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phi108
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It might be faster to just give seed number and list of settings, and people can copy that list into their Oblige config file, and generate the wad. Though depending on the computer speed and internet speed, it might be faster to download it as opposed to generating it from scratch.

Old Post 04-14-10 17:54 #
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Chex Warrior
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Solarn said:

Say, I wonder if anyone's interested in posting the best maps, episodes or megawads Oblige has ever generated for them. I know I am. Oblige has reached a level where it can be a valid tool for making maps to actually play and enjoy.


Sounds like a good idea, I'm playing through an OBLIGE episode right now. If its any good I'll put up some shots and the details.

Old Post 04-14-10 20:07 #
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Chex Warrior
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After a few so-so episodes I've found one I think is pretty cool. Here are three screens from the first level of my OBLIGE episode "Satyr Lust".

Level One was randomly named Holding Adjunct:

http://img217.imageshack.us/img217/7273/ha3r.jpg

http://img301.imageshack.us/img301/7575/ha2r.jpg

http://img709.imageshack.us/img709/1109/ha1r.jpg

Old Post 04-15-10 03:27 #
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Solarn
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My favourite Oblige levels are in Episode 2 of a full Ultimate Doom megawad I generated. They follow a theme in both naming and visuals, which is quite awesome.

E2M1 is called "Tomb of the Unheard" and is a very short level that begins in a small, fleshy room that looks like it might be the stomach of some huge monster, before going through three rooms to the exit.

http://i737.photobucket.com/albums/xx14/Solarn40/Doom/doom00.jpg
Not pictured here: the monster also seemed to have eaten a plasma gun with ample ammo.

http://i737.photobucket.com/albums/xx14/Solarn40/Doom/doom01.jpg
Okay, this room just looks wicked cool.

E2M2 is the "Ruined Cenotaph" and presents a mix of GSTVINE1 and SKINTEK1 textures, which is done very well in my opinion. It's also pretty short and unchallenging, even with the Cacodemons that come at you whenever you open a door.

http://i737.photobucket.com/albums/xx14/Solarn40/Doom/doom02.jpg
The starting room. Impressive, isn't it?

http://i737.photobucket.com/albums/xx14/Solarn40/Doom/doom03.jpg
The ending room. See previous line.

E2M3, "Abysmal Catacombs" is actually the weakest of the set, with some weird texture choices, but gameplay-wise, it's one of the most atmospheric. It basically consists of a large courtyard with several doors leading to small rooms you need to visit before ending in a fiery cave. It also allows you to get used to the usual gameplay in the rest of the levels, as a swarm of cacos will rush you as soon as you give off a shot in the main courtyard.

http://i737.photobucket.com/albums/xx14/Solarn40/Doom/doom04.jpg
No, I don't know why they are storing support beams in crates either.

E2M4, "Ceren's Desolate Temple", is where it really gets going. The map starts on top of an enormous skull heap and soon delves into the bowels of some truly gigantic creature, ending in an unholy temple built into the insides of the creature itself.

http://i737.photobucket.com/albums/xx14/Solarn40/Doom/doom06.jpg
Heap of skulls=instant awesome.

http://i737.photobucket.com/albums/xx14/Solarn40/Doom/doom07.jpg
Our first foray into the body of the monster. We'll be seeing more of it later.

E2M5, "Evil Sanctuary" continues inside the temple. Most of the map is skin-themed, with only some outside areas built on skulls or unworked rock to break the "monotony".

http://i737.photobucket.com/albums/xx14/Solarn40/Doom/doom10.jpg
One of the few outside areas.

E2M6, "The Fatal Shrine" mostly takes place in what I can only describe as a large festering wound on the surface of the creature, with literally only two other areas, one of which is a small, fiery cavern and the other of which consists of three separate small skin-themed rooms.

http://i737.photobucket.com/albums/xx14/Solarn40/doom12.jpg
The wound.

http://i737.photobucket.com/albums/xx14/Solarn40/doom13.jpg
The cavern.

E2M7, "The Foul Sepulcher", is an absolutely gigantic level that ends our romp in the evil temple. It's a gradual climb up the body of the monster and while there's still a lot of flesh, the higher we get, the more stone and tech architecture there seems to be.

No screenshots of this map because I died trying to take them.

E2M8 is just a generic Cyberdemon map, as Oblige doesn't have much variation for boss maps yet, and E2M9 is a huge fiery cavern with millions of Lost Souls.

And here's the WAD itself: http://www.zshare.net/download/75006479dcaac547/
The other three episodes aren't bad either, but I like E2 the most.

Old Post 04-15-10 19:02 #
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Malinku
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got the quake maps working they work as good as the doom ones for the most part

but in one of the maps there were a tone of player block lines (or something) at the start preventing me form even getting out of the starting room

Old Post 04-15-10 21:33 #
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Mr. Chris
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Chex Warrior: That was a prebuilt map I created, same goes for the two E1M8 maps, that explains the uniform structure :)

The 8 baron confrontation is the only one I didn't release as a standalone on the Archives here because of how quick I made it.

I really need to make a Gotcha! type arena or another MAP07 map..


Malinku said:
got the quake maps working they work as good as the doom ones for the most part

but in one of the maps there were a tone of player block lines (or something) at the start preventing me form even getting out of the starting room



From what is listed in the "Known issues", there are clipping problems with Quake right now.

Last edited by Mr. Chris on 04-16-10 at 02:33

Old Post 04-16-10 01:24 #
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david_a


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I think I got that bug Csonicgo was talking about with glitched walls appearing in caves. I'm using ZDoom.

E1M2
X = 770
Y = -475
Z = 240

code:
-- Game Settings -- seed = 43038 game = ultdoom mode = sp engine = boom length = few -- Level Architecture -- theme = mixed size = prog outdoors = mixed secrets = mixed traps = mixed -- Playing Style -- mons = normal strength = medium powers = normal health = normal ammo = normal -- Custom Modules -- weap_control.self = false zdoom_marine_control.self = false zdoom_marines.self = false lighting_control.self = true lighting_control.precision = high sktag_mons.self = false sktag_mon_control.self = false stealth_mons.self = false mon_control.self = false level_control.self = false outdoor_shadows.self = true sky_gen_doom.self = true imm_conduct.self = false sktag_weap_control.self = false stealth_mon_control.self = false

Old Post 04-16-10 03:15 #
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andrewj
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Malinku said:
but in one of the maps there were a tone of player block lines (or something) at the start preventing me form even getting out of the starting room

Yeah there are serious collision problems which I need to fix.

Old Post 04-16-10 03:17 #
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andrewj
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david_a said:
I think I got that bug Csonicgo was talking about with glitched walls appearing in caves. I'm using ZDoom.

Thanks david_a.

I can reproduce the problem in PrBoom, after compiling it to ignore the GL nodes and use the normal nodes. When it uses the GL nodes, the problem does not occur. So it is some kind of node issue.

I notice a very thin subsector created near that area, which may explain it (the normal nodes won't have anough precision for it).

There are three linedefs which are very nearly co-linear, and I think I can reduce the problem by making such situations produce only a single linedef.

However I doubt the problem can be entirely eliminated by OBLIGE -- source ports should be fixed to use GL nodes (which are more accurate) when they are available.

Old Post 04-16-10 04:04 #
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Chex Warrior
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Mr. Chris said:
That was a prebuilt map I created, same goes for the two E1M8 maps, that explains the uniform structure :)


Wait? What? You mean that map I posted screens of? Well shit, that's no fun.

Old Post 04-16-10 13:08 #
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Mr. Chris
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Chex Warrior said:
Wait? What? You mean that map I posted screens of? Well shit, that's no fun.


No, I am talking about E1M8/E2M8/E3M8.

Old Post 04-16-10 16:24 #
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geo
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I love Oblige! I really do :-) The new caves thing is the best new feature of the bunch. The shadows do add some great moments too.

Now I'm gonna go play a hell pack after playing everything but that :-)

Old Post 05-31-10 02:08 #
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TimeOfDeath
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Sorry for the bump, but I had some questions:

I miss how big the rooms and maps were in version 3.43. If you made a "large" map, set monsters as "crazy" and changed the quantities in the lua file, some maps had up to 1600 monsters. But, there seems to be much less in this version, so I've still been using 3.43. But I had some questions about editing LUA files:

- Some of the rooms are absolutely huge (tall and wide). They have multiple levels, with many staircases and/or lifts that take you to each level. When you stumble upon one of these rooms packed with monsters, you're like "holy shit". Is it possible to edit any of the LUA files so that these rooms appear much much more often in a megawad? Is it possible to use many of these giant rooms in one map and make a megawaed of those maps? Is it possible to only use giant rooms in a map?

- Is it possible to add stairs/lifts/multiple levels to every room in a map? I really like the rooms that have a lot of floor height differences.

- Is it possible to disable hallways or make them very rare? Hallways seem to always be flat and never have stairs or lifts. Is it possible to add stairs/lifts to hallways?

Old Post 08-11-10 04:59 #
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gggmork
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TOD: have you tried obhack yet? I havn't tried newer versions of either recently, but back then at least I liked obhack gameplay better. It wasn't bfg spam gameplay, but fun and difficult in its own way.

Old Post 08-11-10 05:22 #
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TimeOfDeath
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I remember trying one of the obhack maps you posted a while ago, but I don't think I've tried the program myself. The map did have a ggg vibe to it, the way some of your maps are tight on ammo, which is cool too.

For oblige 3.43 I replaced all weapons with bfg, tweaked the cyber/mastermind/vile/spheres probabilities, replaced all of the smaller ammo types (ammo clip, shotgun shells, single rocket, etc.) with backpacks, raised the monster quantities in "crazy" mode, and then make megawads. It makes really fun maps for FDA-style playing. Some parts of a map are easier, but other parts are harder (like when you have to run past hordes of enemies trying to find the ammo stash or sphere) and sometimes the ammo is pretty tight (I also tweaked the cluster amounts or something). I play them with saves in anticipation of dying.

Old Post 08-11-10 06:57 #
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TimeOfDeath
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Another question:

- outdoor rooms are separated from eachother by a wall that seems to be 32 units higher than the highest floor. Is it possible to make the wall be 128 units higher or whatever instead?

Sorry for all the questions.

Old Post 08-15-10 16:17 #
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TimeOfDeath
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Here are two maps made with Oblige 3.43 that show the kind of tweaked slaughter maps I was talking about :

oblige343-027-1316.zip (map13 and map16, I play with prboom-plus and -complevel 9 to prevent overflows)

Also included in the zip are three modified LUA files, if you want to make the same kind of maps yourself. You can check out the oblige data file in the wad with XWE if you wanna see the settings I used.

Old Post 08-24-10 04:58 #
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gggmork
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Those settings kick ass for bfg spam gameplay. I tried a max of 13 but fell in an inescapable lava pit (not sure if I like them being inescapable.. probably not).
http://www.speedyshare.com/files/23...llinpit-ggg.lmp

Old Post 08-24-10 09:52 #
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Herculine
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I hope this is the right place to ask this...

How do you edit the LUA files to alter the level architecture?

Old Post 08-24-10 14:57 #
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Clonehunter
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Hey, are Secrets actually working? Whenever I complete a level, it says I found all secrets, but I never found one! And in the Oblige WIndow I made it heaps of Secrets! Is this just something not finished yet?

Old Post 08-24-10 16:39 #
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andrewj
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TimeOfDeath said:
- outdoor rooms are separated from eachother by a wall that seems to be 32 units higher than the highest floor. Is it possible to make the wall be 128 units higher or whatever instead?

Sure. In scripts/room.lua search for Build_fence and you'll find this:
code:
local skin = { h=30, wall=w_tex, floor=f_tex } Build_fence(S, side, R.fence_h or ((R.floor_h or z1)+skin.h), skin) shrink_floor(side, 4)

Change the 30 there to something else.


Herculine said:
How do you edit the LUA files to alter the level architecture?


In the current release (3.57) it's all done with code, e.g. search for the Build_fence function in the scripts/builder.lua file and see how it works. If you are not a programmer, then you won't be able to do much, sorry to say.

I suggest waiting a bit for the next release, which will have a prefab system for making most of the stuff in a level. Prefabs will be easier to modify than the current Lua code.


Clonehunter said:
Hey, are Secrets actually working?

No, secrets are not made yet (among other stuff, see WISHLIST.txt)

Old Post 08-25-10 03:42 #
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TimeOfDeath
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ggg - Cool demo. You didn't get hurt for a while at the start heh. I haven't tried to demo any oblige maps, I just generate megawads of large maps and play them with saves, then maybe tweak the LUA file a bit. That's probably why I don't mind the inescapable death pits.

andrewj - Cool, thanks. Does that fence thing work with 3.43? I tried but it didn't seem to work, the fences were still 30, but maybe I'll try again. Looking forward to the prefab system. Will it be possible to change room sizes, add stairs, etc. with the prefabs?

Old Post 08-28-10 04:39 #
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gggmork
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For more offtopic demo spam, I fell in the lava again at the end of 16:
http://www.speedyshare.com/files/24...e343-16-ggg.lmp

Old Post 08-28-10 22:05 #
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Solarn
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TimeOfDeath said:
Here are two maps made with Oblige 3.43 that show the kind of tweaked slaughter maps I was talking about :

oblige343-027-1316.zip (map13 and map16, I play with prboom-plus and -complevel 9 to prevent overflows)

Also included in the zip are three modified LUA files, if you want to make the same kind of maps yourself. You can check out the oblige data file in the wad with XWE if you wanna see the settings I used.


Holy crap. Did you make these just with Oblige or did you touch them up afterwards? They're way awesome. There are hardly any of Oblige's generic room shapes, almost every room is unique in some way, and the second half of map 13 is interconnected in a way I though impossible with Oblige. I haven't gotten very far in map 16 yet, but I do like how the first few rooms keep up the pressure without allowing for a safe spot to rest.

Last edited by Solarn on 08-29-10 at 19:42

Old Post 08-29-10 12:20 #
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TimeOfDeath
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Oblige 3.43 made those maps all by himself. :)
The only thing I did was edit three LUA files that are included in the zip, but they only affect monsters/items/weapons, not architecture. Except in defs.LUA, I changed SKY_H = 1024. I thought it would make the outdoor areas taller, I dunno, but sometimes it makes the curved stairways (the ones that lead outside) too tall and your head gets stuck, but that's rare.

I can't remember exactly what settings I used (you can check the wad in XWE in the OBLIGDAT entry), but I always generate megawads of Large maps. I always use the same monsters/health/ammo/powerups settings and just edited the LUA file to change them. Then I play the megawads with saves and write down the maps with really cool/rare architecture and/or gameplay in a txt file.

Old Post 08-30-10 05:16 #
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Mr. Chris
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Putting outdoors to heaps and subrooms in the level control module to the same thing results in doom2.wad MAP13/MAP15/MAP16 type levels.

Old Post 08-31-10 05:52 #
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E_O
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Pretty awesome release. Just generated a good episode 1 replacement. It's mostly techbase style rooms with sections going across the planet's surface. I like how it keeps a constant theme throughout. The only problems were that secrets don't seem to work and the boss maps aren't randomly generated. Are you going to work on a bigger variety of boss maps for the next release?

EDIT: Apparently, I generated an entire three episodes with that last one. I'll play it and put it up for download if it's good.

Old Post 08-31-10 06:41 #
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