There are two special types of floor codes. Besides, every single room must be completely filled with a floor code, or the game will become buggy. This will happen even if these rooms are on the opposite sides of the map! Understanding floor codes is key in setting up interesting gunfights. They are also responsible for sound propagation, that is, if you have two or more rooms filled with the same floor code, firing your weapon in one of these rooms will alert enemies in all others. At their most basic, floor codes are room interiors: if you place a floor code on the map, there will be an empty space in-game. Never place a plane 2 object on a wall unless you know exactly what you're doing.įloor codes are the most difficult Wolfenstein 3D mapping entities to understand. Walls have slightly different textures (darker or brighter) on their horizontal (east/west) and vertical (north/south) sides. There's a wide variety of walls both functional and decorative: plain grey brick, blue brick with a prison cell, brown marble, and so on. A wall cannot be walked through and does not contain any other objects (with one exception that will be discussed later). Walls determine the boundaries of each room they also have aesthetic and navigational functions: they're pretty and help you recognize where you've already been. ![]() The wall is the basic building block of every map. ![]() Thus, each single tile can be filled with one entity per plane, for example a floor code with an enemy on top of it. By default, the first plane contains walls, doors and floor codes, while the second plane encompasses objects and enemies. Also, every map has at least two separate planes. The average Wolfenstein 3D map is 64圆4 tiles for a total of 4096. Now that you have an empty map before your eyes, you'll have noticed that it's divided into tiles. These are very useful in everyday mapping, so use them freely, just remember that ChaosEdit has no undo button. Every editor has such a tool, as well as several other common options like flood filling or tile picker. The solid rectangle tool comes in handy here. In other editors you will have to do it by hand, deleting everything in both planes. In WDC, click Map Tools and then Clear Map (Solid). This guide will be using WDC, but knowledge gained this way will be useful for all aforementioned editors.Īfter loading the game files you will be faced with the mapping screen displaying good old E1M1. While using WDC, click on File -> Compile All to save your mapping progress. Now create an empty folder somewhere, call it Output or My Mod or something, click the three dots near 2 "Output Folder" and select the newly created folder. Number 1 "Base Data Folder" is where you click on the three dots and select the folder that contains your copy of Wolfenstein 3D. In WLEdit, use the Browse button then click Load Files.įinally, in WDC, things are a bit more complicated. In HWE, click File -> Open Project and do the same. In ChaosEdit, pick the "Load All" button in the upper right corner and select a folder with game files. Before you start mapping, you need to use your editor of choice to load the game files. ![]() There are several mainstream editors currently available for Wolfenstein 3D. ![]() Don't expect advice on how to improve your mapping style here, we're only concerned with explaining the fundamental tools you have at your disposal, in very simple terms.įirst things first: pick your editor. This text is meant to be a basic guide for Wolfenstein 3D mapping.
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