Map Format


🗺️ Hyperblood Map Format (HMAP)

File Extension: .hmap
Base Format: Derived from UDMF (Universal Doom Map Format)
Purpose: To unify GZDoom’s modern mapping structure with EDuke32-style dynamic sectors, moving geometry, and wall/sprite decals.

đź”§ 1. Core Concept

HMAP is a human-readable text-based format (like UDMF), but enhanced with:

  • Dynamic sector definitions (for Build-style moving or rotating sectors).

  • Wall and sprite tagging system for Build-like logic.

  • Unified entity layer that merges Things (from Doom) with Sprites (from Build).

This lets mappers use familiar GZDoom tools (like Ultimate Doom Builder) while enabling full Build-style environmental interactivity — think rotating bridges, destructible doors, and 2D sprites with physics.

đź§ľ 2. HMAPINFO (Hyperblood MAPINFO)

HMAPINFO replaces GZDoom’s MAPINFO lump, with new syntax and expanded per-map properties.

File Extension: .hmapinfo
Purpose: To define map metadata, progression logic, intermission art, weather, and AI behaviors.

 3. Extended Features

🌀 Moving Sectors

  • Backported from EDuke32’s SE (Sector Effector) logic.

  • Defined per-sector in HMAP using parameters like:

    • move_type = slide/rotate/fall/lift

    • move_speed

    • pivot_sector (for rotating geometry)

    • trigger (e.g., “switch_activated”, “enemy_killed”)

  • Wall Decals
    • Integrated Build-style wall sprite decals (e.g., bullet holes, posters, graffiti).
    • Defined as a property of the wall or as attached “decal things”.
  •  Layer System (TROR Support)
    HMAP natively supports True Room-Over-Room (TROR) by:
    • Using nested sector references.
    • Maintaining Z-sorted portal definitions.
4. Hybrid Logic Model
HMAP Entities support:
  • Doom-style Thing IDs and flags
  • Build-style lotags and hitags
  • New HyperTags for multi-engine logic, e.g.:

 4. Optional Advanced Features

  • Embedded LUA scripts: inline scripting for dynamic map events.

  • HMAP portals: dynamic camera or reflection portals (like mirrors or monitors).

  • Zone tagging: similar to Build’s sector shading, but allows ambient color control:

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