

This color scheme may vary depending on the source port being used. Light gray lines indicate areas which have not yet been visited (made visible by the computer map powerup). Brown lines indicate changes in floor height. Yellow lines indicate changes in ceiling height (e.g. The lines in the automap are color-coded. Seeing just a small piece of a wall will make its entire linedef visible on the map. The map shows all walls the player has seen since entering the level. All other keys can be used as normal, however.Ī rectangular room in E1M3 is distorted in the automap, due to incorrect aspect ratio correction. firing or running), the above table overrides that key's default behavior during automap mode. If one of these keys has also been mapped to a gameplay function (e.g. O: Toggles overlay mode (if the source port supports it), which displays the automap superimposed over the regular game view.Tab: Exits automap and returns to normal view.If pressed a second time without leaving automap mode, returns the map to its previous scale. (In Doom95, this function is extremely buggy and may even cause the program to crash.) Up to ten markers may be placed, numbered 0 through 9 further uses of the M key will cause the existing set of numbers to be sequentially erased in favor of the new positions. M: Marks the current position with a number.


If follow mode is on, the map remains centered on the player, and if not, it is possible to scroll the map using the arrow keys while the player remains stationary. Several keys perform actions inside the automap:
