Memfis Posted March 4, 2015 Nice map. I made a little let's play about it: http://youtu.be/GwoPGPcH3KU 0 Share this post Link to post
jmickle66666666 Posted March 6, 2015 updated map theme generator again http://www.jmickle.com/genrerator/maptheme.html Now featuring an "eccentric" button, which toggles the more silly names/variations. Hopefully this makes it more viable as a tool for serious map ideas. edit: I also fixed pluralization grammar (mostly) 0 Share this post Link to post
AD_79 Posted March 6, 2015 So I'm absolutely making some maps based on themes from this :D 0 Share this post Link to post
jmickle66666666 Posted March 6, 2015 Good! I'd love more maps to put on the list :) 0 Share this post Link to post
jmickle66666666 Posted June 19, 2015 doom texture randomizer Randomizes all the textures in maps. download it and drop a .wad on the .exe and it'll make a wad called output.wad in the folder of the original wad. play that wad. https://github.com/jmickle1/doom-texture-mix/releases sample output: https://static.dyp.im/2Noz27u4hm/1055860a55d1d3836e0bbe2ac47f6794.png http://i.imgur.com/6dGw3OL.png http://i.imgur.com/GBizpHb.png https://static.dyp.im/vFxHx9ldG9/3c3274f128d66ec5d2c1aedd47f64cd3.png https://dl.dropboxusercontent.com/u/106557511/btsx_yes.png 0 Share this post Link to post
Akimbo_Commando44 Posted June 19, 2015 also enjoy an additional assortment of screenshots for some of the best results http://imgur.com/a/AiOBs 0 Share this post Link to post
scifista42 Posted June 19, 2015 jmickle66666666 said:Randomizes all the textures in maps. No, it only randomizes them per name: One texture name is replaced by another one, the same one for all instances in the entire map. This could have been done better by randomizing them per linedef - not even sidedef, I mean linedef, because sidedefs typically get compressed so that multiple linedefs reference the same sidedef, to save space. You could uncompress/rebuild all sidedefs according to existing linedefs + the old sidedefs, and randomize non-null texture names in each of the new sidedefs. 0 Share this post Link to post
jmickle66666666 Posted June 19, 2015 Scifista: my method was completely intentional. I could have done it in many ways and I picked this one because I thought it'd produce the best results. In other news I'll be updating it with flat randomization soon. 0 Share this post Link to post
JPL Posted June 19, 2015 This is awesome! Flat randomization will definitely be good I think. Something I noticed playing Arcadia Demade is that the transparent parts of all masked textures turned black, which killed lots of the views through windows. It might be nice to only substitute masked textures for other masked textures, for levels that depend on having visibility through certain textured lines? Also copying scrolling texture flag would be cool. Nice work! 0 Share this post Link to post
jmickle66666666 Posted June 19, 2015 https://github.com/jmickle1/doom-texture-mix/releases added flat mixing! JPL: Thanks! having a seperate mixture for transparent textures is a great idea, i just need to figure out how to detect them :) Jimmy: Lovely screenshots 0 Share this post Link to post
Reisal Posted June 19, 2015 Hey jmickle, I noticed the randomizer is choosing the first index texture (AASTINKY) in Doom and probably AASHITTY in Doom 2 so some HOMs will occur on those walls. Also, some screenshots: 0 Share this post Link to post
jmickle66666666 Posted June 19, 2015 cool screenshots it only picks textures that already appear in the map so it'll only pick AASTINKY or AASHITTY if they appear somewhere. i blame the mappers 0 Share this post Link to post
Reisal Posted June 19, 2015 What if the tool chooses any texture (besides AASTINKY/SHITTY) in the texture choices of the IWAD/TEXTURE1/2? 0 Share this post Link to post
Memfis Posted June 19, 2015 In 2012 gggmork made a tool that randomly textures a map using all doom2.wad textures and flats: http://www.doomworld.com/vb/doom-editing/59469-random-textures-flats-and-sector-brightnesses-automatically/ 0 Share this post Link to post
Tarnsman Posted June 19, 2015 jmickle66666666 said:it only picks textures that already appear in the map so it'll only pick AASTINKY or AASHITTY if they appear somewhere. i blame the mappers Blame Doom Builder's auto fill. AASHITTY is a good tool to force effects that require missing textures to stay missing. 0 Share this post Link to post
Memfis Posted June 19, 2015 Tarnsman said:Blame Doom Builder's auto fill. AASHITTY is a good tool to force effects that require missing textures to stay missing. Outdated Doom Builder problems. :D I'm so glad I overcame my fear of change for once and switched to GZDB. 0 Share this post Link to post
Blastfrog Posted June 19, 2015 Tarnsman said:effects that require missing textures to stay missingCan you please provide an example? 0 Share this post Link to post
scifista42 Posted June 20, 2015 Examples are common illusio pits, intentionally submerged very thin floors/ceilings to change light level only on floor / only on ceiling, and also this impressive trick. Shame that Memfis's screenshot in the OP no longer works (at least for me), it pictured the trick well. 0 Share this post Link to post
SuperCupcakeTactics Posted June 20, 2015 That texture randomizer sounds like it could come in handy so thanks m8 0 Share this post Link to post
Reisal Posted June 20, 2015 A texture, flat, light and light effect (sans changing damaging floors from anything else or endgame segments like E1M8's final dark room) would be nifty. Or am I asking for too much? 0 Share this post Link to post
Panopticon Posted June 25, 2015 Using the randomiser with Alien Vendetta! Also with Swim With the Whales! 0 Share this post Link to post
Krazov Posted June 25, 2015 This must look trippy in Doom Retro with its bobbing water effect. 0 Share this post Link to post
Reisal Posted June 25, 2015 How does Requiem's pseudo double 3D bridge look with this? 0 Share this post Link to post
jmickle66666666 Posted June 25, 2015 i made a tool that adds support3 to the edges of all the walls, but it isn't as funny as I thought so here's a set of images http://imgur.com/a/Pd02i edit: support 2 and replace middle texture with fireblu http://imgur.com/a/wClPm 0 Share this post Link to post
Tarnsman Posted June 25, 2015 jmickle66666666 said:i made a tool that adds support3 to the edges of all the walls, but it isn't as funny as I thought so here's a set of images http://imgur.com/a/Pd02i edit: support 2 and replace middle texture with fireblu http://imgur.com/a/wClPm I actually like this tool, will be nice for creating mass linesplits to then edit. 0 Share this post Link to post
NuMetalManiak Posted June 25, 2015 Glaice said:How does Requiem's pseudo double 3D bridge look with this? here's Hell Revealed 2 MAP19's quad-bridge. :) and another bridge in the same map. 0 Share this post Link to post
jmickle66666666 Posted June 25, 2015 support detailer automatically make your map look boring (or interesting) https://dl.dropboxusercontent.com/u/8943931/junk/support_detail.zip readme and settings file included 0 Share this post Link to post