Monday, June 19, 2017

Randoom 5.5 is now out (My Oblige Random Map Generator Varient)

 Over the last few days I have been working on a modified version oblige 7.55. Called Randoom, it has several new features oblige 7.55 completely lacks. I made it because I wasn't satisfied with the way oblige made maps... The themes looked too ugly, the enemy count was too low for nuts and crazy maps, and there was no clear way to generate hell revealed style maps in it.

I also wanted to generate maps that took advantage of zdoom features such as slopes especially. I also wanted to make sure there was enough dynamic lighting in the maps, something oblige sorely needs. There isn't enough by default so I added features to correct for these issues...

Features that randoom has over oblige 7.55

-Sloped Arches and "Hole" Windows that show up in Zdoom. They do not break the maps in non zdoom ports because they use zdoom in doom slope format, not hexen format slopes.

-Improved enemy count... Making nuts and crazy maps is now really nuts and crazy and not just large groups of weak enemies. I wanted the map generator to generate insane maps by default and didn't want to have weak (200 enemies or less) enemy counts in nuts and crazy maps 90% of the time. I wanted 600-1000 to be the average... So I tweaked the enemy count a lot more. Oblige should never have had a limit on enemy count, that's dumb. I corrected this.

Scarce/easy = Doom2/MM2 Difficulty
Less/easier = Invasion2 Difficulty
Normal/Normal = Plutonia 2 Difficulty
More/harder = Hell Revealed Difficulty (if ramping is set to high if not it's more like alien vendetta)
Hordes/Tough = Beyond Hell Revealed Difficulty
Nuts/Crazy = Epic 2 Map29 Difficulty

-No More Logos: I despise logos. I don't want to see them at all. They ruin what the map looks like. Each map does not need constant reminders of the fact it's randomly generated. That's just plain stupid.


-MAJOR Theme Changes. No longer do the hellish and urban themes fill themselves with misaligned textures such as marble1, skinsymb/skinmet/etc, modwall/blakwal, panel, etc. Now the themes have proper textures that always look good. Got rid of Marble1, various skin textures, panel, blakwal because they just look ugly. DRASTICALLY improved Plutonia and TNT themes to the point that they look like what they were supposed to look like now.

-Drastically improved the lighting. Now you will see lots more lamps and torches in the maps. This is to improve the lack of dynamic lighting in gzdoom and halo's in mods for it not showing up enough...

-Prefab Alterations. Many of the teleporter, switch alcove, etc prefabs have new variations... This is thanks to some oblige modders on the oblige forums... It's a nice edition. Also rooms are way darker at times now than before.

-Fixing Oblige Bugs...
Tech lamps from doom 2 will no longer be placed in Doom 1.

-Doom 1 theme changes... No longer will you not see Stongarg in doom 1. Doom themes now have major tweaks to make them look much more like what they are supposed to look like! Stongarg added to deimos and hell themes, especially in computer areas to mimic E2M4 (my favorite doom 1 map).


 Screenshots of the maps in Gzdoom (Nomonsters mode turned on for these):



















































 Screenshots of an insane slaughtermap I generated in Randoom, played with Scoredoom 3.0r2:






















 Download Randoom Here:
https://www.4shared.com/archive/Q9Jp_cvLei/randoom.html












Sunday, June 18, 2017

Doom Mod Review : Scoredoom

This is my first Doom Mod Review... I love doom gameplay mods that are good. I think a lot of doom mods are underrated to the point that the community dislikes or trashes them and because of this you see very few to no playthroughs of the Doom Games, nevermind Doom Addons with the mod on youtube. Case in point : This mod I'm doing a review of...

Scoredoom is an engine mod for the classic doom games. It's one of those mods that is a new engine in itself, but it brings new gameplay features to default doom that most engines don't do. Like skulltag, it adds new powerups to the game and enemies as well.  Unlike skulltag, these additions are not something that requires a levelset that is built for them for you to see them in the game... In fact this difference is the reason I recommend this mod over skulltag for single player games. Boring multiplayer (with broken bots that couldn't even handle a co-op game) couldn't save skulltag for me. And the fact that the new enemies and weapons in skulltag don't show up in single player by default is the reason I don't play skulltag, period. However, what I see in Scoredoom makes me not want to play any other engine anymore, period....

Let me elaborate.

Other engines have mods that randomly replace enemies with new ones. Many of these are complete crap and have little to no new enemies, or have issues.  Such mods like Herculine's Doom Downgrade (upgrade), AEOD, Project Brutality don't interest me. Because they don't add Enough new enemies and if they do the enemies are all from other games which is bad because that's not what doom is supposed to be like in the first place. Only Scalliano's 667 Shuffle (despite it being called crap by idiots in an responses to my idgames review of 10x.wad), HXRTC project, and Complex Doom + Addons really do the game justice with enough new content for the game plus other features to make it more than just some randomizer mod.

So why Do I recommend Scoredoom as an engine over even those mods?

Well for first, it adds the powerups that every other doom mod with powerups desperately needed in single player, the equivalent of the Skulltag Rage and Spread powerups! No other mod has done this.. These were so fun in skulltag in the wart series that I loved them to the point of stupidity. Now I get to use them in maps not designed for them. The Rage powerup doubles weapon firing speed. It's hilariously overpowered but it this mod with all of it's new enemies that do tons of damage you will need this. The spread is just as overpowered, even more so than the rage because it triples the weapons fired projectiles without wasting 3x ammo! That is great for tough situations because you can just spread Plasma/Grenade/Rocket tough enemies to death. It's super great for insane maps. So It gets bonus points for that. That adds a ton of fun to existing maps. On top of that adding health regen powerups, damage resistance increasing ones, double and quad damage, and a hillarious damage reflection powerup that hurts enemies when they shoot or damage you, makes this mod's powerups better than any mods powerups by far.

Now the reasons this mod was made was not for that or the new enemies which I will get to in a minute. It was made to add a scoring system to doom. Now you score points for killing or hurting enemies, finding items and secrets and finding keys and opening locked doors that require keys. That is really fun too. But the most fun part is the fact that you can get multikill bonuses with this which are amazingly fun to get. This is really fun in insane maps because you can score huge point amounts.

Another great feature is the secondary fires they added to all guns but the pistol, chainsaw and fist. They allow you to kill enemies easier. The shotgun secondary fires a slug round, the chaingun secondary fires faster but spreads the shots out more, the rocket launcher secondary fires grenades at 2x the speed of the rocket firing speed, the plasma secondary shoots railgun blasts and the BFG secondary shoots a damn nuclear missile just like the nuclear missile launcher on the beastiary armory section at realm667.  All are useful. But the most useful has to be the the new Super Shotgun secondary. It fires the equivalent of 8 shotgun blasts in one shot! Not just 4.... 8! This is so powerful that with quad damage I once kicked  a cyberdemon's ass in 2 hits! It is so useful. I use it when I fight the tougher hell knight, baron, archvile, mancubus replacements and all cyberdemon replacements when I lack a BFG.

The mod has tons of new enemies in it. Some random replacement mods have a few beastiary enemies or even a lot..... But this one has 90% of the beastiary enemies in it at least, and tons of new ones on top of that. Total count of enemies : 300+! If there ever was a mod to add enough beastiary enemies into the game, this is it.  Expect to fight a lot of heretic/hexen/duke3d/blood themed enemies though... It's not entirely faithful to doom.  Some of the enemies will challenge you. The default former humans now have tons more variety with the addition of autoshotgunners, auto-pistollers, rocket zombies (multiple kinds!), grenade throwing zombies, super shotgun shooting zombies that drop the ssg, and more. And if you think that's good, they finally added in the tank and flying vehicle enemies on the beastiary to randomly replace zombies. It makes sense, soldiers should be driving vehicles. The vehicles are tough too... They even have a chaingun toting super tank that appears a lot as well... That's not scratching the surface when it comes to demons. They have dark imps, snake imps, more dark imps, doom  64 imps,  mutant imps, etc. Same thing is true for demon's spectres, etc. The cacodemon and hell knight/baron replacements are really cool. They have some unique kinds of cacodemon and lost soul replacements not found in any other mod, such as weakeners, mini cacodemons that shoot fireballs that stick to walls that when you hit or touch them, reduce your damage resistance by 1/2, making you take more damage for a while.  They also have a mutated caco-cyst that fires automatic fireballs, he is nasty.  The hellknight/baron replacements are cool. They have Hell Warriors, Bruiser Demons, Hell's furies, cyber hell knights, cyber barons, baron/arachnotron hybrids, hellknight/arachnotron hybrids, teleporting balor's, the belphegor's from skulltag, and a cyber varient of them too! The archvile replacements are quite cool as well. A lot are from the beastiary, but a few are not. One really cool one, the arch spawner, summons in a horde of various enemies to guard him as a periodic attack. He flies and is green colored. If you see him, kill him QUICK. Then there are the cyberdemon and spider replacements. Thamuzes, Annihilators, Infernux grands, you name it. Lots of duke3d cyclodian emporer reskins are also seen in this category. You also will fight cyberdemon/spider mastermind hybrids, many of them. You get thamuz masterminds, thamuz annihilators, and worse. For spider replacements you get the usual demolishers, but you also get insanity spiders from the boss resource wad and the insanely overpowered supreme fiends that are basically flying spider masterminds with bomb attacks. They are bad. On top of that they add a lot of new cyber and spider replacements not found on the beastiary, like insanity spiders (from the boss resource wad), insanity arachnophyte's (!), insanity demolishers, and even a fucking insanity supreme fiend! If there ever was a mod to feature the perfect cast of new enemies, it's this people!

To balance the huge amount of super damaging enemies, they boosted your normal (non soul sphere) max health to 200. It fits but it doesn't really make it easier. Enemies do tons and tons of damage, and even with 200 health, you can be instakilled by nonboss enemies on easy. It's a little TOO hard. I made a plugin to reduce damage by a lot to balance this out.

Some other features of the mod may end up becoming hard as hell for doom 1 players. The boss levels in Doom 1 were easy enough in the original game. In this mod however, they have been changed significantly. Now instead of the level ending or a wall lowering to allow the player to reach the exit when the bosses die, you have to fight a huge gauntlet of 15+ bosses. The first one you kill spawns another boss, plus powerups and tons of new enemies once you kill it. That one will do the same till you have killed tons of bosses. They are all different. You Fight baron replacements in e1m8, cyber replacements in e2m8, spider replacements in e3m8 and e4m8. You have to deal with a huge boss horde like this to finally end the boss level. It's hard as hell and has killed me a lot. Luckily you can turn it off. But I still like it too much to get rid of it. It's a cool concept.

It does have a few issues. In 3.0r2 you cannot do online high scoring with the new enemies turned on. It sucks. And to enable the bonus pack monsters you should copy the sdcustomcombined.ini to the sdcustom.ini before loading. There are a few bugs though. 2 enemies have the same sprites, a lost soul and cacodemon replacement, and it looks bad. More game breaking is one enemy added by the bonus pack breaks the game bad. This enemy,  the nukage beast, if found in a level, can make the engine crash with a "kernel exception" error. To fix this, edit your modified sdcustom.ini from above to remove the "nukagebeast=2" line from it and your zdoom-<username>.ini as well. Because of the way the mod works, the nukage beast becomes unkillable as well, and you should remove it from the ini files to not have this issue like I did.

To download this mod, you can download it from scoredoom.com. There is a list of high scores from lots of major wads. They also have a section under faq that lists every kind of the 300 enemies seen in the mod.  But that download is missing addons I have made for the mod that you should get....

I have made the following addon packs for scoredoom....
Sd-dlpatch.wad - Makes dynamic lighting work by default - a must for me
sd-easier.wad - reduces enemy damage by a shit ton. Only use if you aren't that good at doom.
sd-flash.wad - adds a flashlight to use in maps that have darker areas. Hit F to toggle
sd-gfxpatch.wad - GREATLY improves blood and lighting effects. Adds halos to light sources
sd-improvedguns.wad - Makes guns shoot faster by default. Only use in hard as hell maps like Hell Revealed...
sd-improvedgunsprites.wad - Replaces all the gun sprites with better ones from a mod I found online.
You can find these addons in the skins folder of the gzscoredoom folder in my scoredoom download
which you can get here. Whichever download you get, this one or the one on scoredoom.com, simply extract the gzscoredoom folder to your doom folder, copy whatever doom iwads/pwads you have to that folder and run gzscoredoom.exe -file <wad name> to play.

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

Saturday, June 3, 2017

Doom Guncaster mod addons I made....

Ok... I've been playing a lot of guncaster, the doom mod, lately. It's an insanely overpowered weapon mod for Doom, heretic and hexen. It gives you  tons of overpowered guns and sometimes you  can dual wield them... It also allows you to collect money from dead enemies to use to buy spells. It's totally nuts...  I really like it. I think it goes well with insane maps.

So... I made an addon for it to help make other levels that are not insane maps become insane maps. It's a version of the 10x mod that works with the guncaster mod and the guncaster monster pack listed below... It multiplies the enemy count of all maps by 3-10X depending on the enemy type. AKA stronger enemies only get multiplied by 3, weaker ones by 10. It's really good to play with non nuts megawads like eternal Doom, Mm2, etc. You also get money way quicker with it. I don't recommend playing it with any of the following mapsets because they are insane maps or contain insane maps:

Hell Revealed 1 and 2, Alien Vendetta, Epic 2, Sunder, Scythe 2, Newgothic movement, Bakers Dozen, Stardate 20x6, Sunlust, Combat Shock, Slaughterfest wads.

It makes easy to medium megawads really fun and difficult. It's quite nuts....

Attention : It REQUIRES the guncaster mod and the guncaster monster pack to be loaded.

Your load order should be Guncaster, Monster Pack, monster pack guncaster patch and then the 10xgc mod aka:
Gzdoom -file guncaster.pk3 "DoomKrakken's Monster Randomizer (base) v4.pk3" "DKMR Guncaster Patch (v4).pk3" 10xgc.wad

Get the monster pack here:
https://forum.zdoom.org/viewtopic.php?f=43&t=49524

Get guncaster here:
https://forum.zdoom.org/viewtopic.php?t=37066

Download for 10x for gc:

https://www.4shared.com/archive/1w6RTu3cca/10xgc.html

Randoom 5.0 (My Variant of Oblige) Is Ready to Download

Ok... I've been working on a modified version of oblige for a while. I call it randoom. It's just like oblige but has the following changes to it:

A) Added sloped arches in urban, deimos, hellish and doom 2 hell themes. (by modifying the arch prefabs to have zdoom doom format plane align linedefs in them)
B) Drastically improved the themes. A lot of textures that were used looked horrible. Tech bases looked fine but hellish and urban levels had lots of problems. Misaligned skin textures on walls, terrible use of marble 1 (which is meant for columns only) on walls, terrible use of blakwal1 and 2 on urban themes, removal of grayvine, tekwall, and gstvine1/2 in caves (it didn't work but I tried)
C) Addition of many important themes for Doom 1, and Doom 2 such as Brown1 and Brown96 in Doom 2,  Making Slime15/16 the floor of tekgren rooms in Doom 2,  Adding in Woodmet themes for hellish areas for doom 2, making sure Stongarg is used a lot in Doom 1 Episode 2 themes, especially with the ceil4_2/4_3 flat used with it like in Deimos Lab, etc
D) Drastically improved the weak ass monster count in oblige. By default Nuts/Crazy maps would give you 200-300 enemies per level at most, most of the time they were around 150 enemies per level. That isn't good enough. I wanted to generate hell revealed type maps with this, so now Nuts and crazy is around 500-600. Unfortunately, you still have to to turn on monster control, set all the miniboss monsters (Hell Knights/Revenants/Mancubi/Pain Elementals/Arachnotrons/Arch viles) to insane and set the weaker enemies to scarce...   Haven't tried fast ramping to see if that fixes this... Hope it does....
E) Got rid of logos entirely. They ruin maps. There is no need to have a stupid oblige'd sign on every wall. That's not professional. I don't need them nor do I want that crap. Besides you can tell the maps are randomly generated, just by looking at them. By putting in logos all you are doing is pissing off the people who hate randomly generated maps like most of the doom community now anyway...
F) Drastically improved TNT/Plutonia themes. Made sure plutonia maps looked like plutonia maps and not doom 2 urban levels with a few plutonia textures.  If you want to generate maps for plutonia make sure they are urban maps only!

By default normal/normal maps are now around plutonia/plutonia 2 difficulty.
To make easy maps use scarce/weak now.

I think my changes are important for me. I don't use normal oblige anymore just randoom.  I made several new wads with randoom (the newsest version - version 5.0 - based on oblige 7.55a). One is a 30 map eternal doom tribute. Another is a post.wad tribute...They both came out good. I won't release them till later this month if I plan to. A release for the Ultimate hell revealed pack may happen but not just yet...

Download Randoom 5.0 here