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NiTROACTiVE

Two New Questions About Doom Editing

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Hey guys, I have two new questions about editing in Doom.

Let's say I had a map named INTRO. How could I have it start there rather than MAP01 when starting a new game?

Here's my current info for that map in the MAPINFO:

map INTRO "the beginning"
levelnum 1
titlepatch CWILV00
cluster 3
par 300
As you can see, the level number is 1, but it still starts on MAP01.

Also, how can I use the Teleport to Map linedef function to teleport to a map without showing the stats screen? The intro map will have two teleporters that will lead to two different maps, and I would like to know what to do for each one.

I'm making this WAD for the ZDoom (Doom in Hexen format) as well.

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Firstly, you should write your MAPINFO in the new format (with blocks in curly brackets and with = signs to assign values to properties) as opposed to the old format.

NiTROACTiVE said:

Let's say I had a map named INTRO. How could I have it start there rather than MAP01 when starting a new game?

Define a new episode in MAPINFO, starting from your map. Possibly use "clearepisodes" before it, if you don't want the original episode(s) anymore.

NiTROACTiVE said:

Also, how can I use the Teleport to Map linedef function to teleport to a map without showing the stats screen?

Clearly from its reference, the action doesn't give you an option to affect that. You'll have to use "nointermission" in the map's definition.

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Thanks for the help, scifista42. :)

What's strange about the Teleport to Map feature is that in adessa.wad, it functions without the screen wipe or the intermission screen, at least from my playthrough of it. I'm also not sure how it's done, but maybe it's some sort of special coding.

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If the current map cluster is defined as a hub, you will not have intermissions when traveling between its maps.

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