Should port specific features really be mentioned here? (O for overlay). I believe not. 06:48, 13 March 2007 (UTC)

We haven't decided yet.  Please contribute to the discussion here if you have time.    Ryan W 14:25, 13 March 2007 (UTC)

I just added an "Automap Behavior" section (could also be called Technical Information if more consistency with other articles is preferred) and filled it with information I feel is relevant and significant for this article. Two paragraphs were removed from the introduction (which probably still could be shortened) and added to the new section. Additionally, paragraphs on view size, the aspect ratio "problem," and multiplayer and demo behavior have been added. I don't edit much so I appreciate any feedback offered. :) Zack 05:07, 21 November 2007 (UTC)

Most of this is probably good, but I think the aspect ratio information belongs in the aspect ratio article.  What port was used for the screenshot?    Ryan W 06:57, 2 January 2008 (UTC)
Holy cow, didn't know there was an Aspect ratio article - That needs to be linked in more pages!
I am fairly certain I took the screenshot at 320x200 in vanilla Doom via DOSBox, then scaled it up to 1600x1200 in Paint Shop Pro for 100% authenticity. Zack 05:16, 3 January 2008 (UTC)
Yeah, I've tried to cross-check all the "see also" sections in our articles, but the site is just getting too darn big.   :D
Source port programmers would know better than I, obviously, but it's possible that photoshopping the screenshots sort of defeats the purpose of exposing rendering issues.    Ryan W 01:23, 4 January 2008 (UTC)
Don't worry; the rendering issue exists in vanilla Doom itself. It is literally not possible to demonstrate the bug to a user in a 4:3 aspect ratio, without restoring the screen shot to that aspect ratio. It's because in a standard resolution, we have square pixels, so trying to show the "squashed" 320x200 graphic will actually show unsquashed automap layouts! :)
Also, I used 1600x1200 because that allows for a clean scale from 320x200. A single pixel in 320x200 is exactly 5x6 pixels in 1600x1200. The same sort of scaling might happen in Chocolate Doom, which again looks best at 1600x1200 if your monitor supports it. Zack 15:23, 4 January 2008 (UTC)

Doom 2016 automap[edit]

Info about the Doom 2016 automap needs to be added. Unlike original Doom the levels here are true 3D and the automap seems to be a model that represents a simplified 3D representation of the environment (can also be tilted to show a 2D overhead view).--Tetzlaff (talk) 05:05, 7 September 2017 (CDT)

Due to the totally different implementation, I'd suggest creation of Automap (Doom 2016), which can be linked from here as a see-also. Some links in the various Doom 2016 articles will need to be updated of course. --Quasar (talk) 17:06, 7 September 2017 (CDT)