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- *** Note to archiver: DMPS20.ZIP is a new version of DMPS, and replaces the
- *** files DMPSSWB1.ZIP and DMPS13A.ZIP, which can now be deleted.
-
- DMPS: The Doom PostScript Map Generator, Version 2.0
- ----------------------------------------------------
- Original program for Unix and copyright (c) James Bonfield, March 3, 1994.
- Modified for PC by Gerhard Karnik, March 29, 1994.
- Extensive modifications & enhancements by Steve W Brewer, September 1, 1994.
-
- Description
- -----------
- This program produces PostScript maps of Doom levels, extracted from WAD
- files.
-
- Thick lines represent solid walls on the map.
- Black circles represent objects. The letters inside represent what kind of
- object it is.
- Black circles with arrows represent the enemy. The direction of the arrow is
- the direction the creature is initially facing.
- Grey lines represent secret areas.
-
- Usage
- -----
-
- DMPS [episode [mission [wadfile[.WAD] ]]] [options]
-
- episode Episode of mission. (Default: 1)
- mission Mission to draw. (Default: 1)
- wadfile[.WAD] Wadfile to read from. (Default: DOOM.WAD)
- /S1 Draw things present at skills 1 & 2.
- /S3 Draw things present at skill 3.
- /S4 Draw things present at skills 4 & 5.
- /MUL Draw things present in multi-player mode.
- /NO Don't draw objects.
- /NM Don't draw monsters.
- /NS Don't draw player start positions.
- /NT Don't put a title on the page.
- /AL Draw all linedefs.
- /? Display the help screen.
-
- Example 1: To print the map of Episode 1, Mission 1 of DOOM.WAD, showing only
- the walls, on the PostScript printer connected to LPT1:
-
- DMPS > LPT1:
-
- Example 2: To create a PostScript file called NIFTY.PS, of Episode 2, Mission
- 5 of NIFTY.WAD, including all the objects and monsters in Ultra-Violence
- Deathmatch mode:
-
- DMPS 2 5 NIFTY /S4 /MUL > NIFTY.PS
-
- Notes
- -----
-
- More enhancements are in the works, including:
-
- * Option to print a Legend page, so you know what's what on the map.
- * Option to fill in areas where you can't go (like outside the map area,
- between rooms, and inside thick walls) with dark gray, to make the map
- a little easier to read.
- * Redesigned monster and object icons that are easier to read at small
- sizes.
- * Option to fill in hazardous sectors (like nukage) with light gray.
- * Facility to let you save the PostScript directly to a file instead of
- having to pipe it to one from stdout.
-
- Don't hold your breath on any of these; I don't have a lot of free time to
- spend on this program, but they'll get done eventually.
-
- If you have any comments, questions, suggestions, or (ack!) bug reports, feel
- free to email me at swbrew01@starbase.spd.louisville.edu. Currently, I am
- on co-operative internship for a semester, so it is only very rarely that
- I am able to check my email. When I finally do see your message, though, I
- will write back.
-
- Revision History
- ----------------
- 2.0 September 1, 1994
-
- Much improved and simplified interface, which no longer requires
- every command line parameter to be preceded by some kind of switch.
- Map lines that do not represent a change in floor or ceiling height,
- and are not some kind of switch or moving sector, are no longer
- drawn unless the /AL switch is specified. A title, giving the
- episode, mission, and wadfile of the map, is printed on the page
- in the upper left-hand corner, unless the /NT switch is specified.
-
- 1.3a June 30, 1994
-
- DMPS now works with PWADs. Also, a /? switch has been added to
- bring up the help screen.
-
- 1.3 May 1, 1994
-
- This is my original release, based on the PC version of DOOM_PS by
- Gerhard Karnik, which was based on the Unix version by James
- Bonfield. New to my version is a more graphical (and acuarate)
- representation of objects and monsters, a finer dithering for gray
- that is easier to see, a friendly help screen, and a few more
- command-line options.
-