#autoMap
The "Home for Cultmas" Update is now available!

This free update adds a new bonus map and brings all of the beta branch changes to the main branch, including the Automap! Full patch notes available below!

Merry Cultmas! 🪓🎅
December 18, 2025 at 5:08 PM
I hate being a “Back in my day, games didn’t hold your hand!” Guy because I actually do like a bit of handholding, but I do feel like that’s the problem, here. Doom’s original levels are NOT obscure. Basic automap usage and paying attention is more than enough.
December 17, 2025 at 3:27 PM
actually ended up being pretty fun (thankfully automap exists), DOOM rules
December 17, 2025 at 5:14 AM
I love that! But if I got one it would have to been in Doom automap style. 😝
December 16, 2025 at 11:25 PM
Another little update: I've been fighting the idea of creating an automap for a long time and initially I was trying hard to make the world easy enough to traverse without one. I implemented fast travel before an automap in fact but I couldn't deny that having one improves the sense of exploration.
December 16, 2025 at 10:24 PM
first one on the SNES, translated, fixed and with the automap hack. LMK if you want the link. Lots to learn from the pixel art, here, obviously. Happy holidays Sarah, :)
December 16, 2025 at 3:11 PM
First one on the SNES, patched to english and bug fixed and with the automap tweak. LMK if you want the file so you don't have to do all the patching yourself, sharing is caring
December 16, 2025 at 12:28 PM
Lastly, 4. Exploration skills from the other vers. like mountaineering, navigation, etc. are not in this game; instead you find secret “doors” in the overworld to access mountains, forests, etc. You also have an automap by default.

I haven’t figured out how they changed waterwalking yet, tho.
December 14, 2025 at 7:33 PM
Full English translation.

Heads up that guides for the other versions are only partially helpful. A fair bit of content is removed/changed. Several exploration skills and the automap skill are also removed, and instead you find hidden “doors” in the overworld to access mountains, forests, etc
December 14, 2025 at 6:50 PM
I've never really put much thought into this, but today I realized the Doom "IDDT" player arrow doesn't show "1PP" for "First player position", it's "DDT" for Dave D. Taylor, who was the man who programmed the automap.

doomwiki.org/wiki/Dave_Ta...
December 14, 2025 at 12:57 AM
going og with the slight exception of using the snes port of metroid 1 because i've already 100%ed actual metroid 1 on stream so i think i deserve to play the one with automap for this
December 11, 2025 at 9:06 PM
not having an automap is like a tragedy in those games, pretty much completely ruined the game for me
December 11, 2025 at 3:39 AM
Alright, I finally get to pick my party AND make my map. I take the dog, the delinquent, the healer, and the twins because it clicks pretty quickly that they're "the Etrian character" and that was made certain when he learned the volt line spell.

Back in, time to map! And I can't turn off automap.
December 9, 2025 at 5:58 PM
Now that would be awesome! We just need to convince @viti95.bsky.social to adapt this send the automap over a SMART back channel on the IDE controller.
December 6, 2025 at 6:56 AM
It sort of has an automap. You need to find a map for that current level, and then it'll start doing positional tracking, but before then, it's useful to draw your own. I was using the maps that came with my Amiga version until then.
December 2, 2025 at 5:33 PM
Does the game have an automap or did you get the pencil and paper out (or bring out an old map maybe)
December 2, 2025 at 2:44 PM
"Heretic" has also an extended automap that shows the keys, but even before we see them, which was a bit too much for me. Too far on the holding-hand side. Luckily, it can be deactivated. I understand, however, that it might be helpful for younger people who can be confused with layouts and the […]
Original post on mstdn.social
mstdn.social
December 2, 2025 at 8:03 AM
@nightdivestudios.bsky.social I guess one thing to point out for the new Turok 2 update is the automap still acts strange in multiplayer no matter which version I play it on. Switch, PC, PlayStation 4 etc. Otherwise its an amazing update to the game!
December 2, 2025 at 1:04 AM
Architects are cooked. AI is coming for you.

Prepare accordingly
December 2, 2025 at 12:32 AM
And the automap setting from custom as default to native game. So you'll get the default Doom automap in the Doom Games and Strife automap in Strife instead of...the 'enhanced' raven one that makes it mostly brown
November 30, 2025 at 9:07 PM
Everything between Wolf3D and UT99 is 50 shades of muddy meh. Doom is historically significant but in its essence it's just a muddy Wolfenstein with an automap.
Also, the fascination with amorphic aliens, zombies, nondescript enemies. Way less fun than mecha Hitler or half naked girls with buzzsaws.
November 30, 2025 at 11:39 AM
A little bit. I mean, they’re still just as obtuse as games of that era ever were, but they sanded off the hard edges. They added an automap! And you can save anywhere! Wild, I know.

When we went to Scotland in 2016 we went up to Orkney to visit Skara Brae. I tweeted to Brian Fargo from there! 😂
x.com
November 28, 2025 at 4:41 PM
its a good idea to include an automap. personally i think drawing a map is an essential part of the dungeon experience but i like that people who hate that can enjoy ps1 this way. but i think the decision to have it toggled on by default was a misstep. thats not making it easy to make good choices.
November 28, 2025 at 4:34 AM
*Slaps comp* You can fit so many demons in this puppy!

It's even got an automap!
The Motorola MDT-9100-T from the 1980s was the perfect cyberdeck
November 27, 2025 at 2:20 PM
1. Mostly from scratch, DR2 only inherited my generic library and automap code.

2. The camera tilt goes all the way back to Demon Lord Reincarnation -- I wanted to recreate the uneasy feeling that came from the movement in FMV/Macromedia Director games.
November 24, 2025 at 10:27 AM