Showing posts with label Randoom. Show all posts
Showing posts with label Randoom. Show all posts

Monday, March 5, 2018

Announcing my upcoming TC for Gzdoom, TUC!

TUC! It's an old idea by me. A crossover between the universes of Duke3d, Shadow Warrior, and Blood. I attempted to make a TC with this name for Duke3d but failed... So I decided to redo it in the gzdoom engine. My first attempt to remake the original TC had badly designed randomly generated maps and was frustrating beyond belief.  This new version is much better.. It uses Randoom 10.0 to make it's maps, complete with 10.0's use of sloped floors, dynamic lighting and ambient sounds..

Making this TC was not easy. It took me 10+ hours today. I spent several hours piecing it together. In order for me to get the enemy sprites and coding, I had to base this on another Mod which I won't name. Due to that you may not see a release of this yet.  I took that mod, edited it's files a LOT to remove 90% of the stuff in it minus the sound files and SNDINFO and Sprites.  Put It's decorate coding for the enemies in a seperate file and started to work on a scripting library that would do one liners for the mod. I imported one liners from Duke3d, Shadow Warrior and Blood before I did any of the above and made a script that played a random one liner once you kill a certain amount of enemies
I made that script check your player class and play the right one liners for that class. I was going under the assumption that you would be able to play as Duke Nukem, Lo Wang or Caleb.

Getting the playerclasses working right was a bitch. No matter what I tried, I could not make a playerclass selecting screen show up in Gzdoom 3.0.1+... So This mod Will require Gzdoom 2.1.1 or earleir to play.  I have it in a seperate folder due to that. I could not get the player classes to work. I kept on trying various things to fix this but it never worked in newer gzdooms, thanks to the Author of Gzdoom "Depreciating" keyconf playerclass definitions, a stupid, stupid move! You wish that source port authors would understand the meaning of backwards compatibility but he does not..


As for things from the games this mod is based on, you get to find weapons from all three games and some new ones as well... All three playerclasses can use all of the weapons, making it interesting, to say the least. It was frankly, very difficult to make it so each playerclass can only use his guns. So I went with this system where all guns are available to all classes minus starting weapons, which are unique. Thanks to the tons of Duke3d/Shadow Warrior/Blood Recreations on the Realm667 armory I was able to import the following guns into TUC...

Duke3d Shotgun
Duke3d RPG
Duke3d Pipebombs
Duke3d Devastator
Shadow Warrior Rocket Launcher
Shadow Warrior Uzi
Blood Flaregun (only caleb can use this)
Blood Sawed off
Blood Tommygun
Blood Napalm launcher
Blood Tesla Cannon

I also recreated the duke3d freezer and the Shadow Warrior Riot gun and railgun using other realm667 weapons. 

As for new guns, Duke starts with a powerful silenced pistol that has a secondary fire (most guns have secondary fires in this). The secondary fires are very powerful. Some make certain guns VERY OP...  The Duke64 SMG's secondary, for instance shoots armor piercing bullets which turn it into a gun that fires shotgun strength shots rapid fire. The RPG from Duke3d shoots several Rockets per Shot for it's secondary fire. The Nuclear Missile Launcher's secondary is SO OP that it can easily kill you! It shoots Nuclear missiles Rapid Fire! I'm not joking..... How's that for putting the Nukem in Duke3d?!

For enemies, almost every single enemy from all three games is in this. Some have slightly different sounds or attacks. For instance the protector drones do not shoot shrink rays anymore. Shrinking enemies is not possible in zdoom engine mods. So you won't see a shrinker in this at all.  New varients of enemies are included, including Hyperblaster and laser rifle shooting enforcers, Blue Protector Drones, Red Coolie Ghosts and more.


The levels were generated with randoom... I did three episodes, which have 2 sections, minus the second episode. Episode 1, for instance, takes place in LA and uses duke3d textures. Part 2 of that is in a military base, while part 1 is in the city. Episode 2 is in military bases in Tokyo, and uses shadow warrior textures. Episode 3 is based off of blood textures and has a city and hi-tech half.

 The enemy count in this mod is insane. I fought several hundred enemies in many levels, and had to use my wits because limited health pickups.  It was a blast. I don't know yet whether this will come out or not but keep checking this blog if you are interested in this. I will update you on this mod later on.


Screenshots:









Sunday, March 4, 2018

Announcing Heretic Revealed, The VERY FIRST Heretic Slaughtermap Megawad.

Now that Randoom has been updated, to allow it to generate maps with Zdoom/Gzdoom features, it's time to re-define what a Doom Slaughtermap should be. Before now slaughtermaps were mostly non-zdoom maps. In fact, I can't think of a single good zdoom slaughtermap.  Time to change that. It's also time for slaughtermaps to eclipse doom and move on to other games...  Due to that, I have started a new project.... A Heretic Gzdoom Slaughtermap wad. That's right, a HERETIC Slaughtermap wad!

Entitled Heretic Revealed, this is what happens when you try to put hell revealed like gameplay in heretic.  The gameplay features tons of enemies, hundreds of them per level.. Not so much in episode 1 but definitely in later episodes. Also there are less usages of hordes of minibosses in this, due to the fact that minibosses are rare in heretic...  But there are hordes..

Being a Randoom Generated project, this wad makes use of zdoom features like slopes, dynamic lighting and ambient sounds.  I recently updated randoom to allow me to make maps with these features for heretic.  The wad includes the neccisary Gldefs and sndinfo lumps to allow for ambient sounds and dynamic lighting effects...

As you can see from the below screenshots, the lighting in this thing is amazing...













And here is an editor shot of a map showing off just how insane this will be... LOL...



Due to the fact that indoor areas get lit by dynamic lighting only in this wad, Gzdoom will be required  to play this. I plan to make more wads like this. Due to the lighting effects I used in Randoom 10.0, I had to lower the lighting a lot and it is barely visible in Zdoom. This will require gzdoom and so will all my future projects...


This will be the very first slaughtermap wad for heretic people. Keep that in mind. No one has attempted what I did today. It is a first for Heretic and a first for gaming. An attempt to make slaughtermaps transcend doom, and to do it with some zdoom sensibilities as well..
The Project should be released sometime before april 2018.


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