5 menu, selecting Set Texture Group and 
 entering a new name.

 The value for the Floor/Ceiling increment is used 
 when the PageUp/PageDown keys are used in the number
 boxes for ceiling and floor heights. The values are
 increased/decreased by this amount.

 Edit these to suit your taste. When you follow a 
 theme, you may want to make the defaults follow your
 main idea. For example choose stone defaults for a
 castle theme.

 The textures values for DOOM are for DOOM II. Adjust 
 the values for DOOM. 

 Any textures can be used for walls with only 1-side. 
 For walls with 2-sides, you have to be careful if
 you use textures on BOTH sides.

 Textures come in 2 flavors, single patch and multi-
 patch.  All textures start out (of course) as a 
 graphic. If a texture is made from only 1 graphic, 
 it is suitable for use anywhere. 
 
 A texture made from a composite of other textures is
 called multi-patch. That means that a combination of
 graphics combine to make the texture you see. If you
 use the Picture command (end DeeP graphic mode and
 enter the character mode prompt) you see ALL the
 raw graphic elements of DOOM/HERETIC. 

 Some of the textures look just like the walls 
 textures, but the name is not the same. If the 
 graphic is exactly the same, then that graphic is
 a single-patch for that texture. 
 
 If you examine the others, you'll see that by 
 combining them, you have the other textures. These
 composites are multi-patch textures.

 The texture selection box displays the number of
 patches for a textures to help you decide if the
 texture is suitable. 

 The default textures are all 1-sided to keep 
 beginners out of trouble with textures. Bad textures
 cause weird colors and a "freezing" of action. If
 you run the Check option, it will tell you where you
 have problems automatically.

 You can choose textures made up from a combination 
 of other textures (patches), but you have to be 
 careful not to use them where you have textures on 
 both sides of a wall.


a                     y Ceiling 

 The ceilings for objects are only used if you are
 making a Room. This is an object that is not inside
 an existing area. If an object is made inside an
 existing area, the current ceiling is used.


a                     y F_SKY1 

 F_SKY1/F_SKY is a special texture name results in the 
 SKYx textures used for upper Textures and Ceilings. 

 When you create predefined Teleports objects, DeeP
 looks for this name. If F_SKY1 is used, the Teleport
 ceiling is also set to F_SKY1, not the default value.
 

a                  y Texture Sizes 

 The floor and ceiling textures align on a 64x64 
 grid. Most of the time you don't care. When you make
 small areas, the way the texture appears is decided
 by how it aligns on the grid. 

 So for teleports, they look best if they align 
 perfectly on a 64x64 grid.

 Walls have similar guidelines. Use the X-axis 
 (left to right) texture alignment to minimize the 
 number of "lines" in a wall. For short walls it can 
 make a big difference how good the walls look. 
 Stairs are a good example.
 
 This is a judgement call and takes some experience 
 to decide. This is normally done when you are
 finishing a level. One of the detailing steps!

 Top to bottom (Y-axis) alignment is trickier, but
 made a lot easier with interactive texture align-
 ment. You can see the textures drawn with the offset 
 directly on the screen!

 The simplest is to try and Unpeg the upper or lower 
 texture (see the Unpegged discussion in LineDefs).

 For 1-sided LineDefs: 

 1. Normal textures are always drawn from the top down.

 2. Unpegged textures are drawn from the bottom up.

 For 2-sided LineDefs: 

 1. Unpegging the Upper texture draw the texture from 
    the top down. Normally they are drawn from the 
    bottom up.

 2. Unpegging the lower texture draws the Lower 
    texture from the bottom up. Normally they are 
    drawn from the top down. In some situations, the
    DOOM engine adds its own "height" offset before
    drawing the texture. We are almost done making
    all this automatic too.


x y                 End of Section                 

**---------------------------------------------------
||CHKOPTIONS
**---------------------------------------------------
b             y                      
b             y Map Checking Options 
b             y                      


ay Upper Textures 

    Check to see if any Upper textures are missing.

ay NormalTextures 

    Check to see if any Normal textures are missing.

ay Lower Textures 

    Check to see if any Lower textures are missing.

ay X offsets     

    Check to see if X offset exceed texture limits.

ay Y offsets    

    Check to see if Y offset exceed texture limits.

ay Multi-Patch   

    Check to see if texture has more than 1 patch.

ay Sector Closed 1
              
    Check to see if all linedefs match.

ay Sector Closed 2
              
    Check to see if all SideDef references match.

ay Thing in Sector 
              
    Check to see if all Things are in sectors.

ay Things on Top 
              
    Check to see if all Things are on top of each
    other.

ay Check Tags 
              
    Check to see if that LineDefs have tags where
    required and that a matching Sector is found.

    HEXEN has some changes so the last three should
    be disabled for now.



x y                 End of Section                 

**---------------------------------------------------
||OPTIONS
**---------------------------------------------------
b             y                         
b             y Load Options/Etc. altF5 
b             y                         


 The following options are toggled as shown:

 In the display boxes, Red = ON, White = OFF.

yb                Options                   

aySound Selection

 Sound when object is selected.

aySound Errors   

 Sound when an error occurs.

ayLineDef Split  

 Perform a check to see if any vertices are on top 
 of a LineDef every time Vertices move. Disabling
 this speeds up editing large levels at the risk of
 missing mistakes you might make.

 An overlap check for Vertices is always done.

aySelect Object0 

 Select object 0 the first time.

ayAdditive Select

 Add currently selected objects to all in the current 
 select box.

ayAuto Start     

 Automatically restart DeeP in Edit mode,

 Use -n when loading to temporarily suppress.

ayAuto Load      

 Automatically reloads the last PWADs you were
 editing.

 Use -n when loading to temporarily suppress.

ayGrid Dashed    

 Set grid lines to be dashed or solid lines.

aySelect Dashed  

 Set select box lines to be solid or dashed.

ayInfo Objects   

 Display text information about objects.

 bI toggles, this is for the mouse only user.

ayInfo Picture   

 Display textures and things in picture form.

 bI toggles, this is for the mouse only user.

ayCache Textures 

 Activate this to speed up the display of textures. 
 You should have at least 5MB free when you start 
 up. Turn this OFF if you run out of memory. 

 The first time the textures are displayed there is
 some delay, subsequent displays use the resident
 copy.
 
 If you use up the memory for textures, the Thing 
 display will not have any left. So if you display 
 things in picture mode on the map, you may not want 
 to cache textures if you have limited memory.

 Any texture over 32,768 is not cached. There are 
 a few of those. This compromise lets more "small"
 textures be resident, rather than a few "big" 
 ones.


ayThick Lines    

 Increase the line thickness to 3. Useful when you 
 use large monitors at high resolutions or use a 
 white background.

ayResponse File  

 When testing, create a response file. This is always 
 done for DOOM II and HERETIC. DOOM 1.666 and later 
 also supports this. The default is a response file, 
 since the older versions have more problems, so most
 are newer?

 (See Testing help under File help).

ayVertex Arrows

 Places direction arrows in Vertex Mode.

aySnap Cursor

 Cursor automatically follows menus.

ayExpert Mode

 Turn this ON to not have confirmations for deleting 
 anything nor a warning when you flip SideDefs. Be 
 careful to catch loose fingers <g>.

 Sector create and merge error messages also do not
 appear! So be sure you check your work.

ayThing Picture 

 Display a picture of all Things in any edit mode. 
 The type of Thing (circle or picture) is set by the 
 last setting in bT display. See what you like! 
 The default is a cross.

ayMenu Nesting

 Keeps menus displayed until you quit by pressing Esc 
 or clicking the Right mouse button.

 If you turn this OFF, all of the menus, except for 
 Things, exit after you select one item. This 
 behavior is similar to DEU. You may wish to switch
 this back and forth, especially if you are
 "touching" up a level.

ayShowDrawLength

  Displays the length of each line in LineDrawing 
  mode next to the cursor.

  OFF displays no line length. The length is also 
  displayed in the upper left corner.

ayTexture Bottom

  Wall and ceiling textures are displayed on the 
  right side if this is turned off.  Experiment to
  see which way you prefer to see the textures.


B             y VideoMode 

ay 1 640x480  
ay 2 800x600  
ay 3 1024x768 
ay 4 1280x1024

 Sets the video resolution desired.

 End the Edit mode and restart (or start the screen 
 saver) to activate.

 If your video board does not support the resolution 
 and the video driver is able to detect this, the 
 resolution is reset to 1.

 The video driver is changed by loading Deep -D new. 


B           y File Locations 

 You can use the cursor, Home, Delete and End keys to 
 edit the name.

ay 5 Set Project Name  

 This selects the type of game you want to edit.

 Be sure to use the correct Project for the type 
 of game you are editing.

 There are 4 predefined project names:

    DOOM.PRJ    = DOOM (original or Ultimate)
    DOOM2.PRJ   = DOOM2
    HERETIC.PRJ = HERETIC
    HEXEN.PRJ   = HEXEN

 Press F1 help when selected for more information.

ay 6 MainWAD File  

 Enter the location and name of the IWAD file.

 For example: bC:\DOOM2\DOOM2.WAD for DOOM2.

 The maximum length is 43 characters!

 Press F1 help when selected for more information.

ay 7 File Path 

 The default Drive and Directory path choosen when 
 you read or save files. You can manually type over 
 the drive:\directory when you read or save, this is 
 the default if no entry is made.

 The maximum File path length is 26 characters!

 Press F1 help when selected for more information.

ay 8 Help File 

  If you have a customized help file, share the file 
  with this entry. Normally do not change this entry.

ay 9 Set Texture Group 

 This step creates a Texture Group file for all the 
 current texture defaults. 
 
 Press F1 help when selected for more information.

aySector Join

  This is for Vertex LineDef drawing mode only.

  If this option is ON, when you draw over an 
  existing LineDef the Sector used by that LineDef
  is extended to the new area drawn. 
  
  Press shift+Right Mouse button to override the
  setting. 
   
  When this option is OFF, the opposite is true.
  Even if you draw over an existing LineDef, new
  Sectors are always created. 
  
  To override this setting, press shift+Right Mouse 
  button to join to the existing Sector.

  (Draw over only 1 LineDef).

ayVertexDel Join

  This is for Vertex mode only.

  If this option is ON, the Del key deletes a vertex 
  and joins the two LineDefs (on each side of the
  vertex) into one.

  If no LineDef is connected to the vertex, the 
  vertex is always deleted.

  If this option is OFF, the Del key deletes all 
  LineDefs connected to the vertex.

  Press shift+Del to perform the opposite of this
  setting. For example, if Join is set, press
  shift+Del to delete the Vertex and the LineDefs,
  rather than joining them.

ayEnable Undo

  Normally you would not change this. This sets
  support for the ctl+Z Undo command. 

  If you have a HUGE level, only 4MB of RAM and who 
  knows what else, you may have to turn the Undo OFF
  so you have enough memory for other stuff.

ayMove Things

  Turn this ON if you want Sector copies and deletes 
  to also copy and delete the Things in the Sector(s). 
  This takes a bit longer, depending on the machine 
  and level size. 

ayDrag Things

  Turn this ON if you want Sector Dragging to also 
  move the Things in the Sector(s). This takes a 
  bit longer, depending on the  machine and level 
  size.

  Dragging, drags only those Things in the same
  sector(s) you are dragging. If you have sectors
  within sectors, select them ALL to drag all
  Things!!

  Sector that are indirectly connected do not have
  the Things moved. Those are the LineDefs that 
  "slant" with the Sector when you move.

aySmartDraw  

  Turn this OFF if you are drawing areas where the 
  Intelligent Inference Drawing (IID) code is 
  flipping your LineDefs and you want them as drawn. 

  This occurs when DeeP determines that all SideDef1s 
  do not point to a matching sector and thus 
  concludes that you must have drawn it backwards. 

  This is normally a correct assumption, but being
  smart can also make it stupid, so this option is
  here just in case!

ayClearReject

  Turn this OFF if you want to always answer the  
  Clear Reject prompt.  You may want to do reply No
  to the prompt if you have a level that has a good 
  REJECT (which took some time) and the changes you 
  made will not change anything.   

  You can always temporarily override by using the 
  Build Nodes option when you save. The prompt always
  appears when forcing a node build.

ayGroupSave  

  Turn this ON to always save grouped PWADS.  
  No prompt will appear.  

ayTool Continue

  Turn this OFF to end Tool mode after one object
  object (Rectangle/Polygon/etc.) is created.

  ON keeps the Tool active so you can make more
  objects of the same type.

ayShowDragLength

  Displays the length of up to 30 LineDefs when
  dragging in LineDef or Vertex mode. This provides
  instant feedback on the length of the line(s)
  dragged, making is very easy to set the length
  precisely.

  Use the F6 option to change the maximum number of 
  lines displayed. The default is 3.

  Turn this OFF if you do not want to see lengths 
  displayed.

ayCursorKeys move Map

   Turn to ON if you want the cursor keys to move 
   the MAP instead of the Home/End/Page keys. 

   The default is OFF and these keys move the mouse
   cursor.


x y                 End of Section                 

**---------------------------------------------------
||ZOOMMOUSE
**---------------------------------------------------
b          y                             
b          y Zoom/Mouse/Map Options   F6 
b          y                             


         There are two screens for this option.

x              y Screen 1 preferences 

ayObject Select Range

 Determines the sensitivity to selecting objects 
 near the cursor.

ayOverlap Tolerance

 Determines the number of Doom unit variance to allow 
 before two points are considered to have the same 
 coordinates. Default = 3. 

 Decrease if you are creating very tight areas.

 It is normally impractical to make it 0, since you 
 have to be EXACTLY on top of a vertex to make it 
 overlap. This allows some leeway to make it easier 
 to merge vertices.

ayLower Grid

 The minimum grid size.

ayUpper Grid

 The maximum grid size.

ayShowDragLength Limit

 When ShowDragLines is enabled (alt+F5), sets the  
 maximum number of lengths to display at one time.
 
 Select a number that suits your style and monitor.

ayLower Zoom

 The lower zoom limit when Z is pressed.

ayUpper Zoom

 The upper zoom limit when Z is pressed.

ayLower - Key zoom

 The lower zoom limit for b- key zooming.

ayUpper + Key zoom

 The upper zoom limit for b+ key zooming.

ayXalign Minimum

  The minimum valid value for Xalignment.  Normally 
  this is -255 since the maximum texture width is 
  256, thus alignment past this is not required.
  
  If you are using textures wider than 256, increase 
  this number.

ayXalign Maximum

  The maximum valid value for Xalignment.  Normally 
  this is 255 since the maximum texture width is 256, 
  thus alignment past this is not required.  
  
  If you are using textures wider than 256, increase 
  this number.

ayYalign Minimum

  The maximum valid value for Yalignment.  Normally 
  this is -127 or more since the maximum texture 
  height is normally 128. Alignment past the texture
  height usually makes no sense. 
  
  The default value is -255 for compatibility with 
  existing levels. We suggest making it -127.
  
  There are some "special" effects that require an
  exception.

ayYalign Maximum

  The maximum valid value for Yalignment.  Normally 
  this is 127 or less since the maximum texture 
  height is normally 128. Alignment past the texture
  height usually makes no sense. 
  
  The default value is 255 for compatibility with 
  existing levels. We suggest making it 127.
  
  There are some "special" effects that do, for 
  example, the "bar door", a door made from bars
  that rises, normally not possible. It also 
  requires a special construction technique!

ayNode Depth

  Change this to -8 to get TURBO mode nodes built 
  for rapid development and 8 for FINAL nodes.  
  HEXEN usually requires FINAL mode and most DOOM/
  HERETIC levels are OK in TURBO mode. Experiment
  to see what works best for you. FINAL mode also
  does a better job of balancing the node tree. 
  This helps performance on large levels.

  For some Maps, vary this value to try to fix 
  "barrier" problems you may encounter with large
  levels or disappearing walls. This is usually
  cause by 2-sided lines drawn clockwise instead
  of counterclockwise.

  A lower value is recommended (like 0) to start
  with.  If that fixes the problem, work to a higher
  value to reduce the number of nodes. Also try
  the two ways of building nodes, TURBO vs FINAL.

  Changing the angle of LineDefs also can fix
  problem areas. Try to make vertex points align
  with other vertices if possible.

  A different nodebuilder using a different
  formula, may also fix the problem. This is
  fairly unusual, although has been observed.
  WARM is one recommended alternative, but not
  BSP1.2.


x              y Screen 2 preferences 

ayRuler Radius

 Set the radius for the ruler. Three rectangles are 
 drawn. Starting with the value given, each inner 
 rectangle is 1/2 the prior size. A size of 0 is no 
 rectangle.

ayMap Scroll Speed

 Determines the amount the map moves when the cursor 
 touches the edges.

ayMouse Sensitivity

 Set how fast the cursor moves. First time is the 
 original value.

ayMouse Click Speed

 Sets the double click speed in Milliseconds (ms).
 This also determines how long a button has to be
 held to enter drag or select mode.

 Increasing this, makes "selection" slower.
 Experiment to fit your click style.

ayMouse Timer Value (*#)

 This is the timer calibration value dynamically
 assigned by DeeP the first time it was installed.
 If you get a new system, you should delete DEEP.CHK
 and then DEEP will reconfigure all the defaults.

 You can also change the value here.  For example, if
 you started with a 486DX/33, the number is around
 500.  Then you upgrade to a 486DX4/100, the number
 should be about 1500. Manually adjust the speed up
 up if have a faster processor to get response times
 that suit you.  A good test is the "About DeeP"
 screen under Help on the top menu bar. The monsters
 should cycle fairly smoothly.

 The (*#) represents any adjustment required to keep
 the number below 32768.  High end machines may have
 a value greater than 1.

ayThing Fill Pattern

 You can change the pattern display of the Things to
 one of the following values:

 │  0 │ Thing Color Transparent
 │  1 │ Solid fill
 │  2 │ ---
 │  3 │ ///
 │  4 │ ///, thick lines
 │  5 │ \\\, thick lines
 │  6 │ \\\
 │  7 │ Light hatch
 │  8 │ Heavy crosshatch
 │  9 │ Interleaving lines
 │ 10 │ Widely spaced dots
 │ 11 │ Closely spaced dots

ayPalette Number

 Adjust for you monitor. Loads a different palette 
 from the IWAD. 1 through 8 are redder. 0 and 9 are 
 similar. 13 is green.

 More stuff in the future. Adjust to your viewing 
 pleasure.

ayBotm Texture Magnify

 0 displays textures in 1/2 size, so more of it shows. 
 1 is normal size, perhaps easier to view, but less 
 shows.

ayBeep Browse Freq

 Speaker beep frequency as you move the cursor across 
 the map and different items select (color changes to 
 Yellow).

ayBeep Select Freq

 Speaker beep frequency when you select an item with 
 the left mouse button (color changes to Green).

ayBeep Error Freq

 Speaker beep frequency when an error message appears.


x y                 End of Section                 

**---------------------------------------------------
||COLORS
**---------------------------------------------------

b                 y               
b                 y Color Options 
b                 y               


ayMouse          

 The color of the mouse. You must restart DeeP to see 
 the change. 

ayMouseEdge      

 Select the color of the mouse edge (note as above).

ayMenu Color     

 The background color for all menus.

ayMenuHilite     

 Select the color of the menu hilight character(s).

ayButtonColor    

 The color of buttons for all menus.

ayButtonActive   

 Select the color of the button when it is active.

ayDragging       

 The color for dragged objects.

aySelect Box     

 The color of the select box.

ayHiLight        

 The color for automatic hilighting of active objects.

ayInsertVertex   

 The color of lines inserted.

ayVertex Square  

 The color of Vertex dot.

ayGrid           

 The grid color.

ayRuler          

 The ruler color.

ay2-Sided LineDef

 The color of 2-sided LineDefs.

ay1-Sided LineDef

 The color of 1-sided LineDefs.

ayBackGround     

 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.

ayBackGround Things

 The screen background color when displaying Thing 
 pictures in Thing mode. Switch to any color you like. 
 Normally a lighter color displays better, but each 
 to their own taste.

ayBackGround ThingLines

 Color of 1-sided lines when Things pictures are 
 displayed. They will be invisible unless this is set.

aySecret

 The color of secret areas.

ayInvisible

 The color of invisible LineDefs.

ayMonster Block

 The color of LineDefs that block monsters.

aySound Block

 The color of LineDefs that block sound.

ayTagged Line/Sector

 The color of LineDefs/Sectors that are tagged.

ayNot Normal Line

 Color of any LineDef with some type of attribute 
 other than normal.

ayBad Tag

 The color of LineDefs/Sector with missing tags.

ayNot Normal Sector

 Color of any Sector with some type of attribute 
 other than normal.

ayMainMap Browser 

 Color of browser map background for levels in main 
 file (IWAD). Quick visual cue to indicate that the 
 level is the default level.

ayMainMap Browser Lines 

 Color of browser map lines for levels in main file 
 (IWAD).

ayPWADMap Browser 

 Color of browser map background for levels in addon 
 file (PWAD). Quick visual cue to indicate that the 
 level is an added level.

ayPWADMap Browser Lines 

 Color of browser map lines for levels in addon file 
 (PWAD).

ayTop/Misc Info Box     

 Color of background for Top/Bottom menu lines and
 information for Tools.

ayMenu Info Heading     

 Color of background for Menu information boxes. 
 (Some are always WHITE).

ayMenu List Boxes      

 Color of background for Menu List boxes. 
 

yb      Default Color Settings              

 SelectColor       = CYAN
                     color for selection box
 DragColor         = RED
                     color for dragging
 MouseColor        = YELLOW
                     color of mouse
 MouseColorEdge    = BLACK
                     color of mouse edge
 MenuColor         = LIGHTGRAY
                     color of menus
 MenuHiLite        = YELLOW
                     color of menu hilight char
 InsVertexColor    = YELLOW
                     insert vertexes line color
 VertexColor       = LIGHTBLUE
                     color for vertex
 HiLightColor      = YELLOW
                     color of hilight active
 GridColor         = LIGHTGRAY
                     color of grid
 1-sided LineDef   = LIGHTGRAY
                     color of default lines
 2-sided LineDef   = WHITE
                     color of lines with 2 sides
 BackGround        = BLACK
                     color of background
 BackThingColor    = DARKGRAY
                     color of background things
 BackThingLines    = BLACK
                     color of 1-sided lines
 SecretColor       = DARKMAGENTA
                     secret area
 InvisibleColor    = ORANGE
                     invisible lines
 MonsterBlockColor = DARKGREEN
                     monster can't pass
 SoundBlockColor   = DARKRED
                     sound can't pass
 TypeTagColor      = LIGHTGREEN
                     linedef has a type + tag#
 LineTypeColor     = LIGHTMAGENTA
                     linedef has a type/no tag
 TagBadColor       = LIGHTRED
                     linedef has no type/wtag
 SectorSpecialColor= LIGHTCYAN
                     sector is "special" type
 RulerColor        = MAGENTA
                     color of ruler
 ButtonColor       = LIGHTGRAY
                     color of buttons normal
 ButtonColorActive = LIGHTGRAY
                     color of buttons when pushed
 MainMap Browser   = WHITE
                     color of IWAD browser map 
 MainMap BrowserLine=DARKGRAY
                     color of IWAD browser lines 
 PWADMap Browser   = LIGHTBLUE
                     color of PWAD browser map 
 PWADMap BrowserLine=BLACK   
                     color of PWAD browser lines 
 Top/Misc Info Box  = WHITE
                     color of top/bottom menu boxes 
 Menu Info Heading  = YELLOW
                     color of menu heading boxes
 Menu List Boxes    = LIGHTCYAN
                     color of menu list boxes


 Note : The following colors are used when
 browsing the map and are fixed:

 Matching LineDef/Sector tags = LIGHTRED
 All object selections        = GREEN

x y                 End of Section                 

**---------------------------------------------------
||PALETTE
**---------------------------------------------------

b                 y                
b                 y Palette Colors 
b                 y                

 When a color is selected, the b+ and b- keys set 
 30 levels of Gamma Correction.

 The correction is for ALL colors. Use this to 
 brighten your display as required.

 Adjust the colors after Gamma Correction is applied 
 to make the appearance of the menus suitable for 
 your monitor.

 It also changes those not directly set anywhere else. 
 If you get lost, delete DeeP.CFG and start over.

 Press F1 when indicated in the square color panel 
 (appears after you press enter/click to change a 
 color) and all the colors are shown at once.

 Record your favorite settings here 
 (print it out):

    Black       =
    Blue        =
    Green       =
    Cyan        =
    Red         =
    Magenta     =
    Brown       =
    LightGray   =
    DarkGray    =
    LightBlue   =
    LightGreen  =
    LightCyan   =
    LightRed    =
    LightMagenta=
    Yellow      =
    White       =
    Gray        =
    DarkerGray  =
    DarkRed     =
    DarkGreen   =
    DarkBlue    =
    DarkMagenta =
    Orange      =
    LightBrown  =
    Extra choices for anything you like
    Anycolor    =
    Anycolor    =
    Anycolor    =
    Anycolor    =

x y                 End of Section                 

**---------------------------------------------------
||FILTER
**---------------------------------------------------


b               y                    
b               yThing Filter Mask  K
b               y                    

 Clear/Mark the boxes to display or not display the 
 items shown.

 For example to display everything for skill level 1,
 unmark levels 3 and 4-5 and leave everything else
 marked.

 To display all the network only items, unmark all 
 the skill/deaf boxes and then mark NET and the 
 item(s) you are interested in. 
 
 For example, click on only NET and ENEMIES to see 
 only the enemies in a network game.

























x y                 End of Section                 

**---------------------------------------------------
||SEARCH
**---------------------------------------------------
b                 y                
b                 y Search [Alt-S] 
b                 y                


ybFind/Replace  F4

y                      bFind

ayLineDef Type

 Find any LineDef type. 
 
 Use this when converting a DOOM level to DOOM II or
 a DOOM II level to HERETIC.

ayLineDef Tag

 Find LineDef with the tag entered.

 The list shows all the LineDef tags and the sectors
 that use them. The search will show the LineDefs.

aySector Type

 Find any Sector type. Use this when converting a
 DOOMx level to HERETIC.

aySector Tag

 Find Sector with the tag entered.

 The list shows all the Sector tags and the
 LineDefs that use them. The search will show the
 Sectors.

ayThing Id

 Find any thing object.

ayFloor Texture Name

 Find any Floor/Ceiling texture.

ayWall Texture Name

 Find any Wall texture.

y                      bReplace

ayReplace Thing

 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.

ayReplaceFloorTx Name

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

ayReplaceWall 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.

ybSearch Help ctl+F2

 Enter a string to search for in the Help.

 Press F3 to look for the next match in the Help 
 (while the Help Screen is displayed).

x y                 End of Section                 

**---------------------------------------------------
||MODE
**---------------------------------------------------
b                 y               
b                 y Modes [Alt-M] 
b                 y               


           Changes current editing mode

B                                         
y       b   Thing Mode          T         
y       b   LineDef & SideDef   L         
y       b   Vertices            V         
y       b   Sectors             S         
B                                         
y       b   Rectangle Tool      ctl+R     
y       b   Polygon   Tool      ctl+P     
y       b   Stair     Tool      ctl+A     
B                                         
y       b   Next Mode           Tab       
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       x  Tab is only for T,L,V,S        
y                                         

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

y               b   Tools   

  All the tools create the type of object inter-
  actively on the screen. 

  Rectangles or Polygons drawn directly from the
  mouse sub-menu draw different LineDefs compared to 
  those drawn from the Object menu selected from the 
  top menu bar.

  1. Shapes drawn from the mouse submenu:

     Tool shapes drawn inside existing areas make  
     2-sided LineDefs with no textures.

     Tool shapes drawn outside existing areas make 
     1-sided LineDefs with normal textures.


  2. Shapes drawn from the top Object menu:

     Regular Tool shapes drawn inside existing areas
     make 1-sided LineDefs with normal textures.

     Tool shapes drawn outside existing areas make 
     1-sided LineDefs with normal textures.


  Move the Mouse to change the angle or size. Press 
  F1 when using the Tool to see the appropriate 
  commands to size the object.

  The Left mouse button is used to accept the object 
  as drawn. bEnter also accepts the object.

  The Right mouse button drags the object on the map 
  after it is shown. If no object is drawn yet, the 
  right button cancels the Tool command.

  bEsc or bC also cancel the command.

  BE CAREFUL when making MANY SIDES! Sometimes you 
  will get a visi-plane error. This is inconsistent 
  and varies on when/how/where you play in the map.  
  (Somewhere around 128).

  So sometimes it will play fine and sometimes it 
  doesn't. Just depends on the sequence of events 
  (a coding error in DOOM and HERETIC?)

  You should probably limit yourself to around 32 
  stair steps and test those beyond that. We have
  built 200 steps, but the rest of the area was
  fairly empty. So try it and see what happens. The
  effort will be worth it.


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
 bC  Door closes after 4-6 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 (Neighbor) 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.
 b+- Modifiers for Ne and Ce to indicate
    where the it stops, - means below lowest
    and + means above a highest ceiling.

x y                 End of Section                 

**---------------------------------------------------
||MISC
**---------------------------------------------------
b              y                       
b              y Miscellaneous [Alt-I] 
b              y                       


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

y2. bFind First Free Tag 

    Locates the first tag number that has not yet 
    been used in this map. This always automatically 
    shows when you enter a new tag as the number 
    between ().

  The rest of the options vary by mode as follows:

b                    yThings Mode

y1. b  Rotate and Scale Thing(s) 

    Move marked Things by the degree of rotation and 
    a percentage scale.

    This is the same as b< > which is a quicker way 
    to Enter Scale/Rotate mode.


b                   yVertices Mode

y1. b  Rotate and Scale Vertices 

    Move marked Vertices by the degree of rotation 
    and a percentage scale.

    This is the same as b< > which is a quicker way 
    to Enter Scale/Rotate mode.

y3. b  Delete Vertex and join LineDef(s) 

    Deletes the marked vertex and joins Linedef(s) 
    that were previously connected to the vertex.

    If the VertexJoin option is enabled, the Del key 
    does the same thing.

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.

    See Vertex Ins mode for a second way to do this.

b             yLineDefs/S SideDefs Mode

    This can also be done by drawing a LineDef from 
    one side to the other. When you end by pressing 
    the Right mouse button, DeeP asks if you want to 
    split the Sector or make the LineDef 2-sided.

b             yLineDefs & SideDefs Mode

y1. b  Rotate and Scale LineDefs 

    Move marked LineDefs by the degree of rotation 
    and a percentage scale.

    This is the same as b< > which is a quicker way 
    to Enter Scale/Rotate mode.

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.

    See Vertex Ins mode for a second way to do this.

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 and Swap SideDefs 
       
    Flips the LineDef(s) start and endpoints.

    Also swap the SideDefs. This reverses the 1st and 
    2nd SideDefs. This alters the Sector references, 
    what was on one side is now on the other side. 

    Normally, you wouldn't do both, unless you have 
    big plans in mind. DEU does both at the same 
    time, so that's why it's here.

y7. b  Swap LineDef SideDefs (ctl+S)

    Swaps SideDef(s) 1 and 2. This swaps the Sectors 
    assigned to each side, so check that the Sectors 
    match correctly!

    This is the same as bctl+S.

y8. b  Flip LineDef Vertex Only (ctl+F)

    Flips the LineDef(s) start and endpoints.

    This is the same as bctl+F.

y9. 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 vertical (up->down) Y alignment. Any 
    textures that have the upper or lower texture 
    unpegged are ignored.

y10.b  Align Textures (X Offset) 

    This is for horizontal (left->right) X alignment.

    Select a group of LineDefs that follow each other. 
    Select in the direction the arrows point. The 
    exact sequence doesn't matter, but the direction
    arrow of each LineDef has to go to same. 

    Each LineDef can connect to only 1 other LineDef 
    at the start or end of the line. You can't have 
    an "intersection" selected.
    
    The first one in the "chain" gets the initial 
    offset value. The first one is the one you can 
    SEE. The beginning has no arrow. The last LineDef 
    in the list has the arrow.

    If the LineDefs form a complete loop, the one the
    cursor is positioned on is is the first one
    aligned, i.e., it gets the first offset value.

    The 2nd SideDef is aligned in reverse, but still 
    selected the same way. The sequence is auto-
    matically reversed. The last LineDef selected is 
    the first one aligned. They all flow in reverse 
    of the 1st SideDef sequence.

    Textures can be checked for Identical Names or 
    the names of the textures are ignored and are 
    not compared.

    If you ignore checking textures for the same 
    name, each time the texture name changes, the 
    alignment offset is reset to 0 if you answer yes 
    to the prompt that appears or the offset 
    calculations continue.

    This is the sequence of texture selection:

    1. If no Normal textures is found the Upper 
       texture is used.

    2. If no Upper texture is found the Lower 
       texture is used.

    LineDefs with no textures are ignored and the 
    offset is reset 0.


y11.b  Make Door from 4 LineDefs 

    You can also use the Object menu to make a pre-
    defined Door, if you prefer or Make a Door from
    a Sector (see Sector mode menu below).

    Select 4 LineDefs that will be come the 4 Door 
    sides and then activate this function.

    The LineDefs, Ceiling height, textures, etc., are 
    modified accordingly.

    The 4 LineDefs are required to be 4 types as 
    shown below. The * represents the arrow or the
    direction of the LineDefs.
                    
    The 4 LineDefs butt heads at the *.

                         L1
         *────────────────┴───────────────
         │                                │
         ├─ L4                        L2 ─┤
         │                                │
          ────────────────┬───────────────*
                        L3

          L1 and L3 are counter clockwise.
          They should be at least 1-sided. At
          the end they are made 2-sided.

          L2 and L4 are 1-sided and clockwise.

p    y Working with 4 Existing LineDefs 

    If you have 4 existing LineDefs, but one of the 
    Door sides is oriented in the wrong direction, 
    use Misc Flip LineDef to fix.

    Don't mess with the sides. They should be going 
    in opposite directions already, like in a hall. 
    If you flip them, you may have to fix what they 
    connect to also!

    It doesn't matter if all the SideDefs exist 
    already or not.

    1. Go into LineDef mode and select the 4
       LineDefs L1, L2, L3, L4
       (Left mouse click them one at a time.)

    2. Select Misc, Create Door from 4 LineDefs.

    3. You are done!


p    y Working with No Existing LineDefs 

    We're going to assume you have a hallway already 
    and want to put a door in it.

    This is what you have so far, it doesn't matter 
    where they start or end.

    ...───────L1──────────────────────────>...

      some hallway

    ...<──────L2──────────────────────────...

    Snap-to-grid normally helps place the vertex on 
    top of a LineDef. However, if the LineDef runs 
    at a slant, it may be easier to turn snap-to-grid 
    off (/) so you can place it wherever you want it.

    It's also suggested to run at a minimum Zoom of
    1000 to make it easier to align!

    Go into LineDraw mode (press ctl+D or quick 
    double right click and select LineDraw):

    1. Place your first vertex right on top of L1 
       where you want the door by pressing the Left 
       mouse button. 
       
       Move over to the left (width of door) and 
       Left click again to place the second Vertex.

       This is what is should look like now:

                          v2  v1
       ...───────L1────────<─┼─<──────────────>...

       If you did it correctly, the line turned Red
       and you have ┼ since the split line goes to
       the Right and you drew to the Left. 

       This is OK. The same thing happens again in 
       the next 2 steps.  

    2. Now move down from v2 and down to L2. Press
       the Left mouse button on top of the line to
       create vertex v3.

       Here's where you should be:

                          v2  v1
       ...───────L1────────<─┼─<──────────────>
                           │ a  
           some hallway  d─┤      
                           │ b   
       ..<───────L2────────<──────────────────...
                          v3

    3. Now move to the right from v3 and line up with
       v1 and press the Left mouse button. 
       
       Here's where you should be:

                          v2  v1
       ...───────L1────────<─┼─<──────────────>
                           │ a  
           some hallway  d─┤      
                           │ b   
       ..<───────L2────────>─┼─>──────────────...
                         v3   v4

    4. Now click the Right Mouse Button to finish
       the area. You do not need to draw back to v1,
       that's done by itself. (If you did draw back,
       it will work too!).

       Right Click again to exit LineDraw mode if
       you have nothing else to draw.

       The final result (see how the sides turned
       out OK):

                         v2  v1
      ...───────L1────────>─┬─>──────────────>...
                          │ a │
          some hallway  d─┤   ├─c
                          │ b │
      ...<──────L2────────<─┴─<──────────────....
                         v3  v4

    5. Go into LineDef mode and select the 4 LineDefs 
       a,b,c,d:
       (Left mouse click them one at a time.)

    6. Select Misc, Create Door from 4 LineDefs.

    7. You are done!

    The method shown, automatically picks up the
    correct reference sector from a or b, the ones 
    we drew on top of, so the bottom of the Door 
    Sector is correct.

y12.bMake Stair from 2 LineDefs

    Select 2 LineDefs that will be come the Stair 
    sides and then activate this function. The 
    LineDefs, Ceiling height, textures, etc., are 
    modified accordingly.

    The word bBOTTOM indicates the bottom of the 
    stair default. Reply Y to the next prompt to make 
    the bottom the TOP!

    Enter a negative value to make the stairs go down. 
    This is similar to reversing the stair direction, 
    but the steps are created for going Down instead 
    of Up.

    Check that the stair did not overlay some 
    existing area. Sometimes you need to fix the 
    final sector, if the steps end up overlaying an 
    existing LineDef.

    The TOP of the stair changes the floor height of 
    the old Sector! So anything that that connects to 
    the old sector should be raised to match the new 
    floor. Make the stairs first to avoid extra work.


b                   ySector Mode

y1.b  Rotate and Scale Sectors 

    Move marked Sectors by the degree of rotation and 
    a percentage scale.

    This is the same as b< > which is a quicker way 
    to Enter Scale/Rotate mode.

    This will NOT move the "Things" in the sector. 
    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 lift from Sector 

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


y4.b  Make Door from Sector 

    You can also use the Object menu to make a pre-
    defined Door, if you prefer or Make a Door from
    4-LineDefs (see LineDef mode above).

    Select the Sector that will be come the Door and
    then activate this function.

    The Sector choosen should be between 2 other 
    Sectors. The original layout should resemble the
    following:
                        a
  ...──────────────>────┬───>──────────────...>
        sector     │ sector │     sector      
          1     d ─┤    2   ├─ c    3     
                   │        │
  <...─────────────<────┴───<──────────────....
                        b
    Please note:

    1. LineDefs a and b are 1-sided. 
    2. LineDefs c and d are 2-sided.
    3. All the linedefs go clock-wise.

    If you do not have it exactly as shown, messages
    appear telling you what's wrong. The most common
    one is forgetting to have one only 1 sidedef for 
    a and b. The resulting message explains that you 
    have too many door sides.
                             

y5.b  Distribute Floor heights 

    This takes the difference in floor heights 
    between the first and last Sector selected, 
    divide it by the number of sectors in between and 
    then distribute the result across the floor 
    heights of the inbetween Sectors in the order 
    selected.

    This is useful for setting floor heights on
    stairways.

    You should start with the sector that has the 
    lowest floor desired and end with the sector with 
    the highest floor.

    Do NOT accidently move the cursor when you select 
    this option or you may select a Sector and get 
    out of the sequence chosen!

y6.b  Distribute Ceiling heights 

    This 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 in the order 
    selected.

    This is useful for setting ceiling heights on 
    stairways.

    You should start with the sector that has the 
    lowest floor desired and end with the sector 
    with the highest floor.

    Do NOT accidently move the cursor when you select 
    this option or you may select a Sector and get 
    out of the sequence chosen!

y7.b  Distribute Sector Lighting 

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

    This is useful for setting gradual changes in 
    lighting in moving from area to area.

    You should start with the sector that has the 
    lowest lighting desired and end with the sector 
    with the most lighting.

    Do NOT accidently move the cursor when you select 
    this option or you may select a Sector and get 
    out of the sequence chosen!

y8.b  Merge Sectors 

    Takes all the Sectors selected and makes them ALL
    the same number (the first one). If they are 
    different heights, you may have to fix the 
    textures in the SideDefs.

    This useful for making areas share the same 
    Sector if they already share the same character-
    istics (and anything else you may think of <g>).  


x y                 End of Section                 

**---------------------------------------------------
||OBJECT
**---------------------------------------------------
b            y                          
b            y Object Insertion [Alt-O] 
b            y                          

 Basic Rectangle, Polygons, and Stairs are made
 much easier using the new interactive drawing
 Tool for these objects. 

 After the menu values are supplied, press the
 Left Mouse button to start drawing. Press the
 Left mouse button again to accept the object as
 show. Then repeat or press the Right Mouse button
 to stop (or press Esc, Cancel, L, S, T or V ).

 Rooms and objects created by the different methods
 available in DeeP vary in the default number of 
 sides (SideDefs) and textures created. This area 
 discusses those made using the Object menu.

 The default Object (wall) made using the Object
 menu has only 1 SideDef when drawn inside an 
 existing Room and has textures. The other objects
 (see below) have 2-sides.
 
 Objects inside a Room drawn using the bMode menu 
 selection (or the one you get when you quickly Right 
 Mouse click) always are 2-sided with no textures.

 For all of these objects, you enter interactive Tool
 mode. You can alter the dimensions originally chosen
 by pressing +, -, cursor keys, PageUp/Down, Home/End,
 Ins/Del depending on the object. 

 Press and hold the Right Mouse button to drag the 
 Tool anywhere on the Map.

 Press F1 after entering Tool mode to see the various
 key choices.


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

 You can change your mind about whether you are 
 making a Room or Object after you start by moving 
 the cursor into or out of a sector.  
 
 Teleports and Doors must be inside a sector to work.

 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.

 If you have a crescent shaped Sector and you want to 
 make a room, but keep getting the "you need to be 
 outside a sector" message, move away from the 
 crescent, make the room and then drag it back. 
 This is easy to do.

 MAP01 is a good example of this slight problem.
 We compromised between speed and accuracy.
 It takes a LOT longer to be exact.


b        yROOM - Outside A Sector

ybInsert a Rectangle

 Enter the beginning width and height (length) of the
 rectangle. After the selection is made, you enter 
 interactive Rectangle drawing with the default
 values selected. 
 
 You can change them. Press the Left mouse button 
 to accept the object and DeeP automatically inserts 
 the Vertices, LineDefs+SideDefs, and Sector where
 shown.

 This is adding a rectangular room.

 NOTE: After you exit this Tool, if you press "Ins" 
 for the new selected rectangle, a new Sector is 
 created outside the rectangle and the walls are 
 made transparent.

 This makes it 2-sided. You are responsible for
 making the Sector references match up. That is, 
 you have to match the Sector number of SideDef2 to 
 the "other" room you have to create around it.


ybInsert a Polygon (N-sided)

 Enter the beginning number of sides and radius of 
 the polygon. After the selection is made, you enter 
 interactive Polygon drawing with the default
 values selected. 
 
 You can change them. Press the Left mouse button 
 to accept the object and DeeP automatically inserts 
 the Vertices, LineDefs+SideDefs, and Sector where
 shown.

 You can create anything from a triangle to a 64 
 sided polygon.

 This is adding an N-sided room.

 NOTE: If you press "Ins" after inserting the 
 polygon, a new Sector is created outside the
 polygon and the walls are made transparent.

 This makes it 2-sided. You are responsible for 
 making the Sector references match up. That is, 
 you have to match the Sector number of SideDef2 
 to the "other" room you have to create around it.

p               y                    
p               y  Plain Wall        
p               y  Sunken Pool       
p               y  Pedestal/Box      
p               y  Light Box         
p               y  Wall Window       
p               y  Teleport Exit     
p               y  Teleport Entrance 
p               y                    


b             yOBJECT -Inside A Sector

 The following additional options are available for 
 both Rectangle and Polygon (Pool value). 
 
 Options 1, 2, and 3 make a 2-sided object for you.

 0 = Plain Wall      
     A wall or column

 1 = Sunken Pool     
     A recessed floor area

 2 = Pedestal/Box    
     A podium or a box

 3 = Light Box       
     A pedestal hanging from the ceiling and a
     pedestal on the floor.

 4 = Wall Window     
     A wall with a window slit.

 5 = Teleport Exit   
     A 64x64x8 pad with the LineDef type set to 
     Teleport. In LineDef mode, connect all the 
     LineDefs to a destination by setting the LineDef 
     Sector tag number to a Teleport Entrance Sector. 
     The one made with 6 would work!

     HEXEN note: The Teleport Thing type 14 has a
     "tag" instead of a Sector. Make the Thing "tid"
     (tag id) the same as the LineDef Sector tag
     number. In this case, it is really a Thing tag
     number.

 6 = Teleport Entrance 
     A 64x64x8 pad with a Teleport Thing inserted. 
     In Sector mode, connect using the LineDef tag 
     number to a Teleport Exit LineDef. The one made
     with 5 would work!

     HEXEN note: This is different for HEXEN, tele-
     port thing tags determine the destination.

 The Depth/Height, sets how deep a pool is and how 
 high a pedestal is. The maximum amount you can walk 
 over is 24.  The same value is used to set the light
 box size and pedestal combo.  

 Ignore the Depth/Height for a Plain Wall (0) or 
 Teleports. Teleports always start at 8. You should
 not go over 24 if you want to walk on top of them.
 Of course you can have ones you jump into from a
 higher level. In addition, make sure the teleports
 align on a 64x64 grid, otherwise the texture may
 not be what you wanted.

 We suggest you make each of these objects in a 
 sector, see what they look like and then modify the 
 sector heights to see what you can do.

 One nice effect is to make a Pool (fairly large, 
 512,512 and then insert a Pedestal inside of it. 
 You can also insert Pedestal on top of Pedestal 
 and you get a nice spire!


ybInsert a Rectangle

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

 NOTE: If you made a Plain Wall (0), pressing "Ins" 
 after inserting the rectangle creates a new Sector 
 inside the rectangle and changes the walls to
 transparent. This makes it 2-sided.

 Use this to define a new area inside a Sector.

 If you don't you'll get sector not closed!


ybInsert a Polygon (N-sided)

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

 NOTE: If you made a Plain Wall (0), pressing "Ins" 
 after inserting the polygon creates a new Sector 
 inside the polygon and changes the walls to 
 transparent.

 This makes it 2-sided. You are responsible for 
 making the Sector references match up.


p                y                
p                y Teleporter Pad 
p                y     Notes      
p                y                

 After you make a Teleporter pad you must connect the
 Teleport to the appropriate LineDef(s) or Sector.

 (You don't have to use the premade pads to teleport,
 any LineDef/Sector combination can teleport, this is
 a quick way to do it all- the Lights also look nice!)

 1. Teleport Exit

    a. Give "destination" bSector Tag.
    b. Go to the destination Sector and give it
       a bLineDef Tag that is the same Tag
       number you said the Sector Tag would be.
    c. Place a teleport Thing in the sector
       where you will materialize (done automatically
       for you in Teleport Entrance).

 2. Teleport Entrance

    a. Give "source" bLineDef Tag.
    b. Go to the source LineDef(s) and give it
       a bSector Tag that is the same Tag
       number you said the LineDef Tag would be.

    Adjust the Sector heights and texture to
    suit your design.

 3. Use the Pedestal feature to custom design your
    own pads.

    Make a pedestal, don't raise it more than 24 
    above the floor, otherwise you can't step on it!

    Change the floor texture to the Teleport look 
    (or anything you like).

    Finish using the same stuff as in 1. above.


r                yStairs are Special

 This discusses stairs created as a separate object. 
 Making a stair from 2 LineDefs is different from 
 what follows.

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

 Switch to Vertex mode and place the last 2 vertexes 
yon 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) 

ybInsert a Door

 Enter the width and height (length) of the Door and 
 DeeP automatically inserts the Vertices, LineDefs, 
 SideDefs, and Sector at the current pointer location. 
 Everything is made for a Door.

 Drag the Door over where you want it. Rotate it as 
 required or drag the vertices. The easiest way to 
 connect it to a hallway is to select the door ends 
 and drag them on top of the hallway LineDef one at 
 a time.

 If everything is aligned on the grid then snap to 
 grid helps you. If not, turn snap off.

 Fix any missing textures as apppropriate. This 
 displays on the bottom panels as "missing".


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

x y                 End of Section                 

**---------------------------------------------------
||CHECK
**---------------------------------------------------
b                  y               
b                  y Check [Alt-C] 
b                  y               

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

 These diagnostics are warnings. It is possible to 
 deliberately do it "wrong" to get some special
 effect, e.g., floating objects, transparent stairs,
 and "bar" doors. Some of the checks can be disabled
 using the Check Option selection on the bottom of
 this menu.

 If you are converting from DOOM II to DOOM or from 
 DOOM to HERETIC or visa-versa, be sure to replace 
 any incompatible LineDefs!  HEXEN conversion always 
 erase all LineDef and Sector types.

 Use Search to find and decide what will work almost 
 the same.

 Always run the complete check before you test the 
 level!


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).

 The next screens display Things information to help 
 you evaluate the playability of the level for the 
 different skills.


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 technically not closed, but if you can 
 never reach it, no problem occurs. Some DOOM levels,
 for example, MAP14, have many of these.

 The Sector not closed message can also mean you have 
 two (or more) LineDefs/Sectors in the same location. 
 Please run the Xref check to automatically find 
 these!

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

p            y                          
p            y Sector Not Closed Errors 
p            y   Most Likely Causes     
p            y                          

x   yNOTE : See drawing at the end for how a Sector 
x   y       should look.                           

 a. You have 1-Sided LineDefs and they do not all go 
    the same direction. This is easy to see and 
    understand.

 b. The Sector reference used in the SideDef does not
    match an opposite LineDef/SideDef that uses the 
    same Sector.

    Remember, we are trying to mimic a real 3-D room.
    If you look at a "real" room and place yourself
    next to a wall, what do you see when you look at
    the wall facing you?

    You see the floor and ceiling "connecting" to
    that wall. If the opposite wall did not have the
    same floor and ceiling (it had the floor and
    ceiling of the bathroom and you are in the living
    room) you have a "sector not closed". Simple!

    All the walls in a Room must have the same sector 
    number describing the same floor and ceiling!
    
    You get errors by drawing and deleting areas and 
    therefore implicitly changing the SideDefs (which 
    contain the Sector numbers) and nothing matches
    anymore.

    As an experiment, go to a good existing level and
    change 1 of the SideDefs to be a different Sector, 
    and you will get the infamous "not closed" 
    message.

    You fix this by changing the reference Sector for 
    the SideDef in LineDef edit mode. So fix the
    error you made above to see that this really 
    works.

    Sometimes Sector errors are visible as a "gap" in
    sector display.

    If you see a "red" Sector, you have no sector 
    defined at all at that spot (if it's not a tag)!

    A quick recap:

    The enclosed area (room) described by the SideDefs
    must all use the same Sector number for the side 
    that points to the room.

    For an object in a room, the "outside" wall of 
    the object should be the same Sector number as 
    the Sector (or room) that it is contained in.

    Look at the SideDefs and compare the Sector
    reference numbers used. As you follow the Line-
    Defs,look at the bottom display and view the
    Sectors active.

    For an object, (the LineDefs point out), Sector 
    numbers must match the Sector of the immediate 
    area (room) the object is in.

 c. 2-sided LineDefs that are do not make a complete
    are (you forgot to finish it or perhaps they were
    all supposed to be deleted) can mislead the
    routine into reporting totally different Sectors
    as not closed. This is a tough one to spot, since
    the error is not at all where you are looking. 

    Sectors at about 90 degrees to the line-of sight
    are good candidates.

 d. In some rare instances, there is not enough 
    accuracy in the math-coprocessor to determine
    the Sector. Examinine the Sector pointed to. If
    you see a "good" Sector on both sides of the 
    problem area, then everything is OK. This is 
    fairly rare, so be sure to check the rest.
    (No level in DOOM, DOOM II or HERETIC has this
    problem.)


p            y                          
p            y How a Sector should Look 
p            y                          

 Here is how all Sectors should look. Exceptions to
 this drawing are possible for special effects,but 
 this is for experienced users only!

 a. L1 through L4 represent 4 LineDefs. 

 b. The ─┴─ represents the SideDef1 side of the
    LineDefs.

                      L1
            ┌──────────┬──────────┐  
            │          22         │
            │                     │  
         L4 ├─22               22─┤ L2  
            │                     │  
            │         22          │  
            └──────────┴──────────┘  
                      L3

 The rule is simple. All SideDefs that are opposite 
 one another, have the same Sector number. 
 
 So all the "22"s indicate that all the SideDef1s of 
 all the LineDefs have a Sector number of 22. 
 
 If for example, L1 had a Sector number of 33 (any 
 number but 22), then L1 would get a "Sector not 
 closed error".

 If a LineDef is 2-sided, then it could be SideDef1 
 or SideDef2 that has to have the Sector reference
 numbers match. 
 
 To illustrate, we use the same picture again, but 
 now some of the LineDefs are 2-sided and the ─┴─ is 
 not always pointing inwards.

                      L1
            ┌──────────┬──────────┐  
            │          22         │
            │                     │  
        L4 ─┤ 22 <-SideDef2->  22 ├─L2  
            │                     │  
            │         22          │  
            └──────────┴──────────┘  
                      L3

  Now we carry this concept one step further with an
  "object" within a "room" and you should have a 
  better idea of how to trouble shoot.
  
    ┌─────────────────┬─────────────────┐
    │                55                 │
    │                55                 │
    │       ┌─────────┬─────────┐       │
    │       │        22         │       │
    ├─55  55├─22             22─┤55  55─┤
    │       │        22         │       │
    │       └─────────┴─────────┘       │
    │                55                 │
    │                55                 │
    └─────────────────┴─────────────────┘  

  The inner area is the same one as before, using
  Sector 22. All the LineDefs in the inner area are
  2-sided. So the SideDef2s (the outside) of the 
  inner rectangle all have a Sector reference of 55.  

  If you look at the outer rectangle, you'll notice
  that all the SideDef1s have the SAME Sector number,
  55.

  That's it, it's that simple!  You just have to 
  match the sides of LineDefs and make sure that the
  Sector numbers match up.

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. Ditto for duplicate Vertices.

y4. bCheck SideDef Textures

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

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

 In some cases textures are deliberately omitted to
 build an "invisible block".  If this is not your
 level, check the level out first before changing.

 It also checks to see that normal textures for 
 2-sided LineDefs have only 1 patch. 

 2-Sided LineDefs with textures containing more than 
 1 patch slows the game to a crawl and causes the 
 'Medusa Effect' - Looks like snakes and turns you to
 stone.

 Textures with multi-patches that are side-by-side 
 are OK.

 This also checks for floors and ceilings that move.
 For example, a floor that moves UP exposes a lower 
 wall (so requires a texture there) and a ceiling 
 that moves DOWN exposes an upper wall (which 
 requires a texture). 
 
 Sectors that move both Up and Down are not checked.
 So if you activate the Up/Down moving Sector and 
 you get HOM, add the texture missing!

 It is possible have a design where a Sector moves 
 only after another neighboring Sector has moved. 
 Remember, if no neighbor floor or ceiling is higher 
 (or lower) then a Sector with a LineDef type of 
 "move to next higher/lower", the Sector will not 
 move since there is nothing higher/lower.

 If there is no neighboring Sector that can move, 
 this is a design error. If, however, there is a 
 neighboring Sector that moves due to another LineDef 
 type action, after this neighboring Sector moves it 
 becomes an eligible neighbor target of the original 
 Sector.  So if the end result of the moves is no
 difference in heights, no textures is actually
 required (is this all clear as mud?)

 DeeP will report a missing texture that cannot occur
 since the Sector will not move until an adjacent
 Sector moves. Adding the texture normally does not  
 matter.

y5. bCheck Texture Names

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

y6. bCheck Thing Names/Doors/Sectors

 First check Player/Deathmatch start and see if
 there are enough and if they are valid.

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

 Check for Things outside of Sectors. It's possible
 in rare instances to misreport the sector.

 Check for Enemies/Players on the same skill level
 on top of each other.

 Check for Enemies/Players stuck to a wall. This 
 depends somewhat on the Thing. Some things can be
 partially stuck and can "free" themselves. If you
 keep the outside "circle" away from the walls, you
 should always be OK.

 Check for any Sector with an Enemy/Player that is 
 lower than the the height required.

 Check for all keyed Doors and see that keys of that
 color exist in the level.

y7. bCheck LineDef Types/Tags

 Report any LineDef types that are not known to DeeP.

 Make sure Sector tags are present when required! A 
 missing Sector tag (tag is 0 and it shouldn't be) 
 crashes DOOM. (Ignored for now in HEXEN.)

 Report LineDefs with tags that do not require them. 
 If you reset to 0, the sectors they referenced will 
 complain about a missing tag, but that's ok since 
 they should be set to 0 also. Recheck to make sure 
 some other LineDef isn't using that tag!

 Tags 99 and 999 (99 DOOM I) were originally used to fix 
 stair problems? Tags 666 and 667 denote special 
 endings for the level they are in.
 
 Id could have used this!

 DeeP assumes that you are running the later versions
 of DOOM. There are no more differences between DOOM 
 and DOOM II LineDefs. 

y8. bCheck Sector Types

 Report any Sector types that are not known to DeeP.

 List any Sectors with tags that do not have a
 matching LineDef with the same Tag number. This is 
 OK, if you removed them as noted above in the 
 LineDef Tag check. Otherwise, it indicates left-over 
 useless tags.  (Ignored for now in HEXEN.)

 Use this when converting between DOOM types or 
 HERETIC to find the differences.

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

 Self explanatory!

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

 Self explanatory!  Should always be run to prevent
 Node building errors.

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

 Self explanatory!  Always run this to be sure.

yC. bCheck for textures not required

 Checks for textures not required. This makes it 
 easier to edit the level. 
 
 Although these textures do not affect the game, it 
 is potentially confusing to see have textures where
 none have to be.  See note below for rising stairs.

yD. bAutomatic fix missing Textures

 Check for differences in heights and determines if 
 there should be a texture. Use the current default
 textures. If the wall doesn't show, it can be left
 alone, but it doesn't hurt to put it in.

yE. bAutomatic fix Texture names

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

 Will also convert to each of the games from DOOM 
 to HERETIC/HEXEN or any combination thereof.

yF. bAutomatic remove Extra Texture names

 Removes all textures not required. This makes it 
 easier to edit the level. 
 
 For HEXEN, be careful since the the LineDefs are
 not checked for movement yet!

 Sometimes these textures affect the display of
 textures and it is potentially confusing to see 
 textures where none are required. 
 
x                y Rising Stairs  

 Rising Stairs always require a lower texture. DeeP
 does not determine all the Sectors that belong to
 the rising stair to exclude them from the check. 

 Answer N to exclude the lower texture from the
 check.   

 When rising stairs are present, lower extra 
 textures are not removed.

 This features is not yet enabled for HEXEN!!

yG. bSet Check Options

 Enable or disable some of the checks. This is
 normally done if you have built a level with
 the "special" effects mentioned earlier.


x y                 End of Section                 

**---------------------------------------------------
||THINGS
**---------------------------------------------------
b                   y            
b                   y Edit Thing 
b                   y            

 For the boxes you may either use the mouse and click 
 the box or enter the character displayed in the box 
 to activate.

ybAngle

 The initial direction or orientation of the object.
 You can also use the b< > keys in Thing mode to
 quickly change object(s) direction.

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.

 HEXEN has additional appear flags. The network
 flag now is for a dormant Thing.  Refer to the file
 HEXSPECS.DOC for more details.

 Make monsters deaf so you can sneak up on them!

 Levels designed for death match can also have
 different things.

ybHexen Thing Height

  For HEXEN only, this sets the initial height a
  Thing is above the floor when the game starts. For
  some objects, gravity will make them "fall" for
  others they float higher.

ybHexen Thing Angle

  The "angle" number refers to polyobjects.  Like a 
  "tag" this connects the 3000/3001/ and 3002 items 
  together.


x                      yNote

 If you turn on NET, the thing will only appear on
 NETWORKED games! So do not click this box if you
 want the thing to be there in a regular game.

ybChange All Skills

 When this entry is active, the skill of all the 
 Things selected is changed.

 When not active, the skill of only one Thing is
 changed.

 Use this as a safety feature so you don't accidently 
 change all of the selected objects. 

ybChange All Angles

 When this entry is active, the angle of all the 
 Things selected is changed.

 When not active, the angle of only one Thing is
 changed.

 Use this as a safety feature so you don't accidently 
 change all of the selected objects. 

ybChange Type

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

x y                 End of Section                 

**---------------------------------------------------
||SPAWNTHINGS
**---------------------------------------------------

b                  y             
b                  y Spawn Thing 
b                  y             

 The Things presented in this list are used for the
 Thing-Spawn and Thing-Projectile LineDefs.

 The Tid represents the Tid of a Thing MapSpot or 
 MapSpot with gravity where the Thing is created. 
 
 The Angle sets the original angle the Thing faces. 
 Use the angle numbers shown in the online help box.

 For Projectile LineDefs, the arguments set the Speed
 of the projectile and how fast it travels to the 
 ground (vspeed). 
 





















x y                 End of Section                 

**---------------------------------------------------
||LINEDEFS
**---------------------------------------------------
b                 y                
b                 y Object to Edit 
b                 y                

ybEdit LineDef

 Describes basic rules about the LineDef. Controls 
 what happens or can happen.

 HEXEN only: 
 
 LineDefs can be individually programmed
 for features such as Speed and Time delays. 

 When a LineDef type is selected, the next prompt
 request the parameters for that LineDef. The type
 of parameter is noted before each prompt. "na"
 designates that this position is ignored for the
 LineDef (a few of those).

ayImpassable

 Line is impassable for players and monsters.

ayMonster Block

 Line is impassable for monsters only.

ayTwo-Sided

 Line has 2-sides. The line is assumed "transparent" 
 and Doom will show the area past the line. If this 
 flag is not set and if there is no Normal texture, 
 you will get HOM.

ayUpper Unpegged

 For 2-sided LineDefs, draw the Upper texture from 
 the top down. Normally they are drawn from the 
 bottom up.

ayLower Unpegged

 For 2-sided LineDefs, draw the Lower texture from 
 the bottom up. Normally the are drawn from the top 
 down.

 Unpegged textures for 1-sided LineDefs draw the 
 Normal texture from the bottom up.

 A bPegged texture moves with a Sector that moves. 
 Pegged textures follow the lower ceiling.

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

 Unpegging textures is useful for making the textures 
 blook good. For example, if a stair is visible 
 from the side, unpegging the the lower texture 
 aligns the textures to the bottom floor.  This 
 depends on the texture used of course.

aySecret

 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. 
 
 Makes it difficult to identify areas. (So players
 can't figure out your trap!)

ayBlocks Sound

 Monsters can't hear you shoot! Surround the entire 
 area with this flag set so they can't hear you. 
 Should speed up a game with many monsters if done 
 correctly.

ayInvisible

 This line is never put on the Map.

ayAutoMapped

 This line is always shown on the Map.

ayActivated When (HEXEN)

 Unlike DOOM or HERETIC, HEXEN control the activation
 of many actions by setting this value. You can also
 control the "repeatability" as a separate choice.


ybEdit the 1st SideDef

 Set the textures and connects it to a Sector (for 
 floor/ceiling information). Use this to fix bad 
 sector references that cause "Sector not closed 
 messages".

 Normally you may have a requirement to switch the 
 sectors assigned from one side to the other, for 
 example, when you flip a LineDef.

 You also use this to assign the correct sector 
 number of an object inside a room. That is, change 
 the Sector number of the SideDef to match the Sector 
 of the room. This is one of the methods used to fix
 "Sector not closed".

xyX and Y offsets

 The X and Y offsets permit manual shifting of the
 textures to minimize "seams". 
 
 ITA (Interactive Texture Alignment) shows you the 
 texture with the offsets right on the screen! 
 
 The location of the texture (upper, normal or lower) 
 and whether it is unpegged determines the texture 
 drawing sequence. The texture displayed is for one
 panel with the offsets entered.
 
 Review the discusson on unpegged upper and lower 
 textures to determine whether the texture is drawn 
 from top-to-bottom or bottom-to-top. 


x                 yInterActive Browser

 Press F1 when in the texture selection box to bring 
 up a display of all the textures. You can inter-
 actively select the texture by left mouse clicking 
 or using the cursor keys to move around. 
 
 The following keys control the browser:

 1. PageUp/PageDown keys move back and forth.
 2. Home = Start with first texture.
 3. End  = Start with last set of textures
 4. Any character, starts the list with the any name 
    that is closest to the character entered. For 
    example, if you key in a bG, textures whose 
    names start with G come first. If no match is 
    found, the closest one starts the list.
 5. Escape or Right Mouse click exits the list and no 
    changes are made.
 6. Enter selects the current outlined entry.

 If you press a key while the textures are still 
 displaying, the display stops. If you did this by 
 accident, press the first character of the texture
 to start redrawing.
 
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).

 The X and Y offsets permit manual shifting of the
 textures to minimize "seams". ITA (Interactive
 Texture Alignment) shows you the texture with the
 offsets entered right on the screen!  See Edit 1st
 SideDef discussion.

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 LineDef 
 (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!

 Note: Use the ctl+T command to automatically assign 
 new Tag numbers and connect them with the correct 
 LineDef.

ay1st SideDef ref
ay2nd SideDef ref

 You use this to delete a SideDef or change the 
 reference (be careful). You always need a SideDef1!

 If you end up with a 1-sided LineDef, edit the 
 LineDef and change the type to 1-sided. F10
 Check will catch and fix it automatically.

ayDelete SideDef1
ayDelete SideDef2

 Deletes a SideDef. You always need a SideDef1! 

 If you delete all the -same- side SideDef reference 
 for a surrounded area, you can select them all and 
 then press Ins to recreate them all with a new Sector.

ayTexture Browser

 Display as many textures on the screen as will fit 
 as determined by your video resolution. You can 
 also browse by pressing F1 in the texture selection
 menu.

 Pressing any key stops the graphical representation
 of a texture.  The names are always listed. Use this
 to quickly page!

 Press Esc or Right mouse click to stop.

 Press the first character of the texture to start 
 the display with textures starting with that 
 character.

 If no texture starts with that character the closest 
 prior one is shown as the first texture.

 Press + and - to choose from two display sizes.

 No changes to the map are made when browsing.


x y                 End of Section                 

**---------------------------------------------------
||THINGLINEDEFS
**---------------------------------------------------
b             y                        
b             y Thing LineDef Specials 
b             y                        

 This is the list of LineDef types that can be
 selected for Things that are activated when the 
 Thing is destroyed.

 After a LineDef type is selected, enter the argument
 values as appropriate for the LineDef.



























x y                 End of Section                 

**---------------------------------------------------
||SECTORS
**---------------------------------------------------
b                   y             
b                   y Edit Sector 
b                   y             


ybType

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

ybCeilingTexture

 Select a Ceiling Texture.

ybFloor Texture

 Select a Floor Texture.

x                 yInterActive Browser

 Press F1 when in the texture selection box to bring 
 up a display of all the textures. You can inter-
 actively select the texture by left mouse clicking 
 or using the cursor keys to move around. 
 
 The following keys control the browser:

 1. PageUp/PageDown keys move back and forth.

 2. Home = Start with first texture.

 3. End  = Start with last set of textures

 4. Any character, starts the list with the any name 
    that is closest to the character entered. For 
    example, if you key in a bG, textures whose names 
    start with G come first. If no match is found, 
    the closest one starts the list.

 5. Escape or Right Mouse click exits the list and no 
    changes are made.

 6. Enter selects the current outlined entry.

 If you press a key while the textures are still 
 displaying, the display stops. If you did this by 
 accident, press the first character of the texture
 to start redrawing.
 
ybLight Level

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

ybCeil/Flr Height

 Set the both the ceiling height and the floor height
 at the same time. Usually from -512 to 512.
 
 The maximum distance between the floor and
 ceiling is 1023 for the older DOOM.

 Use the PageUp and PageDown keys to automatically
 increase or decrease the values shown. The amount
 of each change is set in F5 defaults.

ybCeiling Height

 Set only the ceiling height.

 When you are changing many sectors, this lets you
 change all the selected ceiling height but leave 
 the floors the same.

 See above for PageUp/PageDown keys.

ybFloor Height

 Set only the floor height.

 When you are changing many sectors, this lets you 
 change the all the selected floor height but leave 
 the ceilings the same.

 See above for PageUp/PageDown keys.

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.

 Note: Use the ctl+T command to automatically assign 
 new Tag numbers and connect them with the correct 
 Sector.

ayBrowse Floor/Ceiling

 Display as many textures on the screen as will fit 
 as determined by your video resolution. You can 
 also browse by pressing F1 in the texture selection
 menu.

 Pressing any key stops the graphical representation
 of a texture.  The names are always listed. Use this
 to quickly page!

 Press Esc or Right mouse click to stop.

 Press the first character of the texture to start 
 the display with textures starting with that 
 character.

 If no texture starts with that character the closest 
 prior one is shown as the first texture.

 Press + and - to choose from two display sizes.

 No changes to the map are made when browsing.


x y                 End of Section                 

**---------------------------------------------------
||FIND
**---------------------------------------------------
b                     y      
b                     y Find 
b                     y      

yb  Finds the item types listed 

ay  Find LineDef Type 
ay  Find LineDef Tag  

ay  Find Sector  Type 
ay  Find Sector  Tag  

ay  Find Thing        

ay  Find FloorTexture 
ay  Find Wall Texture 

yb  Finds and Replaces the item types listed 

ay  Replace Thing       
ay  ReplaceFloorTexture 
ay  ReplaceWall Texture 

ay  ReplaceFloorTextureConvert 
ay  ReplaceWall TextureConvert 

     These last two should only be used when you are
     converting from one game to another, for 
     example, DOOM to DOOM II or DOOM to HERETIC, 
     etc.

     Since the textures don't exist in one game, DeeP
     can't show them so any name is permitted. You
     can't really mess up, since this is the search 
     name!





x y                 End of Section                 

**---------------------------------------------------
||HOWTO
**---------------------------------------------------
b                  y              
b                  y How To Build 
b                  y              


x     y                                       
x     y    A Quick First Level to get going!  
x     y      Press the print button on the    
x     y    bottom so you can mark the steps.  
x     y                                       


 Read the introduction to this help for some basic
 terms, adjust the default textures if you are using
 DOOM (F5), and adjust the display speed by pressing
 ] to slow down and [ to speed up. The map will fly
 all over the place if you don't set the delay to
 around 50 (displayed on the bottom left of the
 screen).

 To make a quick first level just to see if you can,
 follow the steps below. It appears long because each
 step is listed, describing each movement. (Please
 make sure Snap-to-Grid is on, the bs button on the 
 top of the screen should be down, press b/ to fix.)
 
 Clue: This is what you will end up drawing!

            ┌──────────┬──────────┐  
            │                     │
            │                     │  
            ├─  Your 1st level   ─┤   
            │                     │
            │                     │  
            │                     │  
            └──────────┴──────────┘  

 OK, so do the following:

 1.  Enter Edit mode if not already there, entering E
     after the character command prompt.

 2.  Press alt+F or Click File on the top bar.
     (selects File menu)

 3.  Press N or click New Level 
     (to make a brand new level).

 4.  Press Home and Press Enter.
     (Select the first level. This makes 
     it easier to test for Shareware).

 5.  Press F9 (objects) 

 6.  Press 1, make a Rectangle Room.

 7.  Enter 512 x 512 in the size boxes.

 8.  Place the mouse cursor in the middle of the 
     screen (the exact area doesn't matter), click 
     the left mouse button and view the upper right 
     corner of the screen to make sure it's about
     512x 512 and press Enter or click the left mouse
     button.

 9.  Press the Right Mouse button to exit Tool mode.

 10. Press T to go into Thing Edit mode.

 11. Move the mouse cursor inside the rectangle.
     (Places the Thing coordinate location, next)

 12. Press the Ins key.

 13. Press Enter (brings up Thing menu).

 14. Press T (or click Change Type button) 
     (Select change type of thing)

 15. Press 3, Player Start/Teleport 
     (Type of change)

 16. Press 1 , Player 1 Start
     (Change Thing to what we want)

 17. Press Esc or Right Click 
     (To exit menu)

 18. Press Esc or Right Click 
     (To exit menu)

 19. Press Alt+F (or Click File on Top)
     (Selects File menu)
     
 20. Press S or click Save
     (Save the file, ignore warnings) 

 21. Edit the file name or press enter
     or click Ok if you like it.

 22. Press Enter (Click OK/Yes) to the
     rest the messages.
     Saves the level and builds nodes.

 This isn't much of a level, but you can see that it 
 WORKS!. 
 
 You can play it using the -file option for DOOM/ 
 HERETIC/HEXEN. Or if you Registered, you can play it 
 directly from DeeP!

 (Select File and press F1 for more info.)

 NOTE: It's possible that a 1 room level will not 
 work with future releases of DOOMx or HERETIC. As
 of 1.9 and HERETIC 1.2, this all works. Some node
 builders will not work with 1 Sector levels!


x        y                              
x        y    Expand your First Level!  
x        y                              
 
 Here's a brief example of how easy it is to make
 your level more than just one room. Again, each
 step is listed, but it goes really fast!  Have at
 least a Zoom size of 1000 so you can see what you
 are doing.

 1.  Enter Edit mode if not already there, entering E
     after the character command prompt.

 2.  Select the level you made above (this is auto-
     matic, if you didn't switch levels!).

 3.  Press ctl+D and draw another rectangle above
     the rectangle you made. Draw the rectangle
     bclockwise. (You could use the rectangle 
     tool again, but then you wouldn't see how easy
     drawing really is.)
     
     Make the bottom line that is closest to the 
     original rectangle parallel to the top line of
     the old rectangle. If it goes at a slant you
     may have trouble "hitting" it later on. 

     a. Press the Left mouse button to start, then 
        move left, press the Left button again, move 
        up, etc, until you have 3 sides (see below). 
     
     b. Press the Right mouse button to finish the 
        second rectangle. (You are still in LineDraw
        mode, so don't Right click yet!).

 4.  Hopefully this is what you have on the screen:

            ┌──────────┬──────────┐  
            │                     │  
            │                     │  
            ├─   New Rectangle 2 ─┤  
            │                     │  
            │                     │  
            │                     │  
            └──────────┴──────────┘ <-start here 


            ┌──────────┬──────────┐  
            │                     │
            │                     │  
            ├─   Old Rectangle 1 ─┤   
            │                     │
            │                     │  
            │                     │  
            └──────────┴──────────┘  


 5.  Now let's CONNECT them!

     Use the picture show below to guide
     you.

     a. Place the cursor on top LineDef O1 and press
        the left mouse button. The line should turn
        RED and you should see a Blue dot.  If this
        did not happen, Right click right now and
        try again!

     b. Move up and place the cursor on top of
        LineDef N1 and Left click again. As before,
        the line should turn RED. If you miss this
        time, you should start over, not that you
        have to, but we'll have detail overload at
        this point. (To start over, go to the File
        menu and select Edit level, THIS one!)

     c. Move to the right a bit and Left click to
        create v3. Make sure the line really split
        there!

     d. Now move down to LineDef O1 again and place
        v4 on top.

     e. Right click the mouse (makes the last line)
        and that's it!


            ┌──────────┬──────────┐  
            │                     │
            │                     │  
            ├─   New Rectangle 2 ─┤  
            │                     │  
            │                     │
            │      v2     v3      │  
            └─N1───<───┴───<──────┘  
                   │       │
                   ├─     ─┤
                   │       │
            ┌─O1───>───┬───>──────┐  
            │      v1     v4      │  
            │                     │  
            ├─   Old Rectangle 1 ─┤   
            │                     │  
            │                     │  
            │                     │  
            └──────────┴──────────┘  

 6.  Press Alt+F and save the file as before.

     Saves the level and builds nodes as you did the
     first time.


x     y                                        
x     y   For a Really Good Time, add a Door!  
x     y                                        

 I'm going to assume that you know what to do getting
 the last level loaded so we resume where we left off.

 The Rectangles are chopped, since what we care about
 now is the connecting corridor we made earlier. The
 corridor is made larger, again for clarity.

 There are 3 ways to make Doors, this is the easiest
 to start with, although later you may prefer to use 
 the other methods.

 1. Place your cursor in above the middle of the
    corridor made above as shown by the X below.
    The rotation places the object farther down, so
    by placing it higher we adjust for where we want
    it.

 2. Press alt+F9 select 7, make a Door.  Enter an 
    angle of 90.

 3. Press the Right Mouse button to drag the door 
    into position. All the sides must be contained
    within the corridor. It should be close to
    what you see below.  The exact position is not
    critical, since that is easy to adjust. Press
    F1 help for what you can do do position the 
    Door.

    When you have it close enough, press the Left
    mouse button, the press the Right mouse button
    to exit.

       │                                 │  
       ├─          Rectangle 2          ─┤  
       │           X                     │
       └────────<───────┴───────<────────┘  
                │  ┌─────────┐  │
              A ├─ │a  door b│ ─┤ B
                │  └─────────┘  │
       ┌────────>───────┬───────>────────┐  
       │                                 │  
       ├─                               ─┤   
       │          Rectangle 1            │


 4.  If door lines a and b are not parallel to lines 
     A and B we need to move the vertices a bit.

     Go into Vertex mode (press V) and place the 
     cursor on top of the offending vertex. Press the
     Right mouse button (hold it down) and move. When
     the line is parallel let go. Adjust any other
     sides now.

 5.  Enter LineDef mode (press L). Place the cursor
     on top of Door LineDef a and press and hold the
     Right mouse button. Now drag the "a" LineDef 
     over on top of the "A" LineDef. You see why the
     lines had to be parallel?

     Release the Right mouse button, you should get
     2 messages, one about splitting the LineDef and
     one about merging LineDefs. Reply Y to both.
     
 6.  Repeat the above using LineDef b and B.

 7.  Press Alt+F and save the file as before.

     Saves the level and builds nodes as you did the
     first time.


x     y                                         
x     y  If you're Cooking, lets' make another  
x     y         Room inside the area!           
x     y                                         

 We are going to make another room inside the top
 Room we made before, Rectangle 2 (you can duplicate 
 what's shown here and do it below too).

 1. Place your cursor at the X as shown below and
    press ctl+D to enter LineDrawing mode. Press the 
    Left mouse button to place a vertex at the X and 
    draw the area shown: move left, down, right, up, 
    etc.

    When you get to Y you can Right click and the 
    line will be finished to X.

        ┌─────────────────┬─────────────────┐  
        │                                   │  
        │            ┌────┴───────X         │
        │            │ ┌───┬───┐ │          │  
        ├─           ┤ ├       │ │         ─┤  
        │            └┬┘       │ │          │  
        │                      ┤ ├          │  
        │            ┌┴┐       │ │          │  
        │            ┤ └───┴───┘ │          │
        │            └─────┬─────┘Y         │  
        └─────────────<───┴───<─────────────┘  
                      ├─     ─┤

     Adjust the spacing so you can "fit" (the above
     is not meant to be to scale). Go into LineDef
     or Vertex editing mode (press L or V), move the
     cursor on top of the object to move, press and
     hold the Right mouse button down and then move
     the mouse.

 2.  Press Alt+F and save the file as before.

 3.  You can now put a door in the opening as 
     described earlier. 
     
 Hopefully, this gets you going. Understanding how
 the pieces fit together is the most difficult part 
 to learn. Once it hits you between the eyes, you
 will reap great benefits from the understanding,
 so don't give up!

            (Stop my head hurts..........)

B    y  See TUTORIAL.DOC for more introduction   


B    y       See DEEPEXAM.WAD for examples       
B    y            of the following               

ybDoors

 Select LineDef mode Misc (F8) create Door from
 4 LineDefs.

 Select Object (F9) create Door for a prefab door 
 that you drag/stretch to fit your space.

ybPools

 Select Object (F9) create Rectangle or Polygon and
 turn the Pool option on.

ybLights

 Select Object (F9) create Rectangle or Polygon and
 turn the Light option on.

ybWindows

 Select Object (F9) create Rectangle or Polygon and
 turn the Window option on.

ybLifts

 Select Sector mode then Misc (F8) , create lift from
 sector.

ybTeleporters

  Select Object (F9) Rectangle object and select
  Teleport Exit/Entrance pads. Connect the Teleport
  Exit to the Entrance pad using the the Tags. You
  don't have to use an Entrance pad, any Sector will
  do, this is mainly for looks.

ybStairs/Rising Stairs

  Stairs, see Objects, stairs.
  
  For Rising Stairs, set the step height to 0. Make 
  some LineDef one of the rising stair LineDef types 
  and using the Tags, connect the LineDef to the
  first sector of the stair (see Introduction on 
  Tags). 

ybSecret Areas

  This is just a Sector Type.


x y                 End of Section                 

**---------------------------------------------------
||NODES
**---------------------------------------------------
b                   y             
b                   y Node Viewer 
b                   y             

 The nodeviewer lets you visually inspect how the 
 nodes were created. For HEXEN, it is important that
 you check to see that NO lines split an area that has
 a PolyObject inside of it.  A simple example is a
 square rectangle.  The square should be surround by
 blue/red lines, with no line anywhere inside of it.

 You can correct node problems by trying to align 
 areas in line-of sight to share the same X or Y plane
 and by trial-and-error moving stuff around/adding
 "junk". "Junk" has nothing with the level, but it
 can fool the nodebuilder.  Refer to MAP01 of the 
 HEXEN beta to see "junk" around the sliding doors.


B                  y Keyboard Keys 
                     
ybLeft arrow  Move to left Node

ybRight arrow Move to right Node

ybUp arrow    Move up a Node

ybDown arrow  Move down a Node
 
ybC           Clear map

ybG           Toggle node lines

ybJ           Jump to node

ybN           Toggle show nodes

ybS           Toggle segment lines
 
yb+ -         Change Map size 
                (Use C to clear)

ybEsc/Enter   Done
  
ybF1          Press for more Help

x y                 End of Section                 

**---------------------------------------------------
||HELP
**---------------------------------------------------
b                  y              
b                  y Help [Alt-H] 
b                  y              

 Print the help by pressing the Print button on the 
 bottom of the current help screen.

 Each section prints only what is covered. To print 
 all the help at once, select All Help (see below).

ybHelp (basics)

 Same as F1 key.

ybAll Help

 This is a complete listing of all the help.

ybPrint Order Form

 Select Print Order form and then press F1 for 
 Ordering Information.


y             b General Information 

 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.


ybAbout DeeP...

          Brief information about the DeeP
            programmers and Registration.

x  y                                           
x  G       If you Registered, Thank You!       
x  y    See ORDER.FRM for Upgrade pricing.     
x  y                                           

x  y            DOOM-HERETIC-HEXEN             
x  B         DoomEnhancedEditorProgram         
x  B                                           
x  y         rSensor Based Systems, Inc.x        
x  y         r17010 N.E. 190th St       x        
x  y         rWoodinville, WA 98072-8237x        
x  y                 (206) 827-8794            
x  y                                           
x  y                                           
x  y          75454.773@COMPUSERVE.COM         
x  y                                           


x  y              End of Section                

**---------------------------------------------------
||ORDER
**---------------------------------------------------
b                  y           
b                  y OrderForm 
b                  y           


r  y                                              
r  y       To order the Registered version        
r  y                  of DeeP                     
r  y                                              
p  y 1. Register Online with CompuServe :         
r  y                                              
r  y          DeeP (GO SWREG ID = 5392 )          
r  y                                              
p  y 2. Print the ORDER.FRM for Mail delivery     
r  y                                              
p  y 3. Register voice with MC, Visa or COD.      
r  y                                              
r  y         Call : (206) 827-8794 voice          
r  y                                              


p  y                                              
x  y  Call Today and start your new adventure as   
x  y      a DOOM, HERETIC or HEXEN wad author.     
p  y                                              










x y                 End of Section                 

**---------------------------------------------------
||SUMMARY
**---------------------------------------------------

x   y Graphic Mode Character Key Command Summary 

 These commands apply when the editor is in Map Mode
 and vary according to the editing mode.

yrShift          Auto-object temporary override
yrShift+Tab      Switch to the previous editing mode.
yrShift+PageUp   Immediately Increase Sector ceiling           
yrShift+PageDown Immediately Decrease Sector ceiling 
yrShift+Home     Immediately Increase Sector floor             
yrShift+End      Immediately Decrease Sector floor   
yrShift+Del      Vertex mode only, opposite of Del
   HEXEN only
yrShift+PageUp   Immediately Increase Thing height           
yrShift+PageDown Immediately Decrease Thing height

yrShift+A   Toggle default auto-object selection
yrShift+C   Set ceiling height Sector mode   
yrShift+F   Set floor   height Sector mode   
yrShift+H   Set ceiling/floor height Sector mode   
yrshift+I   Toggles bottom display; all to none 
yrshift+R   Refreshes screen display only
yrShift+X   X align both sidedefs, no texture chk
yrShift+Y   Y Align both sidedefs
yrshift+Z   Rezoom prior to Zoom-to-Window
yrShift+ +  Increase Zoom while in Tool mode
yrShift+ -  Decrease Zoom while in Tool mode

yrshift+Enter Edit the current object directly.

yrEnter     Edit the current object
yrTab       Switch to the next editing mode
yrSpace     Toggles the scroll, rotate slow/fast

yrHome      Move map, Tool control, 1st item
yrEnd       Move map, Tool control, last item
yrEsc       Exit commands, menus, program
yrIns       Add current object, start/quit drawing,
              Tool control
yrDel       Delete the current object(s),
              Tool control

yrPageUp    Move map, Tool control, page up
yrPageDown  Move map, Tool control, page down
yrArrows    Move cursor or Tool control

yrScroll Lock Turn auto scroll on/off.

yr+ -    Zoom in/out, Tool control
yr[ ]    Change the map scroll speed delay
yr< >    Scale/Rotate, Thing angle
yr/      Toggle Snap-To-Grid
yr\      Toggle AutoCenter (3 choices)

yrC      Clear all selections and redraw map
yrF      Repeat last Find or Change
yrG      Change the grid scale
yrH      Toggle display grid (hides the grid)
yrI      Toggle display object information
yrJ      Jump to a specific object #
yrK      Thing Mask menu.
yrL      Switch to the LineDef mode
yrM      Mark/unmark current object (select)
yrN      Jump to the next object
yrO      Copy group of objects selected
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 editor
yrX      X align both sidedefs, texture check
yrY      Y align both sidedefs
yrZ      Zoom IN/OUT instantly
yrZ      Zoom-to-Window (if Left Button pressed)

yr1...0  Set Edit ZOOM level from 100 to 1000
yr    0  In menus with numbers, exit the menu

yralt+1  LineDef mode, edit sidedef1    
yralt+2  LineDef mode, edit sidedef2    

yralt+X  Center the Map at current size
yralt+Z  Zoom to Extents (scale to fit)

yrctl+B  View the contents of Clipboard
yrctl+D  Enter Line Drawing mode
yrctl+G  Set grid scale to 0
yrctl+M  Mirror the object(s) selected
yrctl+N  Normalize LineDef or Sector 
yrctl+T  Automatic LineDef/Sector Tagging 
yrctl+V  Paste objects (from clipboard)
yrctl+X  Cut objects (same as Del)
yrctl+Z  Undo, restore level to prior state

yrctl+F1 Test Level (all files loaded)

yrF2     Save level in a PWAD file
yrF3     Save As... Reassign level of a map
yrF4     Search/Change for Object
yrF5     Texture/height default values
yrF6     Zoom/Mouse/Map options
yrF8     Miscellaneous Operations
yrF9     Insert standard shapes
yrF10    Check Level for errors
                                 
yrAlt+F1   Screen Saver, key press stops
yrAlt+F2   Save Level and always build Nodes
yrAlt+F3   Save as..  and always build Nodes
yrAlt+F4   Exit (same as Esc)
yrAlt+F5   Set Options for sound, grid, etc.
yrAlt+F6   Set Colors for mouse, grid, etc.
yrAlt+F7   Set Palette colors
yrAlt+F8   Go into Scale/Rotate (same as < >)

yrShift+F1 Test Level (one file only)
yrShift+F2 Edit a different Level
yrShift+F3 Create a new level from scratch
yrShift+F4 Reset all PWAD files read
yrShift+F5 Read a new PWAD file
yrShift+F6 Reset 1 PWAD file read


x          y Mouse Button Summary 

  All left, right terms refer to the left or right
  mouse button respectively. Add any other key as
  listed while the button is pressed.

yrLeft   Select/unselect current object
        (quick click)
yrLeft   Vertex mode, enter LineDrawing
        (quick double click)
yrLeft   Draw a selection box (Edit modes)
        (button is held down)
yrLeft+Z Zoom-to-Window     (Edit modes)
        (button is held down, then press Z)
yrLeft   Tool mode, create current object

yrRight  Edit the current/selected object(s)
        (quick click)
yrRight  Bring up mode/tool menu (edit modes)
        (quick double click)
yrRight  Drag the current/selected object(s)
        (button is held down)
yrRight  Tool mode, exit after last create

yrshift+Left  Copy (bctl+C)
yrshift+Left  Vertex Only, Split LineDef
yrShift+Right Delete (bDel)

yrctl+Left    Mirror (bctl+M)
yrctl+Right   Map Panning using mouse 

x  y Character Mode Character Key Command Summary 

 These commands may be entered at the character
 prompt following DeeP (?=Help) >.

yx+ -
        ZOOM in or out BPicture and BView

yxB[uild] B<wadfile>
        Build a new main WAD file

yxDir B[drive:][path][filename]
        List Dos Directory

yxDirA B[dirname] [outfile]
        List all xWWAD directories

yxDirM B[dirname] [outfile]
        List Master IWAD directory

yxDirW B[dirname] [outfile wadnumber]
        List PWAD 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 this level

yxG[roup] B<WadFile>
        Group all patch wads together in one file.

yxH[elp] Help for setting DeeP options

yxI[nsert] B<RawFile> <DirName>
        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.

yxQ[uit] End DeeP or Heep

yxR[ead] B<wadfile>
        Read a new PWAD file.

yxS[ave] B<DirName> <WadFile> [newDirName]
        Save one object to a separate file.

yxTexport B<WadFile>
        Save all the textures to a separate file.

yxV[iew] B[SpriteName]
        Display all the sprites (see +/- above).

yxW[ads]
        Display open wad files

yxX[tract] B<DirEntry> <RawFile>
        Save one object to a raw file.


x     y Options when loading DeeP or HeeP 

xyDeeP  [-n]
      [-m MainWadFile ]
      [-f PwadFiles...]
      [-p dospath]
      [-prj project.PRJ ]
      [-v mode ]
      [-d new  ]

yb-n (noload)
    Temporarily suppresses automatic DeeP restart.

yb-m   (main)  C:\DOOM2\DOOM2.WAD
    Name/location of the main IWAD file.

yb-f  (file) file1.wad file2.wad ...
    Add patch wad files to load.

yb-p  (path) C:\DOOM2\WADS
    Set the default path for reading and saving files

yb-prj your.PRJ
    Set the current project to use

yb-v # (video)
    Set the default video mode number (resolution).
    1=640x480, 2=800x600, 3=1024x768, 4=1280x1024

yb-d new (driver)
    Change the video driver.

x y                 End of Section                 

**---------------------------------------------------
||IWAD
**---------------------------------------------------
b                 y               
b                 y Set IWAD File 
b                 y               

 Set the name and location of the IWAD name. 

 Select the IWAD file appropriate for the Project  
 current active.
 
 In other words: 

 1. if you have a DOOM project, select a DOOM IWAD.
 2. if you have a HEXEN project, select a HEXEN IWAD.

 The typical names are :

 DOOM.WAD     = DOOM or Ultimate DOOM
 DOOM2.WAD    = DOOM II
 HERETIC.WAD  = HERETIC
 HEXEN.WAD    = HEXEN

x              y  Browsing Operation 

 File browsing displays a scroll box of file names,
 directories and drives.

 If you know the complete path, you can enter it in
 the file name box. For example, C:\DOOM2\DOOM2.WAD

 The Tab/Shift+Tab key moves between areas as well as
 using the mouse to activate a dialog area (the color
 of the top box changes color).

 Selecting a directory, reselects files from that 
 directory using the current search string.

 The lists displayed are scrolled the same as all the
 other scroll lists.  To select the entry displayed
 in the WHITE box, left click the mouse in that
 location or press Enter.

 Press Esc (or right click) to exit without 
 selecting anything.

 Press F1 help on the Option screen for more Help.







x y                 End of Section                 
**---------------------------------------------------
||PWAD
**---------------------------------------------------
b                y                  
b                y Read a PWAD File 
b                y                  

x              y  Browsing Operation 

 File browsing displays a scroll box of file names,
 directories and drives.

 If you know the complete path, you can enter it in
 the file name box. For example, C:\MYWADS\SAMPLE.WAD

 The Tab/Shift+Tab key moves between areas as well as
 using the mouse to activate a dialog area (the color
 of the top box changes color).

 Selecting a directory, reselects files from that 
 directory using the current search string.

 The lists displayed are scrolled the same as all the
 other scroll lists.  To select the entry displayed
 in the WHITE box, left click the mouse in that
 location or press Enter.

 Press Esc (or right click) to exit without 
 selecting anything.

 A preview of any legitimate PWAD level is automatic-
 ally displayed. If there are multiple levels in the 
 PWAD, control shifts to the lower right box. As you  
 scroll this list, each level in the PWAD is 
 displayed. To return to the file control list, press 
 TAB.






x y                 End of Section                 
**---------------------------------------------------
||TCF
**---------------------------------------------------
b             y                        
b             y Create a Texture Group 
b             y                        


 This step creates a Texture Group file for all the 
 current texture defaults.

 If you enter a name different from the one currently
 in use, all your current defaults are stored in the
 new Texture Group name.

 Use the F5 menu to set the texture defaults.

 You can create as many Texture Groups as required 
 for your taste.

 When you select a new file name, the new name now has
 all the current defaults.  To use this name in any
 Project, read in the Texture Group by selecting 
 yRead Texture Grp using the alt+F menu.










x y                 End of Section                 
**---------------------------------------------------
||ACS
**---------------------------------------------------
b           y                          
b           y HEXEN Action Code Script 
b           y                          


 This reads a file made by the HEXEN ACC.EXE script 
 compiler.
 
 The file replaces the current BEHAVIOR resource for 
 level currently being edited. When you save the 
 level, this new ACS file replaces the contents of the
 BEHAVIOR for this entry.  Refer to the ACS documen-
 tation for how to code for the script compiler.

 If an ACS file is not supplied, the default BEHAVIOR 
 resource used is the BEHAVIOR found in HEXEN.WAD for 
 that level.
















x y                 End of Section                 

**---------------------------------------------------
||PCX
**---------------------------------------------------
b             y                       
b             y  View DOOM PCX files  
b             y                       

 The PCX viewer is made for DOOM/HERETIC/HEXEN PCX 
 files ONLY.  
 
 Useb -devparm on the command line for DOOM and 
 DOOMII to enable screen shots.

 Useb -ravpic on the command line for HERETIC and 
 HEXEN to enable screen shots.

 Press F1 to take a screen shot when the game starts.

 It was not tested on other PCX files and does not
 display certain types correctly.  This is not a bug!
 All we cared about was the DOOM PCX shots and not
 others.












x y                 End of Section                 
**---------------------------------------------------
||PRJ
**---------------------------------------------------
b             y                       
b             y Create a Project Name 
b             y                       

 This step creates a Project file for all the current
 color settings, texture defaults, and files in use.

 If you enter a name different from the one currently
 in use, all your current defaults are stored in the
 new Project name.

 A project contains the following:

 1. The Name of the IWAD file.

    It's recommended to read the default PRJ name, 
    such as HERETIC.PRJ matching the type of GAME file 
    and then change the name. Doing it this way auto-
    matically sets the correct color and texture 
    defaults.

    If you select a HERETIC IWAD for a DOOM Project,
    all the colors and texture defaults will be wrong!

    To fix this, either set them all manually, or 
    delete the project and start over.

    Use (#5) on the option screen to set the IWAD 
    name. 

 2. The default Texture Group Name
 
    This name contains all the default textures. You
    can create multiple Texture Group Names using the 
    Set bTexture Group option on the alt+F5 menu. 
    
    You switch between different defaults by selecting 
    bRead Texture Group under the alt+F files 
    menu.
                        
    If you switch IWAD files from DOOM to HERETIC or
    HEXEN, be sure to set the default textures.  

    Use the F5 menu to set the texture defaults.

 3. The Default Path for reading/saving files
    Use #7 on the screen to set the Path.

 4. All the files you want to work with at the same 
    time.

    Each file currently read is saved for the project. 
    Reset (delete) any file(s) in a project using the 
    reset commands under File.

x y                 End of Section                 

**---------------------------------------------------
||INSTALL
**---------------------------------------------------
b                    y         
b                    y INSTALL 
b                    y         

y  b                                                
y  b           First Time Initialization            
y  b                                                
y  b! Be SURE to select the correct Project FIRST ! 
y  b                                                

  Select the correct Project name first, matching the 
  type or game you wish to edit:


            Please Enter the file names for:

                1. Select Project Name
                2. Set Main IWAD name
                3. Set File path

              On the next screen, press
                     5,6 and 7
              (or click with the mouse)


 This screen is entered when the DEEP.CHK or IWAD
 file is either not present or is an old version.

 Use the cursor keys to edit file name entries. The 
 Home key moves the cursor to the front of the entry.

 NOTE: The maximum total path name is 43 characters! 


yx1. Set Project Name    

    This selects the type of game you want to edit
    (press 5).

    Be sure to use the correct Project for the type 
    of game you are editing.

    There are 4 predefined project names:

    DOOM.PRJ    = DOOM (original or Ultimate)
    DOOM2.PRJ   = DOOM2
    HERETIC.PRJ = HERETIC
    HEXEN.PRJ   = HEXEN

yx2. The main IWAD file  

    On the next screen press the number 6 (or click
    the box with the 6 in it) and enter the name of
    your DOOM, DOOM II, HERETIC or HEXEN file.

    Enter the complete path including the drive and
    directory. Some examples are:

    DOOM 2  :  C:\DOOM2\DOOM2.WAD     
    HERETIC :  C:\HERETIC\HERETIC.WAD 
    HEXEN   :  C:\HEXEN\HEXEN.WAD

    These are the default values, so you do not need
    to change them if they match your system. Do not
    put the name of the HERETIC IWAD in DeeP or visa
    versa. 

    If you have installed DOOM/HERETIC/HEXEN on a 
    different Drive or directory, change them as 
    required.

yx3. Set the File Save path           

 NOTE: The maximum path length is 26 characters.

    On the next screen press the number 7 (or click
    the box with the 7 in it).

    This is not a file, but represents the default
    directory to use for reading or saving PWAD files
    and also the default for the DIR command for the
    registered version.

    If no name is entered, the default directory is
    the current directory.

    Please TEST your path with a file save before you
    continue! 

yx4. The Help File name            

    On the next screen press the number 7 (or click
    the box with the 7 in it) and enter the name of
    the DEEP and HEEP help file. You normally should
    not have to do this!

    If you place DEEP and HEEP in different direct-
    ories and want to save on disk space you can
    share the same help file. This entry points to
    the shared copy. Enter the complete path as
    above.

yx5. The DEEP.CHK file 

    If an old CHK file from a prior version of DEEP 
    was found, a new one will be created. At the
    same time all the default .CFG .PRJ, and .TCF 
    files are created.

    The DEEP.CHK file can be deleted at any time 
    and the defaults are recreated the next time.

p    y                                           
p    y Enter F1 in the next SETUP screen for a   
p    y description of all the entries.           
p    y                                           
p    y There are other option screens available. 
p    y Press alt+E on the top menu bar to see!   
p    y                                           

r  y                                               
r  y        To order the Registered version        
r  y                  of DeeP                      
r  y                                               
p  y  1. Register Online with CompuServe :         
r  y                                               
r  y           DeeP (GO SWREG ID = 5392 )          
r  y                                               
p  y  2. See ORDER.FRM for Mailing Instructions.   
r  y                                               
p  y  3. Register voice with MC, Visa or COD.      
r  y                                               
r  y         Call : (206) 827-8794 voice           
r  y                                               

p  y                                               
x  y   Call Today and start your new adventure as  
x  y     a DOOM, HERETIC or HEXEN wad author.      
p  y                                               

x y                 End of Section                 
**-----------end of help-----------------------
