Posted October 21, 2025 by Team Radiance
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.
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.
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.
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”)
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: