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Randomized Roguelike map - v4 (Upd. 17/2/19)
Posted: Thu May 23, 2019 7:57 pm
by TDRR
What's this? Well, it's a randomly generated massive map filled to the brim with monsters, weapons and ammo!
You need to hunt down 3 keys, along with just shooting the heck out of everything you can find along the way.
After finding all 3 keys, go back to your start point, which has a key-locked teleporter in it. Might be pretty hard with the huge map layout!
DOWNLOAD NOW!
But wait, there's more!
Spoiler: Features (Open)It can:
-Pick one of 5 themes, which are: Green techbase, Wooden house, Cavern, Blue stone castle and Doom Builder STARTAN kit!
-Also be in a natural outdoors area
-Work with almost any mod
-Work in Zandronum, for those intense randomly-generated co-op experiences
It will eventually:
-Work for Deathmatch and possibly CTF (Because that would be really funny)
-Work with Odamex and ZDaemon (It already does, but the map is always the same) (Almost done)
-Include a digger map generation algorithm
Probably something else, suggestions?
Spoiler: Changelog (Open)v4: 23/5/19
-Remade the main map, it is now longer but shorter (but it still has more cells compared to the previous one)
-MAP01 is no longer stupidly tall
-Mancubi and Arachnotrons can now spawn
-Added Solid-Head's modifications as MAP02, reached after you complete MAP01 and it loops back to it
-Fixed a bug in Solid-Head's map, which is keys spawning in too high to reach places.
-Re-ordered all sector and thing tags so they are now in order (only applies to MAP01)
v3: 15/4/19
-Fixed keys spawning in walls along with something else i can't remember
v2: 17/2/19
-Objective added: Hunt down keys to unlock the exit teleporter at your spawn position
-Completing a level generates another
-Framerate improved in Blue stone castle theme, and also in general
-Makes bigger maps now!
-Monster spawning is a bit less overkill
Spoiler: Screenshots or it didn't happen (Open)I died seconds after taking the third and second ones

Screenshots were taken in ZDoom LE 2.8.3
Re: Randomized Roguelike map - v4 (Upd. 17/2/19)
Posted: Mon May 27, 2019 5:10 pm
by konamikode
Played a bit of this, very cool! I'm a bit surprised this was possible, I was told before that this sort of thing couldn't be done. Hope more updates are along the way
Re: Randomized Roguelike map - v4 (Upd. 17/2/19)
Posted: Mon May 27, 2019 8:25 pm
by madcat
konamikode wrote: ↑Mon May 27, 2019 5:10 pm
Played a bit of this, very cool! I'm a bit surprised this was possible, I was told before that this sort of thing couldn't be done. Hope more updates are along the way
Of course it is possible. I tried to make the same in 2018 but my method was not perfect -
https://www.dropbox.com/s/z4d71426rq4to ... .wad?raw=1
Anyway, good job there.
Re: Randomized Roguelike map - v4 (Upd. 17/2/19)
Posted: Sun Jun 02, 2019 9:52 am
by -Jes-
Map generators aren't a new thing. It's been around for quite a while, even.
See these examples.
TDRR appears to be incredibly industrious though. Would be interesting to see where he'll take this.
Re: Randomized Roguelike map - v4 (Upd. 17/2/19)
Posted: Mon Jun 03, 2019 2:17 am
by TDRR
-Jes- wrote: ↑Sun Jun 02, 2019 9:52 am
Map generators aren't a new thing. It's been around for quite a while, even.
See these examples.
TDRR appears to be incredibly industrious though. Would be interesting to see where he'll take this.
Yeah i know about them, but it's much cooler to have them generate in-game rather than from an external tool. Also, Oblige takes a VERY long time to generate a map in my PC, when this takes about 1-3 seconds.
Hey, thanks for the compliment! I usually have a time period on which i work on my mods which is 6 hours or 8 if i'm feeling extremely motivated and got nothing more to do, mostly when there's no electricity and that period lasts 6 to 12 hours (yes, that's twice every day

). The next plan is adding a more complex generator, one that just isn't random noise which would allow for many more complex objectives and great variety
I don't think anyone noticed, but this doesn't work at all in Zandronum. The fix is easy, but i don't think anyone will want it as MAP01 takes 1 minute or even more to load up in Zandronum, versus 5 seconds at most in ZDoom. I guess if people REALLY want i could make a more stripped down version of MAP01 that loads up faster in Zandro.
I mean, i guess there's good reason to, Co-op with 64 players and all.