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CrazyDoomguy

Wad with 100.000 Monsters?

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Exist a Wad with 100.000 monsters? It would better, if all monsters are in one room. It would see many many fireballs!

I want pass this wad with cheat "fastweapon" for relax :)

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Start with Nuts.wad before you even bother with that many monsters.

Otherwise find that level generator and tell it to add 100,000 monsters and watch your PC crash.

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yaqxsw said:

Exist a Wad with 100.000 monsters? It would better, if all monsters are in one room. It would see many many fireballs!

I want pass this wad with cheat "fastweapon" for relax :)

Make it yourself, you lazy slob!

*itches ass*

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blah blah blah, chaingunners, 700k of them, or something. wrote a script to make these of arbitrary size, but it gets wonky if you have points to far apart (is it >2^15 units, or something?).



[700k] - http://www.mediafire.com/download/13jax5urea3nxjp/dbls.wad
[100k] - http://www.mediafire.com/download/usab734db1kzp83/dbls_small.wad

A rather pointless expenditure of an hour, but ohwell. My comp stops running glb+ nicely after 200k or so, there seems to be a rather sharp cutoff somewhere of when loading the map goes from a second to a couple minutes.

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Chezza said:

Otherwise find that level generator and tell it to add 100,000 monsters and watch your PC crash.


You speak of OBLIGE? You can just do some LUA tweaking (in monster.lua) to increase the monster count.

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Ribbiks said:

blah blah blah, chaingunners, 700k of them, or something. wrote a script to make these of arbitrary size, but it gets wonky if you have points to far apart (is it >2^15 units, or something?).


Looking good Ribbiks. I assume it's meant to be played from pistol start and -complevel 9 like your other projects. Do you plan on implementing difficulty settings in the future?

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ChekaAgent said:

Just asking out of curiosity: are there computers powerful enough to run nuts.wad without framerate drops?


With PrBoom+ you don't really need a "powerful computer".

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ChekaAgent said:

Just asking out of curiosity: are there computers powerful enough to run nuts.wad without framerate drops?


nuts.wad runs fine on my craptop with GLBoom-Plus, with all the stuff cranked up, including sprite and texture filtering. The only kicker is "Smooth Sprite Edges" which kills performance. Otherwise I get a good 60 or so FPS with all the crap flying there.

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I played nuts.wad with GZDoom and did have my usual framerate issues..

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ChekaAgent said:

Well, I've never played nuts on PrBoom, tbh. But I remember on ZDoom it slowed down to like 1 fps.

Thing AI is slower in ZDoom than in other ports, as a natural consequence of ZDoom's large amount of features and flexibility related to thing AI.

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yaqxsw said:

Looooool :D

My PC is extrem slow if i play with 100.000 chainguns. Ribbiks how you play without get slow? :D

He made the God machine, he's using it to play it.

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Ribbiks said:

blah blah blah, chaingunners, 700k of them, or something. wrote a script to make these of arbitrary size, but it gets wonky if you have points to far apart (is it >2^15 units, or something?).

http://i.imgur.com/rs1avfGl.png

[700k] - http://www.mediafire.com/download/13jax5urea3nxjp/dbls.wad
[100k] - http://www.mediafire.com/download/usab734db1kzp83/dbls_small.wad

A rather pointless expenditure of an hour, but ohwell. My comp stops running glb+ nicely after 200k or so, there seems to be a rather sharp cutoff somewhere of when loading the map goes from a second to a couple minutes.


FDA for dbls_small: http://www.mediafire.com/download/mn2o7y9urqolx7a/dblsmall_rdwpa_fda.lmp.

Killed 128,000 or so of the 129,xxx chaingunners.

I felt the level could use an extra stimpack or two. Hitscanner attrition is a factor in the earlygoing.

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I remember once trying to make a level with over 1 million zombie men. Don't remember if it worked or not but at some point I think I started running into errors.

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you could also play with the 100x or 10x (i think it's one of these) to multiply each monster by 100 or 10. so, with the 100x you're up against 70 million chaingunners(!) in one wad. and they noclip each other so they don't get stuck.

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