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.