Frisky Posted May 27, 2016 So, I was wondering how I could make it so that there are chapters and episodes in Doom II just like the first game. I saw an example of this in the Brutal Doom: Hell on Earth starter pack. Does anybody know how I could do this? 0 Share this post Link to post
Gifty Posted May 27, 2016 I had this same idea and made it myself! You can find my version here: https://www.dropbox.com/s/yghs1l7wpkqltib/D2episodic.wad?dl=0 If you want to learn how to do it yourself, just poke around the one I made and see what lumps it changes and how. 0 Share this post Link to post
Godfather38 Posted May 27, 2016 You need to make a MAPINFO file. the basic format is pretty simple, just type: clearepisodes episode <level where it starts> name "<name of episode>" for every episode you will have (no max as far as I can tell but if you have too many it will run off the screen) and : map <name of wad or level file, no extension> "<name>" //titlepatch "CWILV00" <for, say, level 2 it would be CWILV00> next "<next level file name (no extension)>" secretnext "<same as before, but if you have a secret level put its name instead>" sky1 "<skybox>" cluster 1 <use for clusterdefs> par <par time> music <music> ExitPic "<picture for the next lvl screen" and so forth for each level. clusterdefs are used for plot and appear at the end of the file. for example: clusterdef 1 <or other> flat <background, use flat> music <background music> exittext "<text used when leaving cluster (say, going from lvl 1 with cluster 1, to lvl 2 with cluster 2) can be as long as you want, but you will probably need to use multiple lines.>" 0 Share this post Link to post
Frisky Posted May 28, 2016 Gifty said:I had this same idea and made it myself! You can find my version here: https://www.dropbox.com/s/yghs1l7wpkqltib/D2episodic.wad?dl=0 If you want to learn how to do it yourself, just poke around the one I made and see what lumps it changes and how. Thanks, it really helped! :D 0 Share this post Link to post