floatRand

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About floatRand

  1. Nice, thank you. It really depends on concept of the game largely, and I do think Doom, as most play it, is not really best platform for such due to how game works. However, for mod like, say, Hideous Destructor or DoomRL? Probably could work better, as the random environments serve the gameplay better. System master vs. level mastery. But as you mentioned, there are very significant issues with procedural generation that makes it unfit for many games, like the repetition and quality. If you can only generate 30 minutes of distinct maps, wouldn't it be better rather than implement algorithm just make bunch of maps that are better and last longer? In some games the repetition/blandness are non-issue, because game doesn't focus on level/maps so much, but rather in other things - like Dwarf Fortress, which generates a world with history, historical figures, landscape with different distinct locations - to explore or plop your fort in. While lot of the world itself isn't really that interesting, it serves the gameplay excellently by offering somewhat unpredictable environment to settle in. Of course there are lot of missteps, since procedural generation seems like easy solution to create rather nice amount of game content for indie games, but developer shouldn't be deluded that because it is procedurally generated it is "endless content". I think you could make it more interesting by mixing procedural generation with traditional level design (ex. using premade bits and using procedural generation schemes on maps, like designating areas governed some procedural generation scheme, like cellular automata for caves), which is something I am doing bit of researching about.
  2. Confinement (conf.wad) has Muumi's map14, "The Flying Thing", which is pretty incredible.
  3. As mentioned, there's Oblige that to my knowledge uses shape grammar. I've been actually playing around with idea of modular procedural design schemes for maps, like making cave/canyon-like structures with voronoi diagram and then connecting it to a other pieces governed by other scheme (canyon->outdoor base entrance->labyrinth)
  4. Yeah. Thankfully altering their hitboxes with dehacked is trivial matter.
  5. Damage variance (to degree it is implemented), melee attacks from completely different z-level, blockmaps and how weapon switching works (on pickup, switching back after getting ammo)
  6. A commentary text for Velvet? Sure.
  7. Hm. Tough pick. None of the former humans, I suspect they smell, and as for nazis - well, they are nazis. Cacos are for petting, not dating. I suspect revenants wouldn't be able to hold their food, plus they are bit loud. Arachnotrons are probably underage and while spiderdemon is milf, I figure she wouldn't fit in restaurant - same with cyberdemon. My wallet can't support a mancubus. Imps and demons? Pronably not. I figure I'd take archvile with me, seems awfully convinient. Or baron because they might be well hung.
  8. Maybe in process of learning some things.
  9. Sorry, just decided to have look another time at the thing and found out some issues with it. Just fixed a HOM and a orphaned invuln that I accidentally placed? Velvet_v3.zip Midi track is "Crystal Teardrops" from Castlevania: Symphony of the Night, midi sequenced by BlackStealth
  10. Alright, update of sort, implemented difficulties (medium has less monsters and altered monster types. Bit toothless, but dunno. Easy is "Fahrenheit 451" mode). Some minor fixes too and altered geometry, making it more difficult to hide. Velvet_v2.zip
  11. Nice. That finale cheese is something I might want to touch, maybe make sort of safe pockets less viable so player need to keep their run on. Just make revenants reach you easier or something, but in turn make more escape routes openable etc. I did fast-forward lot of the demo since I was bit in hurry, might have another look at it. I will probably update that secret, too, so it is easier to grab. As for question, I dunno if it'd put it on Disjunction as it is. It is kinda spiritual continuation of 'Felt', so it probably be a secret map, but I also might touch some of the monsters. If it wasn't secret, I'd probably alter and reduce monsters quite a bit - maybe make finale half imps and half revenants. I don't consider lot of Disjunction as slaughter, even thought there are slaughtery encounters (ex. map10, btw, congrats on that great 19 minute run of it ) The map is bit claustrophobic kinda like its forefather, but I had idea of 'opening map up' before challenging the final encounter.
  12. I kinda made a map. Velvet.zip I am not that great in slaughtermaps, but I wanted to give it a shot. While I did test it and play through it, cannot vouch for the encounter quality. No difficulties yet. Name's more reference to another map I made with kinda similar visual theme, but heh.
  13. Something perhaps.
  14. No name in particular, maybe "Medikit Cave" works.