On this page you will find various tutorials on editing the ZDoom engine. ZDoom is arguably the most advanced Doom source port to date. It incorporates TeamTNT's Boom extensions with Hexen's expanded sector, linedef and thing specifications. The biggest advance, in my opinion, is the addition Hexen's ACS scripting language. ACS has opened a whole new editing experience to the Doom level designer allowing unprecedented control of the Doom world.
These tutorials are targeted at the Doom level designer that has never edited Hexen. This section is a work in progress and expect the tutorial list to grow as I gain more insight into the workings of the ZDoom engine. Be sure to read the ZDoom Reference file that comes with the ZDoom package as well as the Hexen specs available with the WadAuthor package.
My thanks to Randy Heit for his support and help in these tutorials.
My thanks to Bruce A. Benko for adding ZDoom to DMapEdit and helping me get started with DME.
Implementing Colored Lighting
Simulated Phased Lighting via Scripting
Ceiling and Floor Texture Change
Animated Flats and Textures
Making an Elevator
Building a Staircase
Setting up Monster Patrol Routes
Using the Monster Special
Using the ThingCount Function
Using the Particle System
Using the Bridge Thing
Sector Action Things
Sliding Doors Using Poly Objects
Rotating Doors Using Poly Objects
Fixing Polyobject Texture Bleeding
A Scripting Primer
Michael NiggelMisc Scripts
Dec0n's ZDooM Example Wad #1
Two Story Building
A Filling Basin
A Split Door
ZDoom & WadAuthor
Making Multi_Map Wads for WadAuthor
The WadAuthor WCF File
Quickly Adjusting Sector Heights in WadAuthor
Setting Up DMapEdit for ZDoom Editing
Using WinTex To Insert a Lump
DeepSea Graphic Import and Texture Creation