
We should see a simple 256px x 256px map with the default textures and the default sector height of 128px. The Test Map button is on the top toolbar on the far right. Go ahead and save your map and run it in GZDoom for the first time. You can edit angle the player will initially face when the map starts with the Angle dial. You will drop a thing and it will automatically open the Edit Thing properties dialogue. Select Things Mode and right-click somewhere on the grid. Ultimately, you’ll want to create a closed shape by ending your drawing where you started it. This allows you to position your new linedefs. A linedef will stretch between the two vertices.

Now, each time you left click, you’ll drop a vertice and a new vertice will appear beneath your mouse. Once you press ALT, you should see an orange vertice following your mouse cursor and snapping to the grid. To draw your first sector you can select “Draw Lines Mode” on the left toolbar or if you followed the previous guide, press the ALT key.

In order to play your map, you at least need a Player 1 start thing on the map. Things are all the predefined obstacles, items, players, demons, weapons, and more in Doom. Each sector has a floor texture, a ceiling texture, a floor height, and a ceiling height. They are made up of 3 or more vertices and 3 or more linedefs. They can be floors, platforms, lifts, doors, windows, pillars, and more. Sectors are the different shapes on a doom map. It depends on the surrounding sectors if and where they are rendered. Linedefs can have up to 6 textures assigned to it, 3 on each side. You can tell if a linedef is an outside wall by the thick white representation. In the screenshot below, the four linedefs combined with the four vertices create a square sector. They can be walls, tripwires, switches, invisible barriers, mirrors, horizons, and more. The vertices in the middle of the sector below will do nothing while the ones on the four corners of the sector give the sector its shape. They have no bearing on the level if they are in the grid otherwise. They are only useful if used in conjunction with linedefs and sectors. Vertices, just like in geometry, are points on the map that separate linedefs (the lines in Doom). Now let’s define what each of these pieces are. This helps when you wonder “hmm… where did that one cool map I made go…”, which is a real question I ask myself pretty frequently. WADs with the date you started making it. Please get into a habit of saving your levels often!!! It’s rare, but sometimes Doom Builder crashes. The most important part of this interface is THE SAVE BUTTON. The coordinates on the map don’t really matter or effect anything besides how the data is stored for GZDoom to understand when you’re playing it. The crosshair just shows where 0, 0 on the grid is at. There are lots of buttons along the sides and some information on the bottom panel. When you first open Doom Builder, you a greeted with a black void with a grid.
#Gzdoom crosshairs how to#
I had a very hard time when I first used Doom Builder but I sat down, read the original How To PDFs, and analyzed my favorite levels to see how they did things that I thought were interesting. We are going to start slow to understand the interface and controls of Doom Builder and also the basics of what makes a Doom map.ĭon’t get discouraged if using Doom Builder seems hard! It takes practice to make levels quickly and efficiently.

This guide is intended for beginners who don’t know much about Doom editing.
