
automap issues
automap issues
i'm not sure if i should post this in feature suggestions or not... the default zdoom/gzdoom automap is rendered pretty useless in complex levels like the KDiZD ones... if you get lost and try to find your way navigating in automap, you are likely to end up drowning in slime or getting stuck
is there a way to enable textured automap like duke3d/blood had?

- XutaWoo
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Re: automap issues
Nope.
Re: automap issues
In a way, complex levels are easier to navigate. The more detailed a level is, the more likely you are to find some landmarks to go by. In the old days, the automap was useful when every friggin' corridor looked the same. 

Re: automap issues
well, in e.g. KDiZD new issues arise, like "i found an orange/cyan/magenta keycard but i'm sure i've never seen the door requiring it... wtf!?" 

Re: automap issues
I just didn't have the patience to finish KZiZD. I'll go play classic Knee-Deep if I want to with some dynamic lights, I don't need to double my money.Gendo wrote:well, in e.g. KDiZD new issues arise, like "i found an orange/cyan/magenta keycard but i'm sure i've never seen the door requiring it... wtf!?"

Re: automap issues
i am determined to beat it without cheats, weapons are quite nice and level design too (visually at least), so i'll do my best 

- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: automap issues
Locked doors and switches are properly color coded unless you use traditional colors.
Re: automap issues
For example...



- Siggi
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Re: automap issues
Why doesn't GZDoom have anti-aliasing for the automap like ZDoom does?
- Darsycho
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Re: automap issues
People should make the details hidden on automap! 

- Unknown_Assassin
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Re: automap issues
That's a bad idea. There would be no doors in the automap.The_afrit wrote:People should make the details hidden on automap!
- Project Shadowcat
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Re: automap issues
Unknown_Assassin wrote:That's a bad idea. There would be no doors in the automap.The_afrit wrote:People should make the details hidden on automap!

- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: automap issues
Siggi wrote:Why doesn't GZDoom have anti-aliasing for the automap like ZDoom does?
Because last time I checked it looked like crap in OpenGL.
Re: automap issues
zdoomgl has a "duke3D-like" automap feature though
but it doesn't work like it should, and neither does it help to navigate around the maps.
but it doesn't work like it should, and neither does it help to navigate around the maps.