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randomizers

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8 files

  1. SLIGE Build 485 Command Line Parameters

    Here is a complete alphabetized list of all of the command line parameters for SLIGE Build 485 (http://www.doomworld.com/slige). I have been meaning to compile this list for quite some time now, as I really DETEST how jumbled up that Slige's readme file is.

    FYI, some of these are not even documented in Slige's readme file, but are actually valid command line parameters that are contained in the source code (as well as the compiled Slige.exe). 'Nuther words, this document lists *ALL* of 'em -:)

    6 downloads

       (4 reviews)

    Submitted

  2. Sliged: the Slige Quick-Runner

    Welcome to Sliged. This program is designed to quicken the process of making a Slige level. The normal process is to first run Slige, with any options you want, then use BSP to make its output a level, then play the level with Doom (or Doom2). With Sliged it is possible to instantly do all of these with one simple command--a double click!

    What does it do?

    Mostly, Slige does what I just said, but let me detail this: first it runs Slige, which generates a random level for Doom. Then it runs BSP, which builds the nodes--making the level playable. Then it plays Doom using the new level.

    4 downloads

       (2 reviews)

    Submitted

  3. RANDSEEN MANIFEST

    RANDSEEN is a small random DOOM I scenario generator that uses various labyrinth algorithms to generate DOOM levels for YOUR pleasure.

    4 downloads

       (4 reviews)

    Submitted

  4. Object Placer for DOOM 1, DOOM 2, ALIENTC

    This is an MSDOS based DOOM and HERETIC utility.

    This program can place new objects into new locations in any DOOM or Heretic IWAD or Patch wad level.

    There is an example of a large wad which has been altered in the zip file.

    1 download

       (1 review)

    Submitted

  5. Random World Generator

    creates new maps for DOOM from id software

    2 downloads

       (2 reviews)

    Submitted

  6. DOOMSWAP v1.3

    This is v1.3 of a little program I wrote for DOOM 1.2 It will take your doom wad and change a few things. Make sure you have a backup copy of your DOOM.WAD. Put DOOMSWAP in the same directory as your DOOM.WAD and run DOOMSWAP. Doomswap will allow you to select up to 40 of the things in DOOM and make them something else in the list. You can select 1 map of any game or the complete set of maps on any game or all maps on all three games. It can make all weapons and ammo that are not shotguns and shells and make them shotguns and shells. All blue bottles can be sargents, all armor bonus can be medikits or stimpacks. This does not move anything or randomize it, it will do the exact same thing to every DOOM.WAD so it makes a good deathmatch system. When you go to change your DOOM.WAD you can also choose to make all the other things on the games or levels you selected, into barrels. The other things are lamps, dead monsters, pools of blood, trees, stumps,etc. Once they are barrels, you can reedit the levels and turn the barrels in to anything you want. Turning all monsters to sargents and all extra things to barrels and then into sargents, can get very crowded in the game.:-)

    3 downloads

       (1 review)

    Submitted

  7. RanDOOM version 1.65

    RanDOOM is a utility which will randomize the placement of objects in the DOOM playfield. Additionally, RanDOOM has some smarts about the manner in which it will randomize things - it's designed to never leave you with a pillar blocking the exit, or a keycard on the opposite side of the door from where you start, or to erase all the DEATHMATCH warp-in spots with other objects preventing DEATHMATCH network play, or to replace the endgame bosses with other objects (thus preventing the completion of an episode). In short, RanDOOM should always leave you with a playable level.

    4 downloads

       (4 reviews)

    Submitted

  8. JUMBLE v3.0 - Supplemental JBLs

    6 downloads

       (6 reviews)

    Submitted

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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