Ok... I've been working on a modified version of oblige for a while. I call it randoom. It's just like oblige but has the following changes to it:
A) Added sloped arches in urban, deimos, hellish and doom 2 hell themes. (by modifying the arch prefabs to have zdoom doom format plane align linedefs in them)
B) Drastically improved the themes. A lot of textures that were used looked horrible. Tech bases looked fine but hellish and urban levels had lots of problems. Misaligned skin textures on walls, terrible use of marble 1 (which is meant for columns only) on walls, terrible use of blakwal1 and 2 on urban themes, removal of grayvine, tekwall, and gstvine1/2 in caves (it didn't work but I tried)
C) Addition of many important themes for Doom 1, and Doom 2 such as Brown1 and Brown96 in Doom 2, Making Slime15/16 the floor of tekgren rooms in Doom 2, Adding in Woodmet themes for hellish areas for doom 2, making sure Stongarg is used a lot in Doom 1 Episode 2 themes, especially with the ceil4_2/4_3 flat used with it like in Deimos Lab, etc
D) Drastically improved the weak ass monster count in oblige. By default Nuts/Crazy maps would give you 200-300 enemies per level at most, most of the time they were around 150 enemies per level. That isn't good enough. I wanted to generate hell revealed type maps with this, so now Nuts and crazy is around 500-600. Unfortunately, you still have to to turn on monster control, set all the miniboss monsters (Hell Knights/Revenants/Mancubi/Pain Elementals/Arachnotrons/Arch viles) to insane and set the weaker enemies to scarce... Haven't tried fast ramping to see if that fixes this... Hope it does....
E) Got rid of logos entirely. They ruin maps. There is no need to have a stupid oblige'd sign on every wall. That's not professional. I don't need them nor do I want that crap. Besides you can tell the maps are randomly generated, just by looking at them. By putting in logos all you are doing is pissing off the people who hate randomly generated maps like most of the doom community now anyway...
F) Drastically improved TNT/Plutonia themes. Made sure plutonia maps looked like plutonia maps and not doom 2 urban levels with a few plutonia textures. If you want to generate maps for plutonia make sure they are urban maps only!
By default normal/normal maps are now around plutonia/plutonia 2 difficulty.
To make easy maps use scarce/weak now.
I think my changes are important for me. I don't use normal oblige anymore just randoom. I made several new wads with randoom (the newsest version - version 5.0 - based on oblige 7.55a). One is a 30 map eternal doom tribute. Another is a post.wad tribute...They both came out good. I won't release them till later this month if I plan to. A release for the Ultimate hell revealed pack may happen but not just yet...
Download Randoom 5.0 here
Saturday, June 3, 2017
Sunday, May 28, 2017
A Classic Doom Mod that everyone who is a fan of RPG games should play.
I've played some damn cool doom mods over the last few months. Complex Doom (which you should all be aware of), Brutal wolf (not brutal wolfenstein - brutal wolf is a realistic brutal doom addon with tons of new enemies and highly realistic guns), and last but not least the latest mod I have tried... HXRTC project!
Plenty of mods have tried to do random spawning: The act of randomly replacing existing doom enemies/guns from the original game with new custom varients. A lot do it well.. A few don't. Some don't have enough new enemies or guns to make it interesting (like Project Brutality/etc). Some have way too much (Aeod) and some have a lot but there isn't anything really new about what they do (aka they only use beastiary enemies and guns - like Scalliano's 667 shuffle). I was a huge fan of the that 667 shuffle mod for years and I saw people trashing it on idgames a lot for stupid reasons. Anyway none of the above mentioned mods blend random spawning in with RPG elements. A few blend it in with realism (Complex Doom/Brutal Wolf). Some of those make it so hard it's unplayable by default. But none add RPG elements on top of that. Some mods have rpg elements but tend to have totally new levels to make that work... Well... I finally found a mod that does add new enemies and guns into any doom level and brings in fairly good rpg elements.
HXRTC mod is a doom mod for gzdoom only made by HexereticDoomer... It is a doom rpg mod. Yes... A doom rpg mod. But not just any Doom Rpg Mod, no. It's a doom rpg mod with TONS of new enemies and weapons and more! Some of these new enemies and guns are from the beastiary, others are not. Most of the guns are totally new. And all are well designed. They are overpowered as hell to make up for the difficulty curve early on as a low level character. They have secondary fires that can overpower many enemies, even strong ones. But the strong enemies can overpower you quite nastily in this, hell even weaker ones will at lower levels. All enemies do increased damage. Sometimes it's dramatic. I saw a guy doing epic 2 in this and he got 100 damage done to him by one revenant fireball. That's a bit extreme but it shows you how tough this mod can be... At first.
Good news is that only the beginning of levels are challenging in this mod (unless you play an insane wad that has a brutally hard start like sunder or something like that). As you level up your health increases per level. You also get bonuses to two stats, attack and defense. I have no clue what they do but they must help you somehow in attacking enemies (damage related and such) and taking less damage overall, respectively. The max health increases really show. Thanks to the new stackable health system the mod has. In normal doom your max health is 200. In this there is no max health! It can go as high as 3000-4000 and even higher! Thanks to the various classes of items (such as low level, medium, high, etc) you can get huge 200-500 boosts to your health with a single soul sphere. I got a soul sphere that boosted my health from 200 to 700 in an instant and all of the sudden became a doom god overnight...
There is a buying system in the mod. Random enemies drop gold coins and gems which give you money. At first you get small amounts but eventually you will be filthy rich no matter what. Random enemies also drop "trade droids" that sell a random item for a big price from 4000-20000 gold. If you are rich enough you can buy it. It allows yo to acquire anything in the game easily if you get lucky enough.. Vety rpg like...
Other cool bonuses you can get are the one that kicks in when you get damaged too much. It makes your guns do more damage then. It doesn't last forever but for a while you can pwn your enemies quickly. Factor in the insane max health and overpowered guns and you become an insanely overpowered space marine that can rip through an archvile horde in 10 seconds. It sounds ridiculously easy, and it is.... If you play easy maps....
The challenge comes in playing harder mapsets with this. This mod is perfect for slaughtermaps people!
I tried hell revealed map13 in this. I kicked ass in it. It was on easy. But it was very very easy. If you want to play harder megawads that have gigantic hordes of harder enemies and don't want to spend 30 minutes per level hiding from revenants while slowly killing a huge horde of them with rockets while dodging the 1 or 2 archviles that are mixed in over and over again for 10 minutes.... Then play them with this.Your overpowered guns and max health allow you to rip through them without taking cover. You become a doom god. It's a blast.
It's even a bigger blast with my 2 monster packs people!
I loved the mod so much that It eclipsed complex doom for me. So I decided to do something about the limited enemy types in the mod. By default there are lots of enemies that are new but a lot are missing that are on the beastiary. A few beastiary enemies are present but it seems the rest are freedoom rips and recolors... It desperately needs better new monsters. This is where I come to the rescue people. I made not just one monster pack for the mod. I made 2!
Monster pack 1 contains a lot of new enemies taken from various wads I made. Some of those are based on enemies from Doom Megawads that had dehacked enemies but they were converted to decorate by me.Also in the monster pack are doom 3 enemies recreated in doom 2 and doom 64 enemies as well...
Monster Pack 2 contains beastiary enemies not found in the original mod. A lot of them (around 25+) added into the game. Some ones from the beastiary that were really cool but not uses were the time imp, bruiser demon, azazel, rocket imp, uac bot, weakener, supreme fiend and others.. I brought all of these into HXRTC in monster pack 2.
Another addon I did for HXRTC is the enemy multiplier mod. Based on 10x.wad, the wad that multiplies the enemy count of doom levels by 10 using scripting tricks, this does the same but multiplies the enemy count of weak enemies by spawning multiple spawners of enemy classes by 10 and others by 5 or 3, depending on enemy difficulty. This 10x based mod requires both monster packs.
Other addons I like for the mod are JP hud (which displays an enemy health bar as you aim at enemies), beam flashlight (which gives you a half life styled flashlight, without it turning off when it runs out of power, footsteps mod and others. I made a pack of addons for this mod, and I am releasing them now... To kickstart this release campaign for releases for mods and wads I am making for doom and wolf3d.
Download the mod + my mosterpacks and other addons for the mod (which I didn't make) here!
Unzip to the folder you installed the original mod. Run loadhx.bat <name of wad> in a dos prompt or by typing "C:\<doom folder name>\loadhx.bat <wad name>" in the run box where <name of wad> is the wad you want to run and <doom folder name> is your doom 2 folder. <wad name> needs to be without the .wad extension! So type loadhx.bat mm2 to play mm2 then...
For doom 1 players run the loadhxd1.bat file instead. The usage is the same.
Final doom players I don't have batch files for you because I barely play it anymore...
People who want to run Doom 1 or 2 in the mod with the 10x enemy count increase can run
load10x.bat <wad name> (doom 2) and loadd110x.bat <wad name> (doom 1).
All the batch files load all of the addons including the monster packs
You need the latest gzdoom to play this mod!:
Plenty of mods have tried to do random spawning: The act of randomly replacing existing doom enemies/guns from the original game with new custom varients. A lot do it well.. A few don't. Some don't have enough new enemies or guns to make it interesting (like Project Brutality/etc). Some have way too much (Aeod) and some have a lot but there isn't anything really new about what they do (aka they only use beastiary enemies and guns - like Scalliano's 667 shuffle). I was a huge fan of the that 667 shuffle mod for years and I saw people trashing it on idgames a lot for stupid reasons. Anyway none of the above mentioned mods blend random spawning in with RPG elements. A few blend it in with realism (Complex Doom/Brutal Wolf). Some of those make it so hard it's unplayable by default. But none add RPG elements on top of that. Some mods have rpg elements but tend to have totally new levels to make that work... Well... I finally found a mod that does add new enemies and guns into any doom level and brings in fairly good rpg elements.
HXRTC mod is a doom mod for gzdoom only made by HexereticDoomer... It is a doom rpg mod. Yes... A doom rpg mod. But not just any Doom Rpg Mod, no. It's a doom rpg mod with TONS of new enemies and weapons and more! Some of these new enemies and guns are from the beastiary, others are not. Most of the guns are totally new. And all are well designed. They are overpowered as hell to make up for the difficulty curve early on as a low level character. They have secondary fires that can overpower many enemies, even strong ones. But the strong enemies can overpower you quite nastily in this, hell even weaker ones will at lower levels. All enemies do increased damage. Sometimes it's dramatic. I saw a guy doing epic 2 in this and he got 100 damage done to him by one revenant fireball. That's a bit extreme but it shows you how tough this mod can be... At first.
Good news is that only the beginning of levels are challenging in this mod (unless you play an insane wad that has a brutally hard start like sunder or something like that). As you level up your health increases per level. You also get bonuses to two stats, attack and defense. I have no clue what they do but they must help you somehow in attacking enemies (damage related and such) and taking less damage overall, respectively. The max health increases really show. Thanks to the new stackable health system the mod has. In normal doom your max health is 200. In this there is no max health! It can go as high as 3000-4000 and even higher! Thanks to the various classes of items (such as low level, medium, high, etc) you can get huge 200-500 boosts to your health with a single soul sphere. I got a soul sphere that boosted my health from 200 to 700 in an instant and all of the sudden became a doom god overnight...
There is a buying system in the mod. Random enemies drop gold coins and gems which give you money. At first you get small amounts but eventually you will be filthy rich no matter what. Random enemies also drop "trade droids" that sell a random item for a big price from 4000-20000 gold. If you are rich enough you can buy it. It allows yo to acquire anything in the game easily if you get lucky enough.. Vety rpg like...
Other cool bonuses you can get are the one that kicks in when you get damaged too much. It makes your guns do more damage then. It doesn't last forever but for a while you can pwn your enemies quickly. Factor in the insane max health and overpowered guns and you become an insanely overpowered space marine that can rip through an archvile horde in 10 seconds. It sounds ridiculously easy, and it is.... If you play easy maps....
The challenge comes in playing harder mapsets with this. This mod is perfect for slaughtermaps people!
I tried hell revealed map13 in this. I kicked ass in it. It was on easy. But it was very very easy. If you want to play harder megawads that have gigantic hordes of harder enemies and don't want to spend 30 minutes per level hiding from revenants while slowly killing a huge horde of them with rockets while dodging the 1 or 2 archviles that are mixed in over and over again for 10 minutes.... Then play them with this.Your overpowered guns and max health allow you to rip through them without taking cover. You become a doom god. It's a blast.
It's even a bigger blast with my 2 monster packs people!
I loved the mod so much that It eclipsed complex doom for me. So I decided to do something about the limited enemy types in the mod. By default there are lots of enemies that are new but a lot are missing that are on the beastiary. A few beastiary enemies are present but it seems the rest are freedoom rips and recolors... It desperately needs better new monsters. This is where I come to the rescue people. I made not just one monster pack for the mod. I made 2!
Monster pack 1 contains a lot of new enemies taken from various wads I made. Some of those are based on enemies from Doom Megawads that had dehacked enemies but they were converted to decorate by me.Also in the monster pack are doom 3 enemies recreated in doom 2 and doom 64 enemies as well...
Monster Pack 2 contains beastiary enemies not found in the original mod. A lot of them (around 25+) added into the game. Some ones from the beastiary that were really cool but not uses were the time imp, bruiser demon, azazel, rocket imp, uac bot, weakener, supreme fiend and others.. I brought all of these into HXRTC in monster pack 2.
Another addon I did for HXRTC is the enemy multiplier mod. Based on 10x.wad, the wad that multiplies the enemy count of doom levels by 10 using scripting tricks, this does the same but multiplies the enemy count of weak enemies by spawning multiple spawners of enemy classes by 10 and others by 5 or 3, depending on enemy difficulty. This 10x based mod requires both monster packs.
Other addons I like for the mod are JP hud (which displays an enemy health bar as you aim at enemies), beam flashlight (which gives you a half life styled flashlight, without it turning off when it runs out of power, footsteps mod and others. I made a pack of addons for this mod, and I am releasing them now... To kickstart this release campaign for releases for mods and wads I am making for doom and wolf3d.
Download the mod + my mosterpacks and other addons for the mod (which I didn't make) here!
Unzip to the folder you installed the original mod. Run loadhx.bat <name of wad> in a dos prompt or by typing "C:\<doom folder name>\loadhx.bat <wad name>" in the run box where <name of wad> is the wad you want to run and <doom folder name> is your doom 2 folder. <wad name> needs to be without the .wad extension! So type loadhx.bat mm2 to play mm2 then...
For doom 1 players run the loadhxd1.bat file instead. The usage is the same.
Final doom players I don't have batch files for you because I barely play it anymore...
People who want to run Doom 1 or 2 in the mod with the 10x enemy count increase can run
load10x.bat <wad name> (doom 2) and loadd110x.bat <wad name> (doom 1).
All the batch files load all of the addons including the monster packs
You need the latest gzdoom to play this mod!:
Wednesday, May 24, 2017
Wolfenstein Revealed Finished!
Good news people! Wolfenstein Revealed is Done!
I finished the mapping for episodes 5 and 6 of the wolfenstein 3D map set today. Being the first slaughtermap mapset for wolf3d, the mapping in it had to be really well done. I had to make it hard and use tons and tons of hard enemies at times but also keep the enemy count under 150 per level.
(A hardcoded Wolf3d limit).
It wasn't easy making this... Making tons of tons of enemies in modified randomly genned maps is tough because of the enemy limit especially. A lot of the maps had over 149 enemies and adding too many was not an option. I had to carefully place enemies on certain maps. In others I couldnt even add new enemies because the enemy limit was approaching or at 149 already thanks to oblige.
So I tried to add as many enemies as a could to the medium and small maps. Big maps were mostly left alone. It makes some maps big and easier and others smaller and hard as fuck. The wadset will come with it's own vswap file that contains new sprites and textures and 2 bosses have been replaced with new enemies that fit the slaughtermap theme well (hordes of minibosses - something wolf3d lacks). The flamethrower guard is the replacement for the fake hitlers from e3m9 and is mean and very deadly. Also the chaingun SS is there and he is as hard as grettel grosse yet used multiple times per level! Expect this to get HARD for a wolf3d addon.
The way the episodes break down is this....
Episode 1 - Hordes of Guards. SS, Dogs and Officers as well in small numbers mostly.
Episode 2 - Hordes of Mutants. Guards, SS, Dogs, officers and minibosses in small numbers
Episode 3 - Hordes of Officers and minibosses. Guards, SS, Dogs, Mutants used rarely.
Episode 4 - Just like Episode 3 but with even MORE minibosses
Episode 5 - Hordes of SS and Minibosses, plus other enemies used rarely.
Episode 6 - Hordes of SS, Minibosses, and Mutants. Other enemies used rarely
I modeled the enemy placement after hell revealed for doom 2. I wanted it to play like hell revealed enemy placement wise in wolf3d. It came out really good. At times it's easier than you might think but at other times it's nuts. Hordes of minibosses in the later episodes make them really really hard. So hard Autowolf (the automatic wolfenstein project) Can't beat episode 3 and later without me
MLI'ing it to death!
Mean enemy placement is quite common. Expect some places where guards are placed in the room the player starts, sometimes in hordes! Starting some maps from scratch is impossible. Beating some maps may be very hard to impossible. I don't know. I haven't play tested it yet. Autowolf has fits with it... It's so hard it cannot beat it easily 90% of the time... Which is normal for hard wolf3d maps but still... Ammo is scarce so you have to conserve in this. Using machinegun on anything but Chaingun SS and Bosses is recommended. For them use chaingun but nothing else. You will really have to do beat this. Autowolf uses chaingun and runs out of ammo quickly. You need to be an ace wolf3d player to beat this. That is guaranteed.
Release Date : Soon
Screenshots:
I finished the mapping for episodes 5 and 6 of the wolfenstein 3D map set today. Being the first slaughtermap mapset for wolf3d, the mapping in it had to be really well done. I had to make it hard and use tons and tons of hard enemies at times but also keep the enemy count under 150 per level.
(A hardcoded Wolf3d limit).
It wasn't easy making this... Making tons of tons of enemies in modified randomly genned maps is tough because of the enemy limit especially. A lot of the maps had over 149 enemies and adding too many was not an option. I had to carefully place enemies on certain maps. In others I couldnt even add new enemies because the enemy limit was approaching or at 149 already thanks to oblige.
So I tried to add as many enemies as a could to the medium and small maps. Big maps were mostly left alone. It makes some maps big and easier and others smaller and hard as fuck. The wadset will come with it's own vswap file that contains new sprites and textures and 2 bosses have been replaced with new enemies that fit the slaughtermap theme well (hordes of minibosses - something wolf3d lacks). The flamethrower guard is the replacement for the fake hitlers from e3m9 and is mean and very deadly. Also the chaingun SS is there and he is as hard as grettel grosse yet used multiple times per level! Expect this to get HARD for a wolf3d addon.
The way the episodes break down is this....
Episode 1 - Hordes of Guards. SS, Dogs and Officers as well in small numbers mostly.
Episode 2 - Hordes of Mutants. Guards, SS, Dogs, officers and minibosses in small numbers
Episode 3 - Hordes of Officers and minibosses. Guards, SS, Dogs, Mutants used rarely.
Episode 4 - Just like Episode 3 but with even MORE minibosses
Episode 5 - Hordes of SS and Minibosses, plus other enemies used rarely.
Episode 6 - Hordes of SS, Minibosses, and Mutants. Other enemies used rarely
I modeled the enemy placement after hell revealed for doom 2. I wanted it to play like hell revealed enemy placement wise in wolf3d. It came out really good. At times it's easier than you might think but at other times it's nuts. Hordes of minibosses in the later episodes make them really really hard. So hard Autowolf (the automatic wolfenstein project) Can't beat episode 3 and later without me
MLI'ing it to death!
Mean enemy placement is quite common. Expect some places where guards are placed in the room the player starts, sometimes in hordes! Starting some maps from scratch is impossible. Beating some maps may be very hard to impossible. I don't know. I haven't play tested it yet. Autowolf has fits with it... It's so hard it cannot beat it easily 90% of the time... Which is normal for hard wolf3d maps but still... Ammo is scarce so you have to conserve in this. Using machinegun on anything but Chaingun SS and Bosses is recommended. For them use chaingun but nothing else. You will really have to do beat this. Autowolf uses chaingun and runs out of ammo quickly. You need to be an ace wolf3d player to beat this. That is guaranteed.
Release Date : Soon
Screenshots:
Sunday, May 21, 2017
Wolfenstein Revealed (My Slaughtermap Wolf3d Addon) Almost Done!
Been working hard on Wolfenstein Revealed. In the first day of development of this modified randomly generated slaughtermap 6 episode replacement for wolf3d, I got episode 1 and 2 done. They are easy compared to episode 3 and 4, it turned out when I did episode 3 and 4 yesterday.
Episode 3 and 4 are nuts...
Two new enemies are introduced in Wolfenstein Revealed and both are very tough AND appear in huge hordes later on (but not right away). The first is the flamethrower guard, a new kind of guard that replaces the Fake Hitlers that you see in e3m9 in wolf3d. He is armed with the same gun they use and is far more common, appearing in episode 2 and later and appears in giant packs in episode 3 and later.
The second Enemy is the Chaingun toting Super SS. This is a Grettel Grosse Replacement. It is quite hard to kill being the same health as Grettel. Since no source code mods are being used to build Wolfenstein Revealed (for the purposes of being compatible with Autowolf), this enemy is quite hard. It doesn't appear till the end of episode 2 in e2m9 but starts to become a regular enemy in episode 3 and by episode 5 it is used in small groups, and it one huge horde boss fight in e5m9!
Here is a screenshot of a fight with a pack of flamethrower guards:
And here is a screenshot of a later level in the editor.... See the brown asterisks? They are all miniboss monsters like flamethrower guards!
The difficulty of this addon is quite insane. It's about equal difficulty to hell revealed for doom2 in wolfenstein. Not as many enemies but the 149 enemy limit makes doing 300+ enemies per level impossible. I had to keep the enemy count below 150 and in some maps that made doing big hordes impossible. In others, I just filled the rooms with huge hordes of enemies. In one map you start with about 50 officers in the first room. In another you fight about 60 mutants in the first two rooms. That's pretty extreme for wolf3d. The new enemies are deadly enough that fighting 5-10 per room is like fighting 15 revenants in doom 2. They are quite hard and you fight hordes of them. Just like a slaughtermap should be.
The episode replacement is turning out quite nicely. In a few days I will wrap it up to make the ULTRA hard episode 5 and 6. They will make episode 3 and 4 look Easy... It is turning out to be quite an adventure making such a groundbreakingly difficult addon for a game. NO ONE has even attempted to make a slaughtermap episode for wolf3d. A few Spear of destiny addons called SOD-Extreme used giant hordes of enemies (thanks to the sourcecode) but thats about it. They never attempted boss hordes like this will...
It will be a FIRST for wolf3d. The first Slaughtermap ever made for it... Kickass!
Episode 3 and 4 are nuts...
Two new enemies are introduced in Wolfenstein Revealed and both are very tough AND appear in huge hordes later on (but not right away). The first is the flamethrower guard, a new kind of guard that replaces the Fake Hitlers that you see in e3m9 in wolf3d. He is armed with the same gun they use and is far more common, appearing in episode 2 and later and appears in giant packs in episode 3 and later.
The second Enemy is the Chaingun toting Super SS. This is a Grettel Grosse Replacement. It is quite hard to kill being the same health as Grettel. Since no source code mods are being used to build Wolfenstein Revealed (for the purposes of being compatible with Autowolf), this enemy is quite hard. It doesn't appear till the end of episode 2 in e2m9 but starts to become a regular enemy in episode 3 and by episode 5 it is used in small groups, and it one huge horde boss fight in e5m9!
Here is a screenshot of a fight with a pack of flamethrower guards:
And here is a screenshot of a later level in the editor.... See the brown asterisks? They are all miniboss monsters like flamethrower guards!
The difficulty of this addon is quite insane. It's about equal difficulty to hell revealed for doom2 in wolfenstein. Not as many enemies but the 149 enemy limit makes doing 300+ enemies per level impossible. I had to keep the enemy count below 150 and in some maps that made doing big hordes impossible. In others, I just filled the rooms with huge hordes of enemies. In one map you start with about 50 officers in the first room. In another you fight about 60 mutants in the first two rooms. That's pretty extreme for wolf3d. The new enemies are deadly enough that fighting 5-10 per room is like fighting 15 revenants in doom 2. They are quite hard and you fight hordes of them. Just like a slaughtermap should be.
The episode replacement is turning out quite nicely. In a few days I will wrap it up to make the ULTRA hard episode 5 and 6. They will make episode 3 and 4 look Easy... It is turning out to be quite an adventure making such a groundbreakingly difficult addon for a game. NO ONE has even attempted to make a slaughtermap episode for wolf3d. A few Spear of destiny addons called SOD-Extreme used giant hordes of enemies (thanks to the sourcecode) but thats about it. They never attempted boss hordes like this will...
It will be a FIRST for wolf3d. The first Slaughtermap ever made for it... Kickass!
Saturday, May 20, 2017
WOLFENSTEIN REVEALED! Slaughtermap episodes for Wolf3d in the works!
Time to bring the Slaughtermap to Wolfenstein 3D People!
(Don't wanna let doom have all the fun!)
In that aim I have started work on the ultimate difficulty test for Wolf3d Players... Behold.....
WOLFENSTEIN REVEALED!
Wolfenstein Revealed is what it would be like to Have Hell Revealed gameplay in Wolf3d... Basically it throws HORDES of enemies at you and in later levels Hordes of bosses! (That includes Hans Grosse's and other bosses) It's my new pet project to attempt to make the hardest Wolf3d mapset EVER!
Slaughtermaps for other games have been lacking, I notice. It seems Doom 2 has a ton. But other games like Wolf3d, Serious Sam, Quake, etc have little to none. Time to correct that! As you can see with this screenshot it's quite difficult:
That's only e1m3 people out of 60 new levels to be done... to speed up the process of making 60 maps I had help... I had no choice. I had to randomly generate the layouts of all 60 maps with a modded oblige 0.97 to help me a little. I still did the enemy placement though... That is the good news... And it's difficult. Episode 1 is the only one I have done and it's quite hard. But later episodes will be WAY harder... This is just the beginning people. It's not nearly as hard as episodes 2-6 will be. They will be NUTS!
Here is a screenshot of one map in the editor:
that's from E1m7.
It's gonna get way harder in episodes 2-6. This is just the start people. Episode 1 is designed to be easy compared to the others. By the time we reach episode 3 it will get hard as fuck with gigantic hordes of nazi's per level and lots of bosses. Bosses will start to be used like crazy in later levels, just like in Hell Revealed. A new miniboss, a flamethrower guard is mostly going to be the one that will be used in insane hordes, but expect 5-10 hans grosse's per room later on!
It's going to be NUTS! I can't wait...
HARDEST WOLF3D MAPSET EVER HERE WE COME!
(Don't wanna let doom have all the fun!)
In that aim I have started work on the ultimate difficulty test for Wolf3d Players... Behold.....
WOLFENSTEIN REVEALED!
Wolfenstein Revealed is what it would be like to Have Hell Revealed gameplay in Wolf3d... Basically it throws HORDES of enemies at you and in later levels Hordes of bosses! (That includes Hans Grosse's and other bosses) It's my new pet project to attempt to make the hardest Wolf3d mapset EVER!
Slaughtermaps for other games have been lacking, I notice. It seems Doom 2 has a ton. But other games like Wolf3d, Serious Sam, Quake, etc have little to none. Time to correct that! As you can see with this screenshot it's quite difficult:
That's only e1m3 people out of 60 new levels to be done... to speed up the process of making 60 maps I had help... I had no choice. I had to randomly generate the layouts of all 60 maps with a modded oblige 0.97 to help me a little. I still did the enemy placement though... That is the good news... And it's difficult. Episode 1 is the only one I have done and it's quite hard. But later episodes will be WAY harder... This is just the beginning people. It's not nearly as hard as episodes 2-6 will be. They will be NUTS!
Here is a screenshot of one map in the editor:
that's from E1m7.
It's gonna get way harder in episodes 2-6. This is just the start people. Episode 1 is designed to be easy compared to the others. By the time we reach episode 3 it will get hard as fuck with gigantic hordes of nazi's per level and lots of bosses. Bosses will start to be used like crazy in later levels, just like in Hell Revealed. A new miniboss, a flamethrower guard is mostly going to be the one that will be used in insane hordes, but expect 5-10 hans grosse's per room later on!
It's going to be NUTS! I can't wait...
HARDEST WOLF3D MAPSET EVER HERE WE COME!
Tuesday, May 16, 2017
Automatic Doom Project unleashed
Well since I finished my major challenge run I did some other things on my channel, including a 1 map permadeth challenge run in an insanely hard map, a 4 map playthrough (of an insanely hard wad, this one was done in complex doom and I did not do well) and more. But since then I decided that my channel needs to focus on new content... I don't want to do playthroughs anymore. So the release of a certain sourceport helped me immensely this time.
The sourceport in question is Autodoom. It's made by the same person who made the amazing "automatic wolfenstein project" port. Both ports are very similar. They automatically play levels without the user's input, using a built in bot. Autowolf was fantastic. It dodged like a bot not a person and could shoot and even knife huge hordes of 30-40 nazi's from around the corner and survive without dying a lot of the time.
Now the author has made a doom port that has the same premise and almost as good reflexes.
Autodoom is pretty cool. It automatically plays the level, dodges like a pro player or speedrunner but isn't quite as impressive as Autowolf. In autowolf the bot was close to perfect at beating hard maps. In autodoom, the bot is good but not quite as good. Against weak enemies, the bot is fantastic, even in big numbers, but stronger enemies give it trouble. It often gets major damage done to it by revenants and mancubi and even chaingunners. Against archviles, it's dodging can be way off and it can get seriously hurt. And don't even try it against Cyberdemons. They kill it every time. It can't dodge their missiles for shit. This is all with a dehacked patch that makes the weapons fire faster. It's very good at easy to medium maps with this patch loaded, not so good without it... DONT try it against hell revealed and the like. It cannot handle maps that hard... yet... (hopefully it will someday)
But it does a good enough job to beat most doom levels at least.
It wouldn't be fair however to not mention that it's one of the buggiest source ports out there. On 2 occassions I have lost all sound playing totally. One time I got the sound back. I don't know how. But it seems like the sound sometimes completely fails and there is no remedy. It sometimes plays with music when music is turned down and does the opposite. And it crashes every other time it runs... In several levels it also completely falls apart and gets stuck in one area refusing to continue...
The sourceport in question is Autodoom. It's made by the same person who made the amazing "automatic wolfenstein project" port. Both ports are very similar. They automatically play levels without the user's input, using a built in bot. Autowolf was fantastic. It dodged like a bot not a person and could shoot and even knife huge hordes of 30-40 nazi's from around the corner and survive without dying a lot of the time.
Now the author has made a doom port that has the same premise and almost as good reflexes.
Autodoom is pretty cool. It automatically plays the level, dodges like a pro player or speedrunner but isn't quite as impressive as Autowolf. In autowolf the bot was close to perfect at beating hard maps. In autodoom, the bot is good but not quite as good. Against weak enemies, the bot is fantastic, even in big numbers, but stronger enemies give it trouble. It often gets major damage done to it by revenants and mancubi and even chaingunners. Against archviles, it's dodging can be way off and it can get seriously hurt. And don't even try it against Cyberdemons. They kill it every time. It can't dodge their missiles for shit. This is all with a dehacked patch that makes the weapons fire faster. It's very good at easy to medium maps with this patch loaded, not so good without it... DONT try it against hell revealed and the like. It cannot handle maps that hard... yet... (hopefully it will someday)
But it does a good enough job to beat most doom levels at least.
It wouldn't be fair however to not mention that it's one of the buggiest source ports out there. On 2 occassions I have lost all sound playing totally. One time I got the sound back. I don't know how. But it seems like the sound sometimes completely fails and there is no remedy. It sometimes plays with music when music is turned down and does the opposite. And it crashes every other time it runs... In several levels it also completely falls apart and gets stuck in one area refusing to continue...
Thursday, May 11, 2017
Masochistic Death 2 and 3 tribute Doom 2 wads have been created
Recently I made a huge group of new Modified Randomly generated Doom Wads. Among them were a bonus episode for the recently completed Ultimate Hell Revealed pack. Also made a 32 map tribute to Eternal Doom that may or may not be released. But the real star of the show here is the completion of the Masochistic Death Trilogy wads....
Masochistic Death 1 was made 6-7 months ago as a tribute to a doom wad I made and released that ended up getting trashed horribly by the community and as a result idiots from the community trolled me for it. It wasn't THAT bad but they all called it horrible like it was the worse wad ever made. It pissed me off so I decided to recreate it with randomly generated maps this time. It came out great.
Little did they know that this old wad had two sequels, Torture and Insane Doom. Well I recently made tribute wads for them too! These are called Masochistic Death 2 : Torture and Masochistic Death 3 : Insane Doom... Both wads were recently made and both came out amazingly well for modified randomly generated doom wads... And both are so hard that they utterly destroy masochistic Death 1 in difficulty, just like Insane Doom and Torture destroyed the other wad I made in difficulty, which is cool because I may have made a ground breaking difficult doom 2 wad....
Masochistic Death 2 is a really tough wad. In the first room of map01 you have to fight a darkvile, an insanely hard partially invisible arch vile that is normally fought way later in wads. It's insanely hard. The whole wad has almost 400 cyberdemons in 32 maps and has 1008 fricking archviles in 32 maps!
Masochistic Death 3 is slightly easier but still is a very hard wad. But what makes it cool is that you get SUPER overpowered guns in map01 and get to rip your way through gigantic hordes of bosses early on and it gets really intense with big groups of 30-50 bosses even as early as map05. You also don't get the autoshotgun (kickass new gun found in the wad) till map07 so it gets tough early on. It has less enemies than masochistic death 2 but for some reason turned out to be the harder wad. Don't know why.
Here are screenshots from Masochistic Death 2 and 3:
Masochistic death 2:
Masochistic Death 3:
Masochistic Death 1 was made 6-7 months ago as a tribute to a doom wad I made and released that ended up getting trashed horribly by the community and as a result idiots from the community trolled me for it. It wasn't THAT bad but they all called it horrible like it was the worse wad ever made. It pissed me off so I decided to recreate it with randomly generated maps this time. It came out great.
Little did they know that this old wad had two sequels, Torture and Insane Doom. Well I recently made tribute wads for them too! These are called Masochistic Death 2 : Torture and Masochistic Death 3 : Insane Doom... Both wads were recently made and both came out amazingly well for modified randomly generated doom wads... And both are so hard that they utterly destroy masochistic Death 1 in difficulty, just like Insane Doom and Torture destroyed the other wad I made in difficulty, which is cool because I may have made a ground breaking difficult doom 2 wad....
Masochistic Death 2 is a really tough wad. In the first room of map01 you have to fight a darkvile, an insanely hard partially invisible arch vile that is normally fought way later in wads. It's insanely hard. The whole wad has almost 400 cyberdemons in 32 maps and has 1008 fricking archviles in 32 maps!
Masochistic Death 3 is slightly easier but still is a very hard wad. But what makes it cool is that you get SUPER overpowered guns in map01 and get to rip your way through gigantic hordes of bosses early on and it gets really intense with big groups of 30-50 bosses even as early as map05. You also don't get the autoshotgun (kickass new gun found in the wad) till map07 so it gets tough early on. It has less enemies than masochistic death 2 but for some reason turned out to be the harder wad. Don't know why.
Here are screenshots from Masochistic Death 2 and 3:
Masochistic death 2:
Masochistic Death 3:
Labels:
Doom2,
Games,
Gaming,
Insane Maps,
Map Making,
PC,
Slaughtermaps,
Wads
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