Showing posts with label Random Map Generators. Show all posts
Showing posts with label Random Map Generators. Show all posts

Wednesday, March 28, 2018

TUC 2.0 released... And so is a new Randuke version...

TUC is a Duke3d/Blood/Shadow Warrior crossover mod for Duke3d.  It's an old project by me.. I've been working on it in various forms since 2006. I did a demo in 2006 in eduke32 and it came out ok. I redid it later in gzdoom and made it a huge crossover mod for 10 games or so and that wasn't that good. I later on rebuilt it again in gzdoom and it came out ok... But since then I realized that I should return to duke3d due to the polymer tenderer and other reasons. Hence the creation of TUC 2.0 for eduke32.

TUC 2.0  takes place in LA, Tokyo and back in the 1930's in texas. Caleb, Lo Wang and Duke Nukem all go to the same strip joint in LA and all of the sudden the combined armies of the duke3d aliens. Shadow Warrior ninjas and Blood Cultists attack them.  2 out of 3 die. You choose the one who survives to try to get revenge. All get to use their guns in this mod and all are playable characters. All enemies from duke3d plus 5 enemies from blood and shadow warrior show up in this.

The mod  is a huge download. It should be installed in it's own folder not in the duke3d folder. Unzip the download found here to a new folder and put your duke3d.grp in that folder. Run the TUC2Nukem.bat to play as duke. Run the tuc2lowang or the tuc2caleb batch files to play as either lo wang or caleb instead.

The levels for the mod were generated with a new version of randuke, version 5.1. This new version uses prefabs made by me.  They aren't great looking but they are original and it has some big improvements over previous versions including

-Rooms that are formed by joining prefabs together.
-Switch locked Doors
-Space Station and Duke3d 1.4 military base themes

This new version however is the most buggy and slowest of them all. It regularly freezes in the middle of creation of a level which can take 5-6 minutes sometimes.  It also has a bug where it can infinitely loop while making rooms.  It however does the best levels of any randuke version.

Running it is similar to older versions but things have changed a little.

First unzip the randuke version to a new folder C:\randuke. It will require dosbox to run. Go to a dos prompt and set the theme by typing:

cd C:\randuke
theme <number>

Where <number> is

1 = duke3d 1.4
3 = duke3d 20th anniversary world tour
4 = TUC Lameduke theme
5 = TUC Shadow Warrior city theme
6 = TUC Shadow Warrior Temple theme
7 = TUC Blood theme
8 = Duke3d space station theme
9 = Duke3d 1.4 military base theme

Now download and run dosbox. Once inside dosbox type the following commands in

mount C: C:\randuke
randuke


it will ask you how many structures to put in. A good sized level will have 20+ structures.
The next value will be additional structures. Set that to zero.
The next 3 values should all be one or it will break. Hit enter when it prompts and be patient.
 It <should> build your level.

Go back to a non dosbox prompt and type:

cd C:\randuke
copymaps <name of level>

where <name of level> is a name you want to give the level.

Now go into eduke32 or 20th anniversary world tour and load the new map file named
what you named it.

In 20th anniversary you can type ~ in a level and then type in map <map name> where <map name> is the name you gave it in the copymaps step.

This will be my last blog post here... And my last project..

EDIT : Patched randuke to fix 2 major gamebreaking bugs with themes 8 and 9... Make sure to redownload it.... 


Thursday, March 22, 2018

Randuke (My Duke3d Random Map Generator) Completely Overhauled...

Just Redid Randuke to make it better starting last night. I was sick and tired of the bad architecture in Randuke 3.1 so I decided to make a new version that attempted to use Rooms (and pieces of rooms) from 3d Realms levels are prefabs.  I thought that would make much better levels...

It took a long time to make this version. I was working on it all night last night and all day today.




The new version has much better architecture than the old version, thanks to the new prefabs. Prefabs such as book stores,  city streets, sewage plants, freeways, duke burgers, and others are  based on parts of rooms from the 3d realms levels. Other setpeices, Radio Stations, Shop N Bags, the roof of the hotel in e3m3, bathrooms, freight enterances with loading docks, post offices, and more are actually based on entire rooms however... The difference this makes is amazing...


Making this was not easy. It was a bitch to get these new prefabs to work right. At first I took big chunks of levels and made walls palette 1 (what you have to do to mark a wall as a connector for other rooms) but that didn't work. I had to add doors to every prefab for it to work. That took hours of work.. It finally started to work right 2 hours in... For a while It kept on using only 2 prefabs. It almost didn't get made. This could have been a complete failure. Instead it became a great Random Map Generator.






Here are screenshots:




Version 4.0 is available to download Here: It uses these new prefabs...

Running it is a bit tricky.. It's a dos program.

A) Extract the zip file above to a new folder : C:\randuke

B) set the mode by doing this:
Go to a dos prompt and type:
1) cd C:\randuke
2) Mode <mode you want to use>
Mode can be a number from 1 to 3. 1 Corresponds to Duke3d 1.4, 2 Corresponds to Duke3d 20th Anniversary World Tour without the new enemies or weapons being used. 3 Corresponds to 20th anniversary with those new enemies and weapons used.
Exit the dos prompt.

C) If you are running a windows Vista or higher system you will need dosbox. Install it and run it and type the following in
1) Mount C: C:\randuke then Hit Enter
2) Hit CTRL+F12 till the cpu cycles becomes 50,000 or more
3) Type randuke and hit enter
D) If you are running a windows XP system or lower just run a normal dos prompt and type
1) cd C:\randuke then Hit Enter
2) Randuke then  Hit Enter

E) Randuke will ask you how many structures to put in the level. Put in no higher than 8 for this.
Then it will ask you how many additional structures to put in. Set this to a low value like 3. The rest of the values should be 1. Be patient as it makes the level because this can take some time.

F) Go to a dos prompt and type
1) cd C:\randuke
2) copymaps <name of level> (omit the .map extension - it is put in automatically for you)
This will copy the newest level to your duke3d folder. If running duke3d 1.4 you will need eduke32 and can load the level with user map feature. If running 20th anniversary load a new game and hit ~ and type in map <same map name you typed in in copy maps>

EDIT :

Fixed a bug in one of the prefabs that made the player get stuck in a room when leaving...

EDIT 2 :

Fixed another major bug.. Redownload it... The bug was level breaking...

Wednesday, March 21, 2018

Randuke, My Duke3d Random Map Generator has been updated again...

Today I spent some time doing some work to Randuke, My Duke3d Random Map Generator. This map Generator is designed to join prefab rooms together randomly to make a new map each time. It is based on a program I found on RTCM called Joiner that did the same, but that program had bad prefabs. This one actually has prefabs that fit duke3d's city look and can actually make levels that seem like they are in a city.

The new version, Version 3.1 has been uploaded. It's got better lighting effects than 3.0 and better shading.  It's especially noticeable in hitech areas, which are rarely used in randuke but still... Also colored lighting effects, are here in it now, but they are rarely used.  I think this is the final version for the map generator because I don't really want to continue it...

Download link is here:


Running it is a bit tricky.. It's a dos program.

A) Extract the zip file above to a new folder : C:\randuke

B) set the mode by doing this:
Go to a dos prompt and type:
1) cd C:\randuke
2) Mode <mode you want to use>
Mode can be a number from 1 to 3. 1 Corresponds to Duke3d 1.4, 2 Corresponds to Duke3d 20th Anniversary World Tour without the new enemies or weapons being used. 3 Corresponds to 20th anniversary with those new enemies and weapons used.
Exit the dos prompt.

C) If you are running a windows Vista or higher system you will need dosbox. Install it and run it and type the following in
1) Mount C: C:\randuke then Hit Enter
2) Hit CTRL+F12 till the cpu cycles becomes 50,000 or more
3) Type randuke and hit enter
D) If you are running a windows XP system or lower just run a normal dos prompt and type
1) cd C:\randuke then Hit Enter
2) Randuke then  Hit Enter

E) Randuke will ask you how many structures to put in the level. Put in no higher than 8 for this.
Then it will ask you how many additional structures to put in. Set this to a low value like 3. The rest of the values should be 1. Be patient as it makes the level because this can take some time.

F) Go to a dos prompt and type
1) cd C:\randuke
2) copymaps <name of level> (omit the .map extension - it is put in automatically for you)
This will copy the newest level to your duke3d folder. If running duke3d 1.4 you will need eduke32 and can load the level with user map feature. If running 20th anniversary load a new game and hit ~ and type in map <same map name you typed in in copy maps>



Tuesday, March 20, 2018

Randuke, My Random Map Generator for Duke3d has been updated...

I made a new version of randuke tonight... Updated a lot of things...  First thing I did was condense the map generator into one version. There are no longer separate versions for Duke3d 1.4 and Duke3d 20th anniversary world tour.  Now there is a mode feature that will select the mode the user wants to use, 1.4 or 20th.  It's all a big hack but it works... I also added two new features to the map generator...

A) Stairs
B) Sidewalks in some city areas

The new version can be downloaded Here:

Running it is a bit tricky.. It's a dos program.

A) Extract the zip file above to a new folder : C:\randuke

B) set the mode by doing this:
Go to a dos prompt and type:
1) cd C:\randuke
2) Mode <mode you want to use>
Mode can be a number from 1 to 3. 1 Corresponds to Duke3d 1.4, 2 Corresponds to Duke3d 20th Anniversary World Tour without the new enemies or weapons being used. 3 Corresponds to 20th anniversary with those new enemies and weapons used.
Exit the dos prompt.

C) If you are running a windows Vista or higher system you will need dosbox. Install it and run it and type the following in
1) Mount C: C:\randuke then Hit Enter
2) Hit CTRL+F12 till the cpu cycles becomes 50,000 or more
3) Type randuke and hit enter
D) If you are running a windows XP system or lower just run a normal dos prompt and type
1) cd C:\randuke then Hit Enter
2) Randuke then  Hit Enter

E) Randuke will ask you how many rooms to put in the level. Put in no higher than 8 for this.
Then it will ask you how many additional structures to put in. Set this to a low value like 3. The rest of the values should be 1. Be patient as it makes the level because this can take some time.

F) Go to a dos prompt and type
1) cd C:\randuke
2) copymaps <name of level> (omit the .map extension - it is put in automatically for you)
This will copy the newest level to your duke3d folder. If running duke3d 1.4 you will need eduke32 and can load the level with user map feature. If running 20th anniversary load a new game and hit ~ and type in map <same map name you typed in in copy maps>


This is the last randuke version I will do. I know it isn't ideal but the work on this has been very frustrating. Editing prefab maps often makes maps crash with errors. It sucks so I really can't do anything more with this...


Sunday, March 18, 2018

I made a Random Map Generator For Duke Nukem 3d

I've been working on a new project since I decided to quit making TC's for Gzdoom.  This project is a not a mod for a game but a Random map Generator. And it's not for doom this time, but for Duke3d.

Duke3d needs a random Map Generator bad. Oblige radicalized how quickly you could make a map for doom. This map generator called Randuke should do the same thing for Duke3d.  Now a word of warning, Randuke is not nearly as good at making maps as oblige was for doom, it's still a work in progress, and due to the lack of an easy to use editor and my lack of duke3d mapping skills, you won't  see great maps for duke3d made with this thing ever.  But still it is capable of making fun maps that are challenging and have the setpeices of duke3d neccisary to make fun maps such as duke burgers, shop n' bags, bathrooms with mirrors, etc.

The Map Generator is based on a program called Joiner I found on RTCM one day.  I took that program which joins prefab room together randomly and populates the final maps with all items neccisary to beat the map and monsters as well, and redid the prefabs for it to make actual competent duke3d maps.  The maps are not as good as the 3d realms maps but they are fun...

There are 2 versions of randuke. A duke3d 1.4 version and a duke3d 20th anniversary world tour version. The 1.4 version lacks the new walls the 20th anniversary version can put in as well as the new weapon and monster from that version but besides that they are very similar.


Here are screenshots from the new 20th anniversary version:

Running this program is a bit trickier than Oblige. First of all there is no gui. It's a command line program for dos, number 2, it's hard to learn how to generate maps with it.  You will need dosbox to run this on windows 7 machines. Downloads are below.

Duke3d v1.4 atomic edition version: Here
Duke3d 20th anniversary World Tour Version : Here


Extract whatever  download you are using not to your duke3d folder but to a new folder called C:\randuke. Run dosbox and type

mount C: C:\randuke
now hit Ctrl+F12 over and over again till cpu cycles at the top becomes 50000 or so.
Now type randuke.bat and hit enter.

It will ask you to fill in 5 variables. The First one is  how big the level will be. Set that to no higher than 8. Then the next one determines how many "extra" rooms to put in. Set this to a low value like 3 or below 3. The rest of the values should be set to one. When it prompts you to hit enter or q hit enter.  Wait patiently for it to make a level. Once completed you need to copy the maps from the right folder and give them a name. Go to a dos prompt (NOT a dosbox prompt) and type
cd C:\randuke
Then type:
copymaps <name of your level> (where name of your level is what the file name will be - if you type in new you will get a map named new.map in your duke3d folder)

To run your map for 1.4 download eduke32 run it and go to the user maps menu to load the map.
For the 20th anniversary version, launch a new game and type the ~ key on your keyboard once you are in a map and then type in map <whatever map name you typed in for copymaps above>... To run the above new.map I would type in "map new" there... Now it will load. Hit escape to get out of the console and play the map...

Hope you enjoy the maps this generator makes. I know they are not great levels but I am not the greatest mapper with any game so I couldn't really make great prefabs for joiner to make randuke.

EDIT :

Fixed up the alignment of textures in the levels significantly...  Now it doesn't look so ugly.. Also fixed a crash bug...

Saturday, March 3, 2018

New Randoom version 10.0 Made, with tons of new features...

Randoom, my modified version of Oblige is now the only Random Map Generator that is worth it for Doom that is still online... Thanks to sourceforge deleting the oblige site, you can't download that anymore.... So I made a new randoom and added features to it I thought Doom Needed from randomly generated maps.

-Slopes (a lot of slopes in high-tech levels, and arches in Urban/Hellish levels as well)
-Darker Lighting
-light sources in levels (high-tech only for now)
-Doors that are partially opened but broken and need to be ducked under to get through them...


These ideas were inspired by ideas from another modified oblige which is coming out soon called Octothorp station.. I decided to alter stock oblige 7.70 prefabs to implement some of the ideas in that modded oblige. I really liked  the darker lighting, the slopes and the doors that needed to be ducked under to proceed...So I added them into randoom. Randoom now requires Zdoom to play... You can't beat the maps outside of zdoom now thanks to the duck doors and the slopes...

 I was waiting, for the last few days for Octothorp station to come out. When It didn't come out today I decided to make a new oblige with these features rather than wait any longer... Plus octothorp station requires a specific mod to play that adds ambient sounds, new textures and dynamic lighting... It may be incompatible with other mods, which is bad. The author of that addon said he tested popular mods with it, but I don't like the popular mods much so I needed an alternative. Randoom 10.0 is compatible with any mod so that improves that. And It doesn't require a mod to play either... Uses default textures so that is not an issue for me...

Since the initial version of randoom 10.0 I decided to add support for Zdoom Ambient Sounds and Gzdoom Dynamic Lighting into the maps it generates. Due to this it now requires gzdoom to play. (I think... I can't test this, I don't have zdoom on my PC just Gzdoom).  It generates maps with prefabs that have been altered to include ambient sounds and new light sources made with a gldefs inside an optional wad. To play these maps and enjoy these new features, you must load a seperate wad (ambience.wad) before the wad it generates in gzdoom by typing gzdoom -file ambience.wad <whatever>.wad to play your wad... (Just substitute <whatever> for your level)... I tried to get this wad joined in to any wad this map generator makes but couldn't do that...



Here are some screenshots:






















Download Link for Randoom 10.0... is here Unzip all the files and the folder to your doom 2 folder and run randoom.bat to run it... Set Gzdoom lighting (if possible) to bright or else certain areas will be pitch black before playing... Make sure to load the ambience.wad before the levels this creates to get the ambient sounds and dynamic lighting!



EDIT : I just Added support for Ambient Sounds, Dynamic Lighting and Slopes in heretic maps. For you to see the dynamic lighting and ambient sounds to work you need to load the enclosed ambhtic.wad in heretic before the wads you generate....

Tuesday, February 20, 2018

Doom 666 being worked on by me...

I've always wanted to make my own Doom Game. Now I can. After seeing how disappointing Doom 3 and Doom 4 are (with the stupid survival horror shit in Doom 3 and the stupid Platforming in Doom 4) I decided to try to make a Doom Game using Gzdoom that has an old school, but different feeling to it....

Entitled Doom 666, this game isn't out yet and I don't plan to release it any time soon because I don't know what ID software would say but I always wanted to see what a better Doom Game would look like and play like.... Here it comes...

 Based on the Open Source Doom Game Freedoom, Doom 666 has textures, music, and item sprites from freedoom, but has new enemies, weapons and levels, all which have insane hell revealed like gameplay (where hordes of minibosses are used a lot) for a game. It's not the first time I've tried to make a new game with that kind of gameplay but hopefully it goes well... I think it's fine.. It fits well because a lot of doom wads do the same thing...

Taking place long after Doom 2 Hell on earth, Doom  666 has a new marine as the protagonist. During the Hell Invasion of earth in  2122, UAC was banished from Mars.  But secretly the moved to Jupiter and started experimenting on Demons to make experimental demons used for bio warfare. They failed and the demons invaded their base, opened a portal to hell and re-invaded earth with a massive invasion of thousands of demons, some normal, some experimented on.  While this was going on you were sent to Jupiter to stop the UAC base and close the hell gate.  This all happened in a Doom 2 addon that is a prequel to doom 666 called Interplanetary Hell. In Doom 666 you return to earth to stop the demonic invssion and fight the mutated demons only...

The Maps were made by a modified Random map Generator for this project (Randoom).  They were designed to be long and hard. They are a lot longer than most Doom Maps...  Not all are slaughtermaps but some are, those show up past map11 a lot.. Some early ones are hard as hell as well, like map03 for instance... 


Every Doom Weapon and Monster has been recreated with Beastiary Sources... You can see what they look like below.  Some new guns were added in as well but no new enemies were added... Here is images of the new enemies and weapons...

Weapons :

Fist




 Pistol

Shotgun






 Auto Shotgun


 Super Shotgun


 Chaingun


Grenade Launcher (No Rocket Launcher in doom 666)


 Plasma Rifle



BFG9000

.Enemies:

 Former Human:


Imp

 Demon

 Spectre


 Chaingun Guy

 Lost Soul


 Hell Knight


 Baron of Hell


 Revenant

 Mancubus

 Pain Elemental


 Arachnotron


 Arch Vile


 Cyberdemon





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...