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About Wraith777

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  1. I don't exactly know how level generator algorithms work, but they could indeed include some external data in form of LPDs. Big problem was to determine general criteria of classification regarding nonlinearity. The whole idea was to develop classification not only for IWAD maps, you can classify any map this way. This idea came to me pretty long ago (5-6 years) and lied on shelf until.. now. Actually, main criteria of creating LPD's ARE defined and all of them are objective, see examples further. Main criteria is: linear levels don't include alternate paths (no more than 1 path from one key point to another on LPD), may/may not include optional paths (dead ends on LPD). LPD's are created in 4 steps: 1) A Wireframe is created based on actual map layout. It depicts main (green), alternative (purple) and optional (light blue) paths 2) Wireframe is simplified into linear form, but it still depicts backtrack. More simple form doesn't include optional areas 3) Backtrack form is transformed into linearized form, which depicts level progression in one-way form. 4) Based on two previous forms pictographic form is made that gives short characteristic of level progression. This form also includes backtrack Let's see this process for all level types Linear Backtrack form clearly shows that E2M7 is a linear level: west part of it remains optional until player gets yellow key and even after this there's no reason for him to come that way only to get back to same computer hall. Minus all optional areas and you get a straight line. Form4 is based on Form2 and shows a structure that may be called 'pseudo-fork'. Fork E1M1 is simply a fork, form3 and 4 look very similar, only difference is that Form4 shows alternate path as a secret one-way path Collector E3M6 has pretty complex layout, but after simplification and minus small alternatives and all options it becomes simply 3-key collector (Form4) Form3 shows that in total there are 6 combinations of key collection sequences. Grid E4M5 Form3 itself looks like a grid, that's why whole level class is called that way. Form4 shows a key optional grid with forked access Sandbox Actually, looking at Forms2 and Form3 of map12 it's impossible to tell difference between sandbox and greed, but the point is that there is infinite number of those one-way paths down from ramps outside of buildings, they are just not shown here (big open spaces with obstacles within them are typical for sandbox, no matter if it's indoor or outdoor). Also, in the end we have a giant collector: 5 switches need to be operated in any order. This clearly shows that quantity of collecting combinations obey the factorial function: 5! = 5*4*3*2*1 = 120 combinations Form4 may be drawn as sandbox 2-key collector with 5-key collector in the end. Overall, you can do it for any map. It may be even used to.. make a psychological portrait of mapper based on LPD's of all his maps (like Rorschach test) :)
  2. Same thing here, I just forgot to mention that key points are divided into key and locked areas (colors red-yellow-blue are conditional here and can be applied to switch-door pairs also), you can see both on all LPD's I've shown here. And that's exactly what was intended to be shown here also: linear maps in DooM are not equal to those found in plenty of guide rail shooters. E2M1, E2M3 or E2M7 provide so much freedom for exploration that players actually loose any care about their overall linearity. A ride with plenty of good options is a good linearity, and the one with good alternatives - a good nonlinearity.
  3. I'm having similar thoughts about 'collector' type: on one hand, technically it counts as nonlinear, because you can perform actions in any order to proceed further on the same map. On other hand, strictly collector-type map simply falls apart and may count as multiple separate levels. That's why there are actually no pure collector levels in original games: this is simply a bad designer choice. The only exception is E2M6, but it still has a clearly formed beginning and later a large 'hub' for paths to 3 keys. It's just that oversimplified LPD doesn't show those details and it becomes a typical collector type. Don't forget that there is a possibility to build a collector without crosses or intersections, for example a player can see and shoot enemies from a window/ledge/fence that belong to parallel path, or can activate some triggers that influence gameplay on other branches. Yes, it's actually a good idea for a basic self analysis. I've tried to make it for Alpha Accident, it's just that maps are so much complicated there regarding exactly nonlinearity (which was one of the main purposes of this wad). It shows that I really like key optional/interdependent grid/sandbox collectors :) By the way, E1M6 is indeed a true indoor sandbox Still, this may be AA's problem: sometimes you need a straight and defined gameplay, to see a clear picture of level, which can be provided by linear map. But here every next map throws player into a grid or even a sandbox, and this can get tiresome for a lot of people. That's why levels in Episodes 2 and 3 should be more diverse in terms of level progress: even if there are no strict linear maps (which i actually don't like to build), there should be more fork maps and at least a few generally linear maps. In general, I classify levels by multiple basic criteria, which are considerably interconnected: 1) appearance (indoor/outdoor) 2) style (techbase/city/antic/horror/hell/nature/alien etc and their combinations or aggregates) 3) architecture (orthogonal/classic/amorphous) 4) layout (centralized/distributed) 5) realism (realistic/pseudo-realistic/abstract) 6) gameplay type (adventure/classic/slaughter) 7) level progress (linear/nonlinear) 8) size 9) length 10) difficulty Well, those last three are purely subjective and may be thrown away most of the times) Regarding players backtrack: I think it should to be shown on detailed(full) LPDs (because it just disappears after LPD is simplified, which is done for all maps shown in by me here)
  4. Actually no, but the scientific approach to such analysis is similar anyway for anything)
  5. Oh boy, what a stupid idea – a scientific approach to a DooM-related problem. And that problem is… Linear/Nonlinear maps: which is which? Since nobody actually tried to make such a classification and analyze maps based on it (or did he? Couldn’t find it) I've developed my own. I just didn't talk about it with anyone yet, so I hope it'll be interesting to discuss. And, off course, not everything here is 100% definite – those are simply my suggestions based on study and observation of various maps and are subjects of discussion and corrective actions:). First of all, this classification does NOT say anything about pros and cons of either linear or nonlinear maps, it only tries to generalize and simplify their classification. It also ignores such map properties as setting, difficulty, size, length, appearance (indoor/outdoor), shape (flat/volumetric), overall quality etc. So, there are some basic terms and rules regarding map classification by Level Progress and interpretation of maps based on it using Linear Diagrams which I call Level Progress Diagrams. Level Progress Diagram (LPD) is a simplified representation of map that depicts its Level Progress. LPD may be presented in either detailed or simplified to any extent forms. Level Progress is a sequence of all mandatory actions performed by player from the start of map till exit. These actions include going thru Pathways and visiting Key Points. Pathway is a map area that connects two keypoints. It can have any shape, for example that of a narrow corridor, small room or giant arena. Key Point is a map area that is mandatory to visit in order to progress further because it contains an essential object (key, switch, boss, locked door). Depending on the type of Level Progress all maps can be divided into Linear and Nonlinear. *LINEAR map provides level progress that can be simplified into a line on LPD. Examples of typical linear maps include: E1M8, E2M1, E3M1 Linear maps not always appear in their pure form, in that case they are classified as Generally Linear. Generally Linear maps may include structures of various nonlinear types (see further) but they are minor and don’t affect gameplay that much. Example: E1M2 is generally linear, even though it has two staircases to red key room the rest of a map is strictly linear. *NONLINEAR map contains alternative paths to key points, it’s level progress remains different from simple line after simplification on LPD. Nonlinear maps can be divided into 3 general types (which also may be combined): I) Fork maps generally include 2 or more alternative paths to keypoints (open or secret) which are significantly different from each other. This includes different ways to key/switch room, different ways to a key door, different paths with a same key color door at the end which lead to same area. Example: E1M1 is typical fork level since it has a secret path from beginning almost till the exit of map. There are also special types of forks, not so common: Key optional map has a key door and alternative paths without locked door that are either harder or hidden in the secret. Key interdependent map is a second grade key optional type, it provides different ways to obtain keys + all of them may be obtained in any order. Example: Alpha Accident E1M2 is typical a key optional level, you can pickup blue key via red door or go longer way thru the cellars. Also, an area with a switch can be accessed either thru red or blue key door. II) Collector maps have multiple independent ways to key points which may be visited in any order. Example: E2M6 is a typical Collector level, you hunt 3 keys in different areas the way you want, exit door is behind 3 colored doors. III) Grid maps have multiple ways to keypoints as well as multiple interconnections between pathways. Example: E3M2 is a typical Grid level since you have to navigate thru open maze of rocks to collect blue key Sandbox is a spacious type of grid map, it has more intersections and they are wider and bigger than keypoint areas, so that pathways are less defined than in a grid level. Example: E3M6 is a typical outdoor Sandbox level. Those 3 types and their subtypes may be are combined or even be included in a generally linear map. Examples: E4M3 – a collector sandbox with a fork and key optional areas. E4M5 – key optional grid E4M1 – generally linear with little fork E1M7 – generally linear with grid in the beginning Level progress diagrams also may have special pathway indications – Arena, One-Way Path and One-Side Access. Complete simplification of LPD may remove them sometimes (but not always). Arena is a large map area with minor structures or obstacles inside. It may belong to either linear or nonlinear map. Arena without any obstacles inside may count a linear map structure (since it becomes simply a big room). Arena with lots of obstacles (such as columns, walls, ledges, fences, stairs, ramps) that lead to keypoints in significantly different ways is nonlinear map structure. One-Way Path indicator is put if after achieving a key point player can’t go back the same way. It’s put for convenience of non simplified LPDs, after complete simplification they become simple lines. Example: E3M3 has a one-way path from flesh ceilings into blood channels One-Side Access differs from One-Way Path, because it removes itself after being activated. Example: in D2 Map28 player can access yellow key from the throne room, also there’s a way back to yellow door thru cavern with masterminds. If he gets to yellow key from the other side he needs to return back to yellow door thru the same corridor. LPDs for all Ultimate DooM and DooM2 maps: Overall, here is my final verdict for all Ultimate DooM and DooM2 maps based on LP classification. E1M1: nonlinear E1M2: linear E1M3: nonlinear E1M4: nonlinear E1M5: linear E1M6: nonlinear E1M7: linear E1M8: linear E1M9: nonlinear E2M1: linear E2M2: nonlinear E2M3: linear E2M4: linear E2M5: nonlinear E2M6: nonlinear E2M7: linear E2M8: arena E2M9: linear E3M1: linear E3M2: nonlinear E3M3: nonlinear E3M4: linear E3M5: nonlinear E3M6: nonlinear E3M7: nonlinear E3M8: arena E3M9: linear E4M1: linear E4M2: linear E4M3: nonlinear E4M4: nonlinear E4M5: nonlinear E4M6: linear E4M7: nonlinear E4M8: nonlinear E4M9: nonlinear Map01: linear Map02: linear Map03: linear Map04: linear Map05: nonlinear Map06: linear Map07: linear Map08: linear Map09: nonlinear Map10: nonlinear Map11: nonlinear Map12: nonlinear Map13: nonlinear Map14: nonlinear Map15: nonlinear Map16: nonlinear Map17: linear Map18: linear Map19: nonlinear Map20: nonlinear Map21: linear Map22: linear Map23: linear Map24: nonlinear Map25: linear Map26: linear Map27: linear Map28: nonlinear Map29: linear Map30: linear Map31: linear Map32: linear
  6. Wraith777

    Gods&Guardians - 6 map episode (beta demo ready)

    Fixed the lift, switch is in the lift tower (area with that switch was rebuild some time ago, but I've forgot to put linedef action back). Also made some other changes to map03, so it's now reuploaded. Remaining maps (#1,2,6) will be something more fast paced and action oriented in order to compensate slow paced exploration nature of maps3,4,5.
  7. [custom title screen pending] Gods & Guardians - DooM2 6 map episode beta (3 maps). https://www.dropbox.com/s/bsz96coapt09zf2/GnG05.zip?dl=0 */reuploaded - fixed map03/ This little project spawned from my attempts to map for 'Doom2 the way id did'. Two of my maps were then rejected and since I really don't like to make single releases those two were hanging around on my HDD for 5 years now. Also, there was a third map that I've never finished.. until now. So, I've decided to add proper beginning and boss fight maps to make a complete 6 map episode out of it. Three more maps are now in process. Beta demo contains maps 3,4 and 5. I always try to test everything out, but there still might be some HOMs, misaligned textures or things, action errors etc. ------------------------------------------------------------------------------------------------------------ Technical info: -6 classic DooM2 maps (planned), no slaughter, mostly adventurous (as some would expect) -All textures are stock (except new sky). -Music order and map names are changed (dehacked inside .wad and patched DooM2+.exe are included) -Levels are mostly vanilla, only maps 4 and 5 break save game limits. Better use PrBoom. ------ Story ------ Ugh, another boring day in old port town. Yet, again, hell pays another visit to earth. Beyond murky walls of the old water city they are building a tower-shaped temple, where they can worship their hell gods (and which, additionally, will serve as a slipgate for hell forces). As a member of C.A.H.I.G.O (City Anti Hell Invasion Guardians Organization) your mission is to infiltrate and destroy that temple. All routes to invaded area are contained, the only way to get there is thru underground flood channels which exit right into the old town of New Venice, where the entrance to the tower is hidden...
  8. Wraith777

    The Official 'Trying to Find a Specific WAD' Thread

    Oh god, thank you so much! I've become so short on memory that I can't remember what I've played a few years ago.. Now I remembered: when I played this map I saw a room with textures scrolling faster than usual. Then I copied it in separate wad and tried to figure out how does it work..
  9. Wraith777

    The Official 'Trying to Find a Specific WAD' Thread

    E-hm, this might be a wrong topic, but can anyone help identify a map which I actually have? I just can't remember from where did I get this wad, it has 1 map for DooM2, without any objects except player start. It looks quite unfinished, the only way I could've been interested in it is if it was some sort of.. beta/unreleased content, maybe? wtfD2.zip
  10. Well, judging by your list I can only name a few titles: Depth Dwellers Poor (literary) little shooter from 1994, uninspired, slow and boring as hell. Only redeeming feature (not so much though) - Stereographic 3D mode, you only need to find proper glasses. Radix: Beyond the Void Imagine Descent and Doom having a baby - this would be Radix. You fly your ship in DooM-like levels, complete with 2.5d graphics and physics. Even though it came out after Descent it's still a good game from Doom-clone era. Quiver The artwork is pretty bad and everything looks mostly brown/gray, but otherwise it's an ok shooter. Game engine technically is something between Doom and RoTT . Level architecture is tile-based, but has diagonal walls and some tiles are lifts, there are even multiple floors, so it's actually more 3d than Doom (much like RoTT was). Some weapons are cool also. Vivisector: Beast Within From the makes of Chasm:the Rift and Carnivores series comes this Island of dr. Moro-themed Serious Sam-like shooter. Finally you have an opportunity to shoot a living flesh (yes, literary) out of furies. Nice quality guaranteed.
  11. Wraith777

    This guy hates Doom for sure

    Well, he appears to be exactly of that kind - feeding on attention to himself, he's a typical ego-vampire. Additional "skills": rascal, fraud, lie, Nietzschean Ubermensch. So, the best way to deal with it is: a) Capture and put on a long term b) IGNORE and FORGET Because of authors nature ALL and EVERY of his BLA-BLA-BLA should be simply dismissed and disposed as garbage!
  12. Wraith777

    This guy hates Doom for sure

    https://lolcow.wiki/wiki/Icycalm https://icycalmisacriminal.wordpress.com/ Well, my fellow untermenshen, IS there there anything to discuss??
  13. Wraith777

    Urania - megawad in style of Plutonia [release]

    If the text string length in Dehacked is longer than allowed by Vanilla it will stop typing text further. Move word ("saw") to the next string (making first one shorter) and it should display all text correctly.
  14. Wraith777

    The Ultimate DOOM: No End In Sight - Released

    O. M. F. G. So many years passed, it finally happened, and I've missed it for almost a week after release! That should be fixed
  15. Wraith777

    Alpha Accident: Terra Nova - uploaded to idgames

    Glad you really like it in the end, kmxexii). I hope second episode won't take that much long to complete.