User Guide
Quick Reference
Modding
Development
User Guide
Quick Reference
Modding
Development
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 = ""; } }
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 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 of the map. Displayed e.g., in the console when the map is loaded.
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 in the map.
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 of the map, in seconds.
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.
Red color component (0-1) of the fog used in the map.
Green color component (0-1) of the fog used in the map.
Blue color component (0-1) of the fog used in the map.
(Linear fog) Fog start distance, in world units.
(Linear fog) Fog end distance, in world units.
Used in exponential(2) fog mode.
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).
Console command string to be executed when the map is first started (note, also after loading a save game).
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.
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.
Angle offset to sky vertices, in radians. Negative angles move the horizon downwards.
RGB color. Outdoor areas will be tinted this color.
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. |
There can be up to 32 Sky Model blocks in a Map Info definition. Each block defines one a sky model.