Section 4: Flats (aka 3rd plane)

From Guide: The Anatomy of an XLAT File

By default, ECWolf has the 3rd and 4th planes enabled. The 4th plane is used as ROTT’s 3rd plane - the information plane, which is used for switches, touch plates, and other features transplanted from ROTT.

Picking a version of MapEdit

From Guide: MapEdit - DOS Map Making

There are many different versions of MapEdit (There are 18 known public versions!), and each has their own compatibilities with different versions and games.

How to add content to your Game Profile

From Guide: How to use

Now that you have a profile for your game, you'll want to put content from your game on there for people to see and download. On the sidebar for your game, you'll see two buttons; Add Media and Add Game Files:

The Map Editor

From Guide: Using WDC for your Wolf3D Project

If you are simply looking for how to export maps for ECWolf, that is covered in Dunkelschwamm's ECWolf Mapping Guide. The first screen you will typically see on opening a project in WDC is the Map Editor:

Section 2: The Tile List

From Guide: MapEdit - DOS Map Making

The Tile List is located on the right hand side of the screen, and contains all the things that can be added to the map.

Step 3: Adding switches and doors to your maps

From Guide: Switch-Activated Doors

Open up your favorite map editor (I use WDC) and make a new project. Set MAXPLANES to 4 in the Project Information tab

Section 1: The map

From Guide: MapEdit - DOS Map Making

The first and largest part of MapEdit, is of course the map itself.

Activating the features in the engine

From Guide: Enabling Feature Flags (High Resolution Textures, Cloudy Skies, etc)

This assumes you've started a new project in Code::Blocks that successfully builds. If you haven't yet, then click here to start. Navigate to VERSION.H in your project, and look for the following lines.

Game Collections (Beta)

From Guide: How to use

Creating an account allows you to create games and upload content to the website, and to get the most out of the website.

The tools you'll need

From Guide: Setting up the Wolf4SDL Source Code

Editing Wolf4SDL is fairly straightforward. You'll only need two things:

Adding the object to your XLAT

From Guide: Creating fake geometry in ECWolf/LZWolf

There is one more step to perform before the game will recognize this new object. Go into your map translator (colloquially known as “XLAT”), and add a new line in the “things” section. You can specify this however you want.

Adding the elevators to your maps

From Guide: ROTT-style Elevators

For this example, I have extended the size of the first level to 128x128 and pasted the second level in the bottom right.

Part 1: The Basics

From Guide: Mapping for ECWolf

Necessary materials checklist: The sourceport: ECWolf for your particular system:

Opening your Wolf3D Project

From Guide: Setting up the DOS Wolf3D source code

Now that we're in Borland, it's time to get into the project itself. Click on Project->Open Project in the menu, and type the name of the drive you mounted the source code on (In this tutorial that was the D: drive). Click OK or press Enter, and you should see the following

Creating Custom Episodes

From Guide: Mapping for ECWolf

You know how to make a single-map mod for ECWolf, but what about entire episodes? Wolf3d had 6 episodes with 10 levels apiece, so surely you too want the power to craft campaigns spanning multiple maps! If so, this is the tutorial for you!

Setting Up The Files

From Guide: Setting up the DOS Wolf3D source code

First thing we have to do is get all the files ready to use.

Setting up a MacenWolf Project in WDC

From Guide: Using WDC for your Wolf3D Project

MacenWolf is a source port built off of Wolf4SDL, designed to recreate the Mac Wolf3D experience as closely as possible from within Windows. It has since then been used as a base to port the many releases in the Mac Wolf3D community.

Step 1: Defining your triggers

From Guide: Switch-Activated Doors

You need to define your triggers and tiles in your XLAT file. In your XLAT file, navigate to the end of the triggers section under “tiles”. You need to define a door that cannot be opened normally and stays open for an indefinite amount of time.

Running your program in DosBox

From Guide: How to run programs in DosBox

Assuming you are currently in your successfully mounted drive in DosBox, all that is left to do is run your program. All you need to do is enter the name of the executable to start it up! If you know the name (In this case, WOLF3D.EXE), then you can type it in manually.

Scripting the geometry in DECORATE

From Guide: Creating fake geometry in ECWolf/LZWolf

Now comes the part I hate the most: the Decorate code. To simplify the process a bit, here I have provided a little infographic to help you understand how ECwolf/LZwolf understand the coordinates supplied by the most important command we will be using (A_SpawnItemEx):

DrawPlayerWeapon and adding the Pickup/Collectible

From Guide: Add a Rocket Launcher (Wolf4SDL)

First, we'll open WL_DRAW.C and tell the game to treat our SPR_RLAUNCHERREADY sprite as an idle weapon sprite. Scroll down to the DrawPlayerWeapon array and edit the weaponscale array just above it:

Section 2: Tiles (aka 1st Plane)

From Guide: The Anatomy of an XLAT File

This section of the XLAT defines what goes in the 1st plane, otherwise known as walls and floor codes. These commands will define different walls, triggers, and all sorts of stuff.

Running MapEdit

From Guide: MapEdit - DOS Map Making

MapEdit works with map files that are in the same folder as it is. So to use MapEdit to edit your levels, you will need to put MapEdit in the same directory as your game.

Game Reviews (Beta)

From Guide: How to use

When a game has a Game Profile, registers users are able to leave Reviews for it, commenting on the game experience in long-form. Reviews can be accessed by clicking the "Reviews" button on the Game Profile:

Where to publish

From Guide: Game Release Preparations

Your game is ready. It's time to upload it. Where can you go?