Disclaimer, I have only an very basic understanding of mapping in general so my apologies if this is something basic. I'm using Ultimate Doom Builder and am definitely willing to trying out new programs if they can help.
I make Doom TASes, a process that involves a lot of brute forcing input combinations for specific outcomes. The larger and more complicated a map is the longer the brute force process takes. For example, I did some tests a while ago and brute forcing 1 million input combinations in Doom 2 Map 1 took 74 seconds while brute forcing just 10,000 input combinations in Sunder Map 19 took 700 seconds. Most differences aren't nearly this dramatic, but they're significant. I'll often run brute forces that take hours if not days, and often it is viable and massively beneficial to edit out huge unnecessary portions of a map prior to starting the brute force.
The problem I've encountered is that when I edit a map in Ultimate Doom Builder, when I save it, the position of the blockmap relative to the positions of the walls changes. This is an issue because there are some tricks that rely on the blockmap existing in a particular place. If you get perfectly close to a wall which is to your South or West you can maintain up to 14.5 units/frame of momentum in multiple directions while stationary (yes, this a kind of "wobble" trick), but if the wall happens to directly sit on a blockmap line this momentum limit does not exist. Additionally this trick is not generally possible when the wall is to your East or North (momentum simply dies and stays at 0), but if the wall happens to be on top of the blockmap line it is possible to maintain momentum in these directions (definitely East anyway, I don't actually recall testing North now that I think of it). So, this creates a situation where edited maps that I create for faster brute force times occasionally stop being viable in situations where walls either previously did and now don't, or previously didn't and now do, exist on the blockmap, because I need the behavior of these tricks to remain consistent.
Is it possible to take a map, remove large parts from it, and have the position of the blockmap remain unchanged?
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almostmatt1
Disclaimer, I have only an very basic understanding of mapping in general so my apologies if this is something basic. I'm using Ultimate Doom Builder and am definitely willing to trying out new programs if they can help.
I make Doom TASes, a process that involves a lot of brute forcing input combinations for specific outcomes. The larger and more complicated a map is the longer the brute force process takes. For example, I did some tests a while ago and brute forcing 1 million input combinations in Doom 2 Map 1 took 74 seconds while brute forcing just 10,000 input combinations in Sunder Map 19 took 700 seconds. Most differences aren't nearly this dramatic, but they're significant. I'll often run brute forces that take hours if not days, and often it is viable and massively beneficial to edit out huge unnecessary portions of a map prior to starting the brute force.
The problem I've encountered is that when I edit a map in Ultimate Doom Builder, when I save it, the position of the blockmap relative to the positions of the walls changes. This is an issue because there are some tricks that rely on the blockmap existing in a particular place. If you get perfectly close to a wall which is to your South or West you can maintain up to 14.5 units/frame of momentum in multiple directions while stationary (yes, this a kind of "wobble" trick), but if the wall happens to directly sit on a blockmap line this momentum limit does not exist. Additionally this trick is not generally possible when the wall is to your East or North (momentum simply dies and stays at 0), but if the wall happens to be on top of the blockmap line it is possible to maintain momentum in these directions (definitely East anyway, I don't actually recall testing North now that I think of it). So, this creates a situation where edited maps that I create for faster brute force times occasionally stop being viable in situations where walls either previously did and now don't, or previously didn't and now do, exist on the blockmap, because I need the behavior of these tricks to remain consistent.
Is it possible to take a map, remove large parts from it, and have the position of the blockmap remain unchanged?
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