The vast majority of Doom’s wall textures are 64×128. Doomguy can balance on a ledge of any width. Doomguy’s maximum step height is 24, which is actually fairly large, almost half his height. The viewport is 41 pixels above the ground. (It’s rare to see a hallway narrower than 64 or a room height shorter than 64.)Īmazon EC2 Trn1 Instances for High-Performance Model Training are Now Available However, it’s very difficult for an actor to move down a corridor of the same width, and the axis-alignment means a 32-unit square couldn’t fit down a 32-unit diagonal hallway. (ZDoom lets you rotate, scale, and offset flats, but in vanilla Doom, you sometimes have to design architecture around texture alignment.)Īll actors (objects) are square and axis-aligned. All “flat” textures are aligned to this grid. The z planes - floor and ceiling - are a 64×64 grid anchored at the origin. Some fundamental metricsĭoom’s mapping rules and built-in textures offer a few fixed reference points. Those last two are a bit tricky, but struggling with scale? That sounds like a problem I can easily solve with charts and diagrams and math. I have three major problems: drawing everything too small, drawing everything too rectangular, and completely blanking on what to do next. Obviously I’ve done it successfully once before, but I’m having trouble doing it a second time. I’ve been dipping my toes into Doom mapping again recently.
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