SgtPappas Posted June 17 Good night to everyone. I hope you are doing well. For my small WAD i have an idea to create some short story. And i want to create a small map with pointer "You Are Here" like it was in the original DOOM 1993. Is it possible to add it in the same time? First screen - Some text like it was in DOOM II Second screen - Map like it was in DOOM 1993 with poiners "You Are Here" or something like that. Is there is a simple way to do this in MAPINFO file or i have to create fake levels to show it? Thank you wery much in advance for you answers. Cheers. 0 Quote Share this post Link to post
Dark Pulse Posted June 17 (edited) 38 minutes ago, SgtPappas said: Good night to everyone. I hope you are doing well. For my small WAD i have an idea to create some short story. And i want to create a small map with pointer "You Are Here" like it was in the original DOOM 1993. Is it possible to add it in the same time? First screen - Some text like it was in DOOM II Second screen - Map like it was in DOOM 1993 with poiners "You Are Here" or something like that. Is there is a simple way to do this in MAPINFO file or i have to create fake levels to show it? Thank you wery much in advance for you answers. Cheers. It's fully possible. It's called an Intermission Script. It's slightly arcane, though: https://zdoom.org/wiki/Intermission_script That said, the end-cluster text and the intermission map can't be used at the same time I think. You can either have the intermission map at the end of the level, or the end-text at the end of a level, but you can't have the text lead into the intermission map or vice-versa directly off the intermission script. (Though you could get a similar effect via cluster definitions.) Edited June 17 by Dark Pulse 0 Quote Share this post Link to post
Gez Posted June 17 If you put each level in a separate cluster, you can have entertexts and/or exittexts for these clusters, as well as scripted enterpics and/or exitpics for the levels. I think that would work. UMAPINFO allows you to have intertexts for maps, but I don't think this standard includes scripted intermissions. 0 Quote Share this post Link to post
SgtPappas Posted June 17 8 hours ago, Dark Pulse said: It's fully possible. It's called an Intermission Script. It's slightly arcane, though: https://zdoom.org/wiki/Intermission_script That said, the end-cluster text and the intermission map can't be used at the same time I think. You can either have the intermission map at the end of the level, or the end-text at the end of a level. Seems like ending in original DOOM was hardcoded or there was a levels trick similar to this one Spoiler map TITLEMAP "Main Menu" { next = "INTRO" secretnext = "INTRO" sky1 = "SKY1" par = 180 music = "$MUSIC_STALKS" } map INTRO "Main Menu" { next = "MAP01" secretnext = "MAP01" sky1 = "SKY1" cluster = 7 par = 180 music = "$MUSIC_STALKS" Slideshow = "DiaryStart" NoIntermission } map MAP01 "Landing" { next = "MAP02" secretnext = "MAP02" sky1 = "SKY1" cluster = 21 par = 180 music = "$MUSIC_STALKS" } map MAP02 "Desolation" { next = "MAP03" secretnext = "MAP03" sky1 = "SKY1" cluster = 22 par = 120 music = "$MUSIC_SHAWN" } Can i have more than one intermission pic? 0 Quote Share this post Link to post
Dark Pulse Posted June 18 17 hours ago, SgtPappas said: Seems like ending in original DOOM was hardcoded or there was a levels trick similar to this one Can i have more than one intermission pic? It was 100% hardcoded. And yes, you can have more than one, but only one per episode. Just make sure the lump is named appropriately (IN_E1, IN_E2, etc.) 0 Quote Share this post Link to post
ViolentBeetle Posted June 18 On 6/17/2024 at 8:34 AM, Gez said: UMAPINFO allows you to have intertexts for maps, but I don't think this standard includes scripted intermissions. UMAPINFO actuallly supports individual backgrounds for exiting and entering maps, though they can not be animated. See for example: Solar struggle in its glorious 68 or so individual, neraly identical slides. 0 Quote Share this post Link to post
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