Posting my notes here for posterity and as a backup. Also, if anyone else is interested in pursuing this extremely addictive activity, the majority of work will be done. The 'try and learn as you go' bs is taken out of the equation with this info. And mind you, that approach has cost vast amounts of time throughout the process. I'm a Jedi at this now and have broken the process down into a series of steps that help with efficiency to get those levels done in the shortest time with the closest matching textures and least amount of lag so they play fluidly, given the Jaguar's weaknesses of writing many objects in a single area-which is commonplace for most of the maps found in the wild. While this type of extra decorative detail might be pretty on the pc, it's just not feasible within the limitations of the console. Ideas listed by importance are included to aid in whittling down the un-necessities to increase usability.
First, using neo_rg's Doom Level Hacking Tutorial to get rolling is a must. I stumbled across this in December of 2016 and have been avidly using it to create & convert some of the greatest 12 map roms the world has ever seen. (and the only ones in existence )
Install Doombuilder2_setup_1553.exe (takes forever while auto installing .net framework)
Install SumatraPDF (if you want to view the lesson pdf's using a light weight reader)
Under Lesson pdf #02 Getting Started:
Open Doombuilder 2-Tools-Game Configurations
Click Doom at upper left-Click "Add resource"-Click browse (folder) icon and navigate to DOOM DATA folder on desktop, open Assets wads folder and double click ASSETS1.WAD-Click OK
Click "Add resource"-Click browse (folder) icon and double click ASSETS2.WAD-Click OK
Click Doom 2 at upper left and repeat the process. Click OK again to exit the Game Configurations dialog box.
Go back into Tools-Game Configurations
Click Doom at upper left and -Testing (tab) & navigate to gzdoom.exe in DOOM DATA folder
Click Doom 2 at upper left and -Testing (tab) & navigate to gzdoom.exe in DOOM DATA folder
Change settings to open maps in Things Mode: Go to Tools-Game Configurations-Modes and change "start in this mode" to Things Mode. Click OK
Set Floor or Ceiling texture view as default: Tools-Preferences-Interface tab: Default view: Floor Textures
NOTE: To switch between Floor or Ceiling texture views go to View-Floor or Ceiling
Enable auto drag when pasting: Tools-Preferences-Editing (tab)-Options-check "Drag selection automatically on paste"
Doom Builder 2 is now setup
Install Notepad++ and click View-Word wrap.
Right click on a .txt file and choose Properties.
Set notepad++.exe as the default program to open this type of file. Click OK
Open a text file and click Settings/Preferences/MISC and uncheck 'Enable Notepad++ auto-updater' to prevent accidental upgrades. Click Close
Create individual text docs from the posts below, named as the following, and open them with notepadd++ (which will open each separately in tabs for convenience and quick referencing on the fly):
Doom Builder 2 tips.txt
Doom To do.txt
Hacking a custom map into the Jag ROM.txt
Things list.txt (if needed-is superseded by Doom To do.txt)
teleport quick ref.txt
Download & run VC_RedistInstaller version 1.60.exe (for SLumpEd if needed)
Open DOOM DATA\slumped_07/SLumpEd.exe to ensure it works.
Set the IWAD when prompted by clicking OK and navigating to DOOM DATA/doom.wad
Put a shortcut to SLumpEd on the desktop
Open DOOM DATA\PTv0.96 and put a shortcut on the desktop (this is a version of PT with a kick ass Doom icon I injected into ver 0.95 to give it some flare)
Open PT.exe and click Settings-Controllers
Set the directional keys to WASD and A,B & C to keys L,K & J respectively. Click Apply-OK
Install 010 Editor.
For reference on the following, can open lesson pdf #7 (page 7).
Open a file in 010 Editor. Click View-Endian-Big Endian
(Can pull down and readjust the toolbar with the Endian toggle and Hex buttons for ease of use)
Open MAPCOMP folder and run whichever vc_redist.exe is appropriate (.x86 or .x64) then copy the 0 folder to C drive.
(Run the x86 version on a 64 bit machine if the 64 bit installer alone doesn't work)
Open Skunkboard folder and copy the Skunkboard folder inside to C via the shortcut
Open Skunkboard folder-Skunk GUI setup (Windows) and run skunkgui_setup.exe
Create a desktop shortcut
Run SkunkGUI and connect to the Jag. On XP, when the Found New Hardware Wizard prompt appears, tick 'Install from a list or specific location', click next & paste in C:\SkunkBoard\Driver
or, if using Windows 8: https://learn.sparkf...nt-on-windows-8
1 Hold down the Windows key on your keyboard and press the letter C to open the Charm menu, then click the gear icon (Settings).
2 Click Change PC Settings.
3 Click General.
4 Under Advanced Startup, click Restart Now. ...
5 After restarting, click Troubleshoot.
6 Click Advanced Options.
7 Click Windows Startup Settings.
8 Click Restart.
9 After restarting your computer a second time, choose Disable driver signature enforcement from the list by typing the number 7 on your keyboard. Your computer will restart automatically.
10 After restarting, you will be able to install the drivers normally; however, Windows will display a warning message. When the warning appears, click Install this driver software anyway.
So, right click on Computer and choose Properties-Device Manager. Right click on CYPRESS EZ-OTG
Click Next to install driver
Click Finish and flash a rom to test
Added note if gzdoom has invinsible monsters and weapons when testing:
You'll have to switch from OpenGL to Software Mode to 'fix' the renderer.
Start a game and press Esc
Open: Go To Console (bottom choice)
Paste in: Vid_renderer 0
Exit the game via the Esc key and Exit option in the menu
When this happened to me I was like WTF?
Finally found this solution and was relieved!
Probably the most used text doc in this process. I've easily hacked upwards of 2000 times using the quick reference info at the end. Tweaking and changing and tweaking again... this is the fastest info to get it done until the Jag version is absolutely PERFECT.
(paste the following into the previously created text doc):
Hacking a custom map into the Jag ROM.txt
Under 06 The big hack:
In SLumpEd, open the CreatedMap.wad
Transfer the info for the 10 items listed under the map name into the Excel sheet under Size-Dec.
In SLumpEd, highlight the 10 items under the Map name
Navigate to DOOM DATA and create a new folder with current map's name & Save there 10x
In 010 Editor, open all 10 files just saved
Click each tab, check the end to make sure it ends in 4 bytes. If not, add 0s.
Add the padding amount to whichever items needed them in the Excel sheet under Size-Padding.
In 010 Editor, quick save the padded tabs and close them.
Under 07 The big hack continued:
In File Append and Split Tool, click on the add icon
Navigate to the folder just created & highlight all items. Click Open
!IMPORTANT! Rearrange the order with the up/down arrows in FAST to mirror this:
Click the Append button
Navigate to the map folder and name the file to 'MAP JOINED' and save
Click Append and exit F.A.S.T.
Copy over a new/clean JAGDOOM.WAD file.
In 010 Editor, open JAGDOOM.WAD (IWAD only from original DOOM WAD)
Click View-Endian-Big Endian
Find 16:9990h (the start of where our map data file should go) by clicking Search-Find & paste this at the bottom:
7F 00 0F 00 0F 03 26 00 00 10 10 10 00 40 04 F0
Place cursor in front of *00 40 04 F0 (at the front of column C)
(Should read 1481116 in the Pos: at the bottom)
Go to Edit-Insert/Overwrite-Overwrite File...
Navigate to and click on the 'MAP JOINED' file made earlier
Find MAP01 start (31:C870h) by clicking Search-Find & paste this at the bottom:
32 00 00 00 00 16 99 9C 00 00 00 00 4D 41 50 30
Quick Save the file to highlight coming changes in orange
Enable Caps Lock & change the 1st character in the 10 items that represents being compressed to the original letter (columns 5, 6, 7 & 8 ):
Find the address that corresponds with THINGS (16999C) and change it, if necessary, to match what's in the Excel sheet under Start Address-Hex.
(This address should be 16999C by default and won't need to be changed on MAP01 so can leave as is after verifying it's the same. It'll have to be changed on subsequent maps if adding additional ones)
Change each of the 10 items the same way
Below BLOCKMAP in this same column, find the 2 addresses for MAP02 (16F6E8)
Change them to match the bottom entry in the Excel sheet.
In columns A & B, change the size in Hex for each of the 10 items to match the Excel sheet under Size-Hex.
Quick save and close the JAGDOOM.WAD tab in 010 Editor.
Open the original DOOM.rom (or .jag, .J64, etc.) for the Jaguar.
Find the IWAD entry at 4:0000h SEARCH:
49 57 41 44 00 00 07 3F
Place cursor in front of *49 57 41 44 (at the front of column 0)
Go to Edit-Insert/Overwrite-Overwrite File...
Navigate to and click on the modified 'JAGDOOM.WAD' file made earlier.
Click File-Save As and give it a new name (New Jag Map.jag)
Close the tab and exit 010 Editor.
Load in PT to test. (having overwritten data and uncompressed files, an error COULD occur, but doubtful)
Quick reference & search info:
Map data (16:9990h)
7F 00 0F 00 0F 03 26 00 00 10 10 10 00 40 04 F0
7F 00 0F 00 0F 03 26 00 00 10 10 10
9C 30 00 00 17 92 4C 49 4E 45
4C 49 4E 45
32 00 00 00 00 16 99 9C 00 00 00 00 4D 41 50 30
49 57 41 44 00 00 07 3F
This is the workflow with some extra info here at the beginning and a partial to do list. This keeps things in check so no wasting time doing the small hack just to find it crash right away because you left a 'Dead player' on the map and the Jag doesn't know what that is...
Excellent and valuable resource here if I do say so myself
Doom To do.txt
Set Floor or Ceiling texture view as default: Tools-Preferences-Interface tab: Default view: Floor Textures
To switch between Floor or Ceiling texture views go to View-Floor or Ceiling
Enable auto drag when pasting: Tools-Preferences-Editing (tab)-Options-check "Drag selection automatically on paste"
-Special Tag 666 to exit a level after killing all monsters ONLY works on E1M8! If testing as level 1 the function won't work but after filling a map's data with a level 8 through all 8 maps, it worked on map 8 like it's supposed to. Should be flawless on a big hack if it's set up for map 8 but might test to save time in the long run.
-Map has to be named one of the original names apparently within Doom Builder 2. Like E1M1 to E1M9. The likes of E1M12 will cause it not to play in Test Mode! WTF??
VERY IMPORTANT: Once Doom Builder and all programs are set up (and before use), use Acronis True Image (or other comparable software) to create an image at this point. Later, if a certain level/map continuously fails to load in the big hack, restore the computer to a time BEFORE ever doing any big hack. I don't know what goes wrong but this is the only way I've found to 'reset' the computer with an ability to proceed. Once restored, the big hack should continue uninterrupted.
-Convert all textures
-Find GATE3, GATE4 or some lights and square the map
-Check F_SKY1 and make sure it's not used as a floor-Won't work!
-Check F_SKY1 and make sure it's not used over the Exit-Won't work!
-Sidedef Texture: Search all known penetrable fences
-Check Thing Type (F3) for:
15 Dead Player-Change to 10 Bloody Mess 1
16 Cyberdemon-Change to 3003 Baron of Hell (or 2 of them)
26 Twitching impaled human-Change to 25
29 Pile of skulls and candles-Change to 24 P. of blood & bones
30 Tall green pillar-Change to 31
32 Tall red pillar-Change to 33
36 Short green pillar (beating heart)-Change to 31
37 Short red pillar (skull)-Change to 33
41 Evil Eye-Change to 42 Floating Skull Rock
44 Tall blue firestick-Change to 55
45 Tall green firestick-Change to 56
46 Tall red firestick-Change to 57
49 Hanging victim, (twitching (blocking)-Change to 62
50 Hanging victim, arms out (blocking)-Change to 62
51 Hanging victim, 1-legged (blocking)-Change to 62
52 Hanging pair of legs (blocking)-Change to 62
54 Large brown tree-Change to 43
58 Spectres (unnecessary)-Change to 3002
59 Hanging victim, arms out-Change to 62
60 Hanging pair of legs-Change to 62
61 Hanging victim, 1-legged-Change to 62
63 Hanging victim, twitching-Change to 62
-Check Linedef Actions (F3) for:
39 W1 Teleport change to 97
99 SR Door (Blue) Open Stay (fast) change to: 32
100 W1 Stairs Raise by 16 (fast) change to: 8 & check height!
105 WR Door Open Wait Close (fast) change to: 90
106 WR Door Open Stay (fast) change to: 86
107 WR Door Close Stay (fast) change to: 75
108 W1 Door Open Wait Close (fast) change to: 4
109 W1 Door Open Stay (fast) change to: 2
110 W1 Door Close (fast) change to: no match-switch to something else
111 S1 Door Open Wait Close (fast) change to: 29
112 S1 Door Open Stay (fast) change to: 103
113 S1 Door Close Stay (fast) change to: 50
114 SR Door Open Wait Close (fast) change to: 63
115 SR Door Open Stay (fast) change to: 61
116 SR Door Close Stay (fast) change to: 42
117 DR Door Open Wait Close (fast) change to: 1
118 D1 Door Open Stay (fast) change to: 31
120 WR Lift Lower Wait Raise (fast) change to: 88
121 W1 Lift Lower Wait Raise (fast) change to: 10
122 S1 Lift Lower Wait Raise (fast) change to: 21
123 SR Lift Lower Wait Raise (fast) change to: 62
125 W1 Teleport (monsters only). Has to be W2 for either.
127 S1 Stairs Raise by 16 (fast) change to: 7 & check height!
133 S1 Door (Blue) Open Stay (fast) change to: 32
134 SR Door (Red) Open Stay (fast) change to: 33
135 S1 Door (Red) Open Stay (fast) change to: 33
136 SR Door (Yellow) Open Stay (fast) change to: 34
137 S1 Door (Yellow) Open Stay (fast) change to: 34
-Check Sector Effect for sectors with incompatible (F3) 10,11,17 special settings (lights flickering, etc.)
-Add weapons repository (168 x 96 w/out door) hidden at beginning & make sure they're set for all difficulties. Make sure the door is at floor height too!
-Add a level exit inside weapons repo
-Check Sidedefs amount in Slumped and reduce to 60,000 - 56,000
-Play test all on Nightmare for the most enemies and highest probability of crashing the system
-Test secrets (and, everything really) for compatibility as this is version 1.2 and a lot has been improved since then.
-To shrink down a map with too many sidedefs bc it won't load in PT, start by doing the following:
1) Remove all inset "windows" w/ computer screens = COMTAL02
2) Remove some steps & make remaining taller
3) Remove curves from winding hallways/steps & straighten them
4) Shrink outside areas or remove them (& their windows) altogether
5) Remove all windows
6) Locate & remove unnecessary vertices (watch for triggers)
7) Remove pillars (blacked out areas)
This has been one of the biggest feats in converting maps. A lot of them are made for Doom 2 and that engine has an incredible amount more textures but with what the Jag's assets have available, this 'chart' is invaluable. There are probably a few textures left that aren't on this list but the majority are and work flawlessly. In the early days I'd try to remember what was what and open a 2nd Doom Builder window to refer back but that was way too time consuming so I started compiling everything I could. Searching, copying and pasting is a hell of a LOT faster
BRNBIGC = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
BRNBIGL = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
BRNBIGR = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
BRNSMAL1 = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
BRNSMAL2 = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
BRNSMALC = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
BRNSMALL = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
BRNSMALR = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
MIDBRN1 = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
MIDGRATE = Delete (shot penetrable fence/gate-raise floor where needed to contain enemies)
MIDSPACE = Delete (shot penetrable vines/fence-raise floor where needed to contain enemies)
MIDVINE1 = Delete (shot penetrable vines/fence-raise floor where needed to contain enemies)
SKULWAL3 = ? shot penetrable fence? = SKULLS01 (scroll it w/ 48)
LITESTON (wall switch!) = SW1GSTON (skull on green brick-change surrounding if necessary. Check offset!)
SW1BLUE (wall switch!) = SW1WOOD or SW1GARG (Check offset!)
SW1BRCOM (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)
SW1BRNGN (wall switch!) = SW1WOOD or SW1GARG (Check offset!)
SW1BROWN (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) or SW1STAR (startan brown switch. Check offset!)
SW1BRN2 (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)
SW1CMT (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)
SW1COMM (wall switch!) = SW1BRN1 (wood switch) or SW1STAR (startan brown switch. Check offset!)
SW1COMP (wall switch!) = SW1WOOD (skull on dark metal bolted-change surrounding if necessary-will probably be COMPSPAN which is the closest match. Check offset!)
SW1DIRT (wall switch!) = SW1WOOD or SW1GARG (Check offset!)
SW1EXIT (wall switch!) = SW1WOOD SW1STAR SW1BRN1 or SW2GARG (Check offset!)
SW1GRAY (wall switch!) = SW1BRN1 or (Whatever fits-check offset!)
SW1GRAY1 (wall switch!) = SW1BRN1 or (Whatever fits-check offset!)
SW1LION (wall switch!) = SW1GARG or SW1WOOD or SW1BRN1 or SW1STAR (Whatever fits-check offset!)
SW1METAL (wall switch!) = Black diamond metal texture so (Whatever fits-check offset!)
SW1PIPE (wall switch!) = SW1BRN1 or (Whatever fits-check offset!)
SW1SATYR (wall switch!) = SW1WOOD or SW1GARG (Check offset!)
SW1SKIN (wall switch!) = SW1BRN1 or SW1WOOD or SW1GARG (Check offset!)
SW1SLAD (wall switch!) = SW1BRN1 or SW1WOOD or SW1GARG (Check offset!)
SW1STARG (wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)
SW1STRTN (wall switch!) = SW1STAR or whatever fits (Check offset!)
SW1STON1 (wall switch!) = SW1GSTON (skull on green brick-change surrounding if necessary) or SW1WOOD (skull on dark metal bolted-change surrounding if necessary) or SW1GARG (gargoyle face on dark unbolted-change surrounding if necessary) or SW1HOT (skull on red brick-change surrounding if necessary. Check offset!)
SW1STON2 (wall switch!) = SW1GSTON (skull on green brick-change surrounding if necessary) or SW1WOOD (skull on dark metal bolted-change surrounding if necessary) or SW1GARG (gargoyle face on dark unbolted-change surrounding if necessary) or SW1HOT (skull on red brick-change surrounding if necessary. Check offset!)
SW1STONE (wall switch!) = SW1GSTON (skull on green brick-change surrounding if necessary) or SW1WOOD (skull on dark metal bolted-change surrounding if necessary) or SW1GARG (gargoyle face on dark unbolted-change surrounding if necessary) <--sucks or SW1HOT (skull on red brick-change surrounding if necessary. Check offset!)
SW1SLAD (possible wall switch!) = (looks like sladwall) = SW1GSTON (skull on green brick-change surrounding if necessary but probably already will be. Check offset!)
SW2BRN2 (wpossible all switch!) = SW2WOOD or SW2GARG (Check offset!)
SW2BRNGN (possible wall switch!) = SW2WOOD or SW2GARG (Check offset!)
SW2BROWN (possible wall switch!) = SW2WOOD or SW2GARG (Check offset!)
SW2COMM (possible wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) (Check offset!)
SW2LION (possible wall switch!) = SW2GARG or SW1WOOD (Check offset!)
SW2PIPE (possible wall switch!) = SW1BRN1 or SW2BRN1 (wood switches) or SW1STAR (startan brown switch. Check offset!)
SW2SKIN (possible wall switch!) = SW1BRN1 or SW2BRN1C
SW2SLAD (possible wall switch!) = SW1WOOD or SW1GARG (Check offset!)
SW2STARG (possible wall switch!) = SW1WOOD or SW1GARG (Check offset!)
SW2STON1 (possible wall switch!) = SW2WOOD or SW2GARG (Check offset!)
SW2STON2 (possible wall switch!) = SW2WOOD or SW2GARG (Check offset!)
SW2STRTN (possible wall switch!) = SW2STAR (Check offset!)
ASHWALL = (Change to match or leave as red/unselected. Jag will auto fill) ASHWALL = SKINEDGE ASH01
A-MOSBRI = BRICK01
ADEL_G03 = GRAY5
ADEL_G04 - GRAY5
ADEL_M07 = BRICK01 or BROWN1
ADEL_S66 = CBLUE01
BLODGR1 = ? (match to surroundings by removing with vertices)
BLODGR4 ? (match to surroundings by removing with vertices)
BLODRIP1 = ? (match to surroundings)
BLOOD1 = LAVA4 or FLOOR6_1
BIGDOOR1 = BIGDOOR2 or BIGDOOR6
BIGDOOR3 = BIGDOOR2 or BIGDOOR6
BIGDOOR4 = BIGDOOR2 or BIGDOOR6
BIGDOOR5 = BIGDOOR2 or BIGDOOR6
BIGDOOR7 = BIGDOOR2 or BIGDOOR6
BRICK9 = BRICK01
BRICK10 = BRICK01
BRNPOIS2 = BRNPOIS
BROVINE = BROWNGRN or PIPE2
BROVINE2 = BROWNGRN or PIPE2
BROWN96 = BROWNGRN (BROWN1)
BROWN144 = BROWNGRN
BROWNHUG = CEMENT01
BROWNPIP = PIPE2 or BROWN1
BROWNWEL = BROWN1 or BROWNGRN
CEMENT1 = GRAY5
CEMENT2 = GRAY5
CEMENT3 = CEMENT01
CEMENT4 = COMPTALL or PIPE2 (match it up)
CEMENT5 = GRAY5
CEMENT6 = GRAY5
CEMPOIS = BRNPOIS
COMP2 = COMTAL02 (monitor screens, check offset) or COMPTALL
COMPBLUE = COMPSPAN
COMPOHSO = COMPSPAN
COMPSTA1 = COMTAL02 (monitor screens, check offset) or COMPTALL
COMPSTA2 = COMTAL02 (monitor screens, check offset) or COMPTALL
COMPTILE = COMPSPAN
COMPUTE1 = COMTAL02 (monitor screens, check offset) or COMPTALL
COMPUTE2 = COMPTALL
COMPUTE3 = COMPTALL
COMPWERD = COMPTALL
CRATE2 = CRATELIT
CRATWIDE = CRATE1
DOORBLU2 = DOORBLU
DOORHI = METAL (typically) or whatever texture surrounds (TECH02 in 1 instance)
DOORRED2 = DOORRED
DOORYEL2 = DOORYEL
EXITSTON = EXITSIGN (redo wall into a sector to make it work) or GRAY5
FIREBLU1 = SP_HOT1 or CBLUE01
FIREBLU2 = SP_HOT1 or CBLUE01
FIRELAV2 = SP_HOT1
FIRELAV3 = SP_HOT1
FIRELAVA = SP_HOT1
FIREMAG1 = SP_HOT1
FIREMAG2 = SP_HOT1
FIREMAG3 = SP_HOT1
FIREWALA = SP_HOT1
FIREWALB = SP_HOT1
FIREWALL = SP_HOT1
GRAY1 = GRAY5
GRAY2 = GRAY5
GRAY4 = GRAY5
GRAY7 = GRAY5
GRAYBIG = GRAY5 or PIPE2
GRAYDANG = GRAY5
GRAYPOIS = GRAY5 (w/ RADIATION text) or BRNPOIS (check height)
GRAYTALL = GRAY5
GRAYVINE = BROWNGRN or PIPE2
GSTFONT1 = GSTSATYR (closest) or SP_DUDE4 (w/out a face)
GSTFONT2 = GSTSATYR
GSTFONT3 = GSTSATYR
GSTGARG = GSTSATYR
GSTLION = GSTSATYR or SW1GSTON
GSTONE1 = SP_DUDE4
GSTONE2 = SP_DUDE4
GSTVINE1 = BROWNGRN or SP_DUDE4
GSTVINE2 = BROWNGRN or SP_DUDE4
ICKDOOR1 = DOOR1 or DOOR3
ICKWALL1 = GRAY5
ICKWALL2 = GRAY5
ICKWALL3 = GRAY5
ICKWALL4 = GRAY5
ICKWALL5 = GRAY5
ICKWALL6 = GRAY5
ICKWALL7 = GRAY5
LITE2 = LITE5
LITE3 = LITE5
LITE4 = LITE5
LITE96 = LITE5
LITEBLU1 = LITE5
LITEBLU2 = LITE5
LITEBLU3 = LITE5
LITEBLU4 = LITE5
LITEMET = LITE5
LITERED = LITE5
LITESTON = LITE5 (SP_DUDE4)?
MARBFAC2 = MARBFAC3 or DFACE01
MARBFACE = DFACE01
MARBLE1 = MARBLE01 or MARBLE02
MARBLE2 = MARBLE01
MARBLE3 = MARBLE01 or MARBLE02
MARBLOD1 = MARBLE01 or MARBLE02 (same as used above)
NUKEDGE1 = NUKE24 (check height!) or BROWNGRN
NUKEPOIS = BRNPOIS
NUKESLAD = SLADWALL or DOORTRAK
PIPE1 = PIPE2
PIPE4 = PIPE2
PIPE6 = PIPE2
PLANET1 = SKY1
REDWALL = SP_HOT1
REDWALL1 = SP_HOT1
ROCKRED1 = SP_HOT1
ROCKRED2 = SP_HOT1
ROCKRED3 = SP_HOT1
RROCK04 = ROCKS
SHAWN1 = (has UAC writing on it) = SHAWN2
SHAWN3 = (has small UAC writing on it multiple times) = SHAWN2
SKIN2 = SKINEDGE
SKINBORD = SKINEDGE
SKINCUT = SKINEDGE
SKINFACE = SKINEDGE or SKIN01
SKINLOW = SKINEDGE or SKIN01 or SKIN02 or SKIN03
SKINMET1 = SKIN01 or SKIN02 or SKIN03
SKINSCAB = SKINEDGE
SKINSYMB = SKIN02
SKINTEK1 = SKIN01 or SKIN02 or SKIN03
SKINTEK2 = SKIN01 or SKIN02 or SKIN03
SKSNAKE1 = MARBLE02 or MARBLE01 or SKINEDGE
SKSNAKE2 = MARBLE02 or MARBLE01 or SKINEDGE
SKSPINE1 = MARBLE02 or MARBLE01 or SKINEDGE
SKSPINE2 = MARBLE02 or MARBLE01 or SKINEDGE
SKULWALL = SKULLS01 (scroll it w/ 48)
SKULWAL3 = ? shot penetrable fence? = SKULLS01 (scroll it w/ 48)
SLADPOIS = BRNPOIS
SLADRIP1 = SLADWALL
SLADRIP3 = SLADWALL
SLADSKUL = SLADWALL
SP_DUDE1 = MARBLE04
SP_DUDE2 = MARBLE04
SP_DUDE3 = MARBLE04
SP_DUDE5 = MARBLE03
SP_DUDE6 = MARBLE03
SP_FACE1 = SKULLS01 or DFACE01 or MARBFAC3
SP_ROCK1 = BROWNGRN
SP_ROCK2 = BROWNGRN
STARBR2 = STWAR02
STARG1 = STWAR02
STARG2 = STWAR02
STARG3 = STWAR02
STARGR1 = STWAR01
STARGR2 = STWAR01
STARTAN1 = STWAR01
STARTAN2 = STWAR02
STARTAN3 = STWAR02
STEP1 = STEP6
STEP2 = STEP6
STEP3 = STEP6
STEP4 = STEP6
STEP5 = STEP6
STEPLAD1 - STEP6
STEPTOP = STEP6
STONE = GRAY5
STONE2 = SP_DUDE4
STONE3 = SP_DUDE4
STONGARG = GSTSATYR
STONPOIS = BRNPOIS
TEKWALL1 = COMPTALL
TEKWALL2 = TECH02
TEKWALL3 = TECH03
TEKWALL4 = PIPE2
TEKWALL5 = PIPE2
WOOD1 = BROWN1 or WOOD01
WOOD3 = BROWN1 or WOOD01
WOOD4 = BROWN1 or WOOD01
WOOD5 = BROWN1 or WOOD01
WOODGARG = SW2GARG or SW2WOOD
WOODSKUL = BROWN1 or WOOD01
ADEL_F36 = FLAT5_4 or FLOOR0_3
ADEL_J13 = FLAT5_4 or FLOOR0_3
BLOOD1 = FLOOR6_1
BLOOD2 = FLOOR6_1
BLOOD3 = FLOOR6_1
CEIL1_1 = FLOOR7_1
CEIL1_2 = CEIL3_4
CEIL1_3 = CEIL3_4
CEIL3_1 = CEIL3_2
CEIL3_3 = FLOOR7_1 or FLAT8
CEIL3_5 = MFLR8_1
CEIL3_6 = CEIL3_4
CEIL4_1 (very dark blue) = ? (CRATOP1)
CEIL4_2 = FLOOR7_1
CEIL4_3 = CEIL5_1
CEIL5_2 = FLOOR7_1
COMP01 = FLOOR0_3 or MFLR8_1
CONS1_1 = FLAT23 or FLOOR4_8
CONS1_5 = FLAT23 or FLOOR4_8
CONS1_7 = FLAT23 or FLOOR4_8
DEM1_1 (Demon face 1 of 4 corners)=? GATE3 if it fits or FLOOR6_1
DEM1_2 (Demon face 2 of 4 corners)=? GATE3 if it fits or FLOOR6_1
DEM1_3 (Demon face 3 of 4 corners)=? GATE3 if it fits or FLOOR6_1
DEM1_4 (Demon face 4 of 4 corners)=? GATE3 if it fits or FLOOR6_1
DEM1_5 = FLOOR7_2
DEM1_6 = FLOOR7_2 or FLAT4
FLAT1 = FLAT5_4
FLAT1_1 = ROCKS
FLAT1_2 = FLAT8
FLAT1_3 = FLAT8 or ROCKS
FLAT2 = CEIL3_4 (lights)
FLAT3 = FLOOR0_3
FLAT5 = FLAT14
FLAT5_1 = FLAT5_2
FLAT5_3 = FLOOR6_1
FLAT5_5 = FLOOR7_1
FLAT5_6 = FLOOR6_2 or ROCKS
FLAT5_7 = FLOOR4_8 or ROCKS
FLAT5_8 = FLOOR6_2 or ROCKS
FLAT9 = FLOOR0_3 or CRATOP1 or FLAT23
FLAT10 = FLOOR6_2
FLAT17 = CEIL3_4 (lights)
FLAT18 = CRATOP1
FLAT19 = CRATOP1 or FLOOR0_3 or FLAT23
FLAT20 = FLAT23
FLAT22 = ? FLAT23 or FLOOR6_2
FLOOR0_2 = FLOOR0_1
FLOOR0_5 = MFLR8_1 or FLOOR0_3
FLOOR0_7 = MFLR8_1 or FLOOR0_3
FLOOR1_1 = (FLOOR3_3) or CEIL5_1
FLOOR1_6 = FLOOR6_1
FLOOR1_7 = CEIL3_4 (lights)
FLOOR4_1 = FLOOR5_4 or FLOOR7_1
FLOOR4_5 = FLOOR0_1 or FLOOR4_6
FLOOR5_1 = FLOOR4_8
FLOOR5_2 = FLAT14
FLOOR5_3 = FLAT14
FLOOR5_7 = FLOOR6_2 or ROCKS
GATE1 = GATE3 (red-closest) or GATE4 (silver) or FLOOR6_1 (red)
GATE2 = GATE3 (red-closest) or GATE4 (silver) or FLOOR6_1 (red)
MFLR8_2 = FLOOR6_2
MFLR8_3 = FLOOR6_2 or ROCKS
SFLR6_1 = FLOOR6_1 or FLOOR6_2
SFLR6_4 = FLOOR6_1 or FLOOR6_2
SLIME13 = FLAT4 or FLOOR7_2
TLITE6_1 = TLITE6_4
TLITE6_5 = TLITE6_6
In the early days making a 2 directional teleport was difficult for me. So much to remember when I was too new to retain a lot of it so I made this quick ref. It helped a lot and I hope it can be of use.
teleport quick ref.txt
Jag can't do "W1 Teleport" or (assuming) "W1 Teleport (monsters only)". Has to be W2 for either.
Draw both (64x64) sectors.
Sectors Mode-click in both & right click
Choose Floor/Ceiling textures, make floor and ceiling 96 apart to start off with & raise/lower height by 8 or 16 (Line them up w/ the grid texture)
(Linedefs Mode-click the outside line, right click, open Sidedefs tab, and change Backside-Lower texture)
Linedefs Mode-click 4 sides of a teleport-press the F key to flip inward pointing middle lines outward
Right click the 4 lines-Action button-Teleport-WR Teleport-New Tag button-OK-Press C
Sectors Mode and click in the middle of the OTHER teleport. Right click-New Tag button-minus 1
Press C-Things Mode-click in the middle of the same teleport. Teleports-Teleport Destination-change direction
Teleport destination icon CANNOT face diagonally if on top of an elevated floor/box, etc. in some instances!
Linedefs Mode and select all four lines around the 'destination' teleport you just edited-Right click-New Tag. (next 1 up)
Press C-Sectors Mode-Right click the 1st teleport-New Tag-minus 1
Things Mode-click in the teleport-right click inside it and change the direction if desired
(Can go into Linedefs Mode and hover over the line(s) on one of the teleports to see the matching line of the other teleport highlight at the same time.)
Here's a list of 'items' that work with the Jag. There are so many in Doom Builder by default and it can get confusing but neo_rg sent this to me and it's been of great use. I added a bit here and there but the end result is that this saves those crashing levels in PT by bypassing the problem from the start. (similar info can be found in the Doom To do.txt post)
1 Player 1 Start
2 Player 2 Start
11 Player Deathmatch Start
14 Teleport Destination
Jag can't do "W1 Teleport" or (assuming) "W1 Teleport (monsters only)". Has to be W2 for either.
3003 Baron of Hell
3004 Former Human
9 Former Sergeant (shotgun)
3006 Lost Soul
2004 Plasma Gun
2003 Rocket Launcher
2007 Ammo Clip
2048 Box Of Ammo
2046 Box Of Rockets
2049 Box Of Shells
2047 Cell Charge
17 Cell Charge Pack
2008 Shotgun Shells
HEALTH AND ARMOR:
2015 Armor Bonus
2019 Blue Armor
2018 Green Armor
2014 Health Bonus
2026 Computer Map
2045 Lite Amplification Goggles
2025 Radiation Suit
5 Blue Key card
40 Blue Skull key
13 Red Key card
38 Red Skull key
6 Yellow Key card
39 Yellow Skull key
70 Burning Barrel
42 Floating Skull Rock
43 Gray Tree
31 Short Green Pillar
33 Short Red Pillar
48 Tall Techno Pillar
2028 Floor Lamp
55 Short Blue Firestick
56 Short Green Firestick
57 Short Red Firestick
28 5 skulls Shish Kebob
62 Hanging Leg
53 Hanging Leg (blocking)
25 Impaled Human
24 Pool of Blood and Bones
27 Skull on a Pole
thats a list of all the jagdoom stuff that works.
Not done the powerups as you can pick up non working
ones... goggles being an example.
3 Player 3 Start
4 Player 4 Start
15 Dead Player
30 Tall green pillar
32 Tall red pillar
36 Short green pillar (beating heart)
37 Short red pillar (skull)
41 Evil Eye
44 Tall blue firestick (light blue icon)
45 Tall green firestick (light blue icon)
46 Tall red firestick (light blue icon)
54 Large brown tree
Another great collection of info for making maps, alterations to existing maps and an outline of the videos linked in the first part of this document. The majority of this info was originally in the Doom Builder 2 tips thread I made for creating maps on the pc. This doc has a lot of Jaguar specific info that was omitted from that thread but is invaluable in diagnosing and avoiding known problems while editing
To skip the redundancy, I've 'spoiler'ed the info from the original thread.
Doom Builder 2 tips.txt
Quick Reference Notes:
Edit-Grid Setup- set to 16 map pixels
C to clear selection
Insert to start drawing in Drawing, Linedefs and Sectors Modes
Arrow Keys to move grid
Home to center grid
Mode-Things Mode-Insert to put player or other things on map. Can right click a placed thing to bring up the menu screen and change it.
To change all walls go into Linedefs Mode and click the walls to change then right click on one of them. Will show how many items/walls are selected at the top in parenthesis. Click the Sidedefs tab and click exclamation pointed (missing) texture if there, and select one from the set. (Probably in Base, Metal or especially, ASSETS1.WAD would be best) Can do the same for sides of lights from ceiling or floor if raised or lowered from either. Press C to clear selection after implemented.
Test map by clicking 'Play' button at upper right of toolbar or click Tools-Test Map
Use the arrow keys to move the drawing around in grid view.
Basic Sector Creation:
Open DB2 and be in default Vertices Mode.
Press Ctrl+D to enter Drawing Mode and a dot will appear at the cursor.
Click on the grid somewhere to begin drawing with that dot.
Can also create sectors in Linedefs Mode and Sectors Mode by pressing Insert.
Vertices Mode to resize a sector. Click a corner or two corners. They will blink red. Hold right click on top of one and drag outward to expand.
Use the Tab key to 'jump' straight to the texture you're currently using in the texture selection screen to aid w/ picking similars.
Lesson 1: Setting up Doom Builder 2 (4:11)
Download, install and open Doom Builder 2. Once open click Tools-Game Configurations in the toolbar at the top. A list of all the configurable Doom engines will appear in a list on the left. For this demo, click on the Doom 2 engine. Now on the Resources tab, click the "Add resource" button, the folder icon (to browse) and navigate to your DOOM2.wad and click Open.
NOTE: To select extra resources click the Add resource button again and add from another WAD file, a directory or a PK3 file.
Leave the defaults on the Nodebuilder tab. Click the Testing tab and the folder icon to browse. Navigate to the zdoom.exe or gzdoom.exe and double click it. Set the skill level and other parameters, if needed, otherwise leave them as default. Leave the Textures and Modes tabs as default and click OK.
To start a basic map click File-New Map. In the Game Configuration drop down window click the Doom 2 engine we just configured. The IWAD we set up will be automatically loaded under Resources. Change the Level Name to one of the other maps if you want to load a specific one otherwise can leave it at default MAP01 and click OK. The grid view will load in Vertices Mode, ready for some editing..
Lesson 2: Creating and Modifying sectors (10:58)
To draw a sector press ctrl+D to enter Drawing Mode. Hover over a point with the dot that appears on your cursor and left click to have a start point for a line. As an example for a room, draw a horizontal line to the right, 640 in length (will be illustrated on the line as you 'pull' it from the starting point.) Click again when it's at 640. Pull straight down until it's at 640 again and click the grid at that point. Pull it again to the horizontally to the left until it's at 640 then click. Do it one more time pulling up and back to the starting point to complete the room. A texture appears inside the box we just drew representing a completed sector/room and the mode reverts to Vertices Mode. While in Vertices Mode you can hover over the corners of the sectors and they will highlight, meaning they are selectable. If you right click hold and drag one of the selectable corners you can modify the sector's shape by pulling it in any direction. Can also click two corners to select them (they'll turn red) and right click hold and drag both to modify the shape of the sector. Press C to clear the selections. This will un-highlight the two corners we selected to test the dragging. (clicking a clear place on the grid, if available, will have the same effect) Can also insert a vertice (or several) by hovering over a line and pressing the Insert key. Selecting these newly added vertices and dragging them can help save time when modifying a sector. Pressing Delete while any added vertices are highlighted will remove them and also ctrl+Z will safely undo newly added vertices that are no longer needed if no other critical changes have been made since.
-Enter Linedefs Mode by pressing L on the keyboard or clicking Mode-Linedefs Mode in the toolbar. In this mode lines around the sector can be clicked or highlighted individually. Also, by right click hold and dragging (in the middle of a line) will produce a similar effect to what the same thing did in Vertices Mode. Can also select multiple lines and right click hold and drag them around to change or expand the sector. Press C to clear the selection after testing.
Can also draw a sector in Linedefs Mode by hovering the cursor over a point and pressing the Insert key. (This will automatically change the mode to Drawing Mode) Use the arrow keys to move away from the 1st sector and draw another square sector matching the size of the first one with four 640 length lines connecting at the end. With the new sector completed, we default back to Linedefs Mode.
-Note that deleting one line on the new (actually, any) sector will remove the texture leaving the former sector as an empty black space with 3 lines still showing on the grid. Having sectors like this will cause errors in the map so a good rule of thumb is to never just delete lines for any reasons but to move them if needed to keep all sectors complete. Press ctrl+Z to undo the deleting of the sector's line.
Enter Sectors Mode by clicking Mode-Sectors Mode or pressing S on the keyboard. The entire sector will highlight when you hover over it so you're able to select entire sectors now. Can right click hold and drag a sector around the grid. Also, can click to select multiple sectors and each will get a # in the center. To create a sector in this mode, like before, hover over the starting point to draw and press the Insert key. It'll auto switch to Drawing Mode again and from there you can complete the lines for the new sector. Upon completion, it will default back into Sectors Mode.
-Note: To connect the two large sectors you can manually draw a sector in between and touching the other sectors or if you plan to do a step down detail in one or both of the original large sectors you can draw a new sector from within one larger sector all the way over and inside the other larger sector then complete it and Doom Builder 2 will automatically splits/fixes the sectors to where they need to be. Can also draw sector lines from outside the boundaries of the original sectors (horizontally, for this demo) all the way through the entire map and outside the boundaries on the opposite side, then complete a new sector by connecting finally at the start point and Doom Builder 2 will splice it up correctly into what new sectors they should be.
-Sector splitting: To split a sector for any reason, you can start a line (horizontally, for this demo) by pressing the Insert key outside the boundary of the sector, drag it across to the outside boundary on the opposite side, click to place it then right click to 'kill' it. This will remove the excess that would be outside the boundaries on both ends but leave the splitting line where you drew it and make all the sectors on each side of the splitting line individually selectable.
-Pillars (starts at 7:45): Draw a 128x128 sector somewhere and if it has split lines through it, you can select all sectors within the pillar and press the Delete key to remove it all. The pillar square will be empty and black so press C to clear the selection. Even without splitting lines running through just select the inside of the pillar and Delete to accomplish the same. Then, press C. If you want the sector space back after deleting the geometry of a pillar just redraw the 128x128 block and the sector will be back. A simpler method to accomplish the same thing is to enter Make Sectors Mode by pressing M on the keyboard or selecting Mode-Make Sectors Mode in the toolbar.
NOTE: Hovering over sectors in this mode is the same as in Sectors Mode by highlighting the entire sector.
The difference here is you can highlight a voided area like the inside of the pillar. If you click inside the voided area it will flash and replace the geometry into the sector.
-Separating Sectors: This mode is also great for separating sectors from other sectors that share the same properties. Example, if you highlight a sector or split sector and 'the other side' highlights along with it, you can click a sector and it will flash, releasing it from the shared properties of the other sector and making it its own unique sector. Highlighting the flashed sector afterward will only affect that sector so any editing won't accidentally be implemented in another sector that you may not have been aware was being modified along with the one you were currently changing.
Lesson 3: Styling and Populating (12:31)
Press ctrl+D to enter Drawing Mode. Find a location on the grid and left click to start drawing. Make a square room of 640x640. Draw a smaller square in the center of 128x128 (128 seems to be the standard for textures to 'fit' correctly throughout the tutorials that follow.) Switch to Sectors Mode by pressing S or going to Mode-Sectors Mode or clicking the Sectors Mode icon in the toolbar. Click the Ceiling texture and in BASE, click, say, TLITE6_5. Click OK. Change the Brightness setting from 192 up to 255 (or anywhere in between) and change the ceiling height from 128 to 112 to give the illusion the light is ON the ceiling and not IN the ceiling. Click OK to back out. On the grid view the sector we adjusted should now look brighter than the rest of the sector. Since the ceiling is lower, switch to Linedefs Mode and click the 4 lines around the smaller sector we modified then right click to open the "Edit Linedefs" dialog box. Click the Sidedefs tab and click the Upper texture box under the Backside heading. In Metal, click the METAL texture and hit OK twice to back out. Back on the grid view press C to clear the selections. Go to Mode-Things Mode, find an area on the map to start the player, hover over the point with the cursor and press the Insert key to 'drop' the player start icon in that location. The "Edit Thing" dialog box will appear. 'Player 1 start' will be selected by default. While here you can change the direction the player will be facing using the Coordination-Angle box at the lower right then click OK. Back in grid view and still in Things Mode, you can add a weapon by hovering over a location and pressing the Insert key again. When the Edit Thing dialog box opens, expand the Weapons option. Click Shotgun and since the direction it's facing doesn't matter, hit OK. Add a monster by hovering over a location and pressing Insert again. Click the Monsters option to expand it and click Imp. Can change the direction he's facing like with the player above if needed. Hit OK. Back in grid view and still in Things Mode, you can right click the Imp's icon to re-open the dialog box and change it to a different monster from the list if needed. Click the "Test Map" (Play) button at the upper right of the toolbar to test the map.
-To produce a cool wall light effect that interacts with the existing light in the middle of the room, press ctrl+D to enter Drawing Mode and draw a line that ends up centered on one of the walls that's 64 wide. In an outward expanding 'cone', connect the end of the 64 line to the edge of the lit square sector in the center of the room. (will display 258 as the length from the wall to the center lit sector) From there, continue the line along the 128 length of the center sector's edge, click at the end and draw it back to the other end of the original line made on the wall. (will also display 258 as the length) Do the same for the other 3 walls. Change to Linedefs Mode and click each of the 64 length lines centered on the walls, right click on one of them to bring up the Edit Linedefs dailog box and click the Sidedefs tab. Click the Front Side-Middle texture box and click the Lights texture set in the left pane. Click LITE3 and OK twice to back out to the grid. Press C to clear the selection. Change to Sectors Mode and click in the middle of the 4 cone shaped sectors we just made. Right click inside one of them to bring up the Edit Sectors (4) dialog box. Change the brightness to 255 to match the center light from earlier. Click OK then press C to clear the selection. Still in Sectors Mode, right click in the unlit sector of the map (one click anywhere that's unlit) and in the Edit Sector dialog box, change the Brightness to about 96 and click OK. Back in grid view notice the difference we just made. Click the Play button at the upper right to test the map. It's pretty dark and scurry with that Imp running around in and out of the light
Lesson 4: Seeing is believing (15:22)
Draws two rooms (with a light in the center of the first) connected by a 640 long x 128 wide hallway from 0:00-1:27.
Make staircase 1:27-2:04 then skip to 9:15-) To draw a staircase zoom in to the map with the center mouse wheel. The size used here were 4 sectors of 32x128 back to back leading up to the entrance of the hallway. Starting at 9:15, hover the cursor over the first/lowest sector representing steps and roll the middle mouse wheel to raise it 16. Hover over the next, raise it 16 then another 16. Repeat through the last of the 4 steps to finish. Apply a texture to the top of the steps by clicking each of them, right clicking, clicking Floor and in STEPS, click STEP1 (or STEP2 if the line running down the center fits the direction.) Click OK twice to back out and press C to clear the selection. Add the Metal texture to the sides of the steps by copy & pasting (Shift+middle mouse button to do all areas at once) from an existing item or the usual way of right clicking after selecting them. To align textures, (on sides of stairs for consistency) (starts at 10:20) hover cursor over each and press L then press A while hovering over one piece to automatically align them all horizontally.
-To raise the ceiling of a room, in Visual Mode click everything on the ceiling of its sector and use the mouse wheel to push it up. Roll it up to, say, 192 and press C to clear the selection. This can expose areas that are untextured. They'll be glowing red with black question marks.
-To create lights (raised) from Floor or Ceiling (5:45), in Visual Mode, hover the cursor over the sector that was made in Drawing Mode before entering this mode, and if from Floor, roll the mouse wheel, say, 8 units up. Or, from the Ceiling, roll the sector down about 8 units. Click the top of the floor texture then right click it to open the Edit Sector box. Click the Floor texture box and in BASE, click, say, FLAT22 and click OK. To raise the brightness of the sector to accomodate the lighting, change the brightness to 255. Can change the Ceiling texture while here if needed using BASE and CEL1_2. Click OK twice to back out.
-To paste a texture onto a question marked area (untextured area), such as the lights created in the above step, hover the cursor over one of the areas and right click it. On the Sidedefs tab, click Lower and in BASE, click SILVER1. Click OK twice to back out. To make it fast, hover over the texture you just placed and press ctrl+C. Move to an untextured side and push the middle mouse button to paste it.
-To copy and paste a texture instead of doing each individually: Right click on area that needs a texture to select it. Go to Sidedefs tab. Click texture you want to replace (lower if on/from floor). Use Base (as an idea). Select say, SILVER1 and click OK to add it. Hover cursor over newly added texture and press ctrl+c to copy it. Hover cursor over other areas to do the same and press middle mouse wheel down to paste it. Or, go to side that needs it and hold Shift then middle mouse click to have all other sides/empty slots filled in automatically.
-To move the Floor and the Ceiling up or down at the same time and same amount, click every piece on the Floor and every piece on the Ceiling then roll the mouse wheel in the preferred direction. They will both go in the same direction. For stairs, roll it up to 64 (as an all around #.) Press C to clear the selection.
NOTE: To create a Visual Mode start point, in Vertices Mode hover the cursor where you want to start and push ctrl+W. This will insert a dull white marker to be a start point when you press W while on the grid mode to enter Visual Mode. (or go to Mode-Visual Mode) Can right click this icon in Things Mode to see that it's located in Editor Things-Visual Mode Camera. Use E,S,D,F to move around in Visual Mode.
Lesson 5: Effect and Actions (16:19)
-Nukage Pool: (Damage from liquid pits 0:00-2:37) In Drawing Mode, create/draw the outline of the pool. Go into Sectors Mode, click inside the pool and right click to open its properties. Click the Effects button and in the "Predefined Effects" box, click choice 7 (Damage -2 or 5% health) for a regular pool. Back in the Properties box, lower the Floor Height -16 (or comparable.) Click the Floor texture and in Liquids, click NUKAGE1. Click OK to back out. Change to Linedefs Mode and click all sides of the pool. Right click on one and click the Sidedefs tab then hit the Lower texture box. In BASE, click STARTAN2. Click OK twice to back out. Insert a player in Things Mode and click the Play button to test it.
(draw all 3 sectors then change any directionals in the center. click outside entrance line. make sure Double Sided and Upper Unpegged are ticked or go into Visual Mode, hover over the upper part of the entrance, right click and make sure Double Sided and Upper Unpegged are ticked. Click Sidedefs tab and Front Side-Upper. Set a texture n click OK. Click short sides & right click. Tick Impassable only and hit Sidedefs tab. On Front Side-Middle choose a texture and click OK. Press C to clear the selection.
-Make sure both long lines of the door sector are facing outward, click them both and right click. Tick Double Sided only and the Action button. Choose an option and click OK. Hit the Sidedefs tab and on Front Side-Upper choose a door texture and click OK. Press C to clear the selection and enter Sectors Mode then right click inside the sector. Set Ceiling Height to 0 & hit OK. Enter Lindefs Mode, click both short sides of the door sector then right click. Tick Impassable and Lower Unpegged then hit the Sidedefs tab. On Front Side-Middle choose the DOORTRAK and hit OK. Press C to clear the selection.
-On the other entrance sector make sure the tiny center line on the long line is facing away from the door sector. Right click it and make sure Double Sided and Upper Unpegged are ticked or go into Visual Mode, hover over the upper part of the entrance, right click and make sure Double Sided and Upper Unpegged are ticked. Click Sidedefs tab and Front Side-Upper. Set a texture n click OK. Click short sides & right click. Tick Impassable only and hit Sidedefs tab. On Front Side-Middle choose a texture and click OK. Press C to clear the selection and test the map.)
This is obsolete compared to what's in parenthesis above so can sort it out if useful or delete it::::
-Door entrance (3 tier for adjusting ceiling height): Draw the 'entrance' sector with both center lines on the long sides facing into the room where the entrance is accessed from. In Linedefs Mode, click both long lines then right click to open their Properties. Make sure Double Sided and Upper Unpegged are ticked then click on the Sidedefs tab. On the Front Side, click Upper and set a texture. Click OK to back out. Press C to clear the selection. In Sectors Mode, right click inside the entrance to open its Properties. Adjust the Ceiling Height for the requirements of the door you intend to choose. (example; 80 for a smaller door)
In Linedefs Mode click both short sides to select them then right click to open their Properties. Make sure only Impassable is checked then click the Sidedefs tab. On Front Side click Middle and set a texture. Click OK to back out and press C to clear the selection.
-In a 'clean' area of the grid draw the door sector. Make sure the center lines on the long sides are facing outward so the player can access the door from both sides. (If they're not facing correctly, enter Linedefs Mode, click either/both and press the F key to flip their direction.) Enter Make Sectors Mode and click inside the sector. In Linedefs Mode click the long sides and right click to open their Properties. Make sure only Double Sided is checked. Click the Action button, expand Door and choose an option. Click the Sidedefs tab and on Front Side click Upper. Add a texture and click OK to back out. Enter Sectors Mode, right click inside the sector and change the Ceiling Height to 0. Can also change the Floor & Ceiling textures if needed. Press OK to back out and press C to clear any selections.
-For the opposite entrance it's easiest to copy the first one we made so open Sectors Mode and right click in the middle of the entrance. Press ctrl+C and hover the cursor over a clean area of the grid. Press ctrl+V to paste it. The sector will be floating so click somewhere to set it & press C to clear the selection. Enter Lindedefs Mode and change the tiny center lines to both face the opposite direction of the first entrance. Enter Sectors Mode, hold the Shift key, right click hold the center of the sector and drag it to the door sector to attach it.
Still in Sector Mode, click inside both of these to select them. Again, hold the Shift key, right click hold an area of the sectors and drag them to the first entrance to attach them. Test the map.
-Door in a single sector: Make sure both long lines of the door sector are facing outward. If the door is in the middle of a single, say 16x128 sector (door is 16x64) with a sector on each side (2x 16x32 'pieces'), make sure both short sides are facing inward. Click both long lines and right click. Tick Double Sided only and the Action button. Choose an option and click OK. Hit the Sidedefs tab and on Front Side-Upper choose a door texture and click OK. Press C to clear the selection and enter Sectors Mode then right click inside the sector. Set Ceiling Height to 0 & hit OK. Right click inside the other two sectors adjacent to it and raise their Floor to the Ceiling Height. Click OK.
Enter Lindefs Mode, click both short sides of the door sector then right click. Tick Impassable and Lower Unpegged then hit the Sidedefs tab. On Front Side-Middle choose the DOORTRAK and hit OK. Press C to clear the selection.
-Door-common (try to make them 32x128 but 64x128 is doable): (2:37-7:21 total w/ explanation of actions for switches, etc. at 3:57-5:30) Whatever mode you're in press ctrl+D to enter Drawing Mode w/ the little dot near the cursor. Place the dot wherever and draw the door and/or adjoining room(s). When done, switch to Sectors Mode and click in the middle of the door to highlight all sides of it in red. Right click inside the red to open the Edit Sector box. Drop the "Ceiling height" to 0 and change the ceiling texture to FLAT23 (or comparable.) Click OK twice to back out. Switch to Linedefs Mode & click the 'long' side lines of the door (the ones facing into the room(s)) so they both turn red then right click one of them to open the "Edit Linedefs (2)" box. Click the Action button to open the "Predefined Actions" box. Expand the Door selection and for a regular door, choose the top selection DR... and click OK. Click the Sidedefs tab and click the Upper texture box. In Base, select BIGDOOR2 (or comparable) and click OK twice to back out. (Can also choose brick for the texture on both sides to conceal it!) Press C to clear the selection. Click the 'short' side lines of the door so they both turn red then right click one of them to open the "Edit Linedefs (2)" box. Put a check in Lower Unpegged. Click Sidedefs tab, click Middle (the only box that should have a texture) and, in Base, select DOORTRAK. Click OK twice to back out and test the map/door. Test the map to see if the door works.
Reference for doors:
D = Direct
S = Switch
W = Walk
G = GunFire
1 = Once
R = Repeatable
Door-inaccessible: To create the type of door with a single single texture and no cascading multi bs, like the one behind you in the original Doom, draw a sector on the outside of the sector where the player start is. This will be the inaccessible door and should be 16 wide x 64 long. Since the grid/snaps are 32 minimum, hold the Shift key while drawing to make the line any length you want. (take care to keep it straight on one of the grid lines) Once the rectangle is complete go to Make Sectors Mode and click inside the new sector.
Right click in the sector to open its Properties. Change the Ceiling Height to 80 and change the Ceiling texture to CRATOP1. Click OK to back out.
Press W to enter Visual Mode and click on the two sides in front of the door to select them. Right click to open their Properties and click the Middle texture. Change it to SHAWN2 and click OK to exit. There should now be a metal framing around the door.
Right click the area to put the door graphic, click the Middle texture and choose DOOR3. Click OK to back out and test the map.
-Lift: (7:21-10:29) Press ctrl+D to enter Drawing Mode. Draw a 64x64 sector (or comparable). In Sectors Mode, click in the middle of the lift, right click and change the Floor Height to 128. Click the Floor texture box and in BASE, click FLAT20 and hit OK twice to back out. In Linedefs Mode, click the two sides facing into rooms (or however many sides are accessible by the player-could be 1), right click and click the Sidedefs tab. Click the Lower texture box and in BASE, click SUPPORT2. Click OK and then the Properties tab. Press the Action button. Expand "Lift" and select the bottom choice (SR Lift Lower Wait Raise)-this uses a switch as there's no direct interaction selection for Lifts. Click OK. Press the New Tag button and click OK to back out. Now in grid mode change to Sector Mode and click inside the Lift. Right click and press the New Tag button. Change it to the previous number (minus one it) and click OK to back out. Click Play to test the Lift.
-Teleport (10:29-16:19) Make both (64x64) sectors in Sector Mode or Drawing Mode. Line them up with the grid so the texture matches without the half & half bs. Change to Sectors Mode and select both by clicking in the middle of each. Right click to open the "Edit Sectors" dialog box and click the Floor texture box. In the Hell texture set, click GATE1 (or comparable). Raise the Floor Height to 16 and click OK to return to the grid view. Change to Linedefs Mode, click the outside line, right click, open Sidedefs tab, and change Backside-Lower texture to BASE-STARTAN2. Click OK twice to back out. In Linedefs Mode, click the 4 sides of a teleport and press the F key to flip the inward pointing middle lines to the outward facing direction to allow the player to access the teleport. (the other teleport should auto switch as well without direct interaction along with the 1st. If it doesn't, do it manually) Next, right click the four highlighted lines of a teleport and click the Action button on the Properties tab. Click to expand the Teleport selection. For a regular teleport setup click WR Teleport from the four choices (3rd choice down) and click OK twice to back out. Back in grid mode, press C to clear all selections. Still in Linedefs Mode, click the four sides of ONE of the teleports then right click. Click the New Tag button, click OK and press C back in grid mode to clear the selection. Change to Sectors Mode and click in the middle of the OTHER teleport. Right click and press the New Tag button and minus the # that appears by 1 to link it with the previous teleport and its tag #. Clear the selections and open Things Mode and click in the middle of a teleport to open the "Edit Thing" dialog box. If it's not open automatically, click Teleports-Teleport Destination. Change the direction the player will be facing, if desired, and click OK. Open Linedefs Mode and select all four lines around the teleport you just edited. Right click and hit the New Tag button. It'll be the next # up from the one we had earlier which is correct so leave it and click OK. Back in grid mode press C to clear selections. Change to Sectors Mode and click the first teleport (unedited properties one). Right click and press New Tag then minus it by one to match the last tag we used and click OK to back out. Change to Things Mode, click in the teleport, right click inside it and change the direction if desired. Can go into Linedefs Mode and hover over the line(s) on one of the teleports to see the matching line of the other teleport highlight at the same time. Hit the Play button to test them.
Lesson 6: Copying and Pasting (10:25)
Go into Drawing Mode by pressing ctrl+D and draw a sector or whatever. In Sectors Mode, right click inside the sector and in the menu at upper left, click Edit-Copy (or hold ctrl+C) and return to the Edit menu and select Paste (or hold ctrl+V) to paste the sector onto the grid. Will auto enter Edit Selection Mode with the pasted sector 'floating' on the grid while highlighted amber. Can left click hold and drag the floating sector around. Release the left click to drop it (will still be amber/floating.) Can hold the corner and rotate it at 45° angles or Shift+hold it to rotate at lower angles. Can control the length/width by grabbing the center dot on any side and dragging it in or out. Can also do "sector stitching" by dragging the edge up to the edge of another sector, dropping it and hitting Enter to place it on the grid (no longer highlighted.) Can re-click the center of the dropped sector in Sector Mode and press E to pick it back up (now highlighted again.) But, after touching the other sector, the line that was doing the actual touching will adjust BOTH sectors if dragged any direction. ctrl+Z to undo all of this and have both sectors return to their original separated entities status. Can press E to re-enter Edit Selection Mode and hold ctrl while dragging via the center dot of a side (to touch another sector) and press Enter to drop it, then press E to return to Edit Selection Mode, it won't be stitched and won't adjust the other sector it was touching (2:25).
-Can create a door (2:43-4:42), configure it correctly and completely then enter Sector Mode, click the center of it to highlight the whole thing and click Edit-Copy/Edit Paste, place it and skip all the repetitive bs.
-Door Paste Special (4:42-) Create a door, copy it like above and click Edit-Paste Special to open the Paste Special dialog box if you don't want the exact same attributes. The options under "Tags and Actions" are: Keep tags the same as they were copied (default setting that's ticked), Renumber tags to resolve conflicts with existing tags, Remove all tags and Remove all actions. The option under "Floor and Ceiling heights" is: Adjust heights to match relatively with surrounding sector (checked by default and recommended to leave alone.) Use Renumber tags to resolve conflicts with existing tags if you want the pasted door to have its own action, ie, if it's the same as another, when you open one they'll both open at the same time. If it's tag conflicts are resolved (different) one door will remain closed when the other(s) is/are opened. Also, double check the player facing texture of pasted doors as they often are stripped of the original texture for some reason. Test the map/door(s) by pressing the Play button. NOTE: To change the default setting in the Paste Special dialog box, open Tools-Preferences-Pasting (tab), tick the choice you want and click OK. Click Edit-Paste Special to see the new default selection.
Lesson 7: Map Analysis (7:35)
When map has stuff on it click Mode-Map Analysis Mode. The Map Analysis dialog box will appear, click Start Analysis button (leaving all items checked.) After a moment, any errors will appear in an expanded window in the dialog box. Clicking an error will show you exactly where the error is on the map. Can fix "Sector (#) is not closed" errors by entering Linedefs Mode and clicking overlapping lines, right clicking to open the Edit Linedefs box and changing the Sector Index # to match that of whatever the Sector Index # is of a sector it's supposed to be a part of. (that's a simple solution to what could be one of many complex problems so taken w/ a grain of salt as it's no absolute solution across the board.) A texture will appear in the 'repaired' portion of the sector. Click and check the Sector Index of an area you'd like a 'blank' sector to be part of then Cancel the dialog box and click lines you'd like to attach to that sector. Right click and change their Sector Index # to match. Click OK to back out and see the changes.
An easier way to do the same is go to Mode-Make Sectors Mode and click the offending sectors.
When changes are complete return to Mode-Map Analysis Mode-Start Analysis button.
To fix "Linedef is missing both sides" errors, click the error(s) to find the offending lines and in Linedefs Mode, click a line, right click and hit the Sidedefs tab. Front Side and Back Side will probably be unchecked and blank. Cancel to back out and click Mode-Make Sectors Mode. Click within the offending sector to create a valid sector.
When changes are complete return to Mode-Map Analysis Mode-Start Analysis button.
To fix "Sidedef has missing upper texture (front side)" errors, click the errors to probably see the player viewable side(s) of a door or other Thing that doesn't currently have a texture attached to it. (will have a 'hall of mirrors' (HOM) effect if left as is and test the map) Can click the "Add Default Texture" button at the lower left as a quick fix or switch to Lindefs Mode and fix them the regular way by clicking the offending line(s), right clicking, hitting the Sidedefs tab, clicking Upper and in BASE, clicking BIGDOOR2 (or comparable) and clicking OK twice to back out.
SIDE NOTE: Entering an unknown name into the Upper texture box (or any texture box) manually, which results in a question mark appearing in that texture box, and testing the map will cause the Doom engine to crash. So, don't do that lol.
SIDE NOTE (starts @ 5:55): Mention of some ridiculous "don't do" error that can happen while in Linedefs Mode and dragging part of one sector over and into another sector causing large portions of one of them to turn black and textureless. And how Doom engine can't figure out what you're trying to do so it does the only thing it knows to do which is cut out part of the sector, for lack of a better explanation. It doesn't 'cut' anything but it removes its properties and it's an error waiting to happen if you try to play it.
Also, mention of creating a sector within a sector, like for a Lift or Lights or something and dragging that sector to a different sector then hovering over it in Sector Mode to illustrate it still shares its original sector properties with the original sector it was created in and not with the new sector it was moved to. Can also exhibit strange highlighting behavior bc Doom engine doesn't recognize what you're trying to do with it. So, a basic rule of thumb is to only create sectors within sectors you plan to use them in and don't move them to other sectors. He says that dragging other things into other sectors is ok, but not geometry. Yeah, I get it.
Walk Over Line Ambushes:
In a room, hallway, etc. enter Drawing Mode (ctrl+D) & draw a single line across the area you want to set off the ambush. (Can press V to enter Vertices Mode and right click hold and drag the line to meet walls, etc.)
In Linedefs Mode (L), click to select the line and right click it to open the Edit Linedef box.
Click the New Tag button to assign it a # and remember the # for later.
Click the Action button and expand the Door selection on the left.
As an example, if the door is to be triggered and remain open, click the 2nd choice down of 'W1 Door Open Stay'
Click OK to back out.
Enter Sector Mode (S), click the door sector and right click inside it to open its Properties box.
Change its tag to the # above. (or, can enter Visual Mode by pressing W on the keyboard & highlight the ambush door (door creation not covered here) with the cursor and right click to bring up the Edit Sector box. Then enter the tag # used above and click OK. Press W to exit out of Visual Mode.)
MAKE SURE lines on door aren't individually set with Actions. If they are, undo do them as this will ONLY work on the Jaguar if the sector is selected in Sector Mode with the Action given there!
Press the Play button to test the map.
For hacking the level names:
"There are 30 bytes per level name, but only 20 will fit on screen comfortably I tried with 1-0 A-Z"
Renaming levels starts after congratulations!:
63 6F 6E 67 72 61 74 75 6C 61 74 69 6F 6E 73 21
Hangar = 48 61 6E 67 61 72
Plant = 50 6c 61 6e 74
Toxin Refinery = 54 6f 78 69 6e 20 52 65 66 69 6e 65 72 79
Command Control = 43 6f 6d 6d 61 6e 64 20 43 6f 6e 74 72 6f 6c
Phobos Lab = 50 68 6f 62 6f 73 20 4c 61 62
Central Processing = 43 65 6e 74 72 61 6c 20 50 72 6f 63 65 73 73 69 6e 67
Computer Station = 43 6f 6d 70 75 74 65 72 20 53 74 61 74 69 6f 6e
Phobos Anomoly = 50 68 6f 62 6f 73 20 41 6e 6f 6d 6f 6c 79
Deimos Anomoly = 44 65 69 6d 6f 73 20 41 6e 6f 6d 6f 6c 79
Containment Area = 43 6f 6e 74 61 69 6e 6d 65 6e 74 20 41 72 65 61
Refinery = 52 65 66 69 6e 65 72 79
Deimos Lab = 44 65 69 6d 6f 73 20 4c 61 62
Command Center = 43 6f 6d 6d 61 6e 64 20 43 65 6e 74 65 72
Halls of the Damned = 48 61 6c 6c 73 20 6f 66 20 74 68 65 20 44 61 6d 6e 65 64
Spawning Vats = 53 70 61 77 6e 69 6e 67 20 56 61 74 73
Tower of Babel = 54 6f 77 65 72 20 6f 66 20 42 61 62 65 6c
Hell Keep = 48 65 6c 6c 20 4b 65 65 70
Pandemonium = 50 61 6e 64 65 6d 6f 6e 69 75 6d
House of Pain = 48 6f 75 73 65 20 6f 66 20 50 61 69 6e
Unholy Cathedral = 55 6e 68 6f 6c 79 20 43 61 74 68 65 64 72 61 6c
Mt. Erebus = 4d 74 2e 20 45 72 65 62 75 73
Limbo = 4c 69 6d 62 6f
Dis = 44 69 73
Military Base = 4d 69 6c 69 74 61 72 79 20 42 61 73 65
Entering = 45 6e 74 65 72 69 6e 67
(Will be changed for all instances!)
Other useful notes:
Set resolution to nearest Jaguar's:
Esc-Options-Set Video Mode-320x200
-NEED: cfg hack to get the resolution down to 160x200 with double width pixel just like the jag.
Fraps: Save to external or different HD than the one Fraps is installed on. Doesn't perform well otherwise.
4 (Doom Builder 2) Make Sectors Tool (5:51)
Create a sector within and existing sector by drawing a line across in Drawing Mode then go to Mode-Make Sectors Mode and click inside the 'new' sector. It'll flash and the new sector will be made.
Can also 'fix' a broken sector (as long as it has at least 3 lines connected to form a closed shape) by clicking inside it in Make Sectors Mode.
Also made a cool lighting effect using a candlestick in one corner and a pillar in the middle w/ shading behind it.
-Crusher: NOTE: Can be triggered by a walk-over line or switch. Draw (ctrl+D) the sector to be used to do the crushing.
Optional: Enter Visual Mode (W) and raise the floor under the crusher slightly then add a texture around it and/or give the top of the floor a different texture. Press W to return to the grid view.
In Linedefs Mode (L) right click the trigger line on the boundary of the crusher to open its Properties. Click the Action button, click Crusher to expand it and choose one of the options. (I'm using the 1st one for this example-W1 Crusher Start with Fast Damage) Click OK to return to the Properties box.
Click the New Tag button to assign it a # (remember the #) and click OK to back out.
Press S to enter Sector Mode & right click the crusher sector. Give it the same tag from before and click OK. Test the map.
The following will cause crashes in the Jaguar version. NOT RECOMMENDED:
Drawing custom rooms: Draw the outline and make a sector out of it if it didn't by default. If you can't see the walls or ceiling it could be dropped all the way to the floor (@ 0) so set a height before nixing the whole operation! Open Mode-Map Analysis regularly to find conflicts. Also, quicksave after every successful run in Map Analysis. In tight sections with walls from other sectors very close on both sides (do leave at least 16 map pixels between), don't be fooled by their walls not being visible and appearing the walls have randomly disappeared, which can happen a lot. In Visual Mode, actually go into the suspect sectors and look around to see if the walls are still in place. While drawing a new sector after deleting the boundaries of an old sector, be careful not to stop drawing when connecting to an existing door or other thing. You CAN stop drawing to use the existing thing, which works most of the time but in the instances, mainly in tight quarters, where it occurs, it's best to keep drawing right over the existing line and complete the sector so it doesn't auto create a sector out of the whole area bc of stopping early. If it does create a sector out of the entire area, can re-open the current map and only have to revert back to the last quicksave mentioned at the beginning.
USE VERTICES MODE to right click hold and drag points to meet with where they're supposed to go. Can also drag to center points on the grid for 16 wide doors. This is especially useful when Map Analysis tells you a sector isn't closed.
Also, enter Sector Mode and hover around to try and find an offending section. Sometimes overwriting existing lines to complete a sector will leave the originals intact underneath causing endless and frustrating errors.
If having trouble with a door going up and still have the texture showing but can walk through it, check the Sidedefs tab for an extra and remove it.
List of what works:
-When loading a map use the "Doom" engine selection for closest compatibility!
-To make a 3 tier door work, set the height of the floor to the ceiling on the outside pieces instead of the ceiling height to the floor!!! The latter DOES NOT WORK for some reason. Also make sure your tiny middle lines are all facing inward EXCEPT ON THE DOOR THAT MOVES UP AND DOWN. Face those out but it's tiny ones need to face in too.
-Walkover line triggers. The tiny line in the middle of the trigger line doesn't matter which way it's facing. Sometimes the direction effects whatever but not in this case, in my experience so far on my 2nd map 2_00_8_7.
-When building a rom with 1 huge map or 2 levels (large), the level 3 data will become corrupt causing the 1st demo screen to fail so that can't be used as a determining factor of whether the rom is good or bad until a 3rd+ level is added that the engine can load for the demo screen.
-Need a level 6 map intact for the 2nd demo screen to load/run properly too.
-It doesn't matter which map (E1M1, E1M2, etc.) you're using in Doom Builder 2, it's just a level and should work at whichever map it's spliced into in the Jaguar rom. Nothing is 'hardcoded' into the map by DB2 that identifies where it should go, causing anything to fail.
Forget stairs. Seems they'll eventually randomly crash regardless. Have had several with all special 'anythings' removed and while they work at first, playing through some levels and trying them in a later level inevitably leads to them crashing. Randomly, not always but screw that.
Or, try the following anyway and waste valuable time:
If stairs raise, check each stair's sector and delete any strange tag #(s) ie; found tag 999 on every 3rd stair in map 11 of the 1st rom after the special sector error appeared when the game crashed while trying to climb them on real hardware. I don't know if it's a 'real' fix but double check and delete as a test. Will try on real hardware and post findings............
Appears to work. Tried the single level on real hardware, worked my way through the entire map before activating and no problem. Need to do it after a succession of levels to see if the 'build up' from previous maps has any effect.............
Door textures that resemble a 'roll up door' when opened are bc Upper Unpegged is ticked. Un-tick it to fix the problem.
If PT crashes when you open a door, check the overall draw distance to ensure it's short enough to allow the map to run.
If an error in PT says 'setup level (3,2)' this means it failed loading level 3 and the map is still probably good.
For Walk Over Line triggers, draw the trigger line on the floor first but don't let it touch the edges (creating another sector.) Draw it partially, set its function and tag # then create the effect (wall drop/raise, etc.) Test it and when satisfied connect the Vertices on the line ends to wherever and quick save one last time. Also, MAKE SURE TO CONNECT THE VERTICES as the line will cause an error in PT!
Lots of problems copying and pasting if the sector copied has ANYTHING involving special functions or height or sidedefs, etc. F that, just copy and paste the Vertices and redraw or redraw by hand.
For "unclosed sector" in Map Analysis error, in Sectors Mode hover around & find the offending line(s), click it/them and delete. DON'T waste time try to 'chase' it by continually redrawing sectors as it will only move along and never end.
If your doors won't work, disable Lower Unpegged to see if that will help. Certain doors (w/ no sector adjacent on the short sides) appear to mess up and not open on the Jaguar if they're ticked. Try to delete and redraw the door sector as well, double checking you have the correct function enabled.
If getting the "SpawnMapThing: Unknown type 51" error during the demo screen in PT, check the latest part of the map carefully for even a single Linedef that's out of place by touching a sector (where the line isn't part of sector. This happened to me in part of a map and it was tiny, seemed insignificant and I barely found it. After removing it PT ran like a champ. Also, don't fret about REJECT ending with 1 or 3 bytes needing to be padded. Also had that on the successful build after removing the Linedef.
"SpawnMapThing: Unknown type 12" is either overlapping Things or a Thing outside a sector.
Jaguar can't have:
DEBUNKED MYTH: Picking up too many rockets, ie, the ones in the "refill" secret rooms at the beginning will crash the next level as it loads. May also be tight placement of more than one box of rockets causing this. Best solution is to make only one box and the rest to be other ammo or non-countable items.
Too many enemies clustered into a small area. It'll cause the level to fail to load in a 12 map rom after completing the one before it. Delete a few.
Fake walls. The kind that show a sidedef texture of a wall from one side but not the other and that can be walked through. Some maps use these to trick the player but once hacked the Jag version has them completely missing as if they weren't there at all in the 1st place.
Jag can't do "W1 Teleport" for monsters or "W1 Teleport (monsters only)". Has to be W2 for player only.
If next map's address starts between 191418 - 1936FC, it may have a culmination of too many Things, Sidedefs, etc. When testing, my map w/ next start address of 191418 worked but the previous attempt's address of 1936FC failed. Had to delete a lot of Things, etc and reduce Sidedefs where possible to make it fit. *Will test more by adding items to increase the address for a more exact number.
2x 1 Player Starts on the map (sometimes accidentally caused when testing). Gives error "SpawnMapThing: UnkNown type 64" in PT when it's trying to load the demo.
Letters/#s drawn on floor and/or with the height raised. Slows down the Jag/PT too much and causes errors when loading the game or starting a game. Sometimes demo mode crashes too and have to start a game before the demo loads but isn't a good build like this.
Floor Action 119 "W1 Floor Raise to Next Higher Floor", Use "22 W1 Floor Raise to Next Higher Floor (changes texture)" instead.
Door Action 117 DR Door Open Wait Close (fast)
'17 Light Flickers (randomly)' Use '1 Light Blinks (randomly)' instead
1,2,3,4,5,(there is no 6),7,8,9,12,13,14,(there is no 15),16 in Special work. 10,11,17 don't work.
A ceiling height of more than 512 will cause the jellybean bug which is multicoloured corruption in the wall texture.
Large areas with lots of different angled walls. This increases SSECTORS and Vertices which in turn, apparently screw up the overall map and continued use make the map impossible to load correctly in PT later on. SOME are fine but too much will kill the map. See Grid View in "List of what works" above.
Door frames that match the surrounding walls' textures. Can/will cause the HoM effect. Adjust the door frames/ceiling/roof to SHAWN2 (for sides) and Ceiling/Floor to FLAT23 (or comparable) to remove it.
Doors to rooms at the very side of stairs. PT/Jaguar will crash when opening them.
A lift that starts at the highest position to move DOWN 1st. Use a Floor function instead.
Five 64x64 secret rooms at the bottom of stairs in a circular pattern leading back to where you started. Had this at the very beginning of map 2 and it caused crashes in PT just opening the doors in succession as well as errors/crashes throught the rest of the map and a teleport wouldn't work at all later on. I put all the weapons in the 5 secret rooms into one larger secret room and moved it away from the stairs that were originally touching the edge of the sector for the room and it worked like a charm w/ no more errors in the map and the teleport worked as well.
This is my baby. The steps for doing neo_rg's 'big hack'
I put this together to save time and it's been the difference maker in keeping my sanity. Not gonna lie, from start to finish this can take 1.5 to 2 hours to complete. There's a high margin for making a single error that can cripple the entire rom. Although going back and finding the mistake is relatively easy, it can be intimidating in the early minutes lol. To get over the mental defeat of such a daunting task, I've repeatedly (and unnecessarily) done 'the big hack' many times over in my spare time until it's become nothing more than a part of my day.
The results at the end are so satisfying that words can't express it. Then, flashing it to a Skunkboard for a test on real hardware or playing on PT. Pure Jag Doom bliss!
Need each map folder with only MAP0?.WAD inside, copied to flash USB.
1.) Open each MAP.wad in Slumped and copy sizes to ORIGINAL-DEC column in CMAP CALCULATOR. (renamed for distinction)
Export each to individual map folder as usual.
2.) Run MAPCOMP.BAT to make .LZZ files.
3a.) Open the .LZZ files in 010 Editor to input the sizes (listed at the bottom right) into CMAP CALCULATOR in "Comp. SIZE-DEC" column
3b.) Check/update padding
3c.) Input padding amount in CMAP CALCULATOR in "Comp.-PADDING" column. (renamed for distinction) and quick save each tab.
4.) Open the padded .LZZ files in F.A.S.T., re-order them and save all as MAPS JOINED.
5.) Open JAGDOOM.WAD & change address and size (SIZE HEX column in CMAP CALCULATOR) columns ONLY for each map starting with MAP01 at address 31:C870h
9C 30 00 00 17 92 CC 49 4E 45
32 00 00 00 00 16 99 9C 00 00 00 00 4D 41 50 30
Use the SIZE HEX column for inputting size data! The compressed one won't work bc "the jagdoom engine uses the original size of the file before compression as a guide to the size of the buffer it needs to reserve in memory to depack and check the
compressed map component."
Don't mess with changing the 1st character or each map type in the right column!
MAKE A BACKUP BEFORE OVERWRITING THE MAP DATA IN THE NEXT STEP
6.) In JAGDOOM.WAD paste MAPS JOINED at address 16:9990h
7F 00 0F 00 0F 03 26 00 00 10 10 10
7.) Insert modified JAGDOOM.WAD into original DOOM.rom as usual.
49 57 41 44 00 00 07 3F
1st: If a level in the big hack rom crashes, double check it for too many heavy weight functions like floors raising or lowering via trigger. floor functions always choke the Jaguar and too many can crash it) Also, the 'pistons' that move up and down, depending on size, can crash the level at load as well.
-MYTH FROM Suspicion: Acquiring too many backpacks (and subsequently weapons?) can cause the MALLOCFAILED error 5 or 6 maps in. The maps won't load but using the weapons cheat works.
-MYTH FROM Suspicion: Exiting then starting the next level too fast can cause the next level to crash during loading. If testing transition from one level to the next, exit, wait a few seconds and press B again to start the next one.
2nd: if a level crashes, go back over it's data input carefully and look for any mistake (usually a 4 & A or B & 8 switched) and after correcting it, re-input the entire map's data. Not the entire SET of maps just the one(s) with the mistake. The entire data includes the addresses and sizes. For some reason fixing just the single character mistakes doesn't work or doesn't always work. No sense NOT re-inputting it all if you're already in there.
3rd: re-F.A.S.T. the offending map and re-enter all in order.
4th: double check all the .LZZ files w/ 010 Editor and make sure all have the required padding. Then re-F.A.S.T. the map and re-insert all.
Extra Compiling info:
ok I've simplified the process a bit and the setup is a bit specific
but nothing overly complicated. get a flash drive and blank it so we
can start with no files.
copy the DOOMLZ77.EXE and the .BAT FILE to the flash drive, don't place
them in any folders, then make folders on the drive so we can put MAP
components in them
and so on, the .bat file has been made for 12 maps add more with the
specific syntax and you be ok just by editing it. stick the seperate
map components for each level into their corresponding folder. then run
the .bat file it will look in each folder and load the map components
and compress them and save them with a .lzz extension
so SECTORS will become SECTORS.LZZ and so on and so on. Each folder will
now contains 10 original map components and 10 compressed ones. Let me
know when you've got this far.
Don't worry if you see errors in the .bat file it's hardcoded for 12
maps and if you've only got 8 or 9 then you'll get errors until its finished
running through the .bat file
Also created a MAPCOMP.BAT file that will convert up to 18 maps to compressed .LZZ files & can be run locally instead of having to have/use a USB flash drive. This one only works if placed inside a folder named 0 (zero) that is placed in the C drive. Makes life a LOT easier
Here are the contents to paste. Save as MAPCOMP18.BAT and copy to C:/0 along with DOOMLZ77.EXE per the setup instructions.
DOOMLZ77 C:\0/MAP01/THINGS C:\0/MAP01/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP01/LINEDEFS C:\0/MAP01/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP01/SIDEDEFS C:\0/MAP01/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP01/VERTEXES C:\0/MAP01/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP01/SEGS C:\0/MAP01/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP01/SSECTORS C:\0/MAP01/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP01/NODES C:\0/MAP01/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP01/SECTORS C:\0/MAP01/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP01/REJECT C:\0/MAP01/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP01/BLOCKMAP C:\0/MAP01/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP02/THINGS C:\0/MAP02/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP02/LINEDEFS C:\0/MAP02/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP02/SIDEDEFS C:\0/MAP02/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP02/VERTEXES C:\0/MAP02/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP02/SEGS C:\0/MAP02/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP02/SSECTORS C:\0/MAP02/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP02/NODES C:\0/MAP02/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP02/SECTORS C:\0/MAP02/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP02/REJECT C:\0/MAP02/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP02/BLOCKMAP C:\0/MAP02/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP03/THINGS C:\0/MAP03/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP03/LINEDEFS C:\0/MAP03/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP03/SIDEDEFS C:\0/MAP03/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP03/VERTEXES C:\0/MAP03/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP03/SEGS C:\0/MAP03/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP03/SSECTORS C:\0/MAP03/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP03/NODES C:\0/MAP03/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP03/SECTORS C:\0/MAP03/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP03/REJECT C:\0/MAP03/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP03/BLOCKMAP C:\0/MAP03/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP04/THINGS C:\0/MAP04/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP04/LINEDEFS C:\0/MAP04/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP04/SIDEDEFS C:\0/MAP04/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP04/VERTEXES C:\0/MAP04/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP04/SEGS C:\0/MAP04/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP04/SSECTORS C:\0/MAP04/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP04/NODES C:\0/MAP04/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP04/SECTORS C:\0/MAP04/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP04/REJECT C:\0/MAP04/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP04/BLOCKMAP C:\0/MAP04/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP05/THINGS C:\0/MAP05/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP05/LINEDEFS C:\0/MAP05/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP05/SIDEDEFS C:\0/MAP05/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP05/VERTEXES C:\0/MAP05/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP05/SEGS C:\0/MAP05/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP05/SSECTORS C:\0/MAP05/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP05/NODES C:\0/MAP05/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP05/SECTORS C:\0/MAP05/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP05/REJECT C:\0/MAP05/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP05/BLOCKMAP C:\0/MAP05/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP06/THINGS C:\0/MAP06/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP06/LINEDEFS C:\0/MAP06/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP06/SIDEDEFS C:\0/MAP06/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP06/VERTEXES C:\0/MAP06/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP06/SEGS C:\0/MAP06/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP06/SSECTORS C:\0/MAP06/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP06/NODES C:\0/MAP06/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP06/SECTORS C:\0/MAP06/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP06/REJECT C:\0/MAP06/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP06/BLOCKMAP C:\0/MAP06/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP07/THINGS C:\0/MAP07/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP07/LINEDEFS C:\0/MAP07/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP07/SIDEDEFS C:\0/MAP07/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP07/VERTEXES C:\0/MAP07/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP07/SEGS C:\0/MAP07/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP07/SSECTORS C:\0/MAP07/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP07/NODES C:\0/MAP07/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP07/SECTORS C:\0/MAP07/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP07/REJECT C:\0/MAP07/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP07/BLOCKMAP C:\0/MAP07/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP08/THINGS C:\0/MAP08/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP08/LINEDEFS C:\0/MAP08/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP08/SIDEDEFS C:\0/MAP08/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP08/VERTEXES C:\0/MAP08/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP08/SEGS C:\0/MAP08/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP08/SSECTORS C:\0/MAP08/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP08/NODES C:\0/MAP08/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP08/SECTORS C:\0/MAP08/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP08/REJECT C:\0/MAP08/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP08/BLOCKMAP C:\0/MAP08/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP09/THINGS C:\0/MAP09/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP09/LINEDEFS C:\0/MAP09/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP09/SIDEDEFS C:\0/MAP09/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP09/VERTEXES C:\0/MAP09/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP09/SEGS C:\0/MAP09/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP09/SSECTORS C:\0/MAP09/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP09/NODES C:\0/MAP09/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP09/SECTORS C:\0/MAP09/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP09/REJECT C:\0/MAP09/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP09/BLOCKMAP C:\0/MAP09/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP10/THINGS C:\0/MAP10/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP10/LINEDEFS C:\0/MAP10/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP10/SIDEDEFS C:\0/MAP10/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP10/VERTEXES C:\0/MAP10/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP10/SEGS C:\0/MAP10/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP10/SSECTORS C:\0/MAP10/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP10/NODES C:\0/MAP10/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP10/SECTORS C:\0/MAP10/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP10/REJECT C:\0/MAP10/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP10/BLOCKMAP C:\0/MAP10/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP11/THINGS C:\0/MAP11/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP11/LINEDEFS C:\0/MAP11/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP11/SIDEDEFS C:\0/MAP11/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP11/VERTEXES C:\0/MAP11/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP11/SEGS C:\0/MAP11/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP11/SSECTORS C:\0/MAP11/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP11/NODES C:\0/MAP11/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP11/SECTORS C:\0/MAP11/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP11/REJECT C:\0/MAP11/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP11/BLOCKMAP C:\0/MAP11/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP12/THINGS C:\0/MAP12/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP12/LINEDEFS C:\0/MAP12/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP12/SIDEDEFS C:\0/MAP12/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP12/VERTEXES C:\0/MAP12/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP12/SEGS C:\0/MAP12/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP12/SSECTORS C:\0/MAP12/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP12/NODES C:\0/MAP12/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP12/SECTORS C:\0/MAP12/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP12/REJECT C:\0/MAP12/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP12/BLOCKMAP C:\0/MAP12/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP13/THINGS C:\0/MAP13/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP13/LINEDEFS C:\0/MAP13/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP13/SIDEDEFS C:\0/MAP13/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP13/VERTEXES C:\0/MAP13/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP13/SEGS C:\0/MAP13/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP13/SSECTORS C:\0/MAP13/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP13/NODES C:\0/MAP13/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP13/SECTORS C:\0/MAP13/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP13/REJECT C:\0/MAP13/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP13/BLOCKMAP C:\0/MAP13/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP14/THINGS C:\0/MAP14/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP14/LINEDEFS C:\0/MAP14/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP14/SIDEDEFS C:\0/MAP14/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP14/VERTEXES C:\0/MAP14/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP14/SEGS C:\0/MAP14/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP14/SSECTORS C:\0/MAP14/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP14/NODES C:\0/MAP14/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP14/SECTORS C:\0/MAP14/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP14/REJECT C:\0/MAP14/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP14/BLOCKMAP C:\0/MAP14/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP15/THINGS C:\0/MAP15/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP15/LINEDEFS C:\0/MAP15/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP15/SIDEDEFS C:\0/MAP15/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP15/VERTEXES C:\0/MAP15/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP15/SEGS C:\0/MAP15/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP15/SSECTORS C:\0/MAP15/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP15/NODES C:\0/MAP15/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP15/SECTORS C:\0/MAP15/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP15/REJECT C:\0/MAP15/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP15/BLOCKMAP C:\0/MAP15/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP16/THINGS C:\0/MAP16/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP16/LINEDEFS C:\0/MAP16/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP16/SIDEDEFS C:\0/MAP16/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP16/VERTEXES C:\0/MAP16/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP16/SEGS C:\0/MAP16/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP16/SSECTORS C:\0/MAP16/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP16/NODES C:\0/MAP16/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP16/SECTORS C:\0/MAP16/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP16/REJECT C:\0/MAP16/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP16/BLOCKMAP C:\0/MAP16/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP17/THINGS C:\0/MAP17/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP17/LINEDEFS C:\0/MAP17/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP17/SIDEDEFS C:\0/MAP17/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP17/VERTEXES C:\0/MAP17/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP17/SEGS C:\0/MAP17/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP17/SSECTORS C:\0/MAP17/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP17/NODES C:\0/MAP17/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP17/SECTORS C:\0/MAP17/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP17/REJECT C:\0/MAP17/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP17/BLOCKMAP C:\0/MAP17/LZZs/BLOCKMAP.LZZ
DOOMLZ77 C:\0/MAP18/THINGS C:\0/MAP18/LZZs/THINGS.LZZ
DOOMLZ77 C:\0/MAP18/LINEDEFS C:\0/MAP18/LZZs/LINEDEFS.LZZ
DOOMLZ77 C:\0/MAP18/SIDEDEFS C:\0/MAP18/LZZs/SIDEDEFS.LZZ
DOOMLZ77 C:\0/MAP18/VERTEXES C:\0/MAP18/LZZs/VERTEXES.LZZ
DOOMLZ77 C:\0/MAP18/SEGS C:\0/MAP18/LZZs/SEGS.LZZ
DOOMLZ77 C:\0/MAP18/SSECTORS C:\0/MAP18/LZZs/SSECTORS.LZZ
DOOMLZ77 C:\0/MAP18/NODES C:\0/MAP18/LZZs/NODES.LZZ
DOOMLZ77 C:\0/MAP18/SECTORS C:\0/MAP18/LZZs/SECTORS.LZZ
DOOMLZ77 C:\0/MAP18/REJECT C:\0/MAP18/LZZs/REJECT.LZZ
DOOMLZ77 C:\0/MAP18/BLOCKMAP C:\0/MAP18/LZZs/BLOCKMAP.LZZ
I added a pause at the end so I can (partially) scroll back up and see if there were any errors.
Attached is also an 18 map Excel file for inputting address and size data. It's in OpenOffice .ods format but is interchangeable with M$ Office..
CMAP CALCULATOR 18.zip 13.67KB 49 downloads
Using the above I made 2 original maps and converted 84 found in the wild. Also converted all 17 maps from 32X Doom and hacked them to play on the Jaguar