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Revenant100

100,000 Revenants - A Doom 2 Map

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More like "100,000 Revenants - Every Doom 2 Map." people really like their Revenants.

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Ancalagon said:

This could go to the skeletons thread, too bad it ended.


*Sigh* That was a sad day. That was the thread I posted the most In.

RIP In Boners.

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As a post-mortem to this endeavor, I thought it would be informative to post my notes regarding this level's compatiblity with most of the source ports (and non-ports) currently available. While by no means comprehensive, there's a bit to learn here about the limits that each of the major ports can handle.

Source ports rundown comparison:

Spoiler

doom2.exe/doom2p.exe/boom.exe/mbf.exe

  • These would all crash anyway due to the widescreen status bar graphic, but if that lump was removed...
  • Engine takes a long time to load the map to eventually crash with a memory error.
Verdict: Immediate crash.

Chocolate Doom (2.2.1)
  • This would crash anyway due to the widescreen status bar graphic, but if that lump was removed...
  • Engine loads map quickly to crash with a memory error.
Verdict: Immediate crash.

WinMBF (2.03 Build 2)
  • This would crash anyway due to the widescreen status bar graphic, but if that lump was removed...
  • Does not respect DeHackEd's Monster Infighting flag, so Revenants cannot kill each other. Consequently, the map is much harder. Otherwise...
  • Engine takes a fair amount of time to load, but it plays the map like a charm.
Verdict: Playable (must remove STBAR lump), missing features.

Crispy Doom (3.3)
  • Does not render extended portions of widescreen status bar.
  • Can only render limited (128?) number of Revenant sprites at once.
  • Despite lacking several Boom features, the map is playable from beginning to end with only some minor conveyor belt-based features missing.
Verdict: Playable, missing features.

PrBoom+ (2.5.1.4)
  • Does not render extended portions of widescreen status bar.
  • Handles everything in the map like a charm.
Verdict: Best port ever?

GLBoom+ (2.5.1.4)
  • Renders extended portions of widescreen status bar.
  • Handles everything in the map like a charm.
Verdict: Second best port ever?

ZDoom (x64-2.9pre-981-gcc685e9)
  • Renders extended portions of widescreen status bar.
  • Can render all 100,000 Revenant sprites at once. Image.
  • Loads quickly, plays with a super slow framerate. Crashes shortly after waking the Revenants.
Verdict: Low framerate, then crash.

GZDoom (g2.2pre-1644-gded479b)
  • Renders extended portions of widescreen status bar.
  • Can render all 100,000 Revenant sprites at once. Image.
  • Loads quickly, plays with a super slow framerate. Crashes shortly after waking the Revenants.
Verdict: Low framerate, then crash.

Doom Retro (2.1.3)
  • Does not correctly render widescreen status bar.
  • Map quickly loads with somewhat choppy framerate, playable from beginning to end, but...
  • When you die, the game effectively locks if enough Revenants are still alive when the Heretic-esque mass infighting commences.
Verdict: Playable, but don't die.

Eternity (3.40.37)
  • Does not render extended portions of widescreen status bar.
  • Player spawns with 1 bullet ammo despite being defined as 0 in the DeHackEd patch.
  • Does not respect DeHackEd's Monster Infighting flag, so Revenants cannot kill each other. Consequently, the map is much harder. Otherwise...
  • Map quickly loads with somewhat choppy framerate, playable from beginning to end.
Verdict: Playable, missing features.

3DGE (2.0.4)
  • Renders extended portions of widescreen status bar.
  • Some Boom features like transfer sky not working.
  • Loads quickly, plays with a low framerate which becomes super slow after entering Revenant room. Map can still be completed.
Verdict: Low framerate which becomes super slow. Completable, missing features.

Zandronum (2.1.2)
  • Does not correctly render widescreen status bar. (Both Software and OpenGL renderers)
  • Loads quickly, plays with a super slow framerate which becomes unplayably low after waking up Revenants. However, does not crash.
Verdict: Low framerate which becomes unplayable, but doesn't crash. Theoretically completable.

ZDaemon (1.10 Beta 07)
  • Engine loads map quickly to crash with a memory error.
Verdict: Immediate crash.

Odamex (0.7.0)
  • Does not correctly render widescreen status bar.
  • Quick load time, slightly choppy framerate, playable from beginning to end.
Verdict: Playable.

Doom Legacy (1.45 beta1)
  • Does not correctly render widescreen status bar.
  • Can only render limited (128?) number of Revenant sprites at once.
  • First walkover teleport line often fails if you run into it too quickly, spawning you at the same spot. Otherwise...
  • Slightly noticeable longer load time, playable framerate, playable from beginning to end.
Verdict: Playable.

Vavoom (1.33)
  • Crashes due to MAPINFO lump for some reason, but if this lump is removed...
  • Renders extended portions of widescreen status bar.
  • Player spawns with 10 bullet ammo despite being defined as 0 in the DeHackEd patch.
  • Noticeably long load time, plays with a super slow framerate which becomes unplayably low after entering Revenant room. Waking up Revenants causes near freeze, but does not crash.
Verdict: Low framerate which becomes unplayable, but doesn't crash. Theoretically completable.

Doomsday (1.15)
  • Never loads the map.
Verdict: Hangs on map load.

In conclusion, these results suggest that the best source ports are PrBoom+ and Doom Legacy.

Also, as a word of advice for you Doomers out there who may wish to utilize our favorite agitated boney bastards for amorous purposes, I regret to inform you the demographics analytics clearly indicate that Revenants are not big with the ladies:



Seems you'll just have to share your love for boners with other guys.

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The music at the title screen is Milli Vanilli's smash hit Girl You Know It's True:



The music in the map is Chris de Burgh's smash hit Don't Pay The Ferryman:


The music at the intermission screen is The Jackson 5's smash hit ABC:

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After a quick hack to deal with the negative X offset in the new status bar graphic (which fucked things up), I was surprised to see that Mocha Doom actually loaded and ran it.

mochadoom_100krevs.png

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On 5/27/2016 at 2:02 AM, Revenant100 said:

As a post-mortem to this endeavor, I thought it would be informative to post my notes regarding this level's compatiblity with most of the source ports (and non-ports) currently available. While by no means comprehensive, there's a bit to learn here about the limits that each of the major ports can handle.

Source ports rundown comparison:

  Reveal hidden contents

doom2.exe/doom2p.exe/boom.exe/mbf.exe

  • These would all crash anyway due to the widescreen status bar graphic, but if that lump was removed...
  • Engine takes a long time to load the map to eventually crash with a memory error.

Verdict: Immediate crash.

Chocolate Doom (2.2.1)

  • This would crash anyway due to the widescreen status bar graphic, but if that lump was removed...
  • Engine loads map quickly to crash with a memory error.

Verdict: Immediate crash.

WinMBF (2.03 Build 2)

  • This would crash anyway due to the widescreen status bar graphic, but if that lump was removed...
  • Does not respect DeHackEd's Monster Infighting flag, so Revenants cannot kill each other. Consequently, the map is much harder. Otherwise...
  • Engine takes a fair amount of time to load, but it plays the map like a charm.

Verdict: Playable (must remove STBAR lump), missing features.

Crispy Doom (3.3)

  • Does not render extended portions of widescreen status bar.
  • Can only render limited (128?) number of Revenant sprites at once.
  • Despite lacking several Boom features, the map is playable from beginning to end with only some minor conveyor belt-based features missing.

Verdict: Playable, missing features.

PrBoom+ (2.5.1.4)

  • Does not render extended portions of widescreen status bar.
  • Handles everything in the map like a charm.

Verdict: Best port ever?

GLBoom+ (2.5.1.4)

  • Renders extended portions of widescreen status bar.
  • Handles everything in the map like a charm.

Verdict: Second best port ever?

ZDoom (x64-2.9pre-981-gcc685e9)

  • Renders extended portions of widescreen status bar.
  • Can render all 100,000 Revenant sprites at once. Image.
  • Loads quickly, plays with a super slow framerate. Crashes shortly after waking the Revenants.

Verdict: Low framerate, then crash.

GZDoom (g2.2pre-1644-gded479b)

  • Renders extended portions of widescreen status bar.
  • Can render all 100,000 Revenant sprites at once. Image.
  • Loads quickly, plays with a super slow framerate. Crashes shortly after waking the Revenants.

Verdict: Low framerate, then crash.

Doom Retro (2.1.3)

  • Does not correctly render widescreen status bar.
  • Map quickly loads with somewhat choppy framerate, playable from beginning to end, but...
  • When you die, the game effectively locks if enough Revenants are still alive when the Heretic-esque mass infighting commences.

Verdict: Playable, but don't die.

Eternity (3.40.37)

  • Does not render extended portions of widescreen status bar.
  • Player spawns with 1 bullet ammo despite being defined as 0 in the DeHackEd patch.
  • Does not respect DeHackEd's Monster Infighting flag, so Revenants cannot kill each other. Consequently, the map is much harder. Otherwise...
  • Map quickly loads with somewhat choppy framerate, playable from beginning to end.

Verdict: Playable, missing features.

3DGE (2.0.4)

  • Renders extended portions of widescreen status bar.
  • Some Boom features like transfer sky not working.
  • Loads quickly, plays with a low framerate which becomes super slow after entering Revenant room. Map can still be completed.

Verdict: Low framerate which becomes super slow. Completable, missing features.

Zandronum (2.1.2)

  • Does not correctly render widescreen status bar. (Both Software and OpenGL renderers)
  • Loads quickly, plays with a super slow framerate which becomes unplayably low after waking up Revenants. However, does not crash.

Verdict: Low framerate which becomes unplayable, but doesn't crash. Theoretically completable.

ZDaemon (1.10 Beta 07)

  • Engine loads map quickly to crash with a memory error.

Verdict: Immediate crash.

Odamex (0.7.0)

  • Does not correctly render widescreen status bar.
  • Quick load time, slightly choppy framerate, playable from beginning to end.

Verdict: Playable.

Doom Legacy (1.45 beta1)

  • Does not correctly render widescreen status bar.
  • Can only render limited (128?) number of Revenant sprites at once.
  • First walkover teleport line often fails if you run into it too quickly, spawning you at the same spot. Otherwise...
  • Slightly noticeable longer load time, playable framerate, playable from beginning to end.

Verdict: Playable.

Vavoom (1.33)

  • Crashes due to MAPINFO lump for some reason, but if this lump is removed...
  • Renders extended portions of widescreen status bar.
  • Player spawns with 10 bullet ammo despite being defined as 0 in the DeHackEd patch.
  • Noticeably long load time, plays with a super slow framerate which becomes unplayably low after entering Revenant room. Waking up Revenants causes near freeze, but does not crash.

Verdict: Low framerate which becomes unplayable, but doesn't crash. Theoretically completable.

Doomsday (1.15)

  • Never loads the map.

Verdict: Hangs on map load.

 

In conclusion, these results suggest that the best source ports are PrBoom+ and Doom Legacy.

Also, as a word of advice for you Doomers out there who may wish to utilize our favorite agitated boney bastards for amorous purposes, I regret to inform you the demographics analytics clearly indicate that Revenants are not big with the ladies:

z1l3619.png

Seems you'll just have to share your love for boners with other guys.

 

When it comes to shooter games, usually more males play those types of games than females do (not to sound sexist or anything).

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8 hours ago, mArt1And00m3r11339 said:

I found a Doom level that has more enemies than this one. It is called "Zambies," which takes place in level 17 from a wad, Experiencing Nirvana.

This level is obviously a very shameless ripoff of @Linguica's 106k.wad, and I was shocked and saddened to see he did not receive proper credit (unless "english bulldog" is a common pseudonym of his).

 

Ultimately, though, the goal of 100,000 Revenants was not to achieve the highest monster count. It was meant to deliver a statement to the masses, and that statement was "Here's 100,000 Revenants." And I think it delivered that message succinctly.

 

However, on the note of highest monster count, I have yet to see another map trump Infinite Revenants. And, by the definition of infinite, I don't think any map can, so I will take that crown, by the by, if you will. And no, I don't count running MAP30 for a really long time as per the rule I have arbitrarily established just now, that rule being "MAP30 doesn't count."

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3 minutes ago, Memfis said:

Have you seen United Mod? It has a "rare-ish glitch where transparent revenants multiply at an exponential rate".

Yes, but that's not a level, and this is a matter all about excessive pedantry. One might even say infinite pedantry!

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im struggling to understand why glboom+ is 2nd best to prboom+ - unless "Renders extended portions of widescreen status bar." is actually a negative whereas a read that as a positive feature?

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Rendering the full widescreen status bar is indeed a positive, but GLBoom+ comes with several drawbacks:

  • Sprite clipping - Having spent quite a bit of time scrutinizing the IWAD's graphics for the sprite fixes, I can say with utmost certainty that Doom's sprites are absolutely designed to be rendered partially below the floor line in order to provide the illusion of proper depth. However, an issue inherent to all Doom engine hardware renderers (except for Strife: Veteran Edition) is that sprites that are in contact with the ground are incapable of being rendered correctly in this manner. Most hardware renderers offer two options: allow the sprite to clip into the ground or raise it so that it's visibly floating. Neither is ideal. For the purposes of this map, the Revenant sprites clipping into the floor isn't too terrible in appearance since it makes it look like they're submerged in the water flat, but this should be up to the mapper's discretion, not left to the mercy of the renderer's shortcomings.
     
  • Improper sprite mirroring - Discussed previously here, non-centered sprites are not properly mirrored in GLBoom+. This is especially obvious in this map on the Revenant sprites which happen to exhibit the problem to a severe degree. To be clear, PrBoom+ does correctly mirror non-centered sprites.
     
  • Inability to render PLAYPAL/COLORMAP effects - Also common to most hardware renderers, custom PLAYPAL screen flashes, Invulnerability screen colors, fullbright effects, and light diminishing saturation are not supported (although GLBoom+ in particular can at least render custom Invulnerability screen colors). In this map, this means the Berserk's red screen is not rendered on top of the Invulnerability screen inversion. Not a huge deal here since there are no other weapon choices, but this is the expected indicator that one's fists have been supercharged which is fairly critical knowledge considering the enemy-to-player ratio.
     
  • Incorrect lighting - Although it's not nearly as bad nowadays with the relatively recent introduction of shader-based lighting, all hardware renderers fail to accurately emulate the software renderer's sector lighting, resulting in great visual inconsistencies that mappers can't account for. Also, GLBoom+ defaults to the old and far less accurate "GLBoom" sector lighting option rather than the aforementioned and vastly superior "Shaders" option. This is probably for compatibility reasons, but the average player isn't going to mess with these options, so the default setting is detrimental to the majority's experience. In this map, it causes the level to look far too dark. Comparison: "GLBoom" lighting, "Shaders" lighting
     
  • Performance - This point is not actually a negative as performance in GLBoom+ can vastly exceed PrBoom+, but this is entirely dependent on the nature of the WAD in question and the user's system specs. Simply put, GLBoom+ does not provide a guaranteed performance boost, so this should be regarded as a neutral point in its regard. And of course, any performance boost comes at the expense of all of these other visual drawbacks.

Hence, most of GLBoom+'s issues stem from the OpenGL renderer itself, which is largely its entire purpose and shared with most other source ports using hardware renderers. It's still leaps and bounds ahead of other ports based on performance alone, but it is nonetheless a far distant second to PrBoom+.

Edited by Revenant100

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wow thank you for the fantastic summary @Revenant100

i still cant 'get along' with the banding that occurs with prboom+'s lighting though. with a lower resolution like in crispy doom it looks ok but high resolution displays make it look ugly imo

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