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Doom 2 map 18
Doom 2 map 18




doom 2 map 18 doom 2 map 18

Graf Zahl wrote:If you assume that every wad's progression is the same this can be mostly achieved with the existing intermission scripts - except for printing the mod's name. Mind, this means any megawad that does define a MAPINFO will have it overwritten, but that's unavoidable.Īlso, shouldn't 31 and 32 branch out of 16, considering we're talking about a generic thing for megawads?Īrctangent squawky Joined: Discord: SquawkyAtan#2371 Then you'll need to add both the EnterPic and ExitPic properties to the level definitions - Intermission scripts might be required as well, but I'm not really sure. To do this, you'll need to redefine all the maps in MAPINFO, although you can just take the stuff straight from zdoom.pk3. Other than that, you could just make an intermission screen that uses the same method as Doom 1 but that uses your graphic. If they even define a custom one of either. I mean, it's not like they define it anywhere, since almost all of them are made for vanilla Doom, limit-removing, or Boom, where the closet thing to a mapset name whatever is M_DOOM and the title screen. I'm not entirely sure where you're imagining you could grab the megawad's name from. I would appreciate any answers on the matter. The idea is that I would be able to use this mod with *any* Doom 2 megawad, to track my progress more visually, giving a better sense of meaning when playing through a huge 32 level megawad. I want it exactly as generic as you see in that mock up image, no actual map, picture of a location or anything. I just want this screen to be injected in between each level to give a sense of progression where I'm at, displaying the name of the megawad, name of the next map coming up and a visual 8x4 grid that shows a visual representation of how many levels are complete and how many are left. So got an idea of having a universal progression screen that show's where you are, before loading the next level.īasically, I want to ask if its possible to script/hack this thing into Doom 2 as a mod:īasically, it acts exactly like the overworld screen in Doom 1, appearing after the "Level clear" screen when finishing a level, before the next level begins. * The vertex count without the effect of node building is 1360.So, you all probably know this screen very well: The records for the map at the Doom Speed Demo Archive are:ĭeathmatch Player spawns Speedrunning Routes and tricks Current records Essentials Other points of interest Secrets Sector numbers in boldface are secrets which count toward the end-of-level tally.

doom 2 map 18

Letters in italics refer to marked spots on the map.






Doom 2 map 18