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| freedoom2.wad: MAP01 |
Guide Requirements
- Freedoom (IWAD files)
- Doom engine source port (executable)
- Eureka Doom Editor (map editor)
- SLADE (lump editor)
- GIMP (image editor)
Please refer to Section 1 if you need information about obtaining the above software.
Remember, Freedoom is a pair of WADs containing maps, graphics, and sound. In this guide, we will borrow a graphic from freedoom2.wad, edit it, and import it into a new WAD which will replace this graphic in the game.
This replacement process is called patching—it is the fundamental idea behind a Patch WAD (PWAD). We will not actually change any data in freedoom2.wad.
Please note, there are key commands (shortcuts) for activating certain menu items in each of the programs in this guide. (Control-S for Save, for example.) Feel free to use shortcuts.
1. Identify a Graphic
In the map above, there is a wall texture featuring a rusty zig-zag pattern seen immediately at the start of MAP01. To locate this graphic, we will use Eureka Doom Editor.
When you first open Eureka, it may automatically display MAP01 from freedoom2.wad.
If not, go to File ► Open Map in the menu bar. Click Load and locate freedoom2.wad on your computer. Typically, the file is located wherever you unzipped Freedoom.
If you installed Freedoom using the Debian repository, the WAD is located in /usr/share/games/doom.
Click the MAP01 button.
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| Open freedoom2.wad and click MAP01. |
Select View ► Find/Replace from the menu.
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| Use the Find/Replace command. |
- The Find panel is set to Things by default. If not, select Things.
- Click the Choose box. The Things panel will appear.
- Type
PLAYinto the Match field. The list will reduce to show the player starts. - Click the green soldier graphic. (This is the Player 1 Start in Freedoom.)
- Click the Find button in the Find panel. The map will zoom in on the Player 1 Start in the map. You can zoom in even more using the mouse wheel.
- Close the Things panel and the Find panel by clicking their X buttons.
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| Searching for the player start. |
We would like to view the interior of this room to inspect the wall texture. To place the viewing camera in this room, move the pointer into the room and type a single quote ('). A pink arrow will appear under the pointer.
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| Move the camera into the room. |
Now switch to 3D view.
- Hit the Tab key. The Tab key toggles between the map and 3D view.
- Press the Left Arrow (←) key to turn left.
- Tap the D key a few times to step right slightly until the wall is in view.
- Hit the L key to select Linedef mode.
- Click the far wall.
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| Inspecting the wall texture in 3D view. |
The graphic used on this wall will appear in the Linedef panel in the Sidedef section. The name is AQRUST08. Write down or memorize AQRUST08. (That's a zero-8.)
2. Locate the Graphic
To find which graphic lump this wall texture uses, use the SLADE map editor.
When you first open SLADE, it will ask you for a Base Resource Archive. This means an IWAD file. If you just downloaded Freedoom from the website, just point the file dialog to wherever you unzipped it.
If you installed Freedoom using the Debian repository, the WAD is located at
/usr/share/games/doom/freedoom1.wad
Now we need to look in the actual freedoom2.wad file to find that graphic. Select File ► Open from the menu and open freedoom2.wad. SLADE will display the contents in a new tab.
To find the wall texture, we need to view the actual map of MAP01. Select Archive ► Map Editor from the menu. Select E1M1 and Open Map.
The location of the wall texture was right at the Player 1 Start. Referring to the in-game Automap (at the start of this section), we need to find a similar structure.
Use the mouse wheel to zoom in on the center left region of the map. The green circles are the player start locations. Right next to it is the target wall. Make sure you are in Lines Mode (the tiny yellow T symbol on the toolbar).
Hover the pointer over this wall. You will see the graphic and its lump name appear in the lower right area. The example graphic we need to edit is named AQRUST08.
Write this name down or memorize it. Now close the Map Editor.
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Back in the Entry List view, click the Filter (funnel) icon in the lower left corner. Type the name of our graphic AQRUST08 (that's a zero-8). The list should reduce to just one line. Click the line to select.
Select Graphic ► Export as PNG from the menu. Save the graphic somewhere you can find it later. You may close SLADE for now.
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Editing the Graphic
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| Graphic opened in GIMP. |
This guide uses GNU Image Manipulation Program (GIMP). It's a free alternative to Adobe Photoshop. Note, this is not a comprehensive guide on GIMP.
Open the AQRUST08.png file in GIMP.
Doom graphics are called indexed or paletted graphics, because they use a limited set of colors defined in a colormap. It's a good idea to use colors that already exist in the graphic's colormap because conversion to Doom's colormap will be more accurate later.
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| Show the Colormap. |
Select Windows ► Dockable Dialogs ► Colormap. You should see a palette of colors appear.
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| Multiple region selection. Hold Shift key. |
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| Region selected. |
Let's fill the zig-zag in the center with a new color. We need to select the area to fill first. Select the Rectangle tool (or type an R). As you continuously hold the Shift key, click and drag out rectangles to fill the zig-zag shape.
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| Is Nukage Green an official color? |
Before we fill the region, we need to select a foreground color. Just click it on the Colormap.
Finally, fill the region with green. Select Edit ► Fill with FG Color.
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| Using the Text tool. |
If you like, use the Text tool (type a T), and add some warning text. Use the Text panel on the left to set the font, size, style, and color.
Once finished, select File ► Export As and save the graphic as a PNG file. Go ahead and overwrite the old AQRUST08.png file—we won't need it again.
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Import into SLADE
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| Create graphic markers. |
Open SLADE again. Select File ► New Archive. Select Doom WAD Archive. Select Archive ► New Entry. Name the entry PP_START.
The Type will say Empty (Marker) by default. Click Create.
A marker will appear in green in the list. This means it is not saved to the file yet. Create another marker. Name the entry PP_END. Click Create.
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| Graphics must be imported between the markers in the list. |
Click on PP_START. Select Archive 🠞 Import Files from the menu. Open the AQRUST08.png file. It should now appear between the two markers. You will also see your modified graphic appear in the preview area.
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| Convert graphic. |
With AQRUST08 selected, choose Graphic 🠞 Convert to from the menu.
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| Convert to Doom Gfx. |
This dialog will show how colors will convert. Click Convert.
Save the WAD file: File ► Save. Name the file test.wad. The entries will turn black, indicating they are saved to a file.
To load the WAD, and the modified graphic into Doom, at the terminal, type
doom test.wad
Hit the Esc key and start a New Game on whatever difficulty level. You should see the graphic replaced the moment the game starts.



































