NGF wrote:
I still make Doom levels sometimes when I get some free time/inspiration. If I create a map, is it something special I should have in mind, other than it should be Doom 1? Can I add custom textures?
Mostly its the same as Doom1, but here are some things to keep in mind:
[1] Stick to Doom 1 for now (Doom2 will be supported but not by the current version). This mainly means monsters and textures from Doom 1.
[2] Levels will need to be saved into the BMT1.WAD if they are to be used with it, otherwise it will run in 'vanilla mode' - which should be ok for testing but doesn't allow software music or extra sfx etc. etc.
[3] BM can only load one PWAD at a time - which is the real reason for [2], since BMT1 is itself a PWAD. This will get fixed eventually.
[4] Keep an eye on the segs-per-subsector ratio and occlusion (% of level visibility from any one point in the scene). The episode 4 levels look nice but are generally a bit too slow for the Falcon. They were designed quite late, with 486 spec or better and some don't use visibility management very well. The first 3 episodes were designed with more occlusion and more segs-per-subsector. Corridors, rooms and clever design tricks.
[5] Fancy ZDoom, Boom stuff isn't supported. There are some extra things in BM but not really enough to affect level design much.
[6] Be a bit careful about monsters above/below the player, when freelook mode is active. You can't look up/down beyond a certain limit so some monsters might be un-targetable when too close so keep that in mind.
Notes:
You can add your own textures in the usual way, at least for wall textures and transparent wall patches. This is the same as Doom - clone and edit the TEXTURES? and PNAMES directories in a new PWAD.
You also can replace flats, or add new ones - but adding new ones needs to be done by adding them between two special markers (see BMT1.WAD which does this for UV light flats). Replacing is a bit rude if you want to make the level part of a future release because it zaps existing textures

but adding new ones is easy enough.
Replacing sprites is troublesome - avoid for now. I'm still looking into issues with this.
Replacing textures with truecolour versions is quite easy and I can explain separately. (I'm aiming to simplify this further but it will do for now)
There are some special shaders which can be used by prefixing any TEXTURES? entry with @X where X= number from 0 to 9. It's possible to just clone the texture entry and rename it, without adding new patches. I haven't documented this feature yet because the shaders are not final.
I recently made a small hack to texture handling which treats any TEXTURES? entry with no patches assigned as a literal patch name - it will look for a single patch with the same name as the texture. This allows overloading of composite textures (textures with multiple patches e.g. walls-with-switches) using a single truecolour texture much easier, and eliminates the need to mix TC and bitmapped patches in the same composite texture. This feature will be included in the next release.
There is one new special behaviour (elevator) which allows the floor and ceiling to move up/down together. This isn't quite working 100% due to texture pegging conflicts but will be fixed at some point. The behaviour does work aside from this and can be used. I'll look out the specials number if you need it - just ask.
As mentioned before - any decent levels will be included in a future release (and I'll be happy to have them!) and I'll do any work required to include them in the BMTx.WAD so if you plan to spend some time on levels just spend your time making the level good as an independent PWAD and I'll worry about integrating the bits and pieces, including any texture changes
(Alternatively you can save the file into BMT1.WAD and return it to me with notes on changes made).