			
	EdMap
	version 1.31

	DOOM/DOOM-II/HERETIC
	DOS-based Map Editor

This software package enables users to create or modify maps used in 
original DOOM and DOOM II:Hell on Earth, by id Software, and HERETIC, 
by Raven Software for id Software.  HERETIC is copyright 1994 by Raven 
Software.  DOOM is a trademark of id Software.  Neither id Software 
nor Raven Software will not provide any assistance for EdMap or any 
map created or modified by EdMap.  EdMap was not designed to function 
with unregistered versions of DOOM or HERETIC. If you like DOOM and 
HERETIC, and/or want to use EdMap, you must first register your copy 
with id Software.  To register the DOOM or HERETIC trilogies call 
1-800-IDGAMES.  If you live outside of the USA, or if you wish to 
purchase either game with a check or money order please refer to the 
text file, (ORDER.FRM) located in your DOOM or HERETIC directory. 


Included in this package are the following files:
BUILD    BAT      1874 02-01-95  11:36a
INFO     BAT        48 10-05-94   8:36p
EGAVGA   BGI      5554 02-28-91   1:01a
SESTYLE1 DAT        51 01-08-95   3:58a
SESTYLE2 DAT        51 01-08-95   3:53a
SESTYLEH DAT        51 01-16-95  11:16a
MOUSEPIC DAT       704 01-31-95   4:42a
PTX-6    DAT      2304 01-10-95  10:56p
PTX2S-8  DAT      1536 01-05-95  11:09p
PTX2S    DAT      1536 01-13-95  12:01a
DOOM2WAD EXE     13669 12-27-94   7:58a
EDMAP    EXE      8014 01-24-95   6:23a
EDMAPCFG EXE     70021 02-01-95  12:23p
EDMAPCOM EXE      6624 01-24-95   8:49a
EDMAPSYS EXE    353405 02-01-95  11:50a
ERROR    EXE      3965 01-14-95  10:15a
IDBSP    EXE    245194 06-04-94   2:44p
STUFFBUF EXE      4407 11-06-94   1:26a
VGA50    EXE      2948 10-09-94  10:44p
WAD_DWD  EXE    126757 06-04-94   4:43p
ACTIONS  TXT     15694 01-23-95   1:25a
FLORLIST TXT      5807 02-01-95   7:28a
HELP     TXT     35945 01-23-95   1:25a
SETYPES  TXT      2329 02-01-95  10:13a
TEXTLIST TXT      7377 02-01-95  10:24a
THINGS   TXT      6779 01-20-95   6:12a
TXTRCONV TXT      1697 02-01-95  12:43p
BUILDER  TXT      8391 06-04-94   4:41p

These files must be present in the current directory when "EDMAP"
is typed at the DOS prompt:

	EDMAP.EXE
	EDMAPSYS.EXE
	EDMAP.CFG (or whatever *.CFG is specified)

All other files should be in the EdMap directory.

All mentions of DOOM, unless otherwise specified, refer to original 
DOOM, DOOM II:Hell on Earth and HERETIC.

EDMAPCFG is the utiltity that configures EdMap.  If EdMap cannot
load properly, EDMAPCFG may be loaded to create the necessary
files to load.  After the configuration is done, EdMap will
automatically try again to load.  EDMAPCFG can also be loaded
seperately from the DOS prompt.

The DOOM directory is where DOOM, DOOM-II or HERETIC is located
on the Hard Disk Drive.  The PWAD directory is the directory 
where the map files will be saved to and loaded from.  The EdMap 
directory is where the EdMap data files are located.  
For example, the DOOM directory could be D:\GAMES\DOOM and PWADs
could be located in D:\GAMES\DOOM\PWADS and the EdMap file could
be in D:\GAMES\DOOM\EDMAP.  The three above files would have to 
be in the DOOM directory if that was where you intended to load 
EdMap from.  EDMAPCFG can be used to create additional config
files, which can be specified on the command line when loading 
EdMap.


To load EdMap, type EDMAP at the command prompt while in DOS.
Typing EDMAP /? will display the following:
|
|EdMap v1.31
|DOOM/DOOM2/HERETIC map editor
|(c) 1994 Jeff Rabenhorst (araya@wam.umd.edu)
|
|EDMAP [pwadfile [pwadfile [...]]] [/M:mapnnumber] [/C:filename] [/?]
|
|    [pwadfile [..]]  adds WAD files. (file extentions are optional)
|     [/M:mapnumber]  loads specified map into editor:
|                     DOOM I/HERETIC: "ExMy" format: from E1M1 to E3M9,
|                     DOOM II: mapnumber must be in [1..32]
|      [/C:filename]  specifies config file.
|             [/dir]  lists resources in the specified WAD directory.
|               [/Q]  "Quiet": prevents text after command line.
|               [/L]  Disables auto-loading the latest PWAD.
|               [/X]  Disables XMS support.
|               [/S]  Disables map memory to disk/XMS swapping.
|               [/?]  (this) help text.
|
| ex: EDMAP MISSION1.WAD MISSION2 /M:E1M2 /C:MYCONFIG
|
Like DOOM itself, the WAD files update the main DOOM WAD.
The last map of any name found in the list is the only one used,
even if previous WAD files contain the map.  WAD files may be 
added while in the EdMap editor, and one may be loaded 
automatically; the "Auto-load latest PWAD" option in EDMAPCFG 
lets EdMap scan the PWAD directory for the "*.WAD" file with 
the latest timestamp.  EdMap will notify you if the map 
currently being edited is updated by a new PWAD file in the list.  

EdMap control is centered around the mouse.  (A mouse is required
to run EdMap)  I tried to stuff as many controls onto the rodent as
possible.  I may have gone overboard, but most controls on the mouse
may be substituted by the keyboard ("most").  Here's the controls:
While holding the 2nd (right) button:
	...drag the mouse to pan around the map.  The control is
		intentionally not propotional; it decreases some
		as you zoom out.
	...hold the 1st (left) button to zoom.  Push the mouse up
		to zoom in, pull back to zoom out.  Note that to
		enable zooming the 2nd button must be pressed first.
Using the 1st (left) button:
	...tap to snap the mouse cursor to the nearest object of
		that mode and pick it up (modes are: Vertices, 
		LineDefs(&SideDefs), Sectors, and Things).
		The object is not "attached" to the mouse; you can
		drag any object around, then tap the 1st button
		again to drop the object.
	...tap while holding CTRL to add/remove an object to the
		multiple-select list.
	...hold the 1st button and move the mouse in any direction.
		this will bring up a tiny mode-pad.  Mode selection
		and mult-selection can be controlled using this pad.
		release the 1st button while the mouse is on the
		desired selection.  Leave the mouse in the center
		and the hold is treated as a tap, and you pick up
		the nearest object (click again to drop the object
		without moving it).
	...while holding the 1st button, tap the 2nd button.
		This will add an object where the mouse is on the
		map.  
		In Vertex mode this adds an unattached vertex,
			can only be used as a marker.
		In LineDef mode this breaks the line into two halves.
		In Sector mode this will create a sector.  If the
			mouse is in a sector already EdMap will
			verify that you wish to create a sector
			within a sector. (unless you turn that off).
		In Things mode this will copy the current thing
			and place it under the mouse.


Key commands were made to be short and simple.  To make a selection
from a menu, press the first letter of the selection you want.
To edit a field of data for the current object, press the letter or
number associated with that line on the object information bar.

general key functions: 
	F1  help
	F2  save
	F3  load
	F4  PWAD list
	F5  checking
	F7  tag sector to line
	F8  align textures / sector styles
	F9  build / play
	F10 viewer
(The menu displays hot keys on the selection buttons)

*** Improvements new to v1.31
Auto-teleporter creation: use in LD or SE mode 
more extensive, specific & useful error checking
Old(!) builder; using v1.0 again, no SE-merging problem
snap-options from preferences panel
texture replace checks floors, ceilings
many minor improvements
EDMAPCFG bugs fixed
even better at updating TXT->DATs
bug-free??
..and of course, a faster viewer..

*** new to v1.30
HERETIC support!
much better viewer; faster! bugs fixed!
more multiple-selection (INS and DEL) control: 
	sector split, merge, supporting objects, multiple vertex break, etc.
much better texture aligning; not bound to sector, adjusts X and Y offsets.
more checking, checking options panel in preferences.
new vertex info bar; enter LineDef lengths.
cleaner algorithms & main data structure routines (faster??)
better memory management (more free memory??)
all data compiled from text files; edit TXTs for your own descriptions,
	EdMap will automatically rebuild outdated files.
more colorful map display: colored action LineDefs, 2-S LDs always grey, etc.
pro-mode panels for byte-/bit-wise editing any object. (press space bar)
many improvements

*** new to v1.24
Updated builder (see IDBSP.DOC)
new saving algorithm
new data filenames for different DOOMs (???????2.DAT=DOOM-II datafile)
better memory management
better build structure (BUILD.BAT & EDMAPCOM.EXE)
much improved EDMAPCFG.EXE
help keyword-search panel
negative steps (for auto-stairs)
new sector selection algorithm (using mouse)
new vertex info bar: editable linedef lengths
many other improvements.
bugs fixed from v1.22 & v1.23

*** new to v1.23
Find Objects:find linedefs/sectors/things by trigger/action/type
Texture replace:map-wide replace, specify or from list (TXTRCONV.TXT)
Grab style:grabs sector (or linedef) style into the current style
new extended multiple-selection structure
runability test for Play Map (CTRL-F9)
edit obj-info-bar with mouse
many tiny improvements..

*** new to v1.22
XMS support; create larger maps with less base memory.
Vertex and LineDef modes merged; (edit faster)
much nicer (and possibly faster) enhanced map display
scans WAD dir entries more leniently
mouse pointer pictures
Auto-lift implemented
deathmatch/altdeath availible for playmap (nodes 1)
auto-stairs outline when placing
missing "PTX-6.DAT", "FLORLIST.DAT" bug solved
DOOM II textures reorganized
lotsa other stuff..
bugs fixed from v1.21b

*** new to v1.21
to v1.21b:bugs fixed:ESC from multi,choose texture, etc.
new play-map panel: toggle/adjust options & choose level
many tiny improvements
bugs fixed from v1.20

*** new to v1.20
DOOM II support!
Multiple-selection
DOOM2WAD utility provided: simple DOOM I <-> DOOM II converter.
	only changes map directory entry.
Improved process handling (EDMAP->EDMAPSYS<->DOOM?<->etc)
faster: initialization, graphics text, viewer, etc
auto-configuring; will load EDMAPCFG if bad *.CFG
INFO.BAT file to examine a child-process environment
texture-aligning using the viewer: handy; view and adjust the 
	texture exactly as it would appear in DOOM.
THing radius circles.  color, too.
Auto-saving options, undo feature.
many, many other improvements.

**** new to v1.12:
If play-skill level 0 is chosen, a panel will prompt for a
	skill level for play-map.
The /dir paramter now lists entry names correctly.

**** new to v1.11:
Two bugs in auto-stairs fixed: the block-all bit is off, and
	the step-top texture now uses the correct panel.
The center button on 3-button mouses (mice?) should select/
	de-select (as pressing enter).  this is untested.
The File-opening routine has been replaced by code written
	by Scott Bussinger (Compuserve 72247,2671) EXTEND5.ZIP
	this allows about 100 additional PWAD files to be used.
	(100 is impossible, since there are only 27 maps)
Some routines have been rewritten in assembler for speed.

*** new to v1.10
Much better error checking; checks for:
	texture:Missing textures/Hall of Mirrors,
		Medusa effect: multi-patch on 2S main
		Tutti Fruitti (1): short texture
		Tutti Fruitti (2): transparent above/below
	linedef:Short lines
		Long Wall Error (LWE)
	things :heights,
		in a sector
	associations:triggers when needed,
		teleporter destinations
	begin/end:all starts & one or more end.
	Errors can be listed or displayed
Viewer: views walls, floors, sprites, and patches in the normal
	DOOM palette.  can be used to select textures.
On-line help: press F1, help screen is almost always availible.
Automatic Stairs: automatically contructs a staircase within
	or outside any sector.  Can be triggered to rise out
	of the floor.  many options, all automatically saved.
Automatic Door: like stairs, makes a door.
Polygon creation: makes polygon sectors (also adjusts textures)
Texture align: aligns textures, either by sector or linedef
much better/easier file-handling.
Sector resizing and rotating
Map-wide editing: lights, X/Y/Z proportions & origin.
sector retexturing: press Alt-F8
preferences panel: saves mouse data, verifys, play level, etc.
pop-up calculator: If Num-lock is on, so is the calc (almost)
new panels, better algorithms (faster, too)
easier to use
many many other features

*** new to v1.02
Error checking (including, of course, texture checking)
Independant batch-driven builder making EdMap more flexible
Better process-handling; switches between EdMap/builder/DOOM better
"Load Latest PWAD" now scans the PWAD dir for the latest "*.WAD" file
Sector deletion
Some of the redraw routines were scrapped & rewritten in assembler
better menus in full-screen mode (does it look like a NeXT yet?)
some other bugs fixed.

*** new to v1.01
Reverse mouse buttons now works
Reverse panning control
More informative load map; dots mark updated levels & "reload" marked.
Adjustable grid & snap (by config)
Fully supports other map levels, not just E1M1
Faster "enhanced map" redraw
Colors in object info bar
some other bugs fixed..


*** Notes on the builder:
	EdMap loads COMMAND.COM to run the batch file "BUILD.BAT" with
the current PWAD name as the first parameter (no extension).  The
included builder requires a math co-processor (80x87), and EdMap 1.01
ran the builder by name. This version allows those who do not have
a math co-processor to install their own builder, and create their
own BUILD.BAT file.  EdMap passes the patch-WAD filename to BUILD.BAT,
so BUILD.BAT must make use of "%1". For example, if you are editing
"C:\DOOM\WADS\MYHOUSE.WAD" the batch file would run as if you typed:

C> BUILD.BAT C:\DOOM\WADS\MYHOUSE

Take a look at the included BUILD.BAT as an example.


I, Jeff Rabenhorst (araya@wam.umd.edu), created EdMap for all those
DOOMers out there who cant get enough of what could possibly be the
greatest game this world has ever seen.
I wrote EdMap myself, but I couldnt have done it without some peoples
kind contributions:
	My testing team, especially:
	Andrew Baker (IdahoNova@aol.com)
	Johnny Nugnug (jnugnug@nas.com)
	Lee E. Brown (l_brown@swales.com)
	jimbo@eskimo.com
	mmar1@tower.york.ac.uk
	bvg@wam.umd.edu
	vogelap@ucunix.san.uc.EDU
	POWELL_JO@A1-JAX.NAVY.MIL
	Matt Fell (msfell@aol.com) for writing and Hank Leukart 
		(ap641@cleveland.freenet.edu) for distributing
		DOOM Specs (DMSPEC13.TXT).  EdMap was written using
		a copy of DOOM Specs (v1.666 is the latest), all
		the suggestions i receive from you all(!) and 
		many hours pounding the life out of my keyboard.
	Tom Neff (tneff@panix.com) for DESIGN11.FAQ.
	Ron Rossbach (ej070@cleveland.freenet.edu) for the BSP 
		node builder (IDBSP11.ZIP) (see IDBSP.TXT)
	John Carmack and folks at id for releasing the code for the
		node builder and info to hack.
	id and Raven Software in general for .. something.. hmm.. 
		DOOM!! ..and DOOM II !!    .. .. and HERETIC!!


comments? suggestions? bugs? ..& access to internet:
	mail me (or write to rec.games.computer.doom.editing, 
	I read it often & my mail gets stuffed fast) 
araya@wam.umd.edu

Like EdMap? Give it to a friend (who has a reg'd copy of DOOM, DOOM-II,
or HERETIC).  Don't like it? Tell me what to improve.

-jeff