Showing posts with label Insane Gaming Feats. Show all posts
Showing posts with label Insane Gaming Feats. Show all posts

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.





Friday, September 22, 2017

Randuke, My Duke3d Random Map Generator has been released

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!

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!



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...

Thursday, May 11, 2017

My Complex Doom permadeth challenge run of Hell Revealed IV is Done...NO Deaths!

I just completed my very first Video Game Challenge run people. The game is doom 2 (modded). The mods are:

A) Complex Doom
B) LCA for complex Doom
C) Random Monsters pack for Complex Doom
D) My monster pack for complex doom
E) Various scary sound mods
F) A fog mod
G) A megawad with new enemies and weapons that is part of the Ultimate Hell Revealed Package,
the wad I chose was HR4.wad

I chose Hr4.wad because it was one of the easier ones to do a Permadeth challenge run in. Harder ones would have drastically increased the chance I would die by a big chunk, so stuff like hr5,666,777 would not work. I played through maps 1-30 in complex doom and other mods and survived with NO DEATHS!... Repeat NO DEATHS!

It was amazing!

Lots of hard fights. I made them look easy. I can't count the times I annihilated hordes of cyberdemons and archviles (!) without being seriously hurt because I had the 500 health sphere from LCA and the Rune. Ice Gun and Demon Tech Rifle made it easy to do. Only had a few tough fights.

One was with 2 Darkviles, partially invisible, yet far more deadly  version of archviles. They seriously hurt me. I ended up killing them with the Rocket Launcher and Demon Tech bfg. It worked.

Another fight was with  the insanely overpowered Legendary cyberdemon. He almost killed me! But I survived to kick his ass with the lowly Quad Shotgun! That was the best part of the entire run by far, right there. It is in part 11 of the playthrough I will post below... (it is linked here, it's the first video)




It was a blast to play and record. Youtube gave me some issues though... Once it gave me the dreaded "User does not own and cannot manage the video" error message. Once on my other channel I kept getting that. But  this time it was Not permanent thank god. The playthrough is complete and the challenge run is successfull.

This is the FIRST TIME IN HISTORY, someone has played and beaten a Slaughtermap Megawad (randomly generated or not - that doesn't matter) in a super hard mod and failed to die at least once. Everyone else who plays slaughter map megawads in Complex Doom has completely been slaughtered... One guy tried to play hell revealed with complex doom. He got his ass kicked by mere weak enemies in map3. Nevermind the stronger hordes in later maps which he did not fare well against. Same thing with another guy who tried alien vendetta in complex doom with commentary. He had to reload over and over again because legendaries kicked his ass. Not me! Legendaries I pwned in this run. Only one legendary was a threat to me and that was the Leg Cyber in map25. Everything else I pwned with my ice gun or demon tech rifle + Rune. It was fun.. AND... It's a first for me being my first successful challenge run but also it's a first for Doom. And that I love...

I won't be doing any more challenge runs for the game or any other game. Challenge runs are way to hard and way to stressful. You have to be insanely lucky to pull off what I just did. I got VERY lucky today. Other people aren't so lucky. They run into insanely hard enemies that have insta-death and rapid fire insta-death and even AOE Insta-death attacks. I know. It happened to me a few times in complex doom. But this time that did not happen.  I got VERY lucky due to that alone. And I got very lucky that I got so many 500 health sphere dropped for me. That was insane. And no rune ripping! (my term for when a seriously hard enemy kills you and when you resurrect (like I do to save time) you loose your rune). I kept my rune from map03-30 and that was great! I also was pwning enemies right and left with the ice gun, demon tech rifle and legendary autoshotgun, nevermind the Demon Tech and normal BFG's. That was a blast... I will do a partial map1-11 playthrough of a newer wad I made but in terms of full wad playthroughs, (never mind challenge runs) this is the end people........