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Wraith777

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Everything posted by Wraith777

  1. Wraith777

    Level Progress Diagrams – 2002ADO

    By the way, since I'm working on the complete LPD manual (need to collect everything written in this topic + new/revised stuff), here is the new compact version of LPD memo. There are 2 new indicators, both are mostly intended for LPD Form2, but may be included in Form4: * Teleports - pretty self-explanatory, # corresponds to teleport pair number * Backtrack - a relatively long sequence with Key Point in the end that may be completed first. Example - Player has 2 choices: 1) go to a switch that opens the door, then go to exit 2) go the long way to the exit area and clear everything before-head, then return to fork point, use the switch and go to exit Note that in LPD classificaton backtrack is NOT considered a true option, so this example is classified as linear map
  2. Oh boy, what a stupid idea – a scientific approach to a DooM-related problem. And that problem is… Linear/Nonlinear maps: which is which? Poster with all LPD's for UD, D2 and Final DooM https://www.dropbox.com/s/79ftcxzms6nppzr/DooM-LPD.pdf?dl=0 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
  3. Wraith777

    Level Progress Diagrams – 2002ADO

    Well... I really wanted to make it a double feature (and much earlier), but I constantly can't get to replay Alien Vendetta (much to my *cough*.. Misri..). Still, better late than, eh, later, so... H A P P Y A N I V E R S A R Y, and welcome to... First of all, I've finally developed a new convenient format for LPD's (as you see above) - now it's done in PowerPoint, which is easy with all those prefabs and auto alignments/snaps. As for the 2002ADO LPDs: all I can say is that I'm really surprised how linear the maps are. That's what I call false memories... definitely remember a lot of nonlinear stuff here.. but no-o. Except E3M1 and E3M3 (those may be considered partially nonlinear) virtually all maps have strictly linear progression... which, of course, doesn't deny their high quality:)
  4. Still can't figure out what's wrong. Tried older xGreed versions and on other PC's and still having same issue - NO item/monster respawns((. Guess I'll have to make it thru Greed in dosbox for now...
  5. Windows 7 SP 1, 64-bit Core 2 Duo, 2.4 GHz 6 GB RAM
  6. It's really great to see some old underrated stuff getting a second chance. I've derided that game for too long mostly because of its unfinished nature, now it seems to work better (like a finished product). Sadly, I have some problems with xGreed: - Maybe I did something wrong, but Item/gadget generators and monster spawn DON'T WORK completely, only bonus items still randomly appear on map (there's ONE ammo item on map and that's all) - ALT+Left/ALT+Right results in strafe-turning in left/right directions - Weird behavior of stereo sound: for X axis of map it works normal, but for Y axis stereo channels are REVERSED - Autoaim doesn't work (NumLock makes no effect) - Esc doesn't skip mission briefing as it does in vanilla - Music changes only after several F7 hits Tested xGreed 1.1.12.55 with Windows 7 SP1 64-bit. Tested with different characters and difficulty settings on different maps.
  7. Wraith777

    Wonderful Doom's E1M5 issue

    Uh-ha.. Well, if there is anything else, it really should be released officially as v.1.4 after all those fixes)
  8. Wraith777

    Wonderful Doom's E1M5 issue

    Well, that's what I've heard about back then - e1m5 issue. Nobody told of other problems regarding difficulty/balance...
  9. Wraith777

    Wonderful Doom's E1M5 issue

    Don't remember if I've ever shared this, but.. there is actually v.1.4 with those issues fixed long ago. WD14.zip
  10. Wraith777

    Level Progress Diagrams – 2002ADO

    Oops.. yes, it really should be map25..
  11. Wraith777

    Level Progress Diagrams – 2002ADO

    Well, this is my current state after doing it, actually - really mentally unstable... Eternal Doom Nonlinear maps are (or may be) #04, 11, 19, 20, 22, 26, 28, 29, 30, 31 Most obnoxious - map12 (a forced backtrack right till the start - what's the point?) Most conceptual - map25 (now that's the right backtrack here) Most straight - map06 (zero detours) Most nonlinear - map30 (giant collector) Most Doom Cute - map31 Most unique progression - map20 ("key-arresting", need to add it to general diagram) Actually, it gets really complicated to do it for such big sized maps. For example, maps 09 and 15 contain large portions with nonlinear progression, although in overall map scale those are relatively small areas.
  12. Wraith777

    Level Progress Diagrams – 2002ADO

    There's one old commercial release left to look at: The Lost Episodes of Doom This time it's a completely opposite situation: only 2 linear maps (E1M1 and E1M4). There's surprisingly large amount of collector maps in all episodes. So, most of the time you're free to go in any direction you want. If only there were enough monsters to shoot out there...
  13. Wraith777

    Level Progress Diagrams – 2002ADO

    Again, it's time to.. go back in time and study the: Enjay DooM The only 2 really nonlinear maps are E1M4 and E3M5. E3M7 is still mostly a linear map, even considering those two spine wall grid areas. The fact that majority of maps are completely linear makes the whole megawad feel more adventure styled (that's how I've always remembered it).
  14. Wraith777

    Level Progress Diagrams – 2002ADO

    It's been quite a while since last time.. But, I've finally remembered what I really forgot: Heretic Well, what can I say: it's a lot more linear than I remember it, especially the later episodes. E1M9, E2M7, E3M3, E4M9, E5M7 - they all seemed so wide and open, yet all of them end up having linear progression (to various extent). Key sequence is always Yellow-Green-Blue, no exceptions (well.. except that little key-optional area behind green door in E5M7, and it's pretty unique). The only real sandbox maps are E1M4 and E2M4. Other similar maps may appear as such (E4M2, E5M7), but are almost completely linear. The only real fork maps are E1M7 and E2M5, because they have multiple paths that are significantly different, unlike other nonlinear maps which mostly have double sided (symmetric) passes, that are identical. Probably, the most unique map in a whole game is E4M4: * it's the only collector map; * it's the only non-boss map that doesn't have any keys; * 1/3 of it is a secret area. E1M1: linear E1M2: linear E1M3: linear E1M4: nonlinear E1M5: nonlinear E1M6: linear E1M7: nonlinear E1M8: linear E1M9: linear E2M1: linear E2M2: linear E2M3: nonlinear E2M4: nonlinear E2M5: nonlinear E2M6: linear E2M7: linear E2M8: Arena E2M9: linear E3M1: linear E3M2: nonlinear E3M3: linear E3M4: linear E3M5: linear E3M6: linear E3M7: linear E3M8: Arena E3M9: linear E4M1: linear E4M2: linear E4M3: linear E4M4: nonlinear E4M5: linear E4M6: linear E4M7: linear E4M8: linear E4M9: linear E5M1: linear E5M2: linear E5M3: linear E5M4: linear E5M5: linear E5M6: nonlinear E5M7: linear E5M8: Arena E5M9: linear
  15. Wraith777

    AI Generated Title Screens

    id - it just nails it
  16. Wraith777

    AI Generated Title Screens

    With a bit tweaking you can actually get this looking somewhat proper.
  17. Wraith777

    AI Generated Title Screens

    You know... This might be interesting idea for a megawad consisting of maps based on such images... Neural Blend ? Gods & Guardians
  18. Don't know how late it is, but.. oh well... So... basically, it's relatively easy to make a Voodoo Doll Conveyor loop (so that it could be used multiple times). But,this involves some DEH modifications. Instead of barrel and crusher there is.. INFINITE EXPLOSION It's a thing that has looped spawn states with explosion. When you open the barrier the INFEX hits voodoo doll, which teleports back after the door is closed. Also,you need a Health Potion generator (triggered by Voodoo doll and another INFEX). And it's the modified Monster Spawner and Spawn Cube. Monster spawner is idle, non clipping and is damaged only by explosion (-1 width). It has pain state that shoots cube every time. The Cube is modified to behave like a normal projectile. When it hits the wall it's turned into a Health Potion, because it has a sprite change in it's death state. So, after it lands on start spot it can be picked up as Health Potion by voodoo doll because PICKUPS ARE RELATED TO SPRITE NAMES ONLY*. In the end you get a completely functional Reusable Voodoo Conveyor. Needs timing tweaks, of course, but the concept works in Vanilla (dosbox used for testing) with no crushes/glitches so far. /// *this means you can actually create random pickups by looping frames with sprites of different pickup items (already made it for Terra Nova, but haven't released yet.. no maps done...) Voodoo loop.zip
  19. Wraith777

    What's something about Doom that you absolutely hate?

    It's not what do YOU hate most about doom, it's what DooM hates most about YOU... But, seriously, only thing I do hate about doom is that I don't have enough time to even play it these days (let alone mapping).
  20. Final release https://www.dropbox.com/s/yhae67xwl2ccrt1/GnGv10.zip?dl=0 This little project was spawned from my attempts to map for 'Doom2 the way id did'. Two of my maps were rejected and since I really don't like to make single releases they ended up hanging around for years. 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. It's a tribute wad - stiles of different mappers were projected thru the prism of author's memories and reflections. In the end you get 'Doom the way you did'. All maps are quite large, so it's an episode rather than mini episode. ------------------------------------------------------------------------------------------------------------ Technical info: -6 (+1 bonus) classic DooM2 maps, mostly adventurous, no slaughter (almost) -stock textures only (except new sky and waterfall) -new music (from "Rock It!".wad series) -maps are mostly vanilla, some maps break save game limits -new status bar by galileo31dos01 -bonus map includes a really bad joke.. Or does it not? ------ Story ------ Ugh, just one of those boring days in the old harbor. Yet, again, hell pays another visit to earth!!! Beyond murky walls of the old water city a tower-shaped temple is built, where they can worship their hell gods (also it will serve as a slipgate for hellforces, but that's pretty banal). As a member of C.A.H.I.G.O (City Anti Hell Invasion Guardians Organization) your mission is to infiltrate and destroy the temple tower (or, tower temple, whatever that thing is). All routes to invaded area are contained, so 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 tower is hidden...
  21. Wow, now that's really surprising! Well, thanks everyone for feedback, sorry for inconvenience with wad versions - I've always had a problem with self level testing and that causes a lot of bugs and constant fixes-on-a-fly.. Anyway, here is the FINAL V.1.0 (mostly HOM, texture alignment and demo desync fixes..) https://www.dropbox.com/s/yhae67xwl2ccrt1/GnGv10.zip?dl=0
  22. Wraith777

    DooM: Action Board Game

    Sorry for mad skillz, this was intentional.. So, this looks like yet another DooM board game, does it?. Before doing such a stupid thing I've done some research and I know that aside from TWO official board games there are great examples of fan-made stuff (like this one). But still those games are leaning more towards classic RPG, and I've always imagined a DooM on a card board to be all about ACTION. I was really caught on the idea when saw things like this: Yeah, it sounds like a joke.. which.. isn't that far from true, but.. if those games where made like this, why DooM can't receive one (let's not raise the question of whether it needs to be). So.. Main purpose here is to create a board game that is directly based on and represents (to possible extent, of course) gameplay experience, game mechanics, map layouts, art and design of Original Game. Unlike existing board games this one should be a lot simpler, faster, more intuitive and more resembling source material. D:ABG is designed for 2-4 players (1-3 marines vs. 1 mastermind). Since it's still in in development the final rules aren't established, but basically there should be different game modes for marines and mastermind that determine winning rules (more on that later). Also there should be Death Match)))! Currently most assets are ready, as well as E1M1 layout (in A1 format), and I plan to make board layouts at least for all E1 maps. I've written down the main rules, which are based on DooM gameplay mechanics, such as level structure, movement and combat. What mostly remains is the difficult part: to test it over9000 times and fix the balance. Those who are afraid of complexities, don't worry - what you see is what you get, this one's NOT going to take a lot of time to set up and play. All you need is level board, player sheets (mastermind gets one specific for each level), damage calculator, some tokens (of any sort), a few dice and level objects (cut-outs that may be assembled even without glue). ---------------------------------------------------------------------- To be fair, I don't have that much of experience playing board games, let alone creating rules for them. I even don't know how to choose most apropriate dices from D&D variety (and I'd like to use all kinds, just for sake of fun). But I believe it's possible to create a fun board game directly based on and resembling DooM, fast-paced and accessible for everyone. Ok, so if anyone ever bothers, here is everything you need to try it out. Rules are there, but they still need a lot of refinement DooM-ABGv03.zip
  23. Wraith777

    DooM: Action Board Game

    Yes, that's why I want to have 2 options - either one of players is a bad guy (some people like it still), or the game having an automatic monster behavior (which need to be developed). That's another option - to make a map tiles set that can be combined different ways (much like in other board games). But first I want to transfer all KDitD levels to card boards.. just for *you know what )) By the way, you don't need to print level board on A1, you can divide it into 9 A4 pages and print it with little overlaps.. As is said before, it's actually intended to represent maps from DooM1 (and, later, DooM2) and the setup is faster than ever, (excluding printing and cut-out time, of course). But that doesn't mean it can't have completely custom map tiles combinable in different ways. Overall, if anyone likes the idea, here it is DooM-ABGv03.zip There are All basic rules, descriptions and E1M1 board with assets. I've tried it myself, and.. it just needs a lot of polish, yeah))) But i REALLY need to hear opinion from someone who like board games and played a lot of them (as well as from anyone else who doesn't)...
  24. Wraith777

    Level Progress Diagrams – 2002ADO

    Not yet, but I'm almost ready... And now let's look at The Innocent Crew classic wads: -Slaughter Until Death (E2) -The Evil Unleashed (E3) -Obituary (Map01-16) The Innocent Crew stuff Again, mostly linear maps here. Only E2M9, Map05, Map07, Map31 were truly nonlinear. Also, the hallmark of TiC's mapping is extensive level morphing (that's why it was not so easy to track down players progression).
  25. Nice to hear this all turned up to be.. nice)). Now for some comments on the maps: Map01 - Obviously (or not so), this a tribute to Tim Willits. Not that #$%^.. e-em.. not so nice guy we've heard recently, no, that other older guy coming out of our peers and one of the first to gain an official recognition. I associate his design work mainly with industrial theme (Q2 has a lot of influence on me here), so that's why we have a technical installation here. Map02 - For me Shawn Green equals D2 Map25 - that one (and Map27) scared the most of my childhood. So, it was no-brainer for me to make my tribute similar (two other maps from Ultimate Doom also featured getting around a lot of liquid) - tense and thrilling, only this time we have a mix of industrial/old house theme. Map03 - Just like many of Romero's maps this one is self-centered, deep and has a higher detail per inch count. Well.. may be it's a little bit cramped... Map04 - Sandy's city (like you've heard it in the popular song) - large, outdoor, totally corrupt/corrupted.. Map05 - For this recipe of American McMap we take 1 map05, 1 map14, throw bits of map22 and map04 and get a large flooded old city, lots of break, stone, metal and some rocks and wood. Map06 - John Anderson's style was always clear to me - The Divine Comedy HELL, lots of "right" architecture, structural symmetry. At first it was named "Sleeping Tower"(pointing the fact that you need to wake up it's cyberskull to destroy it), but when a SAD( thing happened I thought it'll sound like a bad out of place/time pun... Map07 - Someone probably noticed this looks familiar.. and it is. When I saw that harbor section from map13 beta I really liked it, that's why it is here. Same goes for stone ships on which all those imps and demons are trying to stow away (but, thanks to player they fail miserably) - a stone ship is a ship of the dead in ancient Scandinavia and Baltic folklore. Also mentioned in a really bad joke here the Man and his booK (which he can keep for himself and take it to hell, because it caused so much pain/trouble/drama in our community).
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