Is more than 32 levels in a megawad possible ?

I wonder if it's possible to make more than a 32 levels megawad.
For example, a 60 one, with the help of a mapinfo.lmp ?
Did anyone try that yet ?

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I'm sure its possible to do that through zdoom's MAPINFO lump, and I know its possible in Eternity too, by including the appropriate map info data in the header of each level. You have to always provide "nextlevel" information for the levels, and, if you want something other than reasonable defaults, you must provide level names, sky textures, intermission map graphic names, etc.

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It is certainly possible in Zdoom (Enjay squints sideways at his 76 level megawad). My megawad has a number of different hubs and pathways through the levels. You can define which level follows on from the previous one in mapinfo, or you can make it so an exit line has a parameter to tell you which map the exit takes you to. (Using that feature I have set up a mission choice level where you can pick from a number of different levels to go to by going through the "warp gate" of your choice.

The number of levels in Zdoom is unlimited as far as most practical considerations are concerned. You can obvioulsy stick to the naming convention (as I have) of MAP01 to MAP76 (in my case), but any characters that are legal as WAD entry names can be used for the name of your map lump, and then defined in mapinfo. So, any name from 1 to 8 characters long made up of any combination of almost any of the characters on your keyboard. (and maybe some extended one too?) I don't know how many possibilites that gives you, but it is a lot.

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You can actually have 35 levels in a standard doom 2 wad, so long as you warp to maps 33, 34 and 35.

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And of course you can have 36 levels in a standard Ultimate Doom megawad. Or 48 in Heretic.

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Mapinfo lump file rules a lot.
It's cool to be able to have a special trick map07
in whatever map you want, secret exits wherever you want...
You can really go out the standard DoomII megawad.

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what quasar said also goes for Legacy. and Edge can have infinite aswell afaik.

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I forget a question...
What is the command to get the
"cast of caracters" screen after a level ???

Thanx

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next EndGameC

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I just saved a map as 'E7M6' and started the same like this:

doom -file test.wad -warp 7 6

And it worked! On the automap, it said "MAP 15: INDUSTRIAL ZONE", so
you could just edit the unused Doom 2 names from the Ultimate Doom EXE
to "E7M6: MY MAP NAME" or whatever.

When I exited the level, it crashed because it couldn't find any end
level graphics (names) -- I will keep messing around and see if I can get it
to work.

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Thanx !
Another question (BADLY ! Am I boring ???)

When I replace some levels just to see what happens,
some textures are shifted...
(or moved... I don't know the right verb...)
Expecialy warp texture (GATE0, GATE1, GATE2 and GATE3...)
I just wonder why and if it could be corriged...

I've heard a solution by "patching" the textures
with XME but I really don't know how to proceed...

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Hmm...

GATE1, GATE2, GATE3, etc. are all flats (I didn't see a GATE0 in the list). This means that if you move a sector, say a 64X64 sized one with a GATE1 flat, the sector moves, but the flat remains in the same spot. This causes the flat to look off center. In map editors, you'll usually see a grid (default is typically 64X64). Use this grid as a reference when you want to get those flats centered just right.

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Ichor said:

In map editors, you'll usually see a grid (default is typically 64X64).
Use this grid as a reference when you want to get those flats centered just right.

Oh... I see
Thanx, it's very logic in fact...

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NiGHTMARE said:

You can actually have 35 levels in a standard doom 2 wad, so long as you warp to maps 33, 34 and 35.


If I'm not mistaken this works with Final DOOM's doom2 and Ultimate DOOM's doom only.

VolteFace said:

I just saved a map as 'E7M6' and started the same like this:

doom -file test.wad -warp 7 6

And it worked! On the automap, it said "MAP 15: INDUSTRIAL ZONE", so
you could just edit the unused Doom 2 names from the Ultimate Doom EXE
to "E7M6: MY MAP NAME" or whatever.

When I exited the level, it crashed because it couldn't find any end
level graphics (names) -- I will keep messing around and see if I can get it
to work.


If it is asking for a particular lump you can add a new one with the required name to the PWAD. If it isn't specifying a name then I doubt it can be fixed...

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myk said:

If it is asking for a particular lump you can add a new one with the required name to the PWAD. If it isn't specifying a name then I doubt it can be fixed...


It's probably asking for WILV65 in this case.

(BTW, I think I've managed to kludge this together to work, sort of - but IIRC, you go back to the same level if you use a level from E5M1 on.)

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This is from the ZDoom source. Not sure if it's the same in the original
or not...

level_info_t LevelInfos[] = {
	// Registered/Retail Episode 1
	{
		"E1M1",
		1,
		NULL,
		"WILV00",
		"E1M2",
		"E1M9",
		30,
		"SKY1",
		"D_E1M1",
		0,
		1
	},
	{
		"E1M2",
		2,
		NULL,
		"WILV01",
		"E1M3",
		"E1M9",
		75,
		"SKY1",
		"D_E1M2",
		0,
		1
	},
There is an entry for every different level. If it is the same, then
it is most likely NOT possible to do.

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Quasar said:

I'm sure its possible to do that through zdoom's MAPINFO lump, and I know its possible in Eternity too, by including the appropriate map info data in the header of each level. You have to always provide "nextlevel" information for the levels, and, if you want something other than reasonable defaults, you must provide level names, sky textures, intermission map graphic names, etc.


What is the syntax for the Eternity/Legacy mapinfo? I can't seem to find docs on this anywhere.

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