So far the portals method seems to be the best way to procedurally generate doom 2 maps in the engine. you can concentrate on what geometry you want, you have no limitations of space like you do if you use the block methods which zrdoom used. #doom
Next up
New Screenshots of urban levels made with random slaughtermap generator.... #doom #procedural #gzdoom
Random Slaughtermap generator 2.0 update - this time I revamped the map it uses to build levels to make it better looking compared to the buggy testbuild I screenshotted last night...
Level looks way better now... #doom #procedural #gzdoom
Working on a new version of Random Slaughtermap generator that uses gzdoom portals to connect rooms randomly to eachother... So far so good. This is a little bit worse looking but it is actually very easy to do with map prefabs for Doom Builder #doom
New version of Random Slaughtermap generator - unzip to C:\doom2. Run rsg.bat to play. right switch = difficulty of map. Back switch = level length. Left switch = makes map... Type "addbot slayer" in console then hit f12... https://drive.google.com/file/d/1TwOnzl0r4HmD6B0b0BoMbIPntpOJqgf… #doom
Random Slaughtermap generator 2.0 final build screenshots: these show the final build of the mod that uses gzdoom portals to randomly assemble prefabs in maps to make randomized slaughtermaps in realtime. #doom
Video showing off my new procedural gzdoom map mod - random slaughtermap generator 2.0 - this time in lzdoom 4.13... Graphics glitches in this kind of ruin the playthrough.... Somehow their caused by my screencapper.... #doom #procedural #lzdoom










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