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zinkuz

Doom Builder 2 - Level Names

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How to add/change level names in Doom Builder 2, for Example Level 15 - Downtown etc.
Or even re-edit them??

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zinkuz said:

How to add/change level names in Doom Builder 2

Impossible. The way the Doom engine works, level names are not part of level data, and DB2 is a level editor only.

To change metadata like level names, you'll need to use either some sort of MAPINFO metadata or use DeHackEd patches.

Also, the dehacked patch approach will only work for the name printed on the automap. For changing the name shown on the intermission screen ("entering levelname") you'll need to change the corresponding graphic lump, it'll be named something like WILVxy (in Ultimate Doom) or CWILVzz (in Doom II/Final Doom), where the numbers are one less than the actual number. (So E1M1's name is in WILV00, E4M9's name is in WILV38, MAP01's name is in CWILV00 and MAP32's name is in CWILV31.)

And while all that is possible, none of that can be done from within DB2.

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You can make a new map and call it what you want, but if you want to change an already existing map you have you are going to have to edit the name in a wad editor. For instance using SLADE3.

Assuming you are new to doom editing, download Slade3

Load your wad up and look for your map. You will find it as MAP-- Whatever the map number is of course (say MAP13). You can then just rename it and it will change to whatever you put it.

But in game you cannot used idclev to warp to another level. You will have to use console in zdoom/gzdoom (if you're using them). So for instance you would use:

Map yourmap

In doom2 it would say:

Map MAP13

In Ultimate doom it would say:

Map E1M1.


But if you are making your own map names, you are going to have to use a text file in your wad called 'MAPINFO' to tell the game what map to go to next for instance if you had YOURMAP1 and you wanted the next level to be YOURMAP2, you would have to put that in the MAPINFO text file because the one that is used by default says MAP02.

Here is what the mapinfo looks like:

map MAP01 lookup "HUSTR_1"
{
titlepatch = "CWILV00"
next = "MAP02"
secretnext = "MAP02"
sky1 = "SKY1"
cluster = 5
par = 30
music = "$MUSIC_RUNNIN"
}


As you can see 'next' tells the game what map next would be so in your case it look like this:

map YOURMAPNAME01 lookup "HUSTR_1"
{
titlepatch = "CWILV00"
next = "YOURMAPNAME02"
secretnext = "MAP02" (This is the secret exit (YOURMAPNAME31)
sky1 = "SKY1"
cluster = 5
par = 30
music = "$MUSIC_RUNNIN"
}


If you have any questions fire away. Hope I've helped you :)

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Click the "New Entry" button, which will create a new lump, and name this lump "MAPINFO". Then select the lump, click "View as Text", choose Text Language: "ZDoom MAPINFO" (<-this step is optional, it just highlights MAPINFO syntax), and write your MAPINFO script into it.

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scifista42 said:

Click the "New Entry" button, which will create a new lump, and name this lump "MAPINFO". Then select the lump, click "View as Text", choose Text Language: "ZDoom MAPINFO" (<-this step is optional, it just highlights MAPINFO syntax), and write your MAPINFO script into it.

I tried, something going wrong. Can you look this? I tried text language "Zdoom mapinfo". dont work...

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I don't know MAPINFO, but I know that is should be a sparate lump named "MAPINFO". "MAPxx" lumps should be empty, IIRC.

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Put your text into a lump named MAPINFO. The lump named MAPINFO should be above all map lumps, particularly NOT anywhere between a MAPxx lump and the corresponding BLOCKMAP lump below it. Remove the word "lookup" from the first line of the text, write just: map MAP01 "Metro". Delete all text from the MAP01 lump.

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