If the line is not double-sided, the second side's two lines of definitions are entirely omitted.
#ANDROID DOOM 3 MAP EDITOR FULL#
A full line definition is of this form, describing first the vertices and the line attributes, then the first side's sidedef and sector, and finally the second side's sidedef and sector. Line definitions follow in order immediately afterwards. The line block begins with a counter of the form " lines:" for example " lines:475" for E1M1. It is unknown if previous versions of WorldServer corresponded to editors for earlier Id games, or for the alpha versions of Doom. The header is merely the line " WorldServer version 4". The format used to store map data is made of three parts: a header, a line block, and a thing block. The specials were listed alphabetically rather than through their numerical value. Line specials had names derived from their internal names in the Doom engine, e.g.New textures could be created from patches from within the editor.The X and Y offsets for texture alignment on sidedefs were called "firstrow" and "firstcol".A visual texture selector was included (at least for flats).Things were represented by colored squares.This can notably be seen with stair builders. For this reason, Id mappers would put meaningless dummy tags on the sectordefs of lines whose sectors should not be merged despite being initially identical. The map compiler creates sectors from lines with identical sectordefs.
#ANDROID DOOM 3 MAP EDITOR UPDATE#
Right-clicking inside a sector would update the panel with the property of the chosen sector, presumably retrieved from the first line detected by the flood-fill algorithm. Left-clicking inside a sector would use a flood-fill pattern to find all the lines bordering the area clicked and set their sector definitions to that defined in the panel.