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Help with combining maps in slade


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So I have this doom wad with 2 maps I made in UDB, but I don't know how the lump order should go. I tried removing the ENDMAP marker in the middle but It just crashed. and when I play it the way it is it does not load the second map. Does anyone know what is happening?

Screenshot 2024-06-19 172341.png

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It crashed because you removed the Endmap marker. It was not there for decoration, it's there to tell the game that was the end of the first map's data. Hopefully replacing the ENDMAP marker will fix it, or, if not, hopefully you'll have a backup to restore.

 

Most people put the map data at the top and all the other stuff after the map data. Open up other people's maps in Slade and see how they do it. The menu stuff - unlike textures and flats - does not appear to need to go between markers.

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1 hour ago, Stabbey said:

It crashed because you removed the Endmap marker. It was not there for decoration, it's there to tell the game that was the end of the first map's data. Hopefully replacing the ENDMAP marker will fix it, or, if not, hopefully you'll have a backup to restore.

 

Most people put the map data at the top and all the other stuff after the map data. Open up other people's maps in Slade and see how they do it. The menu stuff - unlike textures and flats - does not appear to need to go between markers.

 

Ok so, i moved the map data to the top of the order, but it still did not load the second map. i tried looking at some other mods but it seemed they had no markers at all..? do I even need them

Screenshot 2024-06-19 195630.png

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1 minute ago, Shepardus said:

What do you have in your MAPINFO lump?

the decorate contains this:

 

actor SlowDoomPlayer : DoomPlayer
{
    Player.ForwardMove 0.5, 0.45
    Player.SideMove 0.45, 0.4
}

 

mapinfo has this:

 

gameinfo
{
    PlayerClasses = "SlowDoomPlayer"
}

 

basically it just slows the player

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46 minutes ago, TheRealBoxyBoo said:

i tried looking at some other mods but it seemed they had no markers at all..? do I even need them

 

As the size of "0" indicates, Markers contain no data. They are primarily used to denote the boundaries of map data and the boundaries of sprites, flats, and wall textures so the engine doesn't inadvertently access things out of bounds (and crash).

 

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9 minutes ago, Stabbey said:

 

As the size of "0" indicates, Markers contain no data. They are primarily used to denote the boundaries of map data and the boundaries of sprites, flats, and wall textures so the engine doesn't inadvertently access things out of bounds (and crash).

 

 

so are you telling me where to move the markers or is that just a statement..?

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I have a WAD on my computer that just has the lumps:

MAP01

TEXTMAP

ZNODES

ENDMAP

MAP02

TEXTMAP

ZNODES

ENDMAP

...

and so on through MAP05.

 

What exactly do you mean by "it does not load the second map"? Does the game crash? Does it load Underhalls instead?

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25 minutes ago, TheRealBoxyBoo said:

 

so are you telling me where to move the markers or is that just a statement..?

 

In this case it's just a statement, giving you information on why markers exist, and why some mods might not use them.

 

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10 hours ago, Shepardus said:

I have a WAD on my computer that just has the lumps:

MAP01

TEXTMAP

ZNODES

ENDMAP

MAP02

TEXTMAP

ZNODES

ENDMAP

...

and so on through MAP05.

 

What exactly do you mean by "it does not load the second map"? Does the game crash? Does it load Underhalls instead?

The game goes to the ending

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Try adding map definitions to the MAPINFO file, that's normally what it's used for.

 

map MAP01 "Custom Map Name"
{
	levelnum = 1
	titlepatch = "CWILV00"
	next = "MAP02"
	secretnext = "MAP31"
	sky1 = "SKY1"
	cluster = 1
	par = 300
	music = "D_RUNNIN"
}
map MAP02 "Another Custom Map Name"
{
	levelnum = 2
	titlepatch = "CWILV01"
	next = "MAP03"
	secretnext = "MAP31"
	sky1 = "SKY1"
	cluster = 1
	par = 600
	music = "D_STALK"
}

Some of these options including par time are optional.

 

 

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4 hours ago, Stabbey said:

Try adding map definitions to the MAPINFO file, that's normally what it's used for.

 


map MAP01 "Custom Map Name"
{
	levelnum = 1
	titlepatch = "CWILV00"
	next = "MAP02"
	secretnext = "MAP31"
	sky1 = "SKY1"
	cluster = 1
	par = 300
	music = "D_RUNNIN"
}
map MAP02 "Another Custom Map Name"
{
	levelnum = 2
	titlepatch = "CWILV01"
	next = "MAP03"
	secretnext = "MAP31"
	sky1 = "SKY1"
	cluster = 1
	par = 600
	music = "D_STALK"
}

Some of these options including par time are optional.

 

 


can I add this alongside what I have already?

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14 minutes ago, TheRealBoxyBoo said:


can I add this alongside what I have already?

 

You have a MAPINFO lump. I posted things which go inside a MAPINFO lump. Take a wild guess.

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1 hour ago, Stabbey said:

 

You have a MAPINFO lump. I posted things which go inside a MAPINFO lump. Take a wild guess.


Alr Ty for the help, I think that should work

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Posted (edited)
7 hours ago, Stabbey said:

Try adding map definitions to the MAPINFO file, that's normally what it's used for.

 


map MAP01 "Custom Map Name"
{
	levelnum = 1
	titlepatch = "CWILV00"
	next = "MAP02"
	secretnext = "MAP31"
	sky1 = "SKY1"
	cluster = 1
	par = 300
	music = "D_RUNNIN"
}
map MAP02 "Another Custom Map Name"
{
	levelnum = 2
	titlepatch = "CWILV01"
	next = "MAP03"
	secretnext = "MAP31"
	sky1 = "SKY1"
	cluster = 1
	par = 600
	music = "D_STALK"
}

Some of these options including par time are optional.

 

 

 

it does not work. playing through the first map normally just brings me to the ending, but if I use the idclev cheat code then it loads the map.

 

update: I was using the ENDGAME thing on the end button instead of ENDNORMAL, so it just ended the game.

Edited by TheRealBoxyBoo

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16 minutes ago, TheRealBoxyBoo said:

 

it does not work. playing through the first map normally just brings me to the ending, but if I use the idclev cheat code then it loads the map.

 

update: I was using the ENDGAME thing on the end button instead of ENDNORMAL, so it just ended the game.

 

It was doing exactly what you told it to do. Those end the game. To go to the next level, you need to use an Exit action, not ENDGAME or ENDNORMAL.

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