I should note that there is actually more than one type of MAPINFO. * First would be the original _Hexen_ MAPINFO lump, though I'm not too well-versed on it. Pretty much no _Doom_ source port uses this verbatim outside the context of supporting _Hexen_ itself. * This video specifically covers ZMAPINFO for ZDoom (though if you just name your lump "MAPINFO", ZDoom will read that as well - but it really is ZMAPINFO in format, not the _Hexen_ format). * Then there's Eternity's EMAPINFO lump, which expands upon the _Hexen_ format in its own way but is only compatible with Eternity Engine, not ZDoom. * Those last two are mutually incompatible. As such, there's been a push to make a standard format - a Universal MAPINFO, or UMAPINFO - which a recent fork of PrBoom+ (which may just be the future of PrBoom+ *period* I think?) has been pushing. ZDoom also supports this, though Eternity doesn't yet (I believe it's planned at some point?). * Lastly, id Software's own recent smattering of ports to Gen 8 consoles and Steam, the so-called "Unity" ports, add yet another format, DMAPINFO, though despite its officialness, nobody else uses it at the moment. So what format do you use? The format that your baseline format target supports, really. If you're doing a vanilla or Boom-format map (but think UMAPINFO is too new, so we're talking _old-school_ Boom-format), then you don't use the map-redirection at all, only using engine-specific MAPINFO features to do things like disabling jumping in maps. If you're specifically targetting an advanced source port like Eternity (such as skillsaw's recent _Heartland_ mapset) or ZDoom (such as 99% of any mapsets targetting advanced source ports), you have no good reason _not_ to use the MAPINFO for those specific ports. If you wanna be on the cutting edge of cross-compatibility, try making a UMAPINFO lump, just be aware that that one may still be in a bit of flux (it's been fairly stable for a few years now, but you never know). I don't think DMAPINFO will do you much good presently but I can't say with certainty that that'll hold true forever. The only one I'd say to avoid entirely is the _Hexen_ MAPINFO lump, if you're not targetting _Hexen_ - it really is intended only for that game.
@DoomKid3 жыл бұрын
I always just use the traditional Mapinfo format, based closely on the Hexen format - zdoom.org/wiki/MAPINFO_(old_format) This is the only MAPINFO format there was once upon a time, and for years - sinze GZDoom, ZDoom, Zandronum, ZDaemon and Odamex all support it, I still use it. The newfangled ways are nice, but I always went by the "if it ain't broke, don't fix it" mantra. Frankly, I have no idea why all ports didn't just keep this as the universally accepted format.. Thankfully, all the ZDoom-derivitives still support it fully (if they ever stopped, compatibility with a bunch of stuff from 2004-2010 would break overnight, after all) Plus, I just find the old format easier to look at and understand in a flash. Though maybe just because I'm so used to it..
@rockkiall3 жыл бұрын
Is it weird i could watch this all day?
@wons74162 ай бұрын
someone on another video of his said that he is "bob ross of doom mapping" and honestly it's not that far from the truth?
@ahandsomefridge3 жыл бұрын
Good, this video has encouraged me to take my first babysteps into the MAPINFO section. I have only made two (not too complicated) maps in GZdoom so far and now I can present them in a nicer way. Thanks!
@DavidXNewton3 жыл бұрын
Great to know it helped :)
@franthehonest-eyes48833 жыл бұрын
Thanks for the tips mister David! The information has been absorbed successfully!
@HQ_Default3 жыл бұрын
I like how Instructional David sounds like an office safety PSA narrator
@mathieubordeleau1503 жыл бұрын
I knew a bit about Mapinfo, how to name your level and change the skybox and music, but I din't know about the episode stuff, you did got me a lot more curious about what else is possible. It would be really fun to to see a follow up to this tutorial.
@DavidXNewton3 жыл бұрын
Great to know it helped :) I'll try to think of more topics to cover and do them more regularly!
@steubens7 Жыл бұрын
what does "rely on the player not hitting used to restart the current level" mean?
@DavidXNewton Жыл бұрын
If the player hits the Use key while dead, the level restarts (or in GZDoom's case it loads from your last save). This interrupts the move to the next level that killing the boss brain causes - the player has to remain dead for a few seconds before the move happens.
@bouncingbluesoul52703 жыл бұрын
Doom must be one of the easier games to edit. Try mapping and coding for Serious Sam and Rainbow Six, you will be tearing your hair out.
@slinkyonbreak47163 жыл бұрын
Hey, this video is great, everything was explaining amazingly but I have a problem, even tho I have music set in the cluster, it doesn't play in game, I'm an idiot so if anyone could possibly help me, I'd be grateful
@obspogon3 жыл бұрын
what gameplay mod are you using?
@DavidXNewton3 жыл бұрын
I think most of the Doom footage in this one was with DeadMarine and DamNums!
@obspogon3 жыл бұрын
@@DavidXNewton thanks. Also, can you post a link for Sanctium? I have trouble finding it online