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[Vanilla Level Editing] Lesson 2: Reconnaissance Debriefing

DELETING UNWANTED THINGS

Have you found a good spot for that Cyberdemon yet? No, you’re right, it is maybe not a good idea to have one here. Click your map’s Cyberdemon icon to select it and hit the Delete key. Poof! (Don’t you wish it was that easy to be rid of them during play?)

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MOVING LINES AND VERTICES AROUND

To move map elements other than Things around, you first need to enter the appropriate mode. The shortcut keys are V for Vertices, L for Linedefs, and S for Sectors.

For instance, in Vertices Mode, GZDB will enable you to select and move vertices (they are the square blocks at the ends of your lines, remember) around the map by dragging with the left mouse button. You might want to try this out, refining the shapes of your hexagons a little.

Going into Linedefs Mode button enables you to select and move lines around as you just moved vertices. (In practice, this is identical to moving both vertices attached to the linedef at the same time.) Notice that when moving lines, GZDB preserves the angle and length of the line being moved, but it resizes and reorients any that are connected to the vertices at its ends.

As you’ve probably guessed, while in Sectors Mode you can move entire sectors around. Having only one sector in this WAD, it doesn’t achieve a great deal here, of course. If you attempt it, though, you will notice one nice feature of GZDB: moving an entire sector will also move any Things within that sector, so that everything does not become out of place or, worse, cast into the void.

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DELETING MAP ELEMENTS

To delete unwanted lines or vertices in WADED, you need to have the appropriate Mode selected, just as if you were going to move the element. Then, a single press of the Delete key will remove the offending element.

You will notice that deleting vertices works a little different from deleting linedefs. When you delete a linedef, the sector will no longer be closed properly, and GZDB will remove the floor texture to signify this. When you delete one (or several) vertices, on the other hand, GZDB will automatically draw a new line between the remaining vertices in an attempt to salvage the sector.

You may want to experiment with the line- and vertex-deletion capabilities of GZDB for a while now, just to see how this operates. You can press Control-Z to undo your changes, or you can just Close Map without saving the WAD when you have finished. Load DOOM and try out the last WAD you saved. This should be your reshaped room with a tall techno-column at its center and whatever other items you scattered around. (You did remember to remove that Cyberdemon, didn’t you?)

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EXIT: MOPPING UP AND MOVING ON

This room showed you how lines are used to divide DOOM-space into sectors within the void. You also learned that lines have a handedness and that they really consist of linedefs with a vertex at each end and sidedefs attached to their sides. You saw that sectors are responsible for supplying floor, ceiling, and lighting information to DOOM. In addition, you were given a fleeting glimpse of some of the more esoteric wonders that lie at the heart of WAD files, and you learned a little about some of the objects that populate DOOM levels. You also had further lessons in the operation of GZDB and have made some cosmetic changes to your embryonic WAD.

In the next room you will find more about the way DOOM-space is measured and organized.

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