Friday, December 15, 2017

DoomRPG+DoomRLA Madness....

As I was waiting to get to the point where I can release my wads in the Hell Revealed Pack, I started Doing some playthroughs of randomly generated wads to enjoy the holiday season. As usual I played in DoomRPG and DoomRLA..... At the beginning, I had no issues at levels 1-10 for my Techician... I had good equipment, and had done an extremely tough mission to acquire Nanofiber Armor, which is always my armor of choice because It cannot degrade....

I had assembled the High powered plasma rifle, and was ready to go into the later levels, and I managed to reach map 20... I got through that fine...  But I ran into real trouble in map21-30...

In the earlier maps (map21-25) of the last 10, I had some minor issues, but managed to get past them fine... But when I reached map26-30 Bad things started to happen... SO bad that they are epicly bad!!!!

First of all in map27 I died a lot... I ended up being killed by at least one revenant which killed me over and over again thanks to a bug where I could not fire my weapon at all or move for a few seconds. I somehow got myself out of this by cheating to turn on god mode, and hitting a few keys. By that time, I had died 4 times in a row (because I was trying to fire and failed), and had my rank reduced a shit ton, and even got demoted a few times due to that. that was bad, even really bad, but that was nothing for the bullshit map28 would give me. In map28 I managed to go through 90% of the level without being killed, only to find myself in a stupid BS situation... I ran through a vent only to find myself in the next room, which had a cyberdemon in it. It killed me and it pushed me into a lower bordering sector which had it's ceiling lower than the other sectors in the room. Since I resurrect after death to make it easier on me, I got stuck there...  This sector I could not move in at all, and the cyberdemon ended up killing me 4 more times, demoting me even further... I managed to god mode rescue me again, and  this time I got through it... I ended up having to duck my way out of it to survive...

But none of that prepared me for the horribly epic yet disgustingly fight with a nightmare cyberdemon in map29!

I ended up beating map29 but I died 4 times in one fight....  This fight was against a level 249 nightmare cyberdemon... This thing had regenerating health and a regenerating shield plus 17000 health in  total.  It kicked my ass royally!!!! I ended up dying 4 times in a row. It took for fucking ever to beat and in the end I ended up triggering a random event that caused me to run away in fear, some kind of weird light effect... I can't describe it.... I ended up getting to map30 and quit there, I was so frustrated with the game I decided to quit...

By the time I got to map29 I was a level 36 technician. I had good equipment, a nanofiber armor that doesn't degrade, basic boots, and a high powered plasma rifle plus lots of other overpowered guns... I got pwned by the enemies and thanks to complete BS Situations It got really bad...

Saturday, November 18, 2017

Masochistic Death Doom 2 megawad trilogy Remade....

Last December and earlier this year, I constructed the Masochistic Death Doom 2 Megawad trilogy : A set of 3 modified randomly generated Doom 2 megawads that were tributes to 3 megawads I made by hand that I no longer have on my computer due to A) People trashing the first one in youtube videos and twitch streams and B) Me deleting them in a fit of guilt.

Masochistic Death 1 was originally made last december. It was a tribute to my second made megawad (the one that got trashed). It came out ok. I used a tweaked oblige 7.37 to make it, then retextured it. The original wad was a tribute to my 3 favorite doom megawads, and so was this. Masochostic Death 1 came out ok... Some levels were good, some were not.

I made part 2 and 3, tributes to the sequels of that failed megawad (Torture and Insane doom), earlier this year. They were both INSANELY hard, so hard that I had to scrap them... I didn't want them to be THIS Hard... Level 1 of the second one for instance had you fight a partially invisible super fast archvile in the first room with nothing but an automatic shotgun. It was too hard.... And since the first part was too badly done I decided to remake the trilogy recently.

I put together masochistic death 2.0 5 days ago, using a tweaked version of oblige 7.70, that was tweaked to change textures to make them look better mostly.  It came out a lot better than expected. maps 1-12 were easy, like the original failed megawad, but once I did map13-20 I amped up the difficulty greatly, making them hell revealed difficulty. By the time Map21-30 came the difficulty became totally insane for the end of the wad, starting to put in tons of archviles.

I made sure I retextured the levels in Masochistic Death 2.0 with the same textures the failed megawad had... That was important. CageTextures for Episode 1, EternalDoom/Retres for Episode 2 and Epsode 3 had textures from a tweaked oblige I found on the Oblige Forums...

That difficulty would be dwarfed by masochistic death 2 and 3, which I remade last night... I used the same oblige 7.70 version I used to make Masochistic death 2.0.  This time I amped up the difficulty to rediculous extents. The first map of each was easy but anything beyond that.... hardly.. Maps 2-11 of masochistic Death 2 were hard as hell, with tons of arch viles in map 2 especially. masochistic Death 3 had 50+ archviles per level in maps 2-11! By the time map12-20 came, the difficulty would be increased even more, to have shit tons of hard enemies, and masochistic Death 3 had tons of cyberdemons too in these maps. Episode 3 was insane in both wads... I made sure Masochistic Death 3 would have the most insane finale possible, so I made sure all monsters in monster control were set to INSANE!

Masochistic Death 2 had different textures than the original torture.wad. Instead of IKbase, then Fear Textures then CageTextures, It had NMNCorp textures for episode 1, Modded Oblige textures (mentioned above) for Episode2, and CageTextures For Episode3. Masochistic Death 3 Had CageTextures in Episode 1, Just Like Insane Doom, But had different textures for episode 2 and 3, the original had tons of new textures for episode 2 and 3, this remake used Doom64 textures for episode 2 and modded oblige textures for episode 3.

Overall I think these came out great. Whether I release these levels or the hell revealed pack ones is up in the air now. I will let you know about that later, maybe around November 31'st or so...

Screenshots:

Masochistic Death 2.0







Masochistic Death 2







Masochistic Death 3







Over the next few Days I will be testing these wads in DoomRPG and DoomRLA, my favorite mods to test such wads in, due to how easy they make wads like this. I already have half of Masochistic death 2.0 tested, I will get up to map20 tonight.... Then I start Masochistic Death 2 and 3 testing after that...



Friday, November 17, 2017

Masochistic Death Doom2 Mapset Maps 1-12 completed with ZERO DEATHS! That's right people! ZERO DEATHS!

So I decided to do another playthrough today. I chose Masochistic Death, a Modified Randomly Generated mapset to play. It was designed to be a tribute to a wad that everyone in the damn community trashed that I made. It had a similar texture theme in episode 1 and 2, similar gameplay, but this time the randomly generated maps made it much better looking than the original wad It is a tribute to..

So I decided to play maps 1-12 in a playthrough on youtube. I got up and no one was home so I jumped all over the chance to do maps 1-12. Pretty good run I had. As usual I was playing it in the mods DoomRPG and DoomRLA, which are RPG mods for Doom 2. I built a pretty damn strong character in it, a demolitionist with a lot of Vitality, Strength and Defense.  I had leveled him up to level 29 or so by map12 which is quite good. Spent lots of skill points to get skills I needed. Got good armor and a good arsenal of powerful weapons, some assemblies, some not, to help me clear the levels.

Maps 1-4 were easy. I had absolutely no issues with them. By map 4 all I had for weapons were a super shotgun, Tactical rocket launcher, and a Starting Mirv Launcher I decided to save for later. By the time I got to map 5 however, the maps got way harder. I got a thompson, and it saved my rear end in map05, when I had to fight 15 revenants in one room, Twice. I got a BFG soon after and in one hilarious member, I ran into a narrow hallway filled with enemies to BFG a nightmare Archvile that was behid them, that had  to be killed Right then. I ran out and took very little damage, which was great. Then I got to map06-07 and they were harder than map01-04 but much easier than map05.  I survived them only to stumble into map08, 09 and 10. The first of these was no harder than map07.  09 and 10 were much tougher though..

Map09 had lots of hard enemies in it. I survived it because I used the MIRV Launcher I had saved up a lot. By  this point I also had a High Powered plasma gun I assembled and a good Auto Shotgun as well. That all helped a ton on map10, which was the toughest map I played on the run, overall.  I ran into tons of barons of nightmares in map10, because I was doing a mission to kill 6 of them to get a weapon in DoomRPG. But the real challenge when I had to fight a cyberdemon that got replaced by 2 bruiser brothers. These guys were like the bruiser demons on the beastiary but harder, faster and meaner. I managed to autoshotgun them to death because the MIRV launcher did nothing against them, they just ignored the damage from it!

Map11 and 12 were quite easy in comparison. That ended my run, which to my surprise at the end, had no deaths in it at all!  Overall there were a lot of places where I could have died, the Bruiser Brothers Fight, the Nightmare Archvile in Map05, the Revenant horde in the earlier portion of that level, and more.  But I didn't die once, which was insane... I finally equalled my feat I did in Complex Doom last winter where I beat 32 slaughtermap levels without dying once in Complex Doom + LCA.





Thursday, November 16, 2017

Challenge Accepted! Doom Oblige wad maps 1-11 survived with only 1 Death! ONLY ONE DEATH!

So I decided to challenge myself in doom last sunday. This is what I did... I decided to try to beat maps 1-11 of a certain randomly generated mapset without dying once. I had done this on purpose for a specific reason. See along time ago on a doom channel which does not exist anymore, I did the same  thing, in an old scrapped version of the ultimate hell revealed pack's 4th episode. (Which was Alien Vendetta Difficulty to Hell Revealed 1 difficulty - depending on the maps). In complex Doom, I beat all 30 maps in that without dying.  I survived that mapset without dying once and I decided to see if I could do it AGAIN!

This time I was not successful... But I atleast only died once. I ran this challenge run in the mods DoomRPG and DoomRLA which are RPG mods for Classic Doom.  I ran through vdd2.wad maps1-11. They are quite hard. Huge hordes of enemies.  By map 4 I had fought 25 revenants in one room. Map 5 had 30 cacodemons in the map and 2-3 cacoabysses, which I had to use invulnerability (the skill) to get past. I died to an explosive barrel in map06. That was unfortunate. I accidentally hit one barrel which was next to a nuke barrel which can instakill you if you are anywhere close to it. I was, so I died. A complete Bullshit death because it was a fluke accident.  I got lucky and did not die at all past that point which was good. Beat maps 1-11 with only 1 death!

Here is the playlist for it if you want to see it. I recorded it for youtube for people to watch.   The maps were insanely hard this time. Huge hordes of minibosses all over the place in the last few maps. Just like Hell revealed or Alien Vendetta. my build was strong and that was part of the reason I survived. I had high vitality and high strength and high luck and most importantly, high defense. It saved me a ton. By high I mean 50+ in each stat. I was doing tons of damage and taking very little. The one death was a complete fluke. I didn't even notice the nuke barrel was even there till I looked back on my footage later.  My fate was sealed.





Ultimate Hell Revealed Pack Testing Completed

Good news people. The Hell Revealed Pack has been tested. Unfortunately, I could not test all of it but I tested all I could, which is good. Since it's a randomly generated tribute to Hell Revealed it should run fine. What I did test was:

-All of Hell Revealed IV
-2/3's of Hell revealed 666
-1/2 of hell revealed V
 -1/3 of hell revealed III
-None of hell revealed 777 was tested due to it being a coop only mapset designed for DoomRPG/DoomRLA players who know what they are doing.



My initial forey into the Hell Revealed Pack Maps was a failed challenge run that I put on my channel and deleted recently due to possible youtube ContentID issues with the music I was playing in the background. In this challenge run, I attempted to get through Hell Revealed V's first 15 maps without dying once and failed miserably. I died around 23 times in 15 maps and it was all because I built my character bad in DoomRPG and DoomRLA.  (The mods I was testing it with).  I did a test of hell revealed III in it and beat maps 1-10 but still didn't develop a good character till 2/3 the way through hell revealed IV's test that I beat successfully.  By then I had managed to tweak DoomRPG to give me more skillpoints per level and give me levelups faster and that helped me balance my character better and I died far less in  the last 1/3 of Hell Revealed IV.

Recently I ran through hell Revealed 666's first 20 maps in DoomRPG and DoomRLA. First attempt failed miserably due to a bug in DoomRPG 0.10.1 beta that gives me random "runaway script" errors. I downgraded to DoomRPG 0.9.14 and that fixed that, allowing me to run through the  first 20 maps on medium, with limited deaths. I had issues in maps 8-9 though  thanks to the non-tweaked enemy leveling which made the enemies have ridiculous health for their level at my characters level (level 36) (which amounted to tons of hell knights with auras and 4000+ health in one level). I toned that down and managed to get through the later maps and really had no issues till late today, playing through maps19 and 20 where I ran into 50+ archviles in both and they slaughtered me bad, tons of status effects, No Energy Points, etc. I survived without dying in these two maps and that was miraculous. I called it quits and decided that

A) Since it was randomly generated there probably would not be major bugs.
B) I had enough of the insanely hard gameplay I had put in when I tweaked the maps to add hundreds of archviles in, so I quit in map20 and decided never  to come back....

So I now know the hell revealed pack levels are hard enough. I was worrying about how insane they would Not be... They are now quite hard and lots of archviles per level is guaranteed in later maps. I did some texture fixes and misc fixes to the wad as well.. I retextured the levels to use textures from a modded oblige that is found on forums there. That version's textures were in this rendition from the get go but were used badly, so I improved the usage by using a scripting program to convert doom textures to the new ones in maps. It improved the look a ton. I also removed a lot of health and ammo from the levels. They were too easy. Now they are not.... See when I built the levels they had 1000's of enemies and I removed 75% of that but still too much health and ammo remained, so I had to remove a lot recently... Now that that is done, we finally have a released version...


I am still waiting on a release but I doubt that will happen this year. I got other things to do for a month and I don't think December will get me time to release it, and due to other issues with idiots I don't want to release till AFTER Xmas. So no release for a long time. I won't be testing the rest of the levels though, but I know they will work...

So I wait on a release timetable. It should be fun to release it but It won't happen for a long time due to the above issues I have...


DoomRPG and DoomRLA are the best Doom Mods for a RPG Experience....

I've been looking for a Long, LONG time for a Doom mod to do Roleplaying game concepts well.. And after a long time, I have finally found the best doom mods to emulate RPG gameplay in Classic Doom, in Any mapset, with new enemies and weapons included...

Enter DoomRPG, Doom RL Arsenal and  RLME!

These three Classic Doom Mods turn your Doom game into an RPG, complete with levelups, stat points to spend, skills, a shield and many new features...I've been playing them nonstop for 16 straight days now.. and I can't get enough of them... My review of these mods gave them a really high score but I think I want to re-iterate why they are good here.

You get to levelup and pick stats to upgrade. But you also get skills to buy and use which is amazing. The last mods I found that let you do this all head  their own levels. This will work with ANY level! I've tried it with The Original Doom 2 maps plus some Randomly Genned ones as well. So Far it's not too buggy.. (See below for a clarification of that.) This mod set also has new guns and enemies in it and they are well designed..

You get 5 classes to play as.
 -The Marine is your minigunner and wastes less ammo as his perk.
-The Scout is your pistol expert and does 3x-8x damage with pistols depending on their fire rate.
-The Technician is your weapon modding expert. He can carry more mods than other classes.
-The Renegade is your shotgun expert. He shoots more pellets with shotguns.
-The Demolitionist is your explosives expert.. He takes NO Splash damage from his own
explosives.

As you kill enemies, two things will happen that do not happen in normal doom:
-They will drop Money
-You will get XP
When you levelup you get a certain amount of "Modules" that allow you to upgrade stats, buy skills, and do other things. Every thing you can do requires modules so It's important not to waste them.


The skills you get in this are critical to your survival. It's important to use them well and wisely. You only get so much energy and conserving that is important because it drains everytime you use a skill. Skills such as Healing, Summoning Marines or Enemies, Warping to the HQ Map,  Auras (buff spells in a more modern style) and Invulnerability are so useful in this.

Overall this makes doom 100x more fun! I am a huge RPG fan. Anyone who likes Classic Doom and RPG's should check this out...

As an added bonus, I am going to recommend these mods for Non RPG Fans for one reason... These mods make Doom Slaughtermaps EASY! Boost your strength to 116 and you can easily kill any enemy with any gun. Boost your vitality a lot and you can get your health to 1000+!  Boost your damage resistance to a high value and you take little damage. It's great for insane maps because of this. With default settings it's very hard to do, so make sure you increase "XP Multiplier" and "Levelup Modules Amount Factor"  (In DooMRPG Options) to their highest amounts before playing something like Hell Revealed in this. This tweak helps a ton!

With these tweaks on, I leveled up way quicker and was able to tank all my stats by level 6 of a wad. I was a walking tank. Unfortunately this makes the enemies levelup faster too so you have to scale back enemy level by setting  "Monster Random Min Multiplier" to 1.3, "Monster Random Max Multiplier" to 3.3 and then set "Monster Aura Curve" to -50 to reduce enemies with auras... Do this
and it should be fun. I did all of this and in my download all of this is done by default.

 Unfortunately the bugginess issues of these mods make it impossible to download them and expect the latest versions to work with eachother. See DoomRPG has gotten a lot more unstable with such features as Enemy scripting causing runaway script errors too much in the latest 0.10.1 version. I have a solution for people trying to get these mods to work with eachother, use my download which includes the less buggy 0.9.14 version of DoomRPG and includes all mods and files necessary to run it in one easily installed package. It should make this easier to run for people who have been stymied in trying to get these  three mods to run together.

There are other major issues with this mod but they have workarounds at least. The scripting done with existing enemies is a lot and can cause slowdowns in insane maps. It helps to set "Absolute Monster Limit" to 200 to get around this.

The mods are fun as hell and have some important features so binding keys is necessary. There are 20-30 more binds than in normal doom in this thing.  You will need to bind keys for lots of new features to run this properly. Luckily I already have done that for you! I have been playing this for a long time So I know all the keys by heart and use them...

Installation instructions.

Download this file and unzip all of it to your doom folder where Doom 2 is installed. Run Loadrpg.bat in your doom 2 folder to play.



I have included a very important help guide for new people to this mod. This guide will help you to survive it easier....







Hints:
DoomRPG+DoomRLA+RLME Hints

Keys:

W - move forward
S - Move Backward
A - Strafe left
D - strafe right
Alt - Jump
Left mouse button - fire
Right mouse button - altfire (some guns only)
Tab - Open player Menu
Z - Open buy/sell menu
x - drop current weapon
c - unequip current armor
[ and ] - select inventory items to use
Enter - Use selected  inventory item
E - Skill Wheel (Hold it down and use A and D keys at the same time to select a skill)
F1 - use Skill 1
F2 - Use Skill 2
F3 - Use Skill 3
F4 - Use Skill 4
F5 - Use Skill 5
F6 - Quick Save
F9 - Quick Load
R - Resurrect after death (Cheat)
1-9 - Select Weapons
G - Reload Weapon
Q - Quick Heal

In Player menu:
W - Up
S - Down
Space - go to the highlighted section
(Skills/Stats/Augmentations/Turret/Shield)
Escape - Exit Menu

In Skill Menu:
W - Up
S - Down
A - Left
D - right
Shift+A/D - Next/Previous Page
Space - Buy or Upgrade Selected Skill
E - Skill Wheel (After buying a skill hold this down and hit a or d to cycle through skill
slot to put your new skill in. I only use 4 to 5 skills... The number in each slot is it's
ID number. Hit the key (Use Skill 1) to activate skill with ID 1 for instance...
Escape - Go Back to player menu

In Stats Menu:
W - Up
S - Down
A - Left
D - right
Space - Upgrade selected stat...
Escape - Go Back to player menu


Read and memorize all these keys, especially the menu keys and skill keys! You will need
them!

Hints:

-You Pick a class before starting the game... Pick which one you want. It does not really matter
but some classes have some big advantages...

Marine
Advantage : Wastes less ammo
Scout
Advantage : Does 3x-8x damage with pistols
Technician
Advantage : Can carry more modpacks and can make modpacks from dropped weapons!
Renegade
Advantage : Fires more pellets with non automatic shotguns.
Demolitionist
Advantage : Receives no splash damage from his own rockets!

-Notice the numbers on the top of your screen... These are important.
The one that has a gun next to it is how many guns you are carrying. This can not go
higher than 6. Drop a gun by selecting a weapon and hitting the drop weapon key
to get free space to put another gun in if you have 6 guns...

The number with a cube on it is how many weapon mods you can carry. Before you can
pick up another mod and you have 4 already (or 8 if you are a technician) you need to use
one on a weapon to waste it before you can pick up another...

The one that has a armor vest on it is how many armor pieces you are carrying. This cannot go
higher than 3. To pick up armor if you have 3 armor pieces you need to sell armor peices
in the buy sell menu. Hit Z to go to the buy sell menu and hit SHIFT+A to get to the
armor section and hit the WSAD keys till you are hovering over an armor that has
a green number hovering over it and hit shift+Space to sell this one. Keep repeating
that till you sell enough armor pieces.


-Armor pieces.
Once you find armor it does not get automatically used like in normal doom. You have
to hit [ or ] to select an inventory item and hit Enter to use the armor from your inventory.
If you want to grab armor but cannot you need to hit remove armor (c key) to remove
your currently equiped armor before you can use a new piece of armor.

-Modding Weapons.
There are 4 major kinds of weapon mods in the game. To mod a weapon select the weapon
then select the mod from your inventory and hit enter to use that mod on the weapon.
Power mods - Red color - these increase weapon damage
Technical Mods - Orange Color Non Striped. - These increase switch speed of weapons
Agility Mods - Green - These mods increase weapon accuracy
Bulk Mods - Blue - These increase weapon clip sizes.
It's best not to waste mods for anything though thanks to the next feature...
There are other weapon mod types and those are used for the following features only

-Assemblies
If you use multiple specific types of weapons mods on a specific weapon you can turn
it into a new gun! It will ask you to confirm whether you want to do this, make sure
to hit fire (left mouse) to do that... You need specific weapons and specific weapon
mods to make new guns. here are some formulas I figured out about to help you..

Automatic Shotgun -
Take a combat shotgun (not the normal doom shotgun) and apply a power mod and then
a technical mod to it to make the automatic shotgun. this one is a must... Others are optional.
High Powered Plasma Gun -
Take a plasma rifle and apply a bulk mod then a power mod to it to make the high
powered plasma gun.
Megaton Shotgun -
Take a super shotgun (the doom64 double barreled shotgun) and apply
thre bulk mods and a firestorm mod to it to make the megaton shotgun. you may need to buy
the final mod because it's hard to get.
Infusion launcher -
Take a rocket launcher and apply a technical mod, then an agility mod,
then a power mod then another technical mod to it to make this overpowered plasma explosion
launching Rocket Launcher. Don't use this unless you are either far away from your enemies
or are the demolitionist.


-Skills and Leveling...
As you kill enemies you will levelup. You get modules which are the objects you need
to consume to buy skills, stat points, and other things in the mods.
Make sure to upgrade all your stats or else you will be ripped to shreds.
Important stats are:
Strength - Makes you do more damage with weapons
Vitality - Effects your max health
Energy - Determines how much energy you have to use skills. Make sure you get this to 300-400
asap so you can use Heal at level 2 ASAP!
Defense - Reduces how much damage you take.
Luck - Determines how good the guns you get from enemies are...
Get these stats to high (75-100) levels and you will be a walking god

Now skills are also important. You cannot survive these mods without Skills.
There are lots of skills you can use. Here are the different types:

Healing - Heals you or friendlies.
Auras - Magical stat boosts and powers
Utility - Misc Crap
Summons - Allows you to summon enemies or marines to fight for you.
Offensive spells - Allows you to shoot projectiles at enemies.

To select a skill and use it is complicated though. Do the following.
-Go to the skills page in your player menu
-Hit Shift+A/D to navigate the pages in the skill menu to find the page the skill
you want to use is on.
-Select the skill you want with the WSAD keys...
-Hit space to buy it with modules or upgrade it to it's next level.
-Hold down  E and Hit A and D to select a slot to put it in. Make sure to put it in a slot
no higher than 5!
-Leave the menus by hitting ESC twice.
-Remember the number of the slot.
-Hit E Again.
-Use one of the Use Skill 1-5 Keys (F1-F5) To use the skill.
This wastes energy when you do this. Energy Regenerates slowly.

Important Skills:
Heal - Heals you fully. At level 2 it heals status effects making this this the most
usefull skill.
Invulnerability - Makes you invulnerable for 30 seconds.
Transport - Makes you go to the HQ map... Use this at the beginning of levels only!
Red Aura - Makes you do more damage for 30 seconds.
Summon Cyberdemon - A hard one to get and use but it's worth it!

Quick Heal-
Your in a bind and need immediate health. If you have medikits stored away in your inventory
use the quick heal key to fully heal you by 50 points... It's Q by default.

Status effects-
Status effects are like diseases. They afflict you when you take damage sometimes. They include
blindness,Confusion,Fatigue and many more.
Blindness - Makes you go blind for a certain amount of time.
Confusion - Makes your screen get blurry for a certain amount of time.
Fatigue - Makes you move slower  for a certain amount of time.
These are annoying so it's best to heal them with the heal skill at level 2...

Buying and Selling-
Hit the z key to go to the buy/sell menu. Hit Shift+A/D to go from page to Page.
Hit WSAD keys to select an item to buy. Hit space to buy it and hit Shift+Space
to sell it if you have it already. You can buy lots of different things but ammo
is the most usefull of these. You will run out of ammo a lot in this mod so
buying ammo only is what I do. Note that buying good weapons is not possible till
you get a really high rank.

The HQ Map -
At the HQ map you can get healed fully (in the right room), Buy items (in the left room)
Fight in the arena (In the back left room), and take on missions (in the left area
of the starting room)... For the intents of this hint guide I will only mention
missions though, for the others are pretty much self explantory.

Missions -
Talk to the marine behind the desk in the first room to start a mission. You need to be rank
2 (Private) to do this. Kill enemies till you rank up if you are not rank 2 yet. There
are lots of different types of missions for different ranks. Higher ranks unlock
more difficult missions. There are 6 types of missions.
Collection - Collect items for money/Modules and an item of choice.
Kill - Kill certain amount of certain enemies for money/Modules and an item of choice.
Kill Auras - Kill a certain amount of enemies with auras on them for
money/modules and an item of choice.
Kill Reinforcements - Kill enemies as they teleport in during the level until they stop
to get money/Modules and an item of choice.
There are two other kinds of missions but I don't know how they work yet.
Pick a mission, hit spacebar to do it and the enemies/items you need to kill/collect
will spawn in the next level you go to.. Good luck.
To actually do a mission you must step inside the level teleport and hit W or S to select
a level and hit space to go to it. Then when you go to the next level, teleport back
using the "teleport" skill to go back to the HQ to get another mission!

Random Events-
Make sure to SAVE before exiting a level in this mod. Random events sometime happen
at the beginning of a level. Most are quite hardcore and can easily kill you. I choose to savescum
around them. Load your save if a message saying "Armageddon Event", "Vicious Downpour", "Power outage" or other things pops up at the beginning of a level. Reload your save to re-start
the next level without the event showing up....

Wednesday, November 8, 2017

Doom Mod Review : DoomRPG + DoomRLA + RLME (Rpg mods for Classic Doom)`

Well I found not just one new mod to play doom with recently, not even 2 but 3!

I've been looking For Doom RPG themed mods that can play original and non mod maps well for years. Found HXRTC and that was fine for a while but what really annoyed me about that was the constant use of Gem Pickups in a non-fantasy setting and the lack of skills and stat point leveling... It just had levelups but had no real stats that you could choose from to level up...

Enter DoomRPG, a mod that fixes a lot of those issues.

The Good:

DoomRPG as the title suggests, is a Doom RPG mod. It allows you to level up by killing enemies, and distribute stat points every levelup.  The stats you get are Strength, Vitality, Regen, Capacity,
Defense, Agility and Luck.

Here is what these stats do:

Strength = Determines how much damage you do with weapons
Vitality = Determines your max health
Regen = Determines how much health you regenerate over time
Capacity = Determines how much you can carry
Defense = Determines your damage resistance
Agility = Determines your movement speed and jump height
Luck = Determines how often you get certain "lucky" to find pickups like credits, ammo, health, etc.

You buy items with credits enemies drop regularly, and that is limited to armor and ammo at lower ranks (there is a rank system like in COD games = higher the rank the more you can buy). Rank increases when you kill a certain amount of enemies, and decreases when you die.

There is also a lot of new features not found in normal doom in DoomRPG such as Skills you can purchase with "modules" (that get given to you when you levelup - you need them to upgrade stats too), and a working skill wheel. It's tricky to learn how to play this mod because skills in this are vital.  You will need your skills to survive, it's not just a case of leveling stats and hoping you will win, if you do that you will die a lot. One skill I HIGHLY recommend is heal.  Even at skill level 1 this can save your life provided you have enough energy to use it (Energy is what skills waste when you use them, you replenish it by finding energy powerups). You can upgrade skills levels as well, and it helps. But each level costs more energy to use than the previous level, so you have to manage it well to survive.

There is also a shield you can use, which is similar to the Mass Effect Shields but has some limitations because it replaces armor and strips you of armor. To use it you must find a capaciter, body and a battery.  Once you equip all three your shield is ready and with one press of the shield key.

DoomRPG is pretty good on it's own but does have some drawbacks. Certain levels are programmed randomly to be radiation infested levels or acid rain filled levels and those mess up your health a lot...
It's almost unfair to deal with these traps so I highly recommend anyone playing these mods to SAVE before exiting a level to savescum around these stupid traps.

But to really play doomRPG well you need to play it with two other mods which I am reviewing here at the same time as DoomRPG...

Enter DoomRL..

DoomRL or Doom Roguelike Arsenal, is weapon mod that is quite fun and very RPG like. It introduces literally hundreds of new guns and they spawn randomly in the place of other weapons or on dead enemies. Both mods work well together but getting them to load together is really hard... See below for more info on that.

Guns range from Shotguns to Automatic single barreled shotguns, to auto double barreled ones (!) and some really overpowered energy weapons, explosive weapons and pistols, yes that's right Pistols!  Pistols in this are not crap, there are some ones that rival the Rocket Launcher in Damage! You have to be VERY lucky to get the top tier weapons at an early level, which is good.

There are 5 playerclasses in this mod. Marine is your basic machinegunner soldier who starts with the chaingun. Each playerclass gets perks.. His perk is he wastes less ammo. The scout is your pistol expert and does 3x-8x damage with pistols as his perk, depending on the fire rate, the slower the fire rate the more damage.  He starts with a basic pistol but it is so much better with him than on other playerclasses.  But once he gets a really strong pistol (handcannon, etc) he can slay strong enemies with a few pistol shots, and that is fun!.  The third playerclass is the technician who is a weapon modding expert... I will get into weapon modding and him a bit later. The next playerclass is the renegade and he is a shotgun expert who does more pellet shots per shotgun blast than other classes as his perk.  The final class is the most OP one, the Deadly Demolitionist! He is an explosives expert and his perk is so OP it's stupid, he is completely IMMUNE to splash damage, even enemies splash damage. That means you can kill enemies at point blank range with rockets using him. But is not a huge issue because being overpowered in this mod is one of it's strengths so...

DoomRL revamps the armor system.  Armor has to be equipped now.  And boots are also available and you need to equip them as well. It's important to have both armor and boots or else you won't get good damage resistance.  Basic armor and weapons in this mod are crap though, so It's best to save up credits to get better armor and boots before later levels anyway. Default Combat armor won't help much unless you are VERY lucky.  There are tons of other pieces of armor available and they are much better than combat armor which in this is basic armor not great armor like it was in normal doom.


The new guns in DoomRL are quite nice but most of the starting weapons from doom are quite useless due to the difficulty of the mods. These mods are HARD AS HELL, and with default stats, you will die a ton in the first map of the wad you are playing. Until you get to level 2 and pump all your points into vitality and defense, you will struggle mightily at LV 1.  (when I mention "LV" from now on I mean character level, not the level you are playing...) Not till you get tons of levelups and put points into the vital skills will it get easier.  For me the vital skills are Vitality, Defense and luck.  Vitality for the max health, Defense to increase your damage resistance early and Luck to try to get better drops and guns in drops. Enemies can do tons of damage, especially harder ones. Don't play these mods with the monster mod in insane maps like hell revealed UNLESS you are a high level character with good armor, and good stats!  You will be ripped to shreds unless you prepare well..

DoomRL balances this difficulty increase well though with the ability to mod weapons. There are mod packs laying around replacing ammo boxes rarely. There are several kinds. Bulk mod packs increase clip size for weapons (there is reloading for weapons in this mod, all guns need to be reloaded), Power mods increase weapon damage and Technical mods increase weapon switch speed, and Agility mods increase weapon accuracy... It helps to mod your guns a lot. But don't mod TOO much... because one feature is absulutely vital to survive this mod, and this feature, Assmemblies, is  the most OP feature in the whole mod.

Assemblies are Super OP weapons made by using specific sets of weapon mods on a specific gun in a certain order.  For instance, if you take a combat shotgun (the Remington that Shotgun Guys Drop) and add a Power mod and  then a technical mod to the shotgun, you turn it into a tactical shotgun, which is a very OP Auto Shotgun.  Take Plasma Rifle and apply a bulk mod and then a power mod to it and you turn it into a High Power Plasma gun, which is the most OP weapon that can be gotten early in the game, and it is a must to survive tougher maps. Take a rocket launcher and apply a Technical Mod, an Agility mod, a power Mod and then another Tech Mod to it and it becomes an Infusion Launcher, a rocket launcher that shoots weak BFG blasts everywhere when it explodes... These assemblies are ABSOLUTELY VITAL for you to survive the mod. You cannot beat it without them, so keep that in mind. I find the default guns you get are crap so by level 2 I usually have at least one of these...

But one issue in  these mods to me needs another mod to correct, the lack of new enemies. Adding in another mod, RLME adds new enemies into the game (but only for medium difficulty and higher), and that is a must for me. Normal doom enemies get boring very quickly...

The OK:

The mod has issues working with Slaughtermaps. I suggest that you change the monster population to 75% or lower when playing them.  That reduces enemy count but gets rid of the annoying "Runaway script" errors that show up.  This is for wads such as Alien Vendetta, Hell Revealed, etc, anything that uses high enemy counts.  For wads that use Extremely High counts such as Sunder, I suggest you skip them because they often have hard as fuck enemy placement in map 1 and surviving map 1 will be so hard that in this mod it won't be worth it. Basically if the first map involves fighting hordes of tough enemies like Hell Knights or worse then you should avoid it in these mods.


The Bad:

These mods are really fun, but issues prevent them from being the best doom mods I have ever played. Number 1, the damage you take is insane, even with medium to high damage resistance. It is almost unfair.  Pinkies and spectres can one hit kill you if you get unlucky. And one feature almost ruins this mod set... Status effects..

Status effects sound good and all, but the sheer lack of a feature to shut them off, is alarming. Status effects include various debuffs that randomly happen when you take damage. Such as blindness (makes you screen go black for a while), Fatigue (makes you move at a slideshow pace for a while), toxicity (makes you take more damage if it gets higher), Radiation (same thing) and more. These status effects are too common, and resisting them is hard. Some are minor, some are not. I can't count the time these came up and I almost died or died, on medium it was a stupid hindrance that I wish wasn't put in this mod.  The ones that really piss me off are fatigue and blindness. HOW THE FUCK ARE YOU SUPPOSED TO DODGE AND AIM with them on? You tell me Kyle873! I'm sorry, it's impossible to dodge with High Fatigue put on you and then you die and your Rank drops due to random bullshit like that, that shouldn't be in it at all! I've never played any RPG with features this stupid in my life.  And blindness is almost as stupid. Why the hell it's in there I don't know. How are you supposed to aim and dodge if you can't see! You tell me Kyle873!

That feature almost made this mod unplayable. I tolerate it because the rest of the mods features make the game much easier to enjoy, due to the fact that no one made a good RPG mod for Doom that is this good.  But this one feature.... It almost ruins it...


Another issue with this mod is the damage you take, which is a minor issue because heal helps a ton and so does High Vitality.  But it still is insane that Revenants can do 300 damage on medium...  That should not be in this. This isn't Ghost recon, It's doom. High damage makes no sense in a non realistic shooter.  I think this person tried to make DoomRPG a REALISTIC RPG, which is cool and all, but realistic features, when overused can ruin classic FPS gameplay. These two mods almost overuse these features, such as Reloading weapons, shitty ass weapons being given in level 1, bullshit status effects and high damage being done by medium enemies...   It makes these mods good but not great.

I'm still waiting on a GOOD RPG mod that does not use features like this but puts in good RPG gameplay (aka levelups and other features too)...





These mods however, do not work easily together so You need to do the following...
-Make sure to download Gzdoom 3.0.1.
-Unzip the DoomRPG version that works with the latest DooMRLA, NOT the latest version
to your doom 2 folder.
-Install the DoomRLA, DoomRLA Hud, DoomRLA monster Pack and RLME to the doom2 folder.
-Make a batch file like this...

Gzdoom -file DoomRL.wad DoomRLHud.wad DoomRLMons.wad DoomRPG/DoomRPG DoomRPG/DoomRPG-RLArsenal DoomRPG/DoomRPG-RLMonsters RLME.wad

(use that batch file to load the two mods together).

Review Stats:
Score 8.2/10
Good - Great RPG features. skills, stats, selling system, etc, new enemies, lots of new guns
Bad  - Realism, BS Status effects, super high damage being done by medium enemies on Medium,
Hard to get them working together.



Friday, November 3, 2017

Stupid trolls put my new channel for Doom playthroughs on a dislike bot...

So I started a new channel to do playthroughs of doom mods. I wanted to focus on randomly generated maps so that's what I did. Generated several 32 map sets last night, and retextured one a bit with custom textures.... Wasn't going to release that wad, but decided to run through it in DoomRLA+DoomRPG to do a playthrough of the mods to show off just how awesome they are..

But some idiot got in the way.

I had recorded part 1 and 2 last night... Completed levels 1 and 2 of the wad in last night's part... Apparently somebody doesn't like the fact I am randomly generating maps and retexturing them just for my playthroughs on youtube now.. I've been doing it for a while. Normal textures are fine but custom ones completely blow them out of the water. If am not releasing the wad, there should be no problem right? Well there is... I woke up this morning to find BOTH videos disliked by (I assume) the same person. I don't know if they are the same person but they probably are because both videos didn't get a single view, yet they were disliked, once per video.

Some stupid idiot must have put my new channel on a dislike bot, you know one of those services that you pay for scripted dislikes. Of course youtube does complete jack shit about this. It pisses me off.. I worked my ASS off in the playthrough.  I may have died a lot in map 2 but I was mostly good. Today I recorded parts 3 and 4 and only died once in that stretch.  I am not THAT bad at doom but some stupid idiots want to ruin everything I do on Doom Channels.

Opened up another gaming channel several months ago. NEVER got a dislike there... Did several games (Not doom) and no dislikes happened. In 3 months! Yet when I do a Doom Channel, I immediately get dislikes by some stupid idiot who put my videos on a dislike bot. I know it's a dislike bot. There is no way on youtube to dislike videos without watching them.  That's what happened to me. 2 Videos, no views, 2 dislikes.   My intro video got viewed though, so I don't know if that viewer is the one who put me on the bot.


I WILL investigate this and call out the fucking idiots who did this. I think I have a few suspects already. Some turds who trashed a doom addon I made in 2012 are suspects because I blocked them on this channel. Some complete idiot who keeps subscribing to my doom channels on youtube  is also a suspect, because once I get him subscribed, I get disliked. He is a doom fan too, weirdly... This fucking community is filled with assholes it seems...

I work my ass off on this shit, these playthroughs,  the commentary, everything...  I don't deserve this....

Edit : I figured out more info on the dislikes today... I looked at analytics and there is no sign that the dislikes came from two different people, both are from People from the USA.... Confirming my theory that it may be a dislike bot... No dislikes since then...


I'm waiting to see if the same thing happens again (My videos get disliked when they aren't even viewed) and if that happens I will complain to youtube, about how dislikes are allowed there, how they don't stop dislike bots and worse... I will take action here...

Thursday, November 2, 2017

The Ultimate Hell Revealed Pack goes through a Major Change...

My randomly generated tribute to the Infamous Hell Revealed wads went through yet another major change recently... This time it's for the better...

Not satisfied with the levels in the modded Oblige 6.20 map generator version generated for the hell revealed pack wads, I ended up scrapping the hell revealed wads due to this. So Instead I worked on a hybrid 6.20 epic/7.59 oblige hybrid version that had the architecture lighting of the modded 7.59 version I was using and decided to import texture themes from the modded 6.20 version I found that supported new textures, making it so that the modded 7.59 could use these new textures. The results were quite amazing.

So I rebuilt the hell revealed pack wads for the 4th time in a row tonight to try to get them to look better, and thanks to randoom 6.5a (my hybrid oblige) I can do this. Due to these changes, zdoom is needed to run the hell revealed pack wads because the textures are in the zdoom TX_START/END format and not the normal doom format.

The new wads are quite fun, more so than the older ones. They have tons of arch viles which is great. One map has 315! That's insane! There are also tons of tons of cyberdemons in the final hell revealed pack wad, hr777.wad. Don't play that unless you are perfect at doom. Map 1 has 13+! It's totally nuts.

The new textures work quite well in the modded oblige 7.59. I imported them from the modded 6.20 I found and they look great in 7.59 maps... I will use this map generator from now on to make more maps. Not the other 6.20 one because that one doesn't do original rooms, only prefabbed copy and paste ones. This one does. I needed to redo them. 6.20 simply cannot make good maps. The maps all look the same after a while, no real unique rooms. 7.59 is different and much better.

Here (as always) are screenshots:

-
















I plan to release this version of the hell revealed pack around December 26 2017-Jan 1 2018. Sometime around then. I need time to actually test that and I cannot test during early to mid December due to other issues. I will get testing started tomorrow or the next day... Expect that testing to take 1 month or so. I've got 5 32 map wads to playthrough and make sure they are fun and beatable.

Most of my testing will be inside  the doom mods DoomRPG and DoomRLA. I have been having a fun time with them. They make it easy to beat maps like this if you spec correctly in the rpg mod thing that is in DoomRPG.  Normally I would not be playing a mod like this, but I am not good enough at doom to beat maps like this normally, I will need to boost my HP to 500+ to be able to win these maps and I will need OP guns and DoomRLA has got that! I also plan to play one of  these wads (maps 1-20) on youtube starting tomorrow night! Stay tuned for info on which one I will do in a blog post I post tomorrow night around 11 PM-1 AM 2 days from now...

More info later....


Ultimate Hell Revealed Pack finalized for Doom 2.

Ok... Over the last few months I've been working on something for Doom 2 called the Ultimate Hell Revealed Pack. It is a randomly generated set of megawads designed to be a tribute to the original hell revealed.  I had done one version earlier this year in February that was fine but I revamped in in July and was not satisfied... Well now I am satisfied with a new version I just made.

I downloaded a special version of the Oblige Map Generator that was made by a oblige modder that hangs around on the oblige forums. This version is for zdoom only and has the ability to generate maps with new textures being used in them, and has 2 new themes.  However, it is for the older, worse version of oblige, version 6.20. If this guy released a version of this for 7.666 or 7.70 It would have been what I chose to make the randomly generated ultimate hell  revealed pack, but sadly that is not the case. After tweaking it abit to change some textures, remove logos, and add sloped arches to urban and hellish levels, I went off to making the third version of the Hell revealed 3-777 wads found in the ultimate hell revealed pack.

The difference is huge. First of all, the original wads were around 150-200 MB each. That was INSANE and I didn't want them to be THAT big so I needed to use this version to thin them down a lot. Also these new versions are for Gzdoom Only because they use rooms over rooms and have sloped arches everywhere. They lack new enemies but have plenty of old enemies in them. Each level averages from 400-800 enemies per level, and the count of hard enemies is quite high in the later wads...

There are 5 wads...

Hell Revealed 3 : Alien Vendetta Difficulty
Hell Revealed 4 : Hell Revealed 1 difficulty
Hell Revealed 5 : Hell Revealed 2 Difficulty
Hell Revealed 666 : Almost Sunder Difficulty
Hell Revealed 777 : Sunder difficulty

Each wad is quite hard. I did a few playthroughs of them on easy and got hit hard. These maps are far from easy people.  Tons of chaingunners, even in HR3.wad map01. UV is for co-op mostly. It is far too hard to beat normally, so play on HMP if you want something akin to UV.  New music is found in each wad, and consists of metal midis. Each wad just has different metal midis in different levels. The same music is in each wad basically but in a different order.

Here are some screenshots:
















The project is near release now. I just have to test the maps. I will be doing a LP on my new channel soon... Starting maybe tomorrow night (11/3/2017)..  Stay tuned for that.... It will take a long time to test for each wad is 32 maps and I have to go through them in order so expect no release before XMAS 2017...

Wednesday, November 1, 2017

Welcome to Doom Modding Madness

First post here in my new blog about Doom Mapping/Modding and stuff..

I've had several blogs, and most of them have focused on game creation as of late. This blog will focus on Doom Modding... I have several things I want to do on this blog, review doom mods, link to projects of mine, including playthroughs of such mods... I will do this in this blog and more...

Since around Summer 2015 I have gotten into tons of new doom mods... Starting with Complex Doom, then in 2016 during the winter (February I think...) I got into a Brutal Doom submod called Brutal Wolf (Not to be confused with Brutal Wolfenstein), then in  Summer 2016 I got into 3 awesome mods, HXRTC Project, Guncaster and Scoredoom. All of the listed mods are great and recently I got into two more Mods for Doom which are RPG themed, DoomRPG and Doom : Rogue Like Arsenal (DoomRLA)...

Currently In my doom folder I have all of the mods minus the first two listed there... I have backed up HXRTC and the other two RPG mods (DoomRPG and DoomRLA) on a DVD if I ever have a big PC failure.   So far my favorites are HXRTC and the two RPG mods... The others I like but not as much...

Reasons I like each mod:
HXRTC :   Cool new guns and weapons plus leveling from RPG games
Complex Doom : Good new Guns and enemies
Brutal Wolf : Very cool guns
ScoreDoom : Great powerups
Guncaster : Insane spells and really cool gun upgrades, overpowered guns
DoomRPG : Cool stats system plus buying and selling and skills (Finally! - no RPG is complete without them!)
DoomRLA : Amazing new guns, some are quite nice...

Reasons I dislike the mods:
HXRTC : Gem Drops! Really? They make NO sense in Doom. Doom aint medieval fantasy!
Complex Doom : Far too difficult
Brutal Wolf : Ditto
Scoredoom : Stupid "sucks" message put in front of your score in slaughtermaps, no new guns.
Guncaster : Slows down to a crawl in insane maps, author is an ass.
DoomRPG : Lack of an easy skill setting... "Easy" is actually medium
DoomRLA : No new really cool enemies. Just guns mostly

I will post more in this blog soon... But this is the gist of the blog right here...

Monday, September 25, 2017

Nuclear Meltdown TC for Duke3d is being worked on... First Slaughtermap TC for the game ever!

Well, while working on an update last night for my youtube channel, I decided that I would end up making a TC for Duke3d based on maps my Map Generator for Duke3d (Randuke) produces. I had already made one years ago but it came out bad. So I decided to redo it with new maps.... I posted a TC trailer on youtube 15 minutes ago, for this TC, which is entitled "Nuclear Meltdown".

Nuclear meltdown is a Duke3d/Shadow Warrior/Blood TC for eduke32.  It uses maps made by randuke, and has 11 new maps. The 1st  4 are lameduke/duke3d themed, the next 4 are shadow warrior themed, and the last 3 are blood themed.  There are no secret levels in it. It's just normal linear progression from map to map.

In the story of the tc, Lo Wang, Caleb and Duke get together in a bar in some city. Aliens, Ninjas and Cultists attack and bomb the bar to eliminate  the threat of all three heroes being together. One survives the others die. You get to choose the one that survives to fight the united horde of Duke3d Aliens, Blood Cultists and Ninjas from Shadow Warrior.

Nuclear Meltdown is the first Addon for Duke3d that contains more than 1 level and has slaughtermap gameplay. Slaughtermaps for duke3d do exist but they are very rare. This is the first levelset to embrace Hell Revealed type enemy placement for duke3d...



Here are some screenshots:




Nuclear meltdown will be released next month. I am releasing the map generator and mod now but the levelset will have to wait. I have to test it. It does have 11 maps and I don't know if they are beatable yet... More info on that will be posted here on updates and on my channel...


Here is the release Trailer:



Sunday, September 24, 2017

My Random Map Generator for Duke3d, Randuke has been updated to version 1.8

Well. I've been working on my duke3d map generator, Randuke. Randuke as detailed in the last post (which did well here BTW!) is a map generator designed for the Duke3d mod Duke++. Duke++ is a mod I made which is based on duke plus and adds the ability to play as Lo Wang and Caleb plus new enemies (from lameduke, shadow warrior and blood) and new weapon and item sprites for all player classes... It also adds textures and decorations from lameduke, shadow warrior and blood. The mod was designed to be a mod that would be the base for a duke3d/shadow warrior/blood crossover tc for duke3d that was never finished...

The map generator has gone through one major change since the last version was released... It now can generate levels with different themes, the themes being duke3d, shadow warrior and blood.  It does this by having 3 different sets of prefabs, one for each theme. I just took the prefabs I made and retextured them to make these sets. I think they came out good. I especially like the shadow warrior theme...

The map generator works by gluing prefabs together randomly. There are 20 prefabs per theme. Several indoor and outdoor ones. The outdoor ones are better looking than the indoor ones I think but the indoor ones aren't that bad looking in itself. But don't expect super detail in these, I am not nearly that good of a mapper in build, and build was hard as hell to learn for me so I only did decent detail...

But one thing you can expect in version 1.8 is hordes of enemies. You see I really like Slaughtermaps for Doom 2 so I decided to make Randuke not just a random map generator but a Random Slaughrermap Generator. I decided to increase the enemy count in outdoor areas till the enemy count in them was around 100 per outdoor area. I was inspired by the duke3d maps Argh!shopping and Duke's Nightmare to do this, they are both insane slaughter maps for duke3d and I liked them a lot. So from now on this map generator will design insane hordes of enemies into maps with outdoor prefabs randomly selected!

Here are some screenshots of the maps that were generated tonight by the map generator... Notice the blood and shadow warrior themed maps that are in it now...





You can download randuke here:
https://www.4shared.com/archive/sP2fg2Hkca/randuke.html
Download the mod that is required to play the maps here:
https://www.4shared.com/archive/XO2IW7WKei/DukePlus.html


Use randuke like this:
A) Unzip randuke and all of the mods files to your duke3d folder....
B) Select a theme by typing C:\duke3d\randuke\theme.bat <theme> in a windows run box
<theme> is d3d for duke3d, sw for shadow warrior and bld for blood.
C) Load dosbox (it requires it)
D) in dosbox type "mount C: C:\duke3d\randuke"
E) Hit Ctrl+F12 till the cpu speed become 50000
F) type randuke.exe and hit enter...
G) It will ask you to fill in details... The first one should be 8 the next one should be 0 and the next 3 should be 1... Hit enter and then be patient as it builds your level.
H) To run the map, run dukeplus.bat in C:\duke3d and then find load a usermap, go to the randuke folder and run fin-1.map
I) To play as lo wang or caleb type dukeplus.bat sw or dukeplus.bat bld instead of just dukeplus.bat


EDIT : Major bug fix here... There was a possibility of the map being unplayable in blood and shadow warrior themes. It has been fixed!