mmx Posted February 23, 2017 Is there any source port with built-in random level generation? 0 Share this post Link to post
vita Posted February 23, 2017 No, but ManDoom can do something similar. If you're not on MSW and don't want to use Wine, you're probably out of luck. 0 Share this post Link to post
VGA Posted February 23, 2017 Just use Oblige and load the wad. I am pretty sure you can do it in a batch file, so you just double click it and go. You can't need the source port to create the maps. 0 Share this post Link to post
scifista42 Posted February 23, 2017 Source ports exist to play the game, specifically to play arbitrary maps and mods given to them, and their development tends to be busy with features related to playability. Building maps is just out of their scope, as it can be done by other utilities and the resulting maps can then be played in any source port. 0 Share this post Link to post
BigDickBzzrak Posted February 23, 2017 That old-ass Eternity frontend has SLIGE integration. Close enough? edit: 600th post 0 Share this post Link to post
printz Posted February 24, 2017 Neither SLIGE nor OBLIGE are great or useful enough. I long for the abiity to let the designer procedurally design the random level in the wad, and distribute that code to be interpreted by the port or intermediary tool. This way, you get random levels which actually have the designer's thought behind them, and no longer become predictable for the player who has used the common tools long enough. 0 Share this post Link to post
VGA Posted February 24, 2017 I would like to have a super-simplified editor where the user just draws basic rooms and corridors from the overhead view, puts important switches, locked doors and keys and optionally places important monsters and weapons. In other words, just outlining the map and its progression. Then the program transforms this into a detailed, textured map with height variation, props, traps etc. 0 Share this post Link to post
mmx Posted February 24, 2017 My intentions were to add some code to parameterize the generation, based on the current stats of the player. I can track ammo usage, the action pattern and things like that to increase or decrease difficulty, making the gameplay more fluid. I can also use that to dictate a better tone: make a very difficult level, with lot's of actions, and then cool the player down with some mild, easy level with some puzzles. 0 Share this post Link to post
plmgrno Posted March 15, 2017 On 24.2.2017 at 2:15 AM, printz said: Neither SLIGE nor OBLIGE are great or useful enough. I long for the abiity to let the designer procedurally design the random level in the wad, and distribute that code to be interpreted by the port or intermediary tool. This way, you get random levels which actually have the designer's thought behind them, and no longer become predictable for the player who has used the common tools long enough. Why is OBLIGE not useful? I used it 3 or 4 times and I really enjoyed it. 0 Share this post Link to post
Arctangent Posted March 16, 2017 Probably because he isn't satisfied with the fact that computers haven't overthrown and replaced humans as the dominant entity on Earth. 2 Share this post Link to post
Jon Posted March 16, 2017 On 2/24/2017 at 1:15 AM, printz said: Neither SLIGE nor OBLIGE are great or useful enough. I long for the abiity to let the designer procedurally design the random level in the wad, and distribute that code to be interpreted by the port or intermediary tool. This way, you get random levels which actually have the designer's thought behind them, and no longer become predictable for the player who has used the common tools long enough. This largely sounds like WadC. 0 Share this post Link to post