ZMapinfo lump setup

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Anon1456
Posts: 14
Joined: Thu Jun 11, 2020 4:18 pm

ZMapinfo lump setup

Post by Anon1456 »

Hello i was playing around with the ZMAPINFO lump and i tried to write a 3 map hub with some sample text .


The wad itself only contains the 3 maps, the rest is like doom2 stuff.
The 3 maps are just smal rooms with switches that call TeleportToMap and some player1spawns.
It works just fine except for the part that i exit the hub wich would be map 3 it doesnt take me to doom2 map01 or map04 but to a screen you can shoot monsters one after another.
I didnt write that it should anything close to that so im wondering whats going on.

link to pic of ZMAPINFO lump : https://imgur.com/a/ePZ46gT

Edit: Pic of screen that shows up once hub ends: https://imgur.com/a/MEcNcNI
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MFG38
Posts: 414
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Graphics Processor: nVidia (Modern GZDoom)
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Re: ZMapinfo lump setup

Post by MFG38 »

That's just a thing that GZDoom does - unless a (secret)next property is defined, it goes to the Doom 2 ending cast (aka EndGameC in MAPINFO terminology) upon exiting the final level.

Out of curiosity, though, which function does the switch in MAP03 call and what are its arguments?
Anon1456
Posts: 14
Joined: Thu Jun 11, 2020 4:18 pm

Re: ZMapinfo lump setup

Post by Anon1456 »

The linedef action is just set to 243 End Normal with all arguments set to 0.
I didnt change any of them since it normally just send me into Doom 2s map02.
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MFG38
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Re: ZMapinfo lump setup

Post by MFG38 »

Right, you're gonna want to add a "next" definition to MAP03 in that case. You'll find instructions on how to use it here.
Anon1456
Posts: 14
Joined: Thu Jun 11, 2020 4:18 pm

Re: ZMapinfo lump setup

Post by Anon1456 »

alright thanks
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MFG38
Posts: 414
Joined: Sun Apr 14, 2019 8:26 am
Graphics Processor: nVidia (Modern GZDoom)
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Re: ZMapinfo lump setup

Post by MFG38 »

Glad I could help. c:
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