Multi-Layer Map Detection

Moderator: GZDoom Developers

Post Reply
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Multi-Layer Map Detection

Post by RV-007 »

If anyone played Marathon with its AlephOne engine, you know that the map feature is not so great. If you get stuck in a puzzle with many floors, the map get garbled. For most doom maps, walking up/down to another floor either teleports to be new room. I know that this suggestion would be very difficult b/c a floor can account as a layer. I don't expect this suggestion to work out, but it's just an idea.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Multi-Layer Map Detection

Post by Gez »

RV-007 wrote:If anyone played Marathon with its AlephOne engine, you know that the map feature is not so great.
Then why suggest it? If it is even what you are suggesting?
RV-007 wrote:If you get stuck in a puzzle with many floors, the map get garbled.
Garbled? Like, it glitches? It's a bug then.
RV-007 wrote:For most doom maps, walking up/down to another floor either teleports to be new room.
Or what? Either teleport or what?

Also, no. Plenty of room-over-room methods exist. Heck, ZDoom has [wiki]3D floors[/wiki], [wiki]portals[/wiki], and [wiki]3D middle textures[/wiki].
RV-007 wrote:I know that this suggestion would be very difficult b/c a floor can account as a layer.
What does "accounting as a layer" even mean?
RV-007 wrote:I don't expect this suggestion to work out,
Indeed.
RV-007 wrote:but it's just an idea.
Could you explain what that idea is?
User avatar
Hellser
Global Moderator
Posts: 2787
Joined: Sun Jun 25, 2006 4:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Manjaro Linux
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Citadel Station

Re: Multi-Layer Map Detection

Post by Hellser »

Spoiler:
Welcome to Descent. A garbled mishmash of a automap trying to show a 3D environment via DooM Automap style.

Also, people needs to realize. DooM is old. Think what Randy and Graf has to go through to code for a game that's akin to an unfair game of 52 card pickup.

Also.. if a floor accounts to as a layer. I feel bad for maps that have stairs.. This means you have to account to EVERY map pixel from the positives to the negatives and put them in a what.. A slider bar? Nah.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: Multi-Layer Map Detection

Post by RV-007 »

That's what I'm talking about, like those maps in the Descent game. It's horrible. I don't know how to solve this problem, but I just want to point out that such maps hurts my brain.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: Multi-Layer Map Detection

Post by wildweasel »

I think the best solution is to have a map like the first couple of Turok games, where the lines representing the walls/floors/etc become lighter if they are closely aligned with the player's current Z axis, and darker if they're far above/below the player.
User avatar
Kate
... in rememberance ...
Posts: 2975
Joined: Tue Jul 15, 2003 8:06 pm

Re: Multi-Layer Map Detection

Post by Kate »

Eternity does something like that with its' portals; if portals connect two sections of the map, it'll display the lines as they would be arranged in 3D space - with the levels above/below your current levels greyed out like they'd appear if you had an automap powerup
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Multi-Layer Map Detection

Post by Gez »

Turn on the textured automap. You'll see that you'll only see the textures of the 3D floors that are below your eye level.
User avatar
RV-007
Posts: 1501
Joined: Fri Sep 02, 2011 9:00 pm
Location: Dying w/ civilization or living after it
Contact:

Re: Multi-Layer Map Detection

Post by RV-007 »

Is the textured automap is on v.2.6.0? I think it is.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”