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Automap

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[[File:DescentAutomap.gif|thumb|right|A confusing view in ''Descent'''s automap for comparison.]]
By contrast, some of Doom's close contemporaries such as ''{{wp|Descent (computer game)|Descent}}'' and ''{{wp|The Terminator: Future Shock}}'' had 3D automaps that many found too challenging to navigate.{{cite web|author=Adams, Ernest|title=Designer's Notebook: Cartographic Cartwheels|url=http://www.gamasutra.com/view/feature/131684/designers_notebook_cartographic_.php|publication=Gamasutra|publishdate=19 June 1998|accessdate=29 August 2016}} Most of Doom's fully 3D successors, starting with ''[[Quake]]'' and including ''[[Doom 3]]'', 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 f--u--c--k--q--u--a--s--a--r returns as a feature in [[Doom (2016)]], having been informed by such geometry-simplifying implementations as those used in the ''{{wp|Metroid Prime}}'' series of 3D adventure shooters.
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.