Sorry to hear you are having troubles @sorceress.
We can certainly fix these after you upload, or help guide you, if you want to do it yourself? Feel free to describe what you are trying to create, and I will gladly give an example map with steps; it could highlight what the trouble is.
For switches, in addition to the good tips from @patrick_wd:
– Use textures that start with “SW1…” (switch #1), the engine will swap its texture out automatically by replacing SW1 with SW2. We can’t control the swap behaviour, it’s hard-coded in the engine.
– “S” actions (Switches) only work from the *front* of the line (the little “handle” on the line faces towards the front). In Eureka the W-key flips the line front-to-back.
– Make sure to pick one-time (S1) or repeating (SR) switch actions accordingly, and that the switch and target sector have the same tag number.
Most map editors don’t explain how the Doom engine works, which only creates a barrier of entry, very silly indeed. The wiki is only useful insofar as as quick reference. The main source of truth is the “Unofficial Doom Specs”, a technical document by nature. But we don’t expect newcomers to read through it, it is a dry read. Please ask us question, we will be happy to help 🙂
[1]: https://www.gamers.org/dhs/helpdocs/dmsp1666.html