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- Note to archiver: This zipfile (DMPS_13A.ZIP) replaces the previous version,
- DMPSSWB1.ZIP. Please delete the old file.
-
- DMPS: The Doom PostScript Map Generator, Version SWB 1.3a
- ---------------------------------------------------------
- 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, May 2, 1994.
-
- Minor bugfix by Steve W Brewer, July 18, 1994.
- ----------------------------------------------
- Sorry these fixes took so long. I had intended for this release to include
- some of the nice enhancements mentioned below in the notes, but the problem
- of shading in the textures has turned out to be a tough one. After getting
- a lot of email on the PWAD problem, I decided not to wait any longer and to
- just release a quick fix until I can get the nice features working.
-
-
- Description
- -----------
- This program produces PostScript maps of Doom levels, extracted from the WAD
- file.
-
- 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 [options]
-
- /D Enable debugging.
- /W wadfile.WAD Wadfile to read from. (Default: DOOM.WAD)
- /L level Level to draw. (Default: E1M1)
- /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 multiple player mode.
- /NO Don't draw objects.
- /NM Don't draw monsters.
- /NS Don't draw player start positions.
- /? Display command-line options.
-
- The PostScript will then be displayed to stdout.
-
- Compiled using Borland C++ 3.1 using 'bcc -mh'
-
- 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.
- * Option to put a title on the map, so you can tell quicker which mission
- it belongs to.
- * Redesigned monster and object icons that are easier to read at small
- sizes.
- * Option to remove lines that don't represent a change in floor or cieling
- elevations (like those used for shadows and such).
- * Option to fill in hazardous sectors (like nukage) with light gray.
- * Better designed interface that doesn't require you to use ".WAD" and lets
- you save the PostScript directly to a file instead of having to pipe it
- to one from stdout. Don't worry, the stdout format will remain as
- default behaviour.
-
- 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.
-
- Revision History
- ----------------
- 1.3a DMPS now works with PWADs. Also, a /? switch has been added to
- bring up the help screen.
-
- 1.3 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.
-