User Tools

Site Tools


ded:map_info

Map Info (DED)

A Map Info definition specifies the properties of a map.

Core concepts

Map Info is a mechanism for defining the metadata and properties of a playable map. During the map authoring process, a map is given an identifier. This identifier is used to associate a Map Info definition with the map, thereby separating the metadata from the map data itself (geometry, spawn-spot information, etc…).

Syntax

Map Info {
  ID = "";
  Name = "";
  Author = "";

  Flags = flag1 | flag2;
  Gravity = 1.0;
  Music = "";
  Par time = 0.0;       # Seconds

  Ambient light = 0.0;  # 0...1

  Fog color R = 0.0;    # 0...1
  Fog color G = 0.0;    # 0...1
  Fog color B = 0.0;    # 0...1
  Fog density = 0.0;
  Fog start = 0.0;
  Fog end = 0.0;

  Sky = "";
  Execute = "";
  On setup = "";  # Doomsday Script (since 2.3)

  # As of version 1.9.7, linking a Sky definition to the Map Info
  # is the preferred method of sky configuration (separating the
  # two allows more flexibility for custom sky add-ons).
  # The following properties are therefore deprecated:
  
  Horizon offset = 0;
  Sky height = 0;
  Sky light color = 0;
  Sky Layer {   # or "Sky Layer 1" 
    Texture = "";
    Offset = 0;
    Flags = flag1 | flag2;
    Color limit = 0;
  }
  Sky Layer {   # or "Sky Layer 2"
    # see above
  }

  Sky Model {
    ID = "";
    Layer = 0;
    Frame interval = 0.0;
    Yaw = 0.0;
    Yaw speed = 0.0;
    Rotate { 0 0 };
    Offset factor { 0 0 0 };
    Color { 0 0 0 0 };
    Execute = "";
  }
}

ID

Map identifier. Could be “ExMy” or “MAPxy” depending on the game. Example: if this map info is meant for the first map of the second episode, the ID is “E2M1”.

An “*” (asterisk) signifies that this definition should be used for all maps that don't have a definition of their own.

Name

Name of the map. Displayed e.g., in the automap and in the console when the map is loaded.

A Text definition ID may be specified instead, to use the associated string value. For example:

Name = "HUSTR_E1M1";

Author

Author of the map. Displayed e.g., in the console when the map is loaded.

Flags

Name Description
dim_torch (Heretic) Torch light level attenuates by distance from viewer (just like in Hexen).
fog Enable fog in the map.
lightning Enable thunder sound effects and random flashes of bright lighting in sky-lit sectors.
nointermission Do not show an intermission after leaving this map (note that this does not affect debriefings).
spawn_all_firemaces (Heretic) All Firemaces will be spawned in the map without the default randomness.
sphere Draw the sky sphere even when sky models have been set up. Only valid when NOT using a linked Sky definition.

Gravity

Gravity in the map.

Music

Identifier of the song to play during this map. Notice that this is the identifier of the Music definition, not the actual MUS lump found in a WAD file.

Par time

Par time of the map, in seconds.

Ambient light

Minimum light level (0-1) for all sectors in the map. Note that this will only change how the map is visualized - the actual sector light levels are unaffected.

Fog color R

Red color component (0-1) of the fog used in the map.

Fog color G

Green color component (0-1) of the fog used in the map.

Fog color B

Blue color component (0-1) of the fog used in the map.

Fog start

(Linear fog) Fog start distance, in world units.

Fog end

(Linear fog) Fog end distance, in world units.

Fog density

Used in exponential(2) fog mode.

Sky

Identifier of the Sky definition to use with this map. If not specified, the sky will be configured using the sky properties of “this” Map Info (for compatibility with older mods).

Execute

Console command string to be executed when the map is first started (note, also after loading a save game).

As of 1.9.7, linking a Sky definition to the Map Info is the preferred method of sky configuration (separating the two allows more flexibility for custom sky add-ons). The following properties are therefore deprecated.

On setup

Script to be run during map setup.

The script gets executed during the game's P_FinalizeMapChange() function, immediately before map spots are initialized. This point was chosen to allow defining additional or customized ambient sound sequences in Heretic.

Added in 2.3.

Sky height (deprecated)

Height of the sky sphere (0-1). The real height is an angle determined using Pi/2 * (sky height), which means if the sky height is 1, the sphere covers the whole sky.

Horizon offset (deprecated)

Angle offset to sky vertices, in radians. Negative angles move the horizon downwards.

Sky light color (deprecated)

RGB color. Outdoor areas will be tinted this color.

Sky Layer (deprecated)

Color limit
Specifies how small an intensity (0-1) the sky fadeout color (top line of the texture) can have before the fadeout color is reduced to black.
Flags
Sky layer flags.
Name Description
enable Enable layer. By default the layer is disabled and will not be rendered.
mask Layer texture's color zero should be masked.
Offset
A horizontal offset applied to the texture coordinates of the layer.
Texture
Name of the texture to use for this layer.

Sky Model (deprecated)

There can be up to 32 Sky Model blocks in a Map Info definition. Each block defines one a sky model.

ID
Identifier of the Model definition that describes the 3D model. If left empty, this sky model will be disabled.
Layer
The sky layer this model is associated with. Valid values are 1 and 2. If zero, model does not depend on the sky layers. If set to nonzero, the sky model is hidden when the associated layer is hidden (i.e. not enabled).
Frame interval
The number of seconds between frame changes. Sky model animation is interpolated. The model is animated by going through all its frames one by one.
Color
RGBA color for the model.
Offset factor
The position of the sky model may depend on the coordinates of the camera. The Offset factor key sets a factor for each axis (X, Y, Z) separately. Small factors (< 1.0) can be used to create the illusion that the sky model is larger than it really is. If the factors are zero, the sky model's origin will be positioned at the camera's viewpoint.
Rotate
Additional rotation around the X and Z axes, respectively (in degrees). These are applied after normal rotation.
Yaw
Initial rotation around the Y axis (in degrees).
Yaw speed
Angular velocity around the Y axis (in degrees per second).
Execute
Console command string to be executed every time the model advances one frame.
2023-03-05 16:32

Examples

Doom's first map, “Hangar” in Map Info form:

Map Info {
  ID = "E1M1";
  Title = "HUSTR_E1M1";
  Title Image = "WILV00";
  Author = "id Software";  
  Music = "e1m1";
  Par time = 30;
  Sky = "sky1";
}
ded/map_info.txt · Last modified: 2017-03-17 06:37 by skyjake