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.
A Blog focusing on Doom Modding, Doom Editing and Random Map Generation of Brutal Slaughtermaps.
Showing posts with label Youtube. Show all posts
Showing posts with label Youtube. Show all posts
Friday, November 17, 2017
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!
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!
Wednesday, June 21, 2017
Randoom 5.5B is out.... (My Oblige Variant)
In my previous post I talked about how I am working on Randoom, A heavily modified version of the oblige map generator for doom games, with the following features:
-Base : Oblige 7.55 + GlaiceAdditions.
-Slopes in Zdoom Maps
Now Zdoom maps will have sloped arches and windows
-Increased enemy count
This needed to be done. On nuts/crazy you used to only get 200 enemies. That's not good enough!
-Drastically improved themes for all doom games
Lots of ugly textures taken out of the themes, especially for urban and hellish themes.
No more Skincut/symb all over the walls in hellish themes (misalignment problems)
No more Panel1,2,3,5,6,7,8,9 all over the walls in urban (misalignment problems)
No More Blakwal1,2 and modwall themes for urban (misalignment problems)
No More Panel4 and skin on cage mats (misalignment problems)
No More Marble1 in hellish themes for normal walls (uglyness)
No More Support3 in hellish key cages (horrible misalignments ... Changed it to metal)
-Oblige bugs fixed for Doom 1
No more doom 2 tech lamps being placed in doom 1 maps....
-Improved TNT/Plutonia and Doom 1 themes
No more doom 2 urban textures in plutonia theme, TNT crates added to TNT theme
Stongarg added in Doom 1,
No More Marble1 in hellish themes for normal walls (uglyness)
-The ability to convert maps over to new textures once they have been generated.
The new version of randoom 5.5b is available here:
To install unzip the randoom5 folder to your doom 2 folder plus the randoom.bat file.
Run randoom.bat or the randoom.exe in randoom5 folder to run the random map generator.
To use the custom texture features follow the below tutorial:
1) Extract the texconv folder's contents to your doom 2 folder. Make sure all the files are in the doom 2 folder itself. Copy the wad you want to change textures in to your doom 2 folder.
2) Install Dosbox if you have windows vista or above...
3) Run a dos prompt or dosbox prompt.
4) IF in dosbox type the following commands
"mount C: C:\doom2"
"C:"
Now hit CTRL+F12 over and over again till the cpu speed becomes 50000+
5) If not in dosbox... ignore step 4
6) If NOT in dosbox type the following commands
"cd C:\doom2"
7) Now type the following commands whether you are in dosbox or not...
"convert <wad name WITHOUT extension> <theme> where theme is
"modtexed" - for eternal doom 3/retres textures
"modtexnm" - for nmn textures
"modtexct" - for cage textures
"modtexik" - for ikbase textures
This changes all the textures in the randoom generated map to the new textures needed for the theme.
aka to convert rand3.wad to eternal doom textures I type:
convert rand3 modtexed
8) Hit f3 on your keyboard and hit enter
9) Now type prepwad <wad name> where wad name is the wad name you used for step 7.
This adds all the textures themselves to your new generated wad so doom can read them. It also adds
music to the wad... See below for music credits...
10) Now your wad is ready to play!
Credits for the new music:
The music is midi music based on metal bands music:
bands include:
Iron Maiden
Testament
Death
Summoning
Windir
Overkill
At the Gates
Amon Amarth
and many more...
-Base : Oblige 7.55 + GlaiceAdditions.
-Slopes in Zdoom Maps
Now Zdoom maps will have sloped arches and windows
-Increased enemy count
This needed to be done. On nuts/crazy you used to only get 200 enemies. That's not good enough!
-Drastically improved themes for all doom games
Lots of ugly textures taken out of the themes, especially for urban and hellish themes.
No more Skincut/symb all over the walls in hellish themes (misalignment problems)
No more Panel1,2,3,5,6,7,8,9 all over the walls in urban (misalignment problems)
No More Blakwal1,2 and modwall themes for urban (misalignment problems)
No More Panel4 and skin on cage mats (misalignment problems)
No More Marble1 in hellish themes for normal walls (uglyness)
No More Support3 in hellish key cages (horrible misalignments ... Changed it to metal)
-Oblige bugs fixed for Doom 1
No more doom 2 tech lamps being placed in doom 1 maps....
-Improved TNT/Plutonia and Doom 1 themes
No more doom 2 urban textures in plutonia theme, TNT crates added to TNT theme
Stongarg added in Doom 1,
No More Marble1 in hellish themes for normal walls (uglyness)
-The ability to convert maps over to new textures once they have been generated.
The new version of randoom 5.5b is available here:
To install unzip the randoom5 folder to your doom 2 folder plus the randoom.bat file.
Run randoom.bat or the randoom.exe in randoom5 folder to run the random map generator.
To use the custom texture features follow the below tutorial:
1) Extract the texconv folder's contents to your doom 2 folder. Make sure all the files are in the doom 2 folder itself. Copy the wad you want to change textures in to your doom 2 folder.
2) Install Dosbox if you have windows vista or above...
3) Run a dos prompt or dosbox prompt.
4) IF in dosbox type the following commands
"mount C: C:\doom2"
"C:"
Now hit CTRL+F12 over and over again till the cpu speed becomes 50000+
5) If not in dosbox... ignore step 4
6) If NOT in dosbox type the following commands
"cd C:\doom2"
7) Now type the following commands whether you are in dosbox or not...
"convert <wad name WITHOUT extension> <theme> where theme is
"modtexed" - for eternal doom 3/retres textures
"modtexnm" - for nmn textures
"modtexct" - for cage textures
"modtexik" - for ikbase textures
This changes all the textures in the randoom generated map to the new textures needed for the theme.
aka to convert rand3.wad to eternal doom textures I type:
convert rand3 modtexed
8) Hit f3 on your keyboard and hit enter
9) Now type prepwad <wad name> where wad name is the wad name you used for step 7.
This adds all the textures themselves to your new generated wad so doom can read them. It also adds
music to the wad... See below for music credits...
10) Now your wad is ready to play!
Credits for the new music:
The music is midi music based on metal bands music:
bands include:
Iron Maiden
Testament
Death
Summoning
Windir
Overkill
At the Gates
Amon Amarth
and many more...
Monday, June 5, 2017
I am working on what may be the Hardest Doom 2 Wad Ever....
Over the last few days I have been making slaughtermaps for Doom 2. Not just any slaughtermap set but what might be the hardest damn level set ever made for Doom 2 ever. Entitled Slaughter.wad, this one is so hard that it eclipses sunder.wad (the hardest doom level made before this) by a factor of 2.5X in difficulty according to dmtha. The idea came to me to map based on real places for once. So I did that.
The wad is a 3 map long wad with new textures, new music and completely INSANE gameplay. Due to the use of ACS scripting in maps 1 and 2, it requires Zdoom to play, which is no big deal to me because that's what I play doom in normally anyway (gzdoom anyway). The maps have INSANE enemy counts. Map 1 has around 1200 enemies in it. Maps 2 and 3 have around 1900 plus enemies in them. While the enemy count might not blow sunder out of the water (some maps in that have 5000+ enemies), the difficulty sure does. This wad has 195 cyberdemons in 3 maps people. That is more than sunder has in all 14 maps! It also has 650 arch viles in 3 maps as well, way more than sunder does in 14 maps as well... And in sheer average difficulty it kills sunder with an overall difficulty of 51. Sunder only has a difficulty of 24 according to dmtha. So this is way harder.
The maps are based on real places. Map01 is based on my house and backyard. Map02 is based on endicott estate, a park near where I live in MA. Map03 is based on Boston Common in Boston. The maps are close enough to the real places but not exactly the same. Getting textures that looked really close to the original areas was very hard so I had to improvise with two texture sets.
The music is all metal remixes of Rise of the Triad music. Which fits nuts maps really well because they are epic and so is the music. This may be the last mapping project I do for doom. I've done 32 map megawads before but they never came out good enough. This is a little better and way harder. Only 3 maps long and the maps are very short but very very very hard.
Here are 5 editor screenshots from it....
Editor Shots of the maps:
Whether this gets released depends... I don't know how this will be received as a map so I am not releasing it yet... I've had issues with previous maps I made getting trashed... People hated them but I think the maps were fine... It's stupid... Whether it gets released depends on whether the community finds this blog or my youtube channel. If neither of those things happen, then this will get released by 6/15/2017.
Finally... Here is a playthrough of the entire mapset on my new youtube channel. Check it out there...
Playthrough Part 1 : MAP01
Playthrough Part 2 : MAP02
Playthrough Part 3 : MAP03
The wad is a 3 map long wad with new textures, new music and completely INSANE gameplay. Due to the use of ACS scripting in maps 1 and 2, it requires Zdoom to play, which is no big deal to me because that's what I play doom in normally anyway (gzdoom anyway). The maps have INSANE enemy counts. Map 1 has around 1200 enemies in it. Maps 2 and 3 have around 1900 plus enemies in them. While the enemy count might not blow sunder out of the water (some maps in that have 5000+ enemies), the difficulty sure does. This wad has 195 cyberdemons in 3 maps people. That is more than sunder has in all 14 maps! It also has 650 arch viles in 3 maps as well, way more than sunder does in 14 maps as well... And in sheer average difficulty it kills sunder with an overall difficulty of 51. Sunder only has a difficulty of 24 according to dmtha. So this is way harder.
The maps are based on real places. Map01 is based on my house and backyard. Map02 is based on endicott estate, a park near where I live in MA. Map03 is based on Boston Common in Boston. The maps are close enough to the real places but not exactly the same. Getting textures that looked really close to the original areas was very hard so I had to improvise with two texture sets.
The music is all metal remixes of Rise of the Triad music. Which fits nuts maps really well because they are epic and so is the music. This may be the last mapping project I do for doom. I've done 32 map megawads before but they never came out good enough. This is a little better and way harder. Only 3 maps long and the maps are very short but very very very hard.
Here are 5 editor screenshots from it....
Editor Shots of the maps:
Whether this gets released depends... I don't know how this will be received as a map so I am not releasing it yet... I've had issues with previous maps I made getting trashed... People hated them but I think the maps were fine... It's stupid... Whether it gets released depends on whether the community finds this blog or my youtube channel. If neither of those things happen, then this will get released by 6/15/2017.
Finally... Here is a playthrough of the entire mapset on my new youtube channel. Check it out there...
Playthrough Part 1 : MAP01
Playthrough Part 2 : MAP02
Playthrough Part 3 : MAP03
Labels:
Challenge Wads,
Doom,
Doom2,
Games,
Gaming,
Insane Maps,
Slaughtermaps,
Sunder,
Wads,
Youtube
Wednesday, May 24, 2017
Wolfenstein Revealed Finished!
Good news people! Wolfenstein Revealed is Done!
I finished the mapping for episodes 5 and 6 of the wolfenstein 3D map set today. Being the first slaughtermap mapset for wolf3d, the mapping in it had to be really well done. I had to make it hard and use tons and tons of hard enemies at times but also keep the enemy count under 150 per level.
(A hardcoded Wolf3d limit).
It wasn't easy making this... Making tons of tons of enemies in modified randomly genned maps is tough because of the enemy limit especially. A lot of the maps had over 149 enemies and adding too many was not an option. I had to carefully place enemies on certain maps. In others I couldnt even add new enemies because the enemy limit was approaching or at 149 already thanks to oblige.
So I tried to add as many enemies as a could to the medium and small maps. Big maps were mostly left alone. It makes some maps big and easier and others smaller and hard as fuck. The wadset will come with it's own vswap file that contains new sprites and textures and 2 bosses have been replaced with new enemies that fit the slaughtermap theme well (hordes of minibosses - something wolf3d lacks). The flamethrower guard is the replacement for the fake hitlers from e3m9 and is mean and very deadly. Also the chaingun SS is there and he is as hard as grettel grosse yet used multiple times per level! Expect this to get HARD for a wolf3d addon.
The way the episodes break down is this....
Episode 1 - Hordes of Guards. SS, Dogs and Officers as well in small numbers mostly.
Episode 2 - Hordes of Mutants. Guards, SS, Dogs, officers and minibosses in small numbers
Episode 3 - Hordes of Officers and minibosses. Guards, SS, Dogs, Mutants used rarely.
Episode 4 - Just like Episode 3 but with even MORE minibosses
Episode 5 - Hordes of SS and Minibosses, plus other enemies used rarely.
Episode 6 - Hordes of SS, Minibosses, and Mutants. Other enemies used rarely
I modeled the enemy placement after hell revealed for doom 2. I wanted it to play like hell revealed enemy placement wise in wolf3d. It came out really good. At times it's easier than you might think but at other times it's nuts. Hordes of minibosses in the later episodes make them really really hard. So hard Autowolf (the automatic wolfenstein project) Can't beat episode 3 and later without me
MLI'ing it to death!
Mean enemy placement is quite common. Expect some places where guards are placed in the room the player starts, sometimes in hordes! Starting some maps from scratch is impossible. Beating some maps may be very hard to impossible. I don't know. I haven't play tested it yet. Autowolf has fits with it... It's so hard it cannot beat it easily 90% of the time... Which is normal for hard wolf3d maps but still... Ammo is scarce so you have to conserve in this. Using machinegun on anything but Chaingun SS and Bosses is recommended. For them use chaingun but nothing else. You will really have to do beat this. Autowolf uses chaingun and runs out of ammo quickly. You need to be an ace wolf3d player to beat this. That is guaranteed.
Release Date : Soon
Screenshots:
I finished the mapping for episodes 5 and 6 of the wolfenstein 3D map set today. Being the first slaughtermap mapset for wolf3d, the mapping in it had to be really well done. I had to make it hard and use tons and tons of hard enemies at times but also keep the enemy count under 150 per level.
(A hardcoded Wolf3d limit).
It wasn't easy making this... Making tons of tons of enemies in modified randomly genned maps is tough because of the enemy limit especially. A lot of the maps had over 149 enemies and adding too many was not an option. I had to carefully place enemies on certain maps. In others I couldnt even add new enemies because the enemy limit was approaching or at 149 already thanks to oblige.
So I tried to add as many enemies as a could to the medium and small maps. Big maps were mostly left alone. It makes some maps big and easier and others smaller and hard as fuck. The wadset will come with it's own vswap file that contains new sprites and textures and 2 bosses have been replaced with new enemies that fit the slaughtermap theme well (hordes of minibosses - something wolf3d lacks). The flamethrower guard is the replacement for the fake hitlers from e3m9 and is mean and very deadly. Also the chaingun SS is there and he is as hard as grettel grosse yet used multiple times per level! Expect this to get HARD for a wolf3d addon.
The way the episodes break down is this....
Episode 1 - Hordes of Guards. SS, Dogs and Officers as well in small numbers mostly.
Episode 2 - Hordes of Mutants. Guards, SS, Dogs, officers and minibosses in small numbers
Episode 3 - Hordes of Officers and minibosses. Guards, SS, Dogs, Mutants used rarely.
Episode 4 - Just like Episode 3 but with even MORE minibosses
Episode 5 - Hordes of SS and Minibosses, plus other enemies used rarely.
Episode 6 - Hordes of SS, Minibosses, and Mutants. Other enemies used rarely
I modeled the enemy placement after hell revealed for doom 2. I wanted it to play like hell revealed enemy placement wise in wolf3d. It came out really good. At times it's easier than you might think but at other times it's nuts. Hordes of minibosses in the later episodes make them really really hard. So hard Autowolf (the automatic wolfenstein project) Can't beat episode 3 and later without me
MLI'ing it to death!
Mean enemy placement is quite common. Expect some places where guards are placed in the room the player starts, sometimes in hordes! Starting some maps from scratch is impossible. Beating some maps may be very hard to impossible. I don't know. I haven't play tested it yet. Autowolf has fits with it... It's so hard it cannot beat it easily 90% of the time... Which is normal for hard wolf3d maps but still... Ammo is scarce so you have to conserve in this. Using machinegun on anything but Chaingun SS and Bosses is recommended. For them use chaingun but nothing else. You will really have to do beat this. Autowolf uses chaingun and runs out of ammo quickly. You need to be an ace wolf3d player to beat this. That is guaranteed.
Release Date : Soon
Screenshots:
Tuesday, May 16, 2017
Automatic Doom Project unleashed
Well since I finished my major challenge run I did some other things on my channel, including a 1 map permadeth challenge run in an insanely hard map, a 4 map playthrough (of an insanely hard wad, this one was done in complex doom and I did not do well) and more. But since then I decided that my channel needs to focus on new content... I don't want to do playthroughs anymore. So the release of a certain sourceport helped me immensely this time.
The sourceport in question is Autodoom. It's made by the same person who made the amazing "automatic wolfenstein project" port. Both ports are very similar. They automatically play levels without the user's input, using a built in bot. Autowolf was fantastic. It dodged like a bot not a person and could shoot and even knife huge hordes of 30-40 nazi's from around the corner and survive without dying a lot of the time.
Now the author has made a doom port that has the same premise and almost as good reflexes.
Autodoom is pretty cool. It automatically plays the level, dodges like a pro player or speedrunner but isn't quite as impressive as Autowolf. In autowolf the bot was close to perfect at beating hard maps. In autodoom, the bot is good but not quite as good. Against weak enemies, the bot is fantastic, even in big numbers, but stronger enemies give it trouble. It often gets major damage done to it by revenants and mancubi and even chaingunners. Against archviles, it's dodging can be way off and it can get seriously hurt. And don't even try it against Cyberdemons. They kill it every time. It can't dodge their missiles for shit. This is all with a dehacked patch that makes the weapons fire faster. It's very good at easy to medium maps with this patch loaded, not so good without it... DONT try it against hell revealed and the like. It cannot handle maps that hard... yet... (hopefully it will someday)
But it does a good enough job to beat most doom levels at least.
It wouldn't be fair however to not mention that it's one of the buggiest source ports out there. On 2 occassions I have lost all sound playing totally. One time I got the sound back. I don't know how. But it seems like the sound sometimes completely fails and there is no remedy. It sometimes plays with music when music is turned down and does the opposite. And it crashes every other time it runs... In several levels it also completely falls apart and gets stuck in one area refusing to continue...
The sourceport in question is Autodoom. It's made by the same person who made the amazing "automatic wolfenstein project" port. Both ports are very similar. They automatically play levels without the user's input, using a built in bot. Autowolf was fantastic. It dodged like a bot not a person and could shoot and even knife huge hordes of 30-40 nazi's from around the corner and survive without dying a lot of the time.
Now the author has made a doom port that has the same premise and almost as good reflexes.
Autodoom is pretty cool. It automatically plays the level, dodges like a pro player or speedrunner but isn't quite as impressive as Autowolf. In autowolf the bot was close to perfect at beating hard maps. In autodoom, the bot is good but not quite as good. Against weak enemies, the bot is fantastic, even in big numbers, but stronger enemies give it trouble. It often gets major damage done to it by revenants and mancubi and even chaingunners. Against archviles, it's dodging can be way off and it can get seriously hurt. And don't even try it against Cyberdemons. They kill it every time. It can't dodge their missiles for shit. This is all with a dehacked patch that makes the weapons fire faster. It's very good at easy to medium maps with this patch loaded, not so good without it... DONT try it against hell revealed and the like. It cannot handle maps that hard... yet... (hopefully it will someday)
But it does a good enough job to beat most doom levels at least.
It wouldn't be fair however to not mention that it's one of the buggiest source ports out there. On 2 occassions I have lost all sound playing totally. One time I got the sound back. I don't know how. But it seems like the sound sometimes completely fails and there is no remedy. It sometimes plays with music when music is turned down and does the opposite. And it crashes every other time it runs... In several levels it also completely falls apart and gets stuck in one area refusing to continue...
Thursday, May 11, 2017
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........
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)
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........
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