Dec 082017
DEUTUTOR is a great tutor for DEU.ZIP. Once you completed this tutor, you'll have some great new levels.
File DEUTUTOR.ZIP from The Programmer’s Corner in
Category DOOM map files
DEUTUTOR is a great tutor for DEU.ZIP. Once you completed this tutor, you’ll have some great new levels.
File Name File Size Zip Size Zip Type
DEUGP1.ZIP 5176 5116 deflated
DEUGP2.ZIP 6047 5987 deflated
DEUGP3.ZIP 8828 8727 deflated
DEUTUTOR.DOC 58547 20172 deflated
TPCREAD.ME 199 165 deflated

Download File DEUTUTOR.ZIP Here

Contents of the DEUTUTOR.DOC file

F..........000000N41N$NNefB E G I N N E R S G U I D E T O D E U

Part 1 - Vertices, Lines, and Sectors

Start up DEU from your DOOM directory by typing DEU and hitting ENTER.
The version number, names of the authors, and default video mode will
be displayed, followed by the main menu prompt -

[? for help]>

Entering a question mark will show a list of menu choices. These are
explained in your DEU documentation file. For now, type

C 1 1

and hit ENTER. This means "Create a new map for Episode 1, Level 1".
The screen will go into graphics mode, with a mouse pointer in the
middle, a menu bar across the top, and an info box in the lower left
corner. The info box tells you to "use the cursor to select a thing".
This lets you know you are in "thing" mode, where you can add, delete,
move, and modify "things" on the map. "Things" are weapons, barrels,
enemies, starting locations, decorations, etc. There are no things
on the map to start with, so you can't select any now.

Let's start by adding some Vertices to the map. A Vertex is simply
a point that anchors one or more lines. Think of Vertices as the
"two by fours" that hold up your walls. To get into "Vertex mode"
use the pull down Options menu to select Vertexes, or simply hit
the "V" key. Now the info box will say "No Vertex Selected".

Move the mouse somewhere on the screen (anywhere will do, but when
you get the mouse near the edge of the screen, the screen scrolls,
so move carefully). Hit the "Insert" key to place a Vertex on
the map. Notice that the info box now says "Selected Vertex (#0)"
and shows the x and y coordinates of your Vertex. Hit the plus sign
on your keyboard to zoom in on the Vertex. Hit it about eight times
to really zoom in tight on that little Vertex. If it goes off the edge
of your screen when you zoom, move the mouse cursor to that edge to
scroll the Vertex back to the center of your screen. The Vertex itself
is the green "X", the yellow box around it means that it is "selected".

Click the left mouse button, and the yellow box changes to red. This
means that the Vertex is now "marked". Click again to "unmark" it.
Move the cursor a little bit away from the Vertex and click the right
mouse button. The Vertex jumps to the location of the cursor.
Hold down the right mouse button and you can drag the Vertex around
the screen. Hit the "Delete" key to get rid of the Vertex. Answer
"Y" to the warning box to go ahead and delete this Vertex, leaving you
with nothing on the map. Now insert two Vertices on your screen about
three inches apart. Notice that one of them has a yellow box and one
doesn't. Move the cursor oVer the center of the one that doesn't,
and the yellow box jumps to that Vertex! This is how you "select" a
Vertex. Click the left button to "mark" the Vertex, then move the
cursor oVer and "select" the other Vertex. Notice that the "marked"
Vertex now has a green box, and the "selected" Vertex has a yellow
box. So, there are four types of Vertices:

No box - not selected or marked

Yellow box - selected

Green box - marked

Red box - marked and selected

Make sure both Vertices are marked (one will be red, one green) and
click the right mouse button. Both Vertices jump to the new position!
Dragging the right mouse button drags both Vertices. Also, hitting
the "Delete" key will delete ALL marked Vertices, but DON'T do that now.

With both Vertices marked (one red, one green) hit the "Insert" key.
Wow, big change to the screen! You are now in "Line" mode. You will
see a red arrow with a line sticking out of the middle of it. There
are now three info boxes at the bottom of the screen, "Linedef",
"first SideDef", and "second SideDef". Don't worry about that stuff
for now. Use the mouse buttons to "mark" and "unmark" the Line and
drag it around, just like you did with the Vertices. The colors for
Lines are:

White - not selected or marked

Yellow - selected

Green - marked

Red - marked and selected
A "Line" is simply the line between two Vertices. Lines are like the
walls between the two by four posts in your house, only they do a lot
more than just block the sunlight! Lines can be assigned textures,
and can be used to trigger events, like elevators, teleporters, and
exiting the level.

Delete your Line now by hitting the "Delete" key. Get into Vertex
mode by hitting the "V" key. Notice that your Vertices are still there!
Deleting a Line DOES NOT delete it's Vertices. This is important to
remember. Delete all the Vertices left on your screen so we can start
with a blank map.

Now add six Vertices to the screen, in a circular shape, like this:


x x

x x


Mark all six of the Vertices, either by selecting then clicking each
one, or you can drag a bounding box around all the Vertices by holding
the shift key and left mouse buttons together. Drag this box around
all the Vertices, and release the mouse button. If you select them one
at a time, select them in a clockwise fashion. Once you select all six
hit the "Insert" key. Voila! You now should have five Lines on the map
and be in Line mode. Hit "V" to get back to Vertex mode, mark the
two Vertices that aren't connected, and hit "Insert" to add a Line
between them. You should now be in Line mode with a hexagon shaped
set of Lines on your map.

Mark all of the Lines by moving the cursor over each one to select it,
then left-click to mark it. When all the Lines are marked (five are green, one is red) hit the "Insert" key. Presto! You have just created a "Sector"! You should see a yellow outline of your Lines, and the info box will read "Selected Sector (#0)". A Sector is like a room in your house, but it can do a lot more than just hold your furniture - in fact a sector can BE your furniture. Sectors can be used to make obtacles, stairs, lifts, falling ceilings, doors, the list goes on and on, limited
mainly by your imagination. Sector colors are like Vertices and Lines,
white is not selected or marked, yellow is selected, green is marked,
and red is marked and selected. For now, don't worry about changing
any of the Sector definitions.
Hit the "L" key to go back to Line mode. You'll notice that all of the
Lines now have information showing in the "first SideDef" info box.
Each Line has been assigned to Sector #0, given "STARTAN3" as a normal texture, and been made impassable (the Im flag in LineDef). We are almost
ready to add some "Things" to our new level! There is one thing left to
do with our Lines. Notice that each Line is an arrow with a shorter line
sticking out from it at a 90 degree angle. We'll call this shorter line a
"Vector". If we think of each Line as being a wall in our room, then each wall has an inside and an outside. The side of our wall with a Vector corresponds to the "first SideDef", the other side to the "second SideDef".

What this means right now is that we want all of those Vectors to
be pointing to the "inside" of our room. This way, anyone inside the room
can see the "STARTAN3" texture on the walls. This is kind of a tricky
concept to grasp, but doing it wrong can make the walls appear very strange
or even lock up your computer. So, if you have a wall that has a Vector
pointing OUTSIDE the room, Select that Line, hit the "ENTER" key to
modify it, then choose option 1 "Edit the LineDef". Make note of the
Current Starting Vertex and the Current Ending Vertex. Use options 4
and 5 to swap the Starting and Ending Vertices with each other, in effect
flipping the wall around to the other side. Once you have all six Vectors
pointing inside the room, we'll add some "Things".

Hit the "T" key to activate Thing mode. Place the cursor in the middle
of your room and hit the "Insert" key to drop a "Thing" on the map.
You should now have a red cross-hair circle in a yellow box, and the
info box should read "Selected Thing (#0)" with info about the coords,
type, angle, and appearance of the Thing. Your first Thing will be
a "Trooper" (Where? Fire!) Add a couple of more Troopers. Notice
the color scheme: yellow box is selected, green box is marked, red box
is marked and selected. Same as Vertices, Lines, and Sectors.
Unmark all the Troopers, and select one of them. Hit the "Enter" key
to modify the Trooper. Choose option 1 - Change Type. Select Class
1 - Player. Select Start Position Type 1 - Player 1 Start. This
changes the Trooper to the starting location for your player when you
begin DOOM. Every level MUST have a starting location! Multi-player
games MUST have starting locations for every player!

Before we continue you may want to delete a few of the Troopers, or at
least change one of the Troopers to a Shotgun and drag it over next to
the starting location. So, you've got the walls up, a starting location,
and some enemies to waste, what more do ya need? Oh yeah... how to exit
the level and go on to greater glory!

Get into Line mode by hitting "L", and select one of the walls (any wall
will do, but make sure ONLY one is selected). Hit ENTER to modify the
Line and choose 1 - Edit the LineDef. Choose 2 - Change Type. Choose
6 - Special. Choose 2 - S - End level, go to next level. This makes
that one Line into a switch to exit the level (you would walk up to
the wall and hit the spacebar to activate the switch).

As long as you're here in Line mode, let's modify the texture on our
"End level" wall so it will be easier to find. Select the Line and
hit ENTER to modify it. Choose 2 - Edit the 1st SideDef. Choose
1 - Change Normal Texture. Scroll through the list of texture sprites
using the up and down arrows, the End, Home, Page Up, and Page Dn keys.
Several of the textures have switches, but it really doesn't matter
which one you choose, and long as it's different than STARTAN3.

Once you have picked a texture you are ready to save the map and try it
out! Hit the "Q" key to quit the map builder. A requester box pops up
asking for a filename. Type in "NEWE1M1.WAD" and hit "Enter".
The main menu will return to your screen. If you would like to go back
in and add an Imp or two (or maybe a BFG9000!), you can edit your map
by typing "E 1 1" to "Edit Episode 1 level 1". To exit DEU, type Q
and hit "Enter".

To load your new level into DOOM, start up the game like this:


DOOM will start, and a Warning will appear telling you that the game
has been modified (Really?). Hit "Enter" to get past this warning
and away you go!

Next Time: Part 2 - Doors, LineDefs and SideDefs!

Written by Blackfist
a.k.a. Rich Dersheimer
CIS 75123,1521

DOOM is copyright (c) 1993 byid Software, Inc. and DOOM is their trademark.

Part 2 - LineDefs, SideDefs, and Doors

Assuming you have read Part 1 of this guide (you have, haven't you?), and have played around with Vertices and Lines, we'll jump right in to an explanation of the LineDef and SideDef variables.


Each LineDef has a number, and a set of two Vertices. As mentioned in Part 1, you can change the Vertices of each line. This can be handy if you want to reverse the normal Vector of the Line, just swap the first and second Vertices to flip the Line around.

Each LineDef also has a set of "Flags" to describe how the Line behaves.
Your DEU docs list these Flags, and they work like this:

ImImpassable by players and monsters. This is a normal wall, and you MUST have these all around the edges of your map, so that a player won't just wander off into the void.

MoMonsters cannot cross this Line. Use this to pen 'em up someplace where they can wait to ambush your player.

2sA two-sided wall, it can be transparent and shot through, so you can use this to make windows, or use it to make invisible walls used as triggers for doors, lifts, etc.

UpUnpeg the upper texture of a wall. Unpegging a texture means that it won't follow a Sector movement, like a rising door.

LoUnpeg the lower texture of a wall.

SeSecret Line. This Line will appear as normal on the automap. Use it to hide the fact that a Line is a secret door, trigger, etc.

SoBlocks sound. Monsters hearing gunfire will head towards it to get in on all the fun. Use this Flag on a Line to isolate sounds from those waiting imps and demons.

InInvisible on the automap. Useful for hiding the fact that a "trip-wire" Line exists. Or hide an entire Sector. What fun!

MaAlready drawn on the automap at the start of the game. You could use this on the "Player start" area, or use it to lure a player towards an area. (Ambush!)
Part 2, Page 2

In addition, the Line can be one of several "Types";

DA door. Press the spacebar to open the door.

SA switch. Press the spacebar to activate the switch.

WA walkthrough switch. Walking over the Line activates the switch.

GA gun switch. Shoot the Line to activate the switch.

R - Repeatable.

1Works only once.

Each LineDef has a "Sector Tag". This is NOT a reference to which Sector
the Line is in, nor is it a reference to any specific Sector. What it IS, is a sort of key-code for when a switch is activated. A Sector that has a matching "LineDef Tag" will be activated. In parentheses next to the Sector Tag will be the number of the Sector that shares the Tag. Each LineDef also has a 1st SideDef number and 2nd SideDef number. A -1 will be displayed if there is no SideDef for these.


On each Line, the side with the normal Vector is the 1st Side, and the other is the 2nd Side. A Line that is two-sided (2s) MUST have a 2nd SideDef, or there will be trouble when you play near that line. Each SideDef has three textures associated with it:

Normal texture
This is what you see when you look at a normal wall. As you've probably noticed while scrolling through the texture sprites, they are not all the same size. How do you know what size to use? Well, a big door like BIGDOOR3 will fit on a wall that measures 128 wide by 128 high. A switch panel like SW1COMP is 64 units wide, and a "door-side-strip" like DOORBLU is 8 units wide. If you make a wall higher or wider than the texture, the texture will repeat across the area. Making the wall smaller than the texture crops off the edges.

Upper texture
This is what you see on a door before it raises up. You can also see this texture above a Sector that has a ceiling height lower than your current Sector,
like say, above a window.

Lower texture
This is what you see on a lift before it lowers. You can also see this texture below a sector that has a floor height higher than your current Sector, like the face of a step, or below a window.

Tex. X offset
Moves the position of the texture on the wall horizontally. Use this to shift the texture to just the right position.

Tex. Y offset
As above, but used to shift the texture vertically.

Sector number
Shows what sector this SideDef is assigned to. The Sector assignment controls the height of the floor and ceiling, lighting, etc.

Okay, let's get started on a new level E1M1.
Start up DEU and type in C 1 1

and hit Enter to Create a new E1M1 map. Your map screen appears, in
Thing mode, with the mouse cursor in the middle of the screen. Hit
the F9 key and choose 1 - rectangle. Enter 384 for both the width
and the height. You now have a square room built of four Lines, each
Line with a Normal Impassable LineDef and a texture of STARTAN3 for
each 1st SideDef. Each 1st SideDef is also assigned to Sector #0.
Hit the "S" key to see the Sector info. Hit Enter to modify the Sector
info, and change the Ceiling height to 128. Now hit "L" to get back to
Line mode. LineDef #0 should be selected (the top Line of the box).
If it is not, select it now. Hit the F10 key, and choose number
4 - Split LineDef (add new Vertex). This will add a new Vertex in the
middle of the wall, splitting the wall Line into two separate LineDefs.
Select either one of the two top Lines (LineDef #0 or LineDef #4) and
use the F10 key to split the LineDef again. Hit the "V" key to get
into Vertex mode, and you should see something like this:



The top Line of the box is split into three sections, and we are going to make the center section a Door. A note here about Doors and Sectors; any time the map has a change in the environment, such as a height change, a lighting change, normal floor to slime pit, etc., the way the environment changes is by making a new Sector. So, our Door will have a Sector all to itself. Insert two new Vertices, directly above the two center Vertices in our top Line. Mark those two new Vertices and the two center Vertices, in a clockwise manner, and hit Insert to draw the LineDefs between them. Once you have added LineDefs to each side of our new, smaller box, Mark all four Lines and hit the Insert key to group these Lines in a new Sector. Hit the "V" key to get into Vertex mode, and your map should look like this:



connecting wall


Hit "L" to get into Line mode and select the connecting wall between the
rooms. Notice that it now has a LineDef Flag of 2s, making it a two-sided
wall (you could now walk through it), it has both a 1st and 2nd SideDef,
with no textures assigned, and the 1st SideDef (pointing into the big room)
is assigned to Sector #0, the 2nd SideDef is assigned to Sector #1.
Sector #1 is going to be our door Sector. Hit the "S" key to get into Sector mode, select the small sector (#1), and change the ceiling height to 0. Zero? Yes, zero! By giving the Sector a ceiling height that is the same as the floor height, our Door starts off in the lowered postion.

Again get into Line mode and select the connecting wall between the rooms.
Hit Enter to modify the LineDef, choose 1 - Edit the LineDef, and choose
2 - Change Type. For a LineDef Type, choose 2 - Doors..., then pick the
first option, 1 - DR Open Door (closes after 5 seconds). This changes that particular Line into a Door that you can open by walking up to it and hitting the spacebar. Where does this door go? Good question.

Let's add another room to the north of the doorway. Scroll the map down,
or zoom it out so that you have enough room above our two Sectors. Get into Vertex mode and insert four new Vertices for our new room. Mark the four new Vertices and the two Vertices from the door room, and hit Insert to add LineDefs, making the room look like this:


Sector 2

new connecting wall


Sec 1

Sector 0


Mark all six of the Lines the top room, and hit Insert to group them into
a new Sector (#2). Change the ceiling height of the new Sector to 128.
In Line mode, notice that the new walls have impassable LineDefs, and
textures of STARTAN3. Notice that the new connecting wall has been
changed to 2s (two-sided), and been given a 1st SideDef in Sector #1,
and a 2nd SideDef in Sector #2. Notice also that the normal Vector points
into the small room. In order for the Door to be opened from the top
room, that Vector has to point into the top room. Select that new connecting
wall, and use the F10 key to Flip the LineDefs. This points the Vector
into the top room, while also keeping the Sector assignments legal.
Modify the new connecting wall to have a LineDef Type of DR Open Door.

Now let's add some textures to the door faces. Select the Door Type
connecting wall Lines and give them a 1st SideDef Upper texture of
BIGDOOR3. Do the same for the 2nd SideDef of those two Lines. Leave
the Normal texture for these walls blank, so we can see through the
doors when they slide up. Select the two side walls of the small room
(Sector #1). Modify the LineDef flags to include "Lo", unpegging the
lower texture for these walls. This lets the Door slide up without
pulling up the walls with it.
That's really all there is to adding a Door between two rooms. Insert
a Player 1 Start Thing in the bottom room, and modify the north wall of
the top room to be a Type S- End level switch, save your new level,
and try it out! I've included my own version of this level, called
RICHE1M1.WAD, with some nice textures and various Things added.

Stay tuned for part 3 - Switches, tripwires, and lifts.

A note about Sectors:
Sectors really like to be composed out of enclosed spaces. If you
try to make an area a Sector without marking ALL the lines that enclose that
area, weird things could happen to your Sector and LineDef conditions.
What to do when this happens? Well, you HAVE been saving your work with
a new filename after every little step, haven't you? Thought so...
If not, it IS possible to edit the Sector designations for both sides
of every LineDef, but it's a big pain in the butt. Why not do it right
the first time? Experiment with this one to see what I mean.

A further note:
The really excellent program DEU was written by Raphael Quinet and
Brendon J. Wyber. They deserve beaucoup applause for making it
possible for us DOOMheads to create our own Hell. Unfortunately,
DEU ver 5.0 still has many un-implemented features, and a few (very few)
little buggies. One of these bugs can be fixed by using Colin Reed's
DOOM Node Builder program, BSP.EXE, found on CIS in Gamers LIB 7,
as DMBSP.ZIP. I became very frustrated trying to design a good looking
window for one of my DOOM levels, kept getting weird slices out of the
sides of the window, and Colin's BSP fixed it right up. Thanks Colin!

Part 3 - Switches, Tripwires, and Lifts

This part of the Guide will cover various types of switches used in DOOM, and how to make Sectors that move up and down. These Sectors are sometimes called lifts, elevators, platforms, drawbridges, etc. I've included a PCX file (DEUGP3.PCX) with this section of the guide. I'll refer to this PCX later, so it would be a good idea to make a printout of it now. Also included is a PWAD file (DEUGP3.WAD) of the completed level we will build in this lesson.

Start up DEU and load in your "three Sectors and a door" level that we constructed in Part 2. Get into Line mode by pressing "L". In the lower room (Sector #0), select the eastern wall by moving the mouse cursor across it. Split this wall into two sections by hitting the "F10" key, then choosing 4 - Split LineDef (add new Vertex). The east wall should now be comprised of two Lines. Select each of those Lines and split each one in half again. When you are done, the east wall should have four Lines, each with a LineDef Flag of Im, a Type of 0 - Normal, and a Sector Tag of 0 (none). Each LineDef should have a 1st SideDef with the same Normal texture that the wall started with, no upper or lower textures, and be a part of Sector #0. The LineDefs should not have a 2nd SideDef (you'll never see the other side of the wall, so why bother?)

Now select one (JUST one) of the east-wall Lines, and we'll turn it into a switch that opens our door. Hit Enter to modify the Line, and choose 1 - Edit the LineDef. Then choose 2 - Change Type, and 2 - Doors. From the list of door types, pick 5 - SR Open door (closes after 5 seconds). This turns the Line into a repeating switch that opens a door, which will then close after 5 seconds. How does the Line know which door to open? Good question, grasshopper!

With that same Line selected hit the Enter key to modify the Line, then choose 1 - Edit the LineDef. Choose 3 - Change Sector tag, and enter a decimal value of 37. Why 37? Because I happen to be 37 years old, that's why. You see, it really doesn't matter what number goes here, all that matters is that whatever Sector you want the Line to trigger has the same number for it's LineDef tag.

After you've entered the Sector tag number, hit the "S" key to get into Sector mode. Select the Sector that has our door in it (#1). Hit the Enter key to edit the Sector, and choose 7 - Change LineDef tag. Enter in the number (you guessed it) 37. Now this Sector will be activated by any switch that has a Sector tag of 37. It is possible for a switch to activate more than one Sector, and for a Sector to be activated by more than one switch. Notice that, while in Line mode,
if you DON'T have the switch Line selected, it shows up on your screen in purple. When you DO have the switch Line selected, the Sector it activates shows up on your screen in red. Cool, huh? In Sector mode, selecting a Sector that has a valid LineDef tag lights up the Line that activates it, in red. An unselected Sector with a valid LineDef shows up in green.
Let's add a distinctive texture to our switch Line, so we know where the switch is. In Line mode, select the Line, and hit Enter to modify it. Choose 2 - Edit the 1st SideDef. Choose 1 - Edit Normal Texture. Pick one of the switch textures, SW1STRTN matches the STARTAN texture our Lines started with. To make the Line fit the size of the texture, go into Vertex mode (the "V" key) and adjust the two Vertices of our switch Line to be 64 units apart.

So, now we have a switch that opens our door. The door can also be opened by walking up to it and pressing the spacebar. Now let's add a tripwire that opens the door. "What's a tripwire?", you may ask. Well, remember back in E1M1, when you went past those two pylon light pole thingies just before the exit room, and then when you went back into the zig-zag slime pool room you noticed one of the walls had dropped to reveal a secret tunnel leading to an alcove with a shotgun? The wall that dropped was activated by a tripwire. (The
pylons had nothing to do with it, they're just there as a visual clue).
The tripwire in this case is a Line with LineDef flags of 2S (two sided) and Up (the upper texture is unpegged), and has a LineDef type of W1 Lower Floor >N (walking across the Line lowers the floor to it's nearest neighbor's level), and a Sector tag of 1, which matches the LineDef tag of Sector #59 (the Sector that drops). It has both a 1st SideDef and a 2nd SideDef (all 2S lines MUST have both), but neither one has a normal texture assigned, making the Line invisible
at ground level. Got it? Good!

Before we add in the tripwire Line, let's make a few new Vertices in our lower room (Sector #0). In Line mode, select the west wall Line, and split it into four sections, just like we did with the east wall Line. Then, in Vertex mode, select the Vertice on each Line that is just below the north edge of the room. Hit the Insert key to add a Line between those vertices. Go to Vertex mode, and the screen should be something like Figure 1 of the PCX file included with this lesson.

In Line mode, select the new Line you just added. Modify the Line to give it only one flag - 2S, a LineDef Type of WR - Open Door, and Sector tag of 37 (there's that number again!). Make sure that it has both a 1st SideDef and a 2nd SideDef, but no textures assigned to either one. You should also make the 1st and 2nd SideDef sector references Sector #0.

So now we have three ways to open our door - pushing the door itself, throwing the switch on the wall, or walking over the tripwire. Now would be a good time to load our level into DOOM and give these three techniques a workout. When you get back, we'll tackle movable Sectors.

Okay, once you are back in DEU, with our level loaded in and ready to edit, get into Line mode and put the mouse cursor in the lower left corner of our southern room. Hit the "F9" key to insert an object inside the room. Choose a rectangular object, with a width and height of 64. Then, with all four of our new Lines marked, hit the Insert key to make a new Sector. Modify the Sector to give it a floor height of 64, and ceiling height of 128. Give the Sector a LineDef tag of 50. Mark all four of the Lines again, and give them 1st SideDef lower textures.
Don't give them upper or normal textures, or any 2nd SideDef textures at all.
Figure 2 shows this new Sector added to our room.

Now select the Line on the east wall that contains the switch we used to open the door. Change the Sector tag on this Line to 50, to match the Sector #3 LineDef tag. Edit the LineDef, change the Type, pick Floors... and then choose 1 - S? Lower floor to match Ne. floor. Plop a chainsaw Thing on top of our newest Sector, and try the level out!

When you are done playing with the chainsaw, get back into DEU, and we'll add an "elevator" type Sector to our level. Move the cursor to the middle of the upper room (Sector #2), and hit F9. Choose rectangle, and make the dimensions 64 by 64. Hit the Insert key to make the Lines into a new Sector. Give the Sector a floor height of 64, and a ceiling height of 128. Give it a LineDef tag of 60. Mark each of the Lines in this Sector, and give them a LineDef type of WR Lower Lift, a Sector tag of 60, and a 1st SideDef lower texture.

This makes the Sector a lift that lowers when the player walks off it. Of course, the lift starts off raised, so let's add something to lower the lift when the player walks through the doorway. We *could* just run a tripwire across two of the northern Sector Vertices, but adding Lines to Sectors can get kind of tricky. A much easier way to lower the lift is to add a "trigger plate" Sector. Position the cursor just above the doorway into the northern room, hit F9, choose rectangle, and use a width of 100 and a height of 10. Hit the Insert key to make the lines into a Sector. Make the Sector 128 in height. Give the LineDefs a Type of WR - Lower lift, and a Sector tag of 60. Make sure the LineDefs are 2S, and have a 1st and 2nd SideDef with no textures. This Sector is our trigger plate. When the player walks over the plate, the lift will lower. As the player leaves the lift, it will lower again. See Figure 3 for this.

You may have noticed that there are quite a few different types of floor, ceiling, and lift options. Experiment with these for a while, and you'll get a feel for when and where a moving Sector will add just the right flavor to your own personal DOOM levels. Have fun!

A Note On Adding Lines To Sectors:
Adding Lines to Sectors can be a very tricky process, 'cause DEU sometimes
forgets which sectors are available. There are some techniques that can
be helpful with this - when you want to delete an area, try deleting the
Sector, the Lines, and the Vertices. If you just delete the Vertices, sure
the Lines and Sector go away, but I don't think DEU completely deletes them.
Also, try to keep your Sectors as single enclosed box-type areas. I know
the tripwire we put in the south room works, but it's much more elegant
to divide the room into two Sectors. You end up with lots of Sectors,
but in the long run the level is much easier to work with. Of course,
this means that you actually have to PLAN out the level in advance, instead
of "building on the fly", but the end result is worth it. I've taken to
designing a level in a paint program, printing it out, and working from
the paper map. This saves MUCH time that I used to spend fiddling with
SideDef sector designations. Also, please realize that the authors of
DEU, Raphael Quinet and Brendon Wyber, have placed question marks, or
the word "unknown" on several of the pick lists in DEU's menus. One can
assume that they are not 100% sure of how *everything* works in DOOM, but
have done their best to describe how the program functions. So, if your
LineDefs aren't doing exactly what you expect, keep experimenting, and
if you find something new, let the DOOM DEU-ers of the world hear about it!

DEU 5.0


1 Introduction
2 Starting DEU
2.1 Command line parameters
2.2 DEU.INI Initialization files
3 DEU Main Menu
4 The Level Editor
4.1 Keyboard Commands
4.2 Mouse Commands
5 WAD file description, flags, etc...
5.1 LineDefs attributes
5.2 LineDefs types
6 Special DOOM Areas. Lifts, Doors, and more!
6.1 Doors
6.2 Lifts
6.3 Teleporters
6.4 Stairs
6.5 Secret Areas
6.6 Standard Rooms
7 How to try out your new level(s)
8 Troubleshooting
9 Tutorial


DEU is a WAD file editor. Use it to edit one level, then save it in a patch WAD file (PWAD), or in the main WAD file.

You may use it with both the registered and the shareware versions of DOOM, but you won't be allowed to save your changes if you are using the shareware version (this is ID's will, since it might otherwise discourage people from registering).

You can do almost anything to any level: move, add or remove monsters and
powerups, change the wall colours and positions, create new lifts, doors,
acid pools, crushing ceilings... or even create a new level from scratch! RUNNING DEU

To run DEU just type:


You should then be presented with the prompt. Use the following basic commands:

? This displays a list of commands and their valid syntax.

EDIT [ ]
This command calls up the editor for the given map. The edited
level is then saved into a PWAD file of the given name. If you don't enter any parameters you will be presented with a menu to choose from.

This quits the program.

For starters, type:

E 1 1 [Edit episode 1, mission 1 ]

When the editor starts up, it should display the map. The editor will now let you insert, delete and edit objects in the map. In the centre of the map is a crosshair (or your mouse pointer) which marks your current position. Little x's represent the Things. Different colours represent different types of Things.

Then press F1 for help, or just play around.

Starting DEU

DEU may be started by typing DEU at a DOS prompt.

> DEU [options]

Start DEU with the default IWAD file, DOOM.WAD and no PWADs.

> DEU [options] -file [...]

Start DEU with the default IWAD file and the PWAD file(s) given.

> DEU [options] -m

Start DEU with the specified main IWAD file (DOOM.WAD or DOOM1.WAD).

[2.1] Command Line Parameters

-help View command line options without entering DEU.

Debug mode. Obsolete.

Expert mode. Doesn't ask for confirmation of some operations (e.g. deleting an object).

Swaps the left and middle mouse buttons.

QUIET! suppresses the sound made when you select or mark an object. Use it if your in a library. 🙂

ZOOM. Specify initial zoom setting.

Use the alternate color set for displaying the Things.


Specify name of main wad file (e.g. DOOM.WAD).

Load patch WAD file(s), just like with DOOM. Note: Patch wad files may also be loaded from the main menu.

Add ONE patch file to be loaded.


 December 8, 2017  Add comments

 Leave a Reply

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>