Drawing Doom maps, start to finish

This is interesting, but also a bit predictable: maps are designed from start to exit.

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printz said:

This is interesting, but also a bit predictable: maps are designed from start to exit.

the thread title said:
Drawing Doom maps, start to finish


gasp

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printz said:

This is interesting, but also a bit predictable: maps are designed from start to exit.

Not all of them.

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After watching these gifs, I am now of the opinion that most maps seem to be built with a series of lines. Always learning

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Updated dmvis Omgifol to use unsigned numbers wherever possible/necessary to have "true" limit removing map support (hi Mek, try it now :V)

Also, maps don't need to adhere to the ExMx or MAPxx naming conventions anymore.

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Nice! Thanks for updating that. I'll give it a whirl tomorrow and see what happens :D

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You should add an option to enforce a maximum time limit and/or combine an arbitrary number of steps into one frame, so people can make GIFs that don't necessarily have hundreds or thousands of frames.

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There's already the --draw-shapes option, which will draw an entire closed shape (usually a sector) in a single frame, though the effect that has on the frame count obviously varies from one map to another. I might also add an option to generate an exact number of frames to make it more predictable.

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Vela Pax - MAP01

It works! It takes a few minutes to run completely through, for those interested in watching it.

I decided to try out the draw-shapes option this time, and it was a wise decision. It still took quite a few hours to render, but the file size is much smaller now (~2.3mb) and the drawing is much faster. I'm pretty sure if I rendered it out in line mode again, it would take an order of magnitude longer to watch.

As the person who made the map, I find it incredibly interesting to watch this; I can't say others will find it nearly as interesting as I do :P. But the order in which the things are drawn is pretty close to reality. It is a bit disjointed in some places though, and I imagine that is, in part, due to a massive optimization sweep I did recently. For instance, some parts of the exit are drawn very early, but that area was one of the last areas I did (and in fact I redid it during my optimization sweep). So my guess is that all of the lines that I cut out during optimization were push up into the new exit area.

Anyways, this is a supremely cool tool and I will definitely render out some of my other maps!

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