			
	EdMap
	version 1.20

	DOOM Map Editor

This software package enables users to create or modify maps used
in the virtual-reality game DOOM (and DOOM II), by id Software.
DOOM is a trademark of id Software.  id Software will not provide
any assistance for EdMap or any map created or modified by EdMap.
EdMap was not designed to function with unregistered versions of
DOOM. If you like DOOM, and/or want to use EdMap, you must first
register your copy of DOOM with id Software.


Included in this package are the following files:
INFO     BAT        48
BUILD    BAT       700
EGAVGA   BGI      5554
ACTSLIST DAT     13632
HELPINDX DAT      3367
PTX-6    DAT      2304
PTX2S-8  DAT      1536
PTX2S    DAT      1536
VGA50    EXE      2948
EDMAPSYS EXE    297861
EDMAP    EXE      7726
EDMAPCFG EXE     52433
DOOM2WAD EXE     13669
IDBSP    EXE    245194
WAD_DWD  EXE    126757
FLORLIST TXT      4072
HELP     TXT     39808


These files must be present in the current directory when "EDMAP"
is typed at the DOS prompt:

	EDMAP.EXE
	EDMAPSYS.EXE
	EDMAP.CFG (or whatever *.CFG is specified)

All other files should be in the EdMap directory.

EDMAPCFG is the utiltity that configures EdMap.  If EdMap cannot
load properly, EDMAPCFG may be loaded to create the necessary
files to load.  After the configuration is done, EdMap will
automatically try again to load.  EDMAPCFG can also be loaded
seperately from the DOS prompt.

The DOOM directory is where DOOM.EXE and DOOM.WAD (or DOOM2.EXE
and DOOM2.WAD) are located.  The PWAD directory is the directory 
where the map files will be saved to and loaded from.  The EdMap 
directory is where the EdMap data files are located.  
For example, the DOOM directory could be D:\GAMES\DOOM and PWADs
could be located in D:\GAMES\DOOM\PWADS and the EdMap file could
be in D:\GAMES\DOOM\EDMAP.  The three above files would have to 
be in the DOOM directory if that was where you intended to load 
EdMap from.  EDMAPCFG can be used to create additional config
files, which can be specified on the command line when loading 
EdMap.


To load EdMap, type EDMAP at the command prompt while in DOS.
Typing EDMAP /? will display the following:
|
|EdMap v1.20
|DOOM map editor
|(c) 1994 Jeff Rabenhorst (araya@wam.umd.edu)
|
|EDMAP [pwadfile [pwadfile [...]]] [/M:mapnnumber] [/C:filename] [/?]
|
|    [pwadfile [..]]  adds WAD files. (file extentions are optional)
|     [/M:mapnumber]  loads specified map into editor:
|                     DOOM I/"ExMy" format: from E1M1 to E3M9,
|                     DOOM II: mapnumber must be in [1..32]
|      [/C:filename]  specifies config file.
|             [/dir]  lists resources in the specified WAD directory.
|               [/Q]  "Quiet": prevents text after command line.
|               [/L]  Disables auto-loading the latest PWAD.
|               [/?]  (this) help text.
|
| ex: EDMAP MISSION1.WAD MISSION2 /M:E1M2 /C:MYCONFIG
|
Like DOOM itself, the WAD files update the main DOOM WAD.
The last map of any name found in the list is the only one used,
even if previous WAD files contain the map.  WAD files may be 
added while in the EdMap editor, and one may be loaded 
automatically; the "Auto-load latest PWAD" option in EDMAPCFG 
lets EdMap scan the PWAD directory for the "*.WAD" file with 
the latest timestamp.  EdMap will notify you if the map 
currently being edited is updated by a new PWAD file in the list.  


EdMap control is centered around the mouse.  (A mouse is required
to run EdMap)  I tried to stuff as many controls onto the rodent as
possible.  I may have gone overboard, but most controls on the mouse
may be substituted by the keyboard ("most").  Here's the controls:
While holding the 2nd (right) button:
	...drag the mouse to pan around the map.  The control is
		intentionally not propotional; it decreases some
		as you zoom out.
	...hold the 1st (left) button to zoom.  Push the mouse up
		to zoom in, pull back to zoom out.  Note that to
		enable zooming the 2nd button must be pressed first.
Using the 1st (left) button:
	...tap to snap the mouse cursor to the nearest object of
		that mode and pick it up (modes are: Vertices, 
		LineDefs(&SideDefs), Sectors, and Things).
		The object is not "attached" to the mouse; you can
		drag any object around, then tap the 1st button
		again to drop the object.
	...tap while holding CTRL to add/remove an object to the
		multiple-select list.
	...hold the 1st button and move the mouse in any direction.
		this will bring up a tiny mode-pad.  Mode selection
		and mult-selection can be controlled using this pad.
		release the 1st button while the mouse is on the
		desired selection.  Leave the mouse in the center
		and the hold is treated as a tap, and you pick up
		the nearest object (click again to drop the object
		without moving it).
	...while holding the 1st button, tap the 2nd button.
		This will add an object where the mouse is on the
		map.  
		In Vertex mode this adds an unattached vertex,
			can only be used as a marker.
		In LineDef mode this breaks the line into two halves.
		In Sector mode this will create a sector.  If the
			mouse is in a sector already EdMap will
			verify that you wish to create a sector
			within a sector. (unless you turn that off).
		In Things mode this will copy the current thing
			and place it under the mouse.


Key commands were made to be short and simple.  To make a selection
from a menu, press the first letter of the selection you want.
To edit a field of data for the current object, press the letter or
number associated with that line on the object information bar.

general key functions: 
	F1  help
	F2  save
	F3  load
	F4  PWAD list
	F5  checking
	F7  tag sector to line
	F8  align textures / sector styles
	F9  build / play
	F10 viewer
(The menu does display hot keys on the selection buttons)

*** Improvements new to v1.20
DOOM II support!
Multiple-selection
DOOM2WAD utility provided: simple DOOM I <-> DOOM II converter.
	only changes map directory entry.
Improved process handling (EDMAP->EDMAPSYS<->DOOM?<->etc)
faster: initialization, graphics text, viewer, etc
auto-configuring; will load EDMAPCFG if bad *.CFG
INFO.BAT file to examine a child-process environment
texture-aligning using the viewer: handy; view and adjust the 
	texture exactly as it would appear in DOOM.
THing radius circles.  color, too.
Auto-saving options, undo feature.
many, many other improvements.

**** new to v1.12:
If play-skill level 0 is chosen, a panel will prompt for a
	skill level for play-map.
The /dir paramter now lists entry names correctly.

**** new to v1.11:
Two bugs in auto-stairs fixed: the block-all bit is off, and
	the step-top texture now uses the correct panel.
The center button on 3-button mouses (mice?) should select/
	de-select (as pressing enter).  this is untested.
The File-opening routine has been replaced by code written
	by Scott Bussinger (Compuserve 72247,2671) EXTEND5.ZIP
	this allows about 100 additional PWAD files to be used.
	(100 is impossible, since there are only 27 maps)
Some routines have been rewritten in assembler for speed.

*** Improvements new to v1.10
Much better error checking; checks for:
	texture:Missing textures/Hall of Mirrors,
		Medusa effect: multi-patch on 2S main
		Tutti Fruitti (1): short texture
		Tutti Fruitti (2): transparent above/below
	linedef:Short lines
		Long Wall Error (LWE)
	things :heights,
		in a sector
	associations:triggers when needed,
		teleporter destinations
	begin/end:all starts & one or more end.
	Errors can be listed or displayed
Viewer: views walls, floors, sprites, and patches in the normal
	DOOM palette.  can be used to select textures.
On-line help: press F1, help screen is almost always availible.
Automatic Stairs: automatically contructs a staircase within
	or outside any sector.  Can be triggered to rise out
	of the floor.  many options, all automatically saved.
Automatic Door: like stairs, makes a door.
Polygon creation: makes polygon sectors (also adjusts textures)
Texture align: aligns textures, either by sector or linedef
much better/easier file-handling.
Sector resizing and rotating
Map-wide editing: lights, X/Y/Z proportions & origin.
sector retexturing: press Alt-F8
preferences panel: saves mouse data, verifys, play level, etc.
pop-up calculator: If Num-lock is on, so is the calc (almost)
new panels, better algorithms (faster, too)
easier to use
many many other features

*** Improvements new to v1.02
Error checking (including, of course, texture checking)
Independant batch-driven builder making EdMap more flexible
Better process-handling; switches between EdMap/builder/DOOM better
"Load Latest PWAD" now scans the PWAD dir for the latest "*.WAD" file
Sector deletion
Some of the redraw routines were scrapped & rewritten in assembler
better menus in full-screen mode (does it look like a NeXT yet?)
some other bugs fixed.

*** Improvements from v1.01
Reverse mouse buttons now works
Reverse panning control
More informative load map; dots mark updated levels & "reload" marked.
Adjustable grid & snap (by config)
Fully supports other map levels, not just E1M1
Faster "enhanced map" redraw
Colors in object info bar
some other bugs fixed..



*** A few things:
	To designate sectors to preform actions:
go to the line, choose an action (press "0").
press F7(tag sector), then select a sector (click once).


*** Notes on the builder:
	EdMap now loads COMMAND.COM to run the batch file "BUILD.BAT" with
the current PWAD name as the only parameter (no extension).  The
included builder requires a math co-processor (80x87), and EdMap 1.01
ran the builder by name. This version allows those who do not have
a math co-processor to install their own builder, and create their
own BUILD.BAT file.  EdMap passes the patch-WAD filename to BUILD.BAT,
so BUILD.BAT must make use of "%1". For example, if you are editing
"C:\DOOM\WADS\MYHOUSE.WAD" the batch file would run as if you typed:

C> BUILD.BAT C:\DOOM\WADS\MYHOUSE

Take a look at the included BUILD.BAT as an example.



I, Jeff Rabenhorst (araya@wam.umd.edu), created EdMap for all those
DOOMers out there who cant get enough of what could possibly be the
greatest game this world has ever seen.
I wrote EdMap myself, but I couldnt have done it without some peoples
kind contributions:
	My testing team, especially:
	Andrew Baker (IdahoNova@aol.com)
	Johnny Nugnug (jnugnug@nas.com)
	Hank Leukart (ap641@cleveland.freenet.edu) for writing
		DOOM Specs (DMSPEC13.TXT).  EdMap was written using
		only a copy of DOOM Specs (v1.3) and lots of hours
		pounding the life out of my keyboard.
	Tom Neff (tneff@panix.com) for DESIGN11.FAQ.
	Ron Rossbach (ej070@cleveland.freenet.edu) for the BSP 
		node builder (IDBSP10.ZIP) (see BUILDER.TXT)
	John Carmack and folks at id for releasing the code for the
		node builder and info to hack.
	id Software in general for .. releasing.. something.. hmm.. 
		DOOM!!  ..and DOOM II !!


comments? suggestions? bugs? ..& access to internet:
	mail me (or write to alt.games.doom, I read it often &
	my mail gets stuffed fast)    araya@wam.umd.edu

Like EdMap? Give it to a friend (who has a reg'd copy of DOOM or DOOM2).
Don't like it? Tell me what to improve.
