Difference between revisions of "Automap"

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(cleanup --- trying to incorporate suggestions from talk page, and group paragraphs more logically)
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[[Image:Automap.png|frame|[[E1M4: Command Control]] in automap mode. Only the lines the player has seen are visible.]]
 
[[Image:Automap.png|frame|[[E1M4: Command Control]] in automap mode. Only the lines the player has seen are visible.]]
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The '''automap''' is a map displayed when the user presses the appropriate key (the tab key by default). As all [[levels]] in [[Doom]], [[Heretic]] and [[Hexen]] are [[Doom engine|flat when viewed from above]], the map is easily generated by the software and easily comprehended by the player. (This is in contrast to Doom's close contemporary [[Wikipedia:Descent (computer game)|Descent]], which had an extremely unintuitive 3D map.) Most of Doom's fully 3D successors, starting with [[Quake]], have either abandoned the idea of a top-down map, or circumvented the problem of displaying a Z-axis by artificially dividing each level into 'floors' or 'zones'.
  
The '''automap''' is a map displayed when the user presses the tab key. As all levels in Doom, Heretic and Hexen are [[Doom rendering engine|flat when viewed from above]], the map is easily generated by the software and easy to comprehend by the player. This is in contrast to Doom's close contemporary [[Wikipedia:Descent (computer game)|Descent]], which had an extremely unintuitive 3D map. Most of Doom's fully 3D successors, starting with [[Quake]], have either abandoned the idea of a top-down map, or circumvented the problem of displaying a Z-axis by artificially dividing each level into 'floors' and 'zones'.
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== Controls ==  
 
 
The automap only shows areas the player has visited. (See "Automap Behavior")
 
 
 
The lines in the automap are color-coded.  Red lines indicate solid walls. Yellow lines indicate changes in ceiling height (e.g. doors).  Brown lines indicate changes in floor height.  Light gray lines indicate areas which have not yet been visited (made visible by the [[computer map]] powerup).  This color scheme may vary depending on the [[source port]] being used.
 
 
 
As the Doom instruction manual notes, playing in automap mode is a dubious long-term strategy, since [[monsters]] cannot be seen.  Certain source ports circumvent this issue by including the automap in a [[heads-up display]].
 
 
 
== Keys ==  
 
  
 
Several keys perform actions inside the automap:
 
Several keys perform actions inside the automap:
  
* F: Toggles follow mode. If follow mode is on, the map remains centered on the player, and if not, it is possible to browse the map freely using the arrow keys while the player remains stationary.
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* F: Toggles follow mode. If follow mode is on, the map remains centered on the player, and if not, it is possible to scroll the map using the arrow keys while the player remains stationary.
 
* M: Marks the current position with a number. Up to ten markers may be placed, numbered 0 through 9; further uses of the M key will cause the existing set of numbers to be sequentially erased in favor of the new positions. (In [[Doom95]], this function is extremely buggy and may even cause the program to crash.)
 
* M: Marks the current position with a number. Up to ten markers may be placed, numbered 0 through 9; further uses of the M key will cause the existing set of numbers to be sequentially erased in favor of the new positions. (In [[Doom95]], this function is extremely buggy and may even cause the program to crash.)
 
* C: Clears all marked positions.
 
* C: Clears all marked positions.
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* 0: Zooms out fully. If pressed a second time without leaving automap mode, returns the map to its previous scale.
 
* 0: Zooms out fully. If pressed a second time without leaving automap mode, returns the map to its previous scale.
 
* Tab: Exits automap and returns to normal view.
 
* Tab: Exits automap and returns to normal view.
* O: Toggles overlay mode (if the source port supports it), which displays the automap superimposed over the regular game view.
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* O: Toggles overlay mode (if the [[source port]] supports it), which displays the automap superimposed over the regular game view.
  
 
If one of these keys has also been mapped to a gameplay function (e.g. firing or running), the above table overrides that key's default behavior during automap mode. All other keys can be used as normal, however.
 
If one of these keys has also been mapped to a gameplay function (e.g. firing or running), the above table overrides that key's default behavior during automap mode. All other keys can be used as normal, however.
  
== Automap Behavior ==
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== Automap behavior ==
[[Image:Am_stretch.png|right|thumb|320px|A rectangular room in [[E1M3: Toxin Refinery (Doom)|E1M3]] is stretched in the automap.]]
 
  
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[[Image:Am_stretch.png|right|thumb|180px|A rectangular room in [[E1M3: Toxin Refinery (Doom)|E1M3]] is distorted in the automap, due to incorrect [[Aspect ratio|aspect ratio correction]].]]
 
The map shows all [[wall]]s the player has seen since entering the level. Seeing just a small piece of a wall will make its entire [[linedef]] visible on the map.
 
The map shows all [[wall]]s the player has seen since entering the level. Seeing just a small piece of a wall will make its entire [[linedef]] visible on the map.
  
While it is possible to walk around in automap mode, the map itself will not update: the lines shown in the map are marked by the rendering process, which does not occur while the automap is turned on.
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The lines in the automap are color-coded.  Red lines indicate solid walls. Yellow lines indicate changes in ceiling height (e.g. [[door]]s).  Brown lines indicate changes in floor height.  Light gray lines indicate areas which have not yet been visited (made visible by the [[computer map]] powerup).  This color scheme may vary depending on the source port being used.
  
Regardless of the view size setting in-game, the automap fills the entire screen and displays the status bar.
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While it is possible to walk around in automap mode, the map itself will not update: the lines shown in the map are marked by the [[Doom rendering engine|rendering]] process, which does not occur while the automap is turned on.  As the Doom instruction manual notes, playing in automap mode is a dubious long-term strategy, since [[monsters]] cannot be seen.  Certain source ports avoid the entire issue by including the automap in a [[heads-up display]].
  
Because Doom was designed for a screen resolution of 320x200 on 4:3 monitors, individual pixels are slightly taller than they are wide (a 5:6 ratio). Because the automap does not account for this, maps are stretched vertically by 20% when they are displayed on screen in Doom's native resolution. (See image at right.)
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Regardless of the view size setting in-game, the automap fills the entire screen and displays the [[status bar]].
  
 
=== Multiplayer ===
 
=== Multiplayer ===
 
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In [[cooperative]] mode, all players show up as arrows on the automap, with colors corresponding to the players' colors (red, green, brown, and indigo). In [[deathmatch]] mode, however, opponents are not visible on the map.
In Cooperative mode, all players show up as arrows on the automap, with colors corresponding to the player's color (Red, Green, Brown, Indigo). In Deathmatch mode however, opponents are not visible on the automap.
 
  
 
=== Demo playback ===
 
=== Demo playback ===
 
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When an external [[LMP]] is viewed using the -playdemo [[command line parameter]], the automap can be accessed, and the [[IDDT|automap cheat code]] works. The automap is not accessible during a [[Demo#Built-in demos|built-in demo]], or while running a demo with the -timedemo or -fastdemo switches; pressing the tab key in these modes brings up the game menu.
The automap is not accessible during regular demo playback inside the game loop. Pressing the Tab key to toggle the automap in this mode will only bring up the game menu.
 
 
 
When playing back a demo lump using the -playdemo command line parameter, the automap <i>can</i> be accessed. The automap cheat (IDDT) can be used to view the entire map and all [[things]] during playback.
 
  
 
== Hidden areas ==
 
== Hidden areas ==
  
During the design of a level, linedefs can be flagged by the author so as not to appear on the automap even if the computer map powerup is obtained.  However, the <tt>iddt</tt> [[Doom cheat codes|cheat code]] will display all lines.  Linedefs can also be [[Linedef#Linedef Flags|flagged]] so as to appear on the map even before they have been rendered.
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During the design of a level, linedefs can be [[Linedef#Linedef Flags|flagged]] by the author so as not to appear on the automap even if the computer map powerup is obtained.  However, the <tt>iddt</tt> [[Doom cheat codes|cheat code]] will display all lines.  Linedefs can also be flagged to appear on the map even before they have been rendered.
  
 
To avoid giving away [[secrets]], concealed doors can also be marked so as to initially appear red on the map, as though they were solid walls.
 
To avoid giving away [[secrets]], concealed doors can also be marked so as to initially appear red on the map, as though they were solid walls.
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== Trivia ==
 
== Trivia ==
  
The <tt>iddt</tt> [[Doom cheat codes|cheat code]] can be used to display all items on the map.  Zooming in closely on the player while this is active shows the letters "ddt", a reference to [[Dave Taylor]] who wrote the automap code.
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The <tt>iddt</tt> [[Doom cheat codes|cheat code]] can be used to display all linedefs and [[Thing]]s on the map.  Zooming in closely on the player while this is active shows the letters "ddt", a reference to [[Dave Taylor]] who wrote the automap code.
  
 
[[Boom]] modifies this: the letters "jff" are visible instead, a reference to [[Jim Flynn]].
 
[[Boom]] modifies this: the letters "jff" are visible instead, a reference to [[Jim Flynn]].
  
Id planned to include [[Automap asteroids|a secret minigame]] in the automap, but it was never completed.
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[[id]] planned to include [[Automap asteroids|a secret minigame]] in the automap, but it was never completed.
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Revision as of 21:17, 8 March 2008

E1M4: Command Control in automap mode. Only the lines the player has seen are visible.

The automap is a map displayed when the user presses the appropriate key (the tab key by default). As all levels in Doom, Heretic and Hexen are flat when viewed from above, the map is easily generated by the software and easily comprehended by the player. (This is in contrast to Doom's close contemporary Descent, which had an extremely unintuitive 3D map.) Most of Doom's fully 3D successors, starting with Quake, have either abandoned the idea of a top-down map, or circumvented the problem of displaying a Z-axis by artificially dividing each level into 'floors' or 'zones'.

Controls

Several keys perform actions inside the automap:

  • F: Toggles follow mode. If follow mode is on, the map remains centered on the player, and if not, it is possible to scroll the map using the arrow keys while the player remains stationary.
  • M: Marks the current position with a number. Up to ten markers may be placed, numbered 0 through 9; further uses of the M key will cause the existing set of numbers to be sequentially erased in favor of the new positions. (In Doom95, this function is extremely buggy and may even cause the program to crash.)
  • C: Clears all marked positions.
  • G: Toggles grid on/off.
  • +: Zooms in.
  • -: Zooms out.
  • 0: Zooms out fully. If pressed a second time without leaving automap mode, returns the map to its previous scale.
  • Tab: Exits automap and returns to normal view.
  • O: Toggles overlay mode (if the source port supports it), which displays the automap superimposed over the regular game view.

If one of these keys has also been mapped to a gameplay function (e.g. firing or running), the above table overrides that key's default behavior during automap mode. All other keys can be used as normal, however.

Automap behavior

A rectangular room in E1M3 is distorted in the automap, due to incorrect aspect ratio correction.

The map shows all walls the player has seen since entering the level. Seeing just a small piece of a wall will make its entire linedef visible on the map.

The lines in the automap are color-coded. Red lines indicate solid walls. Yellow lines indicate changes in ceiling height (e.g. doors). Brown lines indicate changes in floor height. Light gray lines indicate areas which have not yet been visited (made visible by the computer map powerup). This color scheme may vary depending on the source port being used.

While it is possible to walk around in automap mode, the map itself will not update: the lines shown in the map are marked by the rendering process, which does not occur while the automap is turned on. As the Doom instruction manual notes, playing in automap mode is a dubious long-term strategy, since monsters cannot be seen. Certain source ports avoid the entire issue by including the automap in a heads-up display.

Regardless of the view size setting in-game, the automap fills the entire screen and displays the status bar.

Multiplayer

In cooperative mode, all players show up as arrows on the automap, with colors corresponding to the players' colors (red, green, brown, and indigo). In deathmatch mode, however, opponents are not visible on the map.

Demo playback

When an external LMP is viewed using the -playdemo command line parameter, the automap can be accessed, and the automap cheat code works. The automap is not accessible during a built-in demo, or while running a demo with the -timedemo or -fastdemo switches; pressing the tab key in these modes brings up the game menu.

Hidden areas

During the design of a level, linedefs can be flagged by the author so as not to appear on the automap even if the computer map powerup is obtained. However, the iddt cheat code will display all lines. Linedefs can also be flagged to appear on the map even before they have been rendered.

To avoid giving away secrets, concealed doors can also be marked so as to initially appear red on the map, as though they were solid walls.

Trivia

The iddt cheat code can be used to display all linedefs and Things on the map. Zooming in closely on the player while this is active shows the letters "ddt", a reference to Dave Taylor who wrote the automap code.

Boom modifies this: the letters "jff" are visible instead, a reference to Jim Flynn.

id planned to include a secret minigame in the automap, but it was never completed.