Editing Tutorials


On this page you will find various tutorials on editing the ZDoom engine. ZDoom is arguably the most advanced Doom source port to date. It incorporates TeamTNT's Boom extensions with Hexen's expanded sector, linedef and thing specifications. The biggest advance, in my opinion, is the addition Hexen's ACS scripting language. ACS has opened a whole new editing experience to the Doom level designer allowing unprecedented control of the Doom world.

These tutorials are targeted at the Doom level designer that has never edited Hexen. This section is a work in progress and expect the tutorial list to grow as I gain more insight into the workings of the ZDoom engine. Be sure to read the ZDoom Reference file that comes with the ZDoom package as well as the Hexen specs available with the WadAuthor package.

My thanks to Randy Heit for his support and help in these tutorials.

My thanks to Bruce A. Benko for adding ZDoom to DMapEdit and helping me get started with DME.


Line Specials

Cameras
Combo Lock
Force Field

Miscellanous

ZDoom & WadAuthor
WadAuthor Basics
Color Chart
Animated Flats and Textures
Sound
K²Bridge
Spiral Stairs
Setting Up DMapEdit for ZDoom Editing
Flat Warping
Using WinTex To Insert a Lump
Two Story Building
A Filling Basin
Making Multi_Map Wads for WadAuthor
The WadAuthor WCF File
NewDeepSea Graphic Import and Texture Creation

Poly Objects

Sliding Doors Using Poly Objects
Rotating Doors Using Poly Objects
Recessed Switch
Fixing Polyobject Texture Bleeding

Script Library

Michael NiggelMisc Scripts
Dec0n's ZDooM Example Wad #1

Sector Specials

Implementing Colored Lighting
Phased Lighting
Gravity Special
Fog
Portal Door
Ceiling and Floor Texture Change
Deep Water (1.17c)
Simulated Phased Lighting via Scripting
Sector_SetRotation

Thing Specials

Setting up Monster Patrol Routes
Using the Monster Special
Using the ThingCount Function
Back