DMPS: The Doom PostScript Map Generator, Version 2.0
----------------------------------------------------
Original program for Unix and copyright (c) James Bonfield, March 3, 1994.
Modified for PC by Gerhard Karnik, March 29, 1994.
Extensive modifications & enhancements by Steve W Brewer, September 1, 1994.

Description
-----------
This program produces PostScript maps of Doom levels, extracted from WAD
files.

Thick lines represent solid walls on the map.
Black circles represent objects.  The letters inside represent what kind of
object it is.
Black circles with arrows represent the enemy. The direction of the arrow is
the direction the creature is initially facing.
Grey lines represent secret areas.

Usage
-----

DMPS [episode [mission [wadfile[.WAD] ]]] [options]

  episode            Episode of mission.  (Default: 1)
  mission            Mission to draw.  (Default: 1)
  wadfile[.WAD]      Wadfile to read from.  (Default: DOOM.WAD)
  /S1                Draw things present at skills 1 & 2.
  /S3                Draw things present at skill 3.
  /S4                Draw things present at skills 4 & 5.
  /MUL               Draw things present in multi-player mode.
  /NO                Don't draw objects.
  /NM                Don't draw monsters.
  /NS                Don't draw player start positions.
  /NT                Don't put a title on the page.
  /AL                Draw all linedefs.
  /?                 Display the help screen.

Example 1: To print the map of Episode 1, Mission 1 of DOOM.WAD, showing only
the walls, on the PostScript printer connected to LPT1:

  DMPS > LPT1:

Example 2: To create a PostScript file called NIFTY.PS, of Episode 2, Mission
5 of NIFTY.WAD, including all the objects and monsters in Ultra-Violence
Deathmatch mode:

  DMPS 2 5 NIFTY /S4 /MUL > NIFTY.PS

Notes
-----

More enhancements are in the works, including:

  * Option to print a Legend page, so you know what's what on the map.
  * Option to fill in areas where you can't go (like outside the map area,
    between rooms, and inside thick walls) with dark gray, to make the map
    a little easier to read.
  * Redesigned monster and object icons that are easier to read at small
    sizes.
  * Option to fill in hazardous sectors (like nukage) with light gray.
  * Facility to let you save the PostScript directly to a file instead of
    having to pipe it to one from stdout.

Don't hold your breath on any of these; I don't have a lot of free time to
spend on this program, but they'll get done eventually.

If you have any comments, questions, suggestions, or (ack!) bug reports, feel
free to email me at swbrew01@starbase.spd.louisville.edu.  Currently, I am
on co-operative internship for a semester, so it is only very rarely that
I am able to check my email.  When I finally do see your message, though, I
will write back.

Revision History
----------------
2.0    September 1, 1994

         Much improved and simplified interface, which no longer requires
         every command line parameter to be preceded by some kind of switch.
         Map lines that do not represent a change in floor or ceiling height,
         and are not some kind of switch or moving sector, are no longer
         drawn unless the /AL switch is specified.  A title, giving the
         episode, mission, and wadfile of the map, is printed on the page
         in the upper left-hand corner, unless the /NT switch is specified.

1.3a   June 30, 1994
         
         DMPS now works with PWADs.  Also, a /? switch has been added to
         bring up the help screen.

1.3    May 1, 1994

         This is my original release, based on the PC version of DOOM_PS by
         Gerhard Karnik, which was based on the Unix version by James
         Bonfield.  New to my version is a more graphical (and acuarate)
         representation of objects and monsters, a finer dithering for gray
         that is easier to see, a friendly help screen, and a few more
         command-line options.
