Overview of ALL commands
There are lots of options in DeePsea to control the colors, speed, defaults
etc. Press F5 to access all the options. Play around to see which suit you!
DeePsea assumes you have DOOMx version 1.9
DeePsea edits DOOM, DOOM II, Ultimate DOOM, Final DOOM, HERETIC, HEXEN and
STRIFE. In addition the new DOOM ports (such as BOOM, ZDOOM, EDGE, JDOOM, DOSDOOM
& LEGACY) are also supported. It can convert the maps from one to any of the
others (see comments below).
The STRIFE game is somewhat programmable, so for example, the same Thing acts
differently on different maps. There are script dialogs and interactions
possible. Contact the Publisher for further specifications.
Note for fast CPU Systems
Use the mouse to pan the Map. Use the [ and ] keys to set the pan speed and keep the map from moving too fast!
The initial speed default is for PII 233+ systems and might be too slow for 486’s or too fast for others. You can change the speed by changing the map
movement increment. This makes the map move in smaller steps and is very smooth on
fast systems.
Press F5 and select MAP options or use the [ ] keys to change the map scroll unit size. The default is 10, increase this for
slower systems. The map scroll delay also changes the scrolling speed. The default is 5 milliseconds. Increase
this value to slow the speed further. Experiment to suit your reflexes.
There are THREE ways to use the mouse to scroll the map:
- The default has MouseClick Moves Map (see F5 option). You push a mouse button
to scroll the map. When the cursor changes to a double arrow, press the left
mouse button. Release the button to stop scrolling. Most users prefer this on
fast systems.
- Turn MouseClick Moves Map OFF to scroll the map as soon as the pointer
reaches the edges of the screen.
- You can use the Ctrl+Left mouse button to Pan the map.
The cursor keys (option set in F5 screen) also move the Map.
If you want to make a quick level just to see what this is all about, press F1
and select from the Help index.
HEXEN NOTES
For HEXEN, you may have to replace some scripts to play DEATHMATCH, etc. The
scripts are coded for specific polyobjects and you will get polyobject errors!!
If HEXEN (or the others) crash, your system may become unstable!
HEXEN must have a BEHAVIOR resource. Please review HEXSPECS.DOC to see how to
program the different LineDefs and Things. It is quite different from DOOM.
Converting a level from DOOM to HEXEN
You convert a level from one game to the other, by placing DeePsea 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.
Modify the Sector and LineDef types as required for each game.
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.
Run the error checker (F10) to verify your changes.
Converting a level from DOOM to ZDOOM in HEXEN mode
Use ZWADCONV for now. Later we will release a converter that automates the
process. It will work for both ZDOOM and regular HEXEN.
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 and loosing sight of your
map.
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 Doom 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+X or alt+Z to get your bearings again. The Home and End keys do the same thing.
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 and is directly
related to map size and coordinate location.
Hot Area Editing
Rather than add a zillion more hot keys, DeePsea's HOT area editing allows direct interactive editing of all those flags and more! Much simpler
than having to remember more keys.
You activate the area by placing the mouse cursor in the area and pressing
the left mouse button.The flag hot spots eliminate having to learn a zillion key combo's, just point and click!
Press the shift key (or turn auto-follow off) to keep DeePsea focused on the
object currently displayed in the bottom information boxes.
Here's a list of how and what the available HOT areas do:
- Enter full screen browsing mode:
In the graphical display of Textures, Flats, Maps, and Sprites, place the
cursor in the graphic displayed. These displays also have a Browse button. Click
the browse button or left click inside the graphic to start the browsers.
- Interactive flag editing:
In LineDef and Thing mode (and Sector mode for ZDOOM/HEXEN), the flags
displayed on the bottom are easily edited. Click on the flag boxes as desired. They
change color as applicable. If multiple objects are selected, only the flags
changed are changed in the other objects (flags not changed are left alone in the
other objects). Is that easy or what?
- Direct access to specific menus:
The other areas in the bottom information boxes are also HOT. They shortcut to the menu applicable for your choice. For the textures shown, they directly
access the texture for that SideDef. Click on the Type and the type menu comes
up. Experiment to see what suits you.
Same goes for those extra HEXEN arguments. Mouse click in the screen argument
area and they pop right up.
If multiple objects are selected, they all get changed.
Keyboard Commands overview
(see Keyboard & Mouse Summary for a short reference guide)
F1 Display Help
Look for the topic in the Index or choose Find. The Windows help system has
extensive search flexibility.
Press F1 within many commands. Each item is explained in more detail in the
context sensitive help section.
F2 Save level in a PWAD file.
F3 Save As...(Reassign level name of a map)
F4 Search/Change for Object.
F5 DeePsea options menu
F6 ZDOOM/Hexen Development menu
F7 Author/Lump Menu
F8 Miscellaneous Operations.
F9 Insert standard shapes.
F10 Check Level for errors.
F11 Help list of all the shortcut keyboard commands.
F12 Hide Invisible Line toggle LineDef display
Alt+F1 Screen Saver, key press stops
Alt+F2 Save Level and always build Nodes
Alt+F3 Spare
Alt+F4 Exit
Alt+F5 Spare
Alt+F6 Spare
Alt+F7 Spare
Alt+F8 Spare
Alt+F10 Automatically fix sector assignments
Shift+F1 Test Level (one file only)
Shift+F2 Edit a different Level
Shift+F3 Create a new level from scratch
Shift+F4 Close all PWAD files read
Shift+F5 Read a new PWAD file
Shift+F6 Close 1 PWAD file read
Shift+F10 Toggle map scrolling method from Edge touching to Mouse click.
ToolBar Commands see Tool Bars
Special Key Commands
Esc
- Exit any submenu. If any item was selected, it is saved. You can also click
the right mouse button to exit.
- 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 C to clear the object
selection.
- Cancel any current active Scale/Rotate object. The objects are returned to
the starting locations.
- Cancel any current active Tool object; Rectangle, Polygon and Stairs.
- 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.
Ins (Thing mode)
Insert a new Thing at the current cursor position. Copies the last selected
object or insert a default object (see Edit F1 help).
Ins (Sector 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 accidentally 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).
See Shift+INS to create a new sector and replace an existing one.
Ins (Vertex 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 Ctrl+D or quick Double right mouse click and select Drawing mode.
The map display from other modes changes, showing 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.
You can also draw across LineDefs (a DeePsea exclusive)! If you cross at an
angle over larger areas, it’s possible some additional areas may be included when new sectors are
assigned. See F5 options for turning these features off and on (may be required for
some "tricks").
If the level is already correct, that is, if you run the F10 check level,
there are no errors, DeePsea 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 DeePsea miscalculates the correct SideDef/Sector references, it’s 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.
Split 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 LineDef 2-sided.
Note: If you have packed sidedefs and any of the sidedefs are shared elsewhere, you cannot split a
sector into 2 different ones. You can make a 2-sided linedef splitting the area
in ½.
Exit does nothing in vertex mode (from 2 vertexes). In Line Drawing mode, it
looks for the surrounding sector areas and tries to match SideDef1 and SideDef2 to
the surroundings. This is mainly used where you have deleted a line that was
separating two sectors and you now wish to draw it back.
Splitting 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 area to be split should all originally be contained in one Sector.
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.
2-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!
Finish/End
There are 4 ways to finish a Line/Side/Def/Sector:
- 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.
- 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).
- Press the Ins 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 selecting Delete SideDef2 or by changing the reference number to -1 (that's deleting it).
- Press the Esc key to do everything you did in 1 except the LineDef is not automatically
closed.
LineDef 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 (delete SideDef
2), then select all (now) 1-sided LineDefs, press Ins and a new area is created with its own new Sector.
Del
Delete the current object(s). (See next for Vertex mode variation).
shift+Enter
Edit the current object directly. Bypasses intermediate menus so you can edit
the object directly.
Enter
Edit the current object. Same as Right mouse button.
Tab
Switch to the next editing mode. If objects are marked, they remain marked
with both forms of tabbing.
Space
In Tool Mode (Rectangle, Polygon, Stairs, Rotate) toggles the scale increment size
between 1 and .01 and the angle increment from 4 to .04.
Cursor Keys
Normal Edit mode:
If the Cursor Key move Map option is active, these keys move the Map (see F5
menu). If not active, the keys are ignored.
Up/Down select entry in Menus
In Tool modes changes values as appropriate. (Press F1 in the Tool for help).
Ins
Assigns a new sector to all the LineDefs selected (LineDef Edit mode only).
Select whether SideDef1 or SideDef2 is to control the selection of the sector
to clone, the master sector. The first SideDef found with a valid sector controls the new master
sector number. If none is found, a new default sector is created. The Sidedef
number selected of each LineDef is checked. If a SideDef is missing, it is
created. Then all the SideDef sector for the side selected are set to the new
Sector value. Be sure to check the results!
See Shift+Ins for alternate sector changing.
Note: Do not use this command if the SideDefs were packed.
Home
In Edit mode, Centers Map
In Menus, moves to the first item.
In Tool modes changes values as appropriate.
End
In Edit mode, Best Fit zoom
In Menus, moves to the last item.
In Tool modes changes values as appropriate.
PageUp
In dialogs lists, moves down.
In Tool modes changes values as appropriate.
PageDown
In dialog lists, moves up.
In Tool modes changes values as appropriate.
Character Key Commands
~ or ` 3D Preview
Display a 3D view of the map. See 3DView for more help.
- ..0
Set Edit ZOOM level from 1 to 10 directly (100 to 1000)
+ / -
Zoom in or out (change the map scale) Zoom levels range from 50 to 32000
scale. Use the Z command for instant zooming (see below).
If you hold and press the + or - keys, intermediate zoom levels are skipped
and the final zoom level is shown. For example, if you press and hold the + key,
the map zooms to the maximum level.
[ ]
Change the map scroll unit size. Ranges from 1 to 50, higher is faster . Value
is displayed on the bottom line. (Press F5 to change the map scrolling delay
if the speed is still not the right speed.)
< > (All modes except Things)
Enter Scale/Rotate mode (except for Things) All objects selected can be
rotated by pressing the < and > keys and scaled by pressing the + and - keys. To move the map, use the cursor keys.
This rearranges objects by spinning them around (rotation angle) or moving
them closer/ further apart (scale). The Angle/Scale Value is displayed on the top.
Press the space bar to toggle between an increment of 1 and 4.
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.
TIP: After you create an object it is automatically 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!
< > (Thing mode)
Change Thing direction. Interactively change the direction of Things.
Toggle a hollow or solid Thing circle (see Q). Makes it easier to see lines underneath a Thing object when draggging
things.
!
Toggle a hollow or solid ruler. See R for setting ruler.
@
Toggle a rectangle or circle ruler. See R for setting ruler.
/
Toggle Snap-To-Grid. Automatically snaps objects to the active grid. See
Grid command for a discussion.
\
Toggle Zoom Centering between 3 operating modes – None, Coordinates and Object. Coordinates centers on the Mouse Cursor location, Object centers on the current object and None of course does no automatic centering.
If enabled, DeePsea automatically centers the map either on the current object
or on the current cursor location when zooming using the +/- keys.
The bottom line displays the status of the options.
A
Bring up popup calculator. Can also be entered in most number prompts
B
HEXEN only, Jump to a Tid or LineID
C
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 all selections unless cumulative select is turned on (F5 options).
This also cancels Vertex insert mode. NO SideDefs or sectors are created!
( * Change the delay in Zoom/Mouse/Map options under Edit)
D
Toggles between a solid or dashed grid.
E
Clones Things, Sectors or SideDefs from a donor object. The last object highlighted is the donor object.
For Sectors, all the selected Sectors end up having the same textures, heights
and lighting. For LineDefs, all the selected SideDefs (SideDef1 or SideDef2)
of the LineDefs end up having the same textures and sector reference. For
Things, all the selected Things end up having the same type.
F
Repeat last Find or Change
G
Decrease the grid scale Shift+G increases the grid scale, Ctrl+G sets grid to 0, Shift+Ctrl+G is any grid size (see later on)
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 automatically 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:
- Select the Sector by left clicking (in Sector Editing mode of course).
- Switch to LineDef mode (L), now all the LineDefs are selected.
- Switch to Vertex mode (V), now all the Vertexes are selected ready for your
commands!
Note: you have to move 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 alignment).
H
Toggle display grid (hides the grid)
I
Toggle display object information. Hide or Show the information bottom bar
while editing. Also called fullscreen toggle. Show texture pictures while
editing. When not shown speeds up display and shows more of the Map.
J
Jump to a specific object #.
K
Bring up thing mask menu. Select the items you want to display by clicking on
the boxes.
L
Switch to the LineDefs/SideDefs editor.
M
Mark/unmark current object (select). To unselect it, press M again.
Same as pressing the left mouse button.
N
Jump to the next object.
O
Copies current Wall (both sides) or Sector texture Dup defaults to current
LineDefs or Sectors Selected. Use F5 (texture) to change the Dup defaults. Use the
Texture Group Option (F5 or Options) to save different TCF configurations and
load ones to suit the task at hand. Just type in a different TCF name and it
automatically creates a new one for you.
Note : Also see shift+O and ctrl+O, sets defaults for sidedef1 or sidedef2
only.
P
Jump to the previous object.
Q
Sets graphical display of Things in any Editing mode. Q command toggles with 3 different display types. A cross (default), circle or
image of the Thing objects. If a circle, the * command sets the transparency option.
R
Toggle display ruler. See F5 Map, Ruler Radius to set the rectangle sizes.
When you turn the ruler off, it remains on the screen until you move or redraw the
map. This is handy for helping size objects and aligning them accurately
See the ! and @ commands for toggling solid/hollow rulers and circles/rectangles.
S
Switch to the Sectors editor.
T
Switch to the Things editor.
Note :If you press T when you are already in THING mode, the display always
switches to display the actual Sprite with a light background! Press T again to
switch back to the last Q display mode.
Any key press interrupts the display so you don't have to wait for a complete
screen to fill up. If you accidentally stopped the display, press C(lear) to
redisplay.
V
Switch to the Vertexes (vertices) editor.
W
Enter 3D walk through.
X
X align both sidedefs, no texture check
Y
Y Align both sidedefs
Z
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.
X
X align both sidedefs, texture check
Shift
Prevent auto-object selection temporarily (see Shift+" for permanent setting " is a double quote)
Shift+Tab
Switch to the previous editing mode
Shift+PageUp
Immediately Increase Sector ceiling height (Sector Edit mode only)
Immediately Increase Thing height (HEXEN Thing mode only)
Shift+PageDown
Immediately Decrease Sector ceiling height (Sector Edit mode only)
Immediately Decrease Thing height (HEXEN Thing mode only)
Shift+Home
Immediately Increase Sector floor height (Sector Edit mode only)
Shift+End
Immediately Decrease Sector floor height (Sector Edit mode only)
Shift+Up Cursor
Immediately Increase Sector floor and ceiling height (Sector Edit mode only)
Shift+Down Cursor
Immediately Decrease Sector floor and ceiling height (Sector Edit mode only)
Shift+Ins
Assigns a new sector to all the LineDefs selected (LineDef Edit mode only).
Select whether SideDef1 or SideDef2 is to control the selection of the sector
to clone, the master sector. The LineDef highlighted controls the master sector number. Each
Sidedef of each LineDef is checked. If the Sector matches the master sector, it is
replaced. If not, the other SIdeDef is checked and if that matches it is
replaced instead. This takes care of areas where the SideDef used for the Sectors
changes sides. Be sure to check the results!
Use just Ins to create sidedefs (if missing) and assign a new sector to SideDef1 or
SideDef2.
Note: Do not use this command if the SideDefs were packed.
Shift+Ctrl+G
Enter any Grid Scale. This is for advanced users who also supply custom
textures. This feature lets you copy architectural drawing easily by setting the same
scale. We don't recommend using this if you are not familiar with texture
alignment problems you can encounter with your own grid size.
Shift+"
Turn off Automatic Section of objects. Shows as Autoselect=Yes/No on the
bottom status bar. This is normally not done. Auto object selection selects an
object as soon as the cursor moves close to it. The bottom line displays the status
of the options.
Note: Press the Shift key to temporarily disable auto-object selection!
Shift+A
Automatically make straight vertical or horizontal lines.
Select a LineDef and the X or Y coordinates are automatically made the same
for instant straight lines. The alignment range is set by the current grid size.
Shift+C
Set ceiling height in Sector mode
Shift+C
Convert a LineDef to a circle arc in LineDef mode
Shift+D
Split Sector in ½ or just draw a 2-sided line through Sector.
Shift+F
Set floor height in Sector mode
Shift+G
Increase the grid scale (G decreases the grid scale).
Shift+H
Set ceiling/floor height Sector mode
Shift+J
Toggle 64 grid display
Shift+M
Toggles the same as Windows maximize/restore button (setting is saved)
Shift+N
Set NoMode editing. With this you can edit different objects without having to select a
specific mode. Press L, S, T, V to go back to specific edit settings. Watch the bottom display to see the
type of object selected. You can edit this object exactly the same as in a
specific editing mode. You probably will want to increase the object select range
to make it easier to switch objects (F5/map).
Shift+O
Copies current Wall Dup texture defaults to only SIdeDef 1 or Ceiling of
selected objects.
Shift+R
Refreshes screen display only
Shift+S
Split Linedefs in ½ (or just draw on top of the linedef).
Shift+T
Skip menus, edit LIneDef, Sector or Thing Type.
Shift+Z
Rezoom back to area prior to Zoom-to-Window (see Left mouse button select +Z).
Alt+1
LineDef mode, edit sidedef1. Creates the sidedef is none is present.
Alt+2
LineDef mode, edit sidedef2. Creates the sidedef is none is present.
Alt+A
Prefab Stair Tool dialog
Alt+D
Prefab Door Tool dialog
Alt+P
Prefab Polygon Tool dialog
Alt+R
Prefab Rectangle Tool dialog
Alt+T
Enter a Sector or LineDef tag depending on mode.
Alt+X
Center the Map at current size.
Alt+Z
Zoom to Extents. Sizes the map to fit the screen exactly.
Ctrl+PageUp
Sector mode only - Increase the light value by a user specified value for all
the sector selected. The maximum is 255. The first sector that reaches the
maximum stops all increases. Use Ctrl+Home to override. The light increment value
is set in F5/Texture.
Ctrl+PageUp
Sector mode only - Decrease the light value by a user specified value for all
the sector selected. The minimum is 0. The first sector that reaches the
minimum stops all increases. Use Ctrl+End to override. The light increment value is
set in F5/Texture.
Ctrl+Home
Sector mode only - Increase the light value by a user specified value for all
the sector selected. The maximum is 255. The light increment value is set in
F5/Texture.
Ctrl+End
Decrease the light value by a user specified value for all the sector
selected. The minimum is 0. The light increment value is set in F5/Texture.
Ctrl+A
Prefab Stair Tool no dialog
Note : Detailed explanations of the following Cut, Copy, Paste are available in the
Edit submenu.
Ctrl+B
View the contents of Clipboard. Things are shown as X's only.
Ctrl+C
Copy objects. Copy the selected objects to the ClipBoard. For the Registered version, you can use this to Merge different levels
together. Select the whole level, copy, open another level then paste!
You should always try to get complete objects, that is, they should form a
closed loop.
Ctrl+D
Enter Line Drawing mode. Can be entered from any mode, to start
drawing/creating new lines.
Ctrl+F
Flip LineDefs (changes direction)
Ctrl+G
Set grid scale to 0.
Ctrl+L
Flip LineDef and swap Sidedefs (Ctrl+F and Ctrl+S)
Ctrl+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 ClipBoard. You should always try to get
complete objects, that is, they should form a closed loop.
Ctrl+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.
Ctrl+O
Copies current Wall Dup texture defaults to only SIdeDef 2 or Floors of selected
objects.
Ctrl+P
Prefab Polygon Tool no dialog
Ctrl+R
Prefab Rectangle Tool no dialog
Ctrl+S
Swap Sidedefs (exchanges Sidedef1 with SideDef2)
Ctrl+T
Automatic Tagging. 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.
- Select the LineDef(s) or Sector(s) to tag.
- Press Ctrl+T
- The Edit mode switches as appropriate.
- Move the cursor to the LineDef or Sector to have the same tag.
- Press the left mouse button. The same tag number now connects both!
Ctrl+V
Paste objects. Copy the objects in the ClipBoard buffer to the current cursor location.
Please see the discussion in the Edit submenu for guidelines when Pasting or
Mirroring objects.
Ctrl+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 ClipBoard.
Ctrl+Z
Undo, restore level to prior state. There is one level of Undo. If you repeat
the command, it flips between the new and prior states.
PageUp
Active/Deactive custom vertical Tool Bar
PageDown
Load a new custom vertical Tool Bar
Pause
Activate/Deactive top Tool Bar
Bottom Menu Status
Look on the bottom bar for the status of your options and map. You can see the
center, autoselect, scroll unit (speed) options and the change status of your
level.
Mouse buttons in MAP editing
Left Mouse Button
The Left mouse button has various uses ( below all refer to the left mouse
button)
Mark/unmark the current object (select/unselect), Quickly press the Left
button to mark or unmark object(s).
Marked objects (speaker clicks or sound) 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.
Create selection box (or rubber band).
If the Left button pressed and held down and you move the mouse, Select box
mode is entered.
Move the mouse to change the size of the outline you see to encompass all the
objects you want selected/marked.
When you release the mouse button, all objects within the rubber band box are
selected. If the F5 project option has Additive Select OFF, all the currently selected objects are cleared and the new objects in
the Selection box are now active. If Additive Select is ON, all the objects are
added to any other objects previously selected. As you get more experience, you
may prefer to have Additive Select ON, we do.
All these objects can now be edited at once or moved/copied.
If you do NOT have additive select active (see F5 options), then pressing the
Left mouse button for a long duration moving a bit and then releasing it, is a
quick way to clear current selections! But then again, pressing C is not too
hard either.
Zoom-to-Window (Selects and area and magnifies it to fill the screen)
Press the Left mouse button and hold down and move. Select box (rubber band)
mode is entered.
a. Move the mouse to change the size of the outline to encompass all the
objects you want to Zoom in on.
b. While pressing the Left button, press Z. - or -
c. While pressing the Left mouse button, press the Right mouse button and release right away. If you move the rubber band box while pressing the
Right mouse button, release the Right mouse button and then click again (if you
want to zoom).
To return back to the windows state prior to this command, press shift+Z.
Add an object (same as Ins key).
For Vertex and Things only, Quickly press the left mouse button twice in a row.
For Thing mode : Add a Thing of the current type.
For Vertex mode : Start Line Drawing Tool.
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 not 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 O for copying it or press the Right button and hold down to drag.
To unselect an object, click on it again or press C to clear all.
If you have turned Auto Select off by using the shift+A command, no objects are automatically selected as you roam the map. Turn it
back on if you want to edit as described above.
Left 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.
Left button Insert Vertices
If you quickly* click the Left mouse button twice, Ins mode as described next is automatically entered. You may prefer this to
pressing the Ins key.
Press the Left button after you press Ins in Vertex mode to create Vertices for LineDefs.
- Change the delay in Zoom/Mouse/Map options under Edit.
Shift+Left button
Zoom in (same as + key)
Ctrl+Left button
Enter panning mode. Moving the mouse repositions the map. You can release the
Ctrl key after you start. Release the mouse button to stop.
Right Mouse Button
The Right mouse button has various uses ( below all refer to the right mouse
button)
Edit the current/selected object(s).
Quickly press the Right button to edit the current object(s).
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 location. 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 New 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.
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 .
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.
Right 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 End if you do not want to close the LineDefs.
In this mode only, Shift+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).
Shift+Right button
Zoom out (same as - key)
Ctrl+Left button
Enter panning mode. Moving the mouse repositions the map. You can release the
Ctrl key after you start. Release the mouse button to stop.
Left & Right button
Alternatively, you can press the left and then the right mouse button to start
panning.
Release the Both buttons to stop.
Left & Right button Real-time Map Panning and Zoom Notes
After panning is starting, real-time Zoom is active. Move the mouse and Click
the Left button to increase, Right button to decrease. Press both buttons down
to stop zoom.
Mouse buttons in Menus
Left button
Select the current name or number when the mouse is in the objects window.
Right button
Cancels the currently selected menu when clicked outside the area.
Menu Selections
Items from a menu can be selected three different ways:
- Use the cursor keys to select the option and press Enter.
- For menus with numbers in front, press the number.
- Move the mouse cursor to the line and click the left button.
To cancel the selection, press Esc or click the right mouse button within
popup menus (not the top menu bar).
Automatic Selection Difficulties
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 DeePsea automatically narrows the search for something.
If you have automatic object selection turned on (shift+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 J 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.
Please review the F1 help for each subject.