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+<html>
+
+<head>
+<meta name="GENERATOR" content="vim">
+<title>viDOOM - Free Software DOOM editor</title>
+</head>
+
+<body>
+
+<h1 align="center">Glossary</h1>
+
+<p>It is assumed that some knowledge of DOOM is known by the
+reader, but in case here are some general terms that are used in
+the documentation. </p>
+
+<h2>DOOM</h2>
+
+<p>If you're unsure what this is, you've probably come to the
+wrong place by accident.</p>
+
+<h2><a name="WAD">WAD</a></h2>
+
+<p>A WAD file is the name given to the files used to define the
+graphics, sound, music and maps that make up a game of DOOM. WAD
+files are split into two different types, <a href="#IWAD">IWAD</a>
+and <a href="#PWAD">PWAD</a> files. </p>
+
+<h2><a name="IWAD">IWAD</a></h2>
+
+<p>An IWAD file is is the 'Internal WAD' file. The IWAD file is
+the main <a href="#WAD">WAD</a> file as supplied by id Software.
+Note that only id Software are meant to produce IWAD files. </p>
+
+<h2><a name="PWAD">PWAD</a></h2>
+
+<p>An PWAD file is is the 'Patch WAD' file. This WAD file is read
+in by the game after the IWAD file, and an entries in it replace
+entries defined in the IWAD file. So for instance a PWAD file
+that has an entry for the first <a href="#MAP">MAP</a> will mean
+that DOOM will read the first map from the PWAD file, rather than
+it's own IWAD file. </p>
+
+<p>Hmmmm.... Sure I could have explained that better. </p>
+
+<h2><a name="LUMP"></a>LUMP</h2>
+
+<p>A lump is an entry in a <a href="#WAD">WAD</a> file. For
+instance a <a href="#MAP">MAP</a> is made up of a number of
+lumps, one defining the <a href="#SECTOR">sectors</a> for the
+map, another the <a href="#THING">things</a>, and so on.</p>
+
+<h2><a name="MAP">MAP</a></h2>
+
+<p>A map is taken to mean a DOOM level. Note there is two naming
+conventions for maps, <b>E</b><b><i>x</i></b><b>M</b><b><i>y</i></b>
+(where <i>x</i> is the episode number, and <i>y</i> the map
+number in that episode) used in DOOM and Ultimate DOOM, and <b>MAP</b><b><i>nn</i></b>
+(where <i>nn</i> is a number between 01 and 32) used in DOOM 2
+and Final Doom. </p>
+
+<p>A map is made up of a number of different elements, namely <a
+href="#SECTOR">sectors</a>, <a href="#LINEDEF">linedefs</a>, <a
+href="#SIDEDEF">sidedefs</a>, <a href="#THING">things</a> and <a
+href="#VERTEX">vertexes</a>. Following are some (very) basic
+definitions for these things, but you would be better reading the
+<a href="thanks.htm#DOOMSPEC">Unofficial DOOM specs</a> for more
+accurate definitions. </p>
+
+<p>MAPs generated in viDOOM must be built with a <a href="#BSP">Node
+Builder</a> before they can be used in DOOM. </p>
+
+<p>Also note that viDOOM supports two different map formats. The
+original one, as used in DOOM and DOOM 2, and the extended <a
+href="#HEXEN">HEXEN</a> format supported by ZDoom.</p>
+
+<h2><a name="VERTEX">VERTEX</a></h2>
+
+<p>A vertex is simply an X,Y co-ordinate in the DOOM world. </p>
+
+<h2><a name="THING">THING</a></h2>
+
+<p>Things are all the different objects on the DOOM map that are
+not the actual walls and doors. All the monsters, weapons, ammo,
+non-wall based scenery and even your starting point and teleport
+locations are all counted as THINGS in DOOM. </p>
+
+<h2><a name="LINEDEF">LINEDEF</a></h2>
+
+<p>A LINEDEF is a line that connects two <a href="#VERTEX">vertexes</a>.
+A LINEDEF at it's most basic is used to make up the walls that
+make up the DOOM levels. A LINEDEF must <i>always</i> have a
+right <a href="#SIDEDEF">SIDEDEF</a> associated with it. 2 sided
+LINEDEFS will also have a left SIDEDEF associated with it. </p>
+
+<p>In addition special types of LINEDEF can be used so that when
+the player crosses or activates them actions happen in the DOOM
+world - lighting changes, teleportation happens, doors open,
+levels are exited and so on. </p>
+
+<h2><a name="SIDEDEF">SIDEDEF</a></h2>
+
+<p>A SIDEDEF is basically used to describe the <a href="#TEXTURE">textures</a>
+that are painted upon a <a href="#LINEDEF">LINEDEF</a>. </p>
+
+<h2><a name="SECTOR">SECTOR</a></h2>
+
+<p>Though technically incorrect, it is simplest to picture a
+SECTOR as an object enclosed by <a href="#LINEDEF">LINEDEFS</a>.
+A sector is used to define the floor and ceiling heights and <a
+href="#FLAT">flats</a> used to draw the floor and ceiling, in
+addition to the lighting for that area. </p>
+
+<h2><a name="TEXTURE">TEXTURE</a></h2>
+
+<p>A texture is the graphics used to paint the walls in DOOM. </p>
+
+<h2><a name="FLAT">FLAT</a></h2>
+
+<p>A flat is the graphics used to paint the floors and ceiling in
+DOOM. </p>
+
+<h2><a name="BSP">Node Builder</a></h2>
+
+<p>Does some of the nastier work of level building by creating
+the extra information over and above the parts mentioned in <a
+href="#MAP">MAPS</a> so that DOOM can actually understand the
+level data enough to play it. Note that if you are to edit <a
+href="#HEXEN">HEXEN</a> levels you will need a node builder that
+understands the different data structures used.</p>
+
+<p><a href="thanks.htm#BSP">BSP</a> is perhaps the best known of
+these, and the one that was used all through viDOOM's initial
+development. When developing the HEXEN edit mode for ZDoom <a
+href="thanks.htm#WARM">WARM</a> was used.</p>
+
+<h2><a name="HEXEN"></a>HEXEN</h2>
+
+<p>HEXEN is a game by Raven software that uses the DOOM graphics
+engine. The WAD format for this is slightly different to DOOM,
+having a BEHAVIOR <a href="#LUMP">lump</a> for each MAP and
+different formats for <a href="#THING">THINGS</a> and <a
+href="#LINEDEF">LINEDEFS</a>.</p>
+
+<p>ZDoom supports this format.</p>
+
+<hr width="99%">
+
+<p><a href="index.htm">Back to index</a></p>
+
+<p><tt>$Id$ </tt></p>
+</body>
+</html>