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Author Topic: Doom maps in DoomRL  (Read 20787 times)

myuzinn

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Doom maps in DoomRL
« on: January 05, 2009, 12:16 »

I was wondering what Doom1/2 maps would look like in DoomRL. So I tried converting one.

Doom2 Map01:




                         #####                       
                 #########?+[#                       
                ##��������??+#                       
               ##����������??#                       
               #������������##                       
               #���XX&�XX���#                       
               #����#��#����#                       
               #���XX�&XX���#                       
               #�h��������h�#                       
               #��h��ii��h��#                       
               #������������#                       
               ##����������##                       
                #����������#                         
                ##��������##                         
                 #��������#                         
                 ####++##########                   
                #####��####���#�##                   
                #����h���i��^?��#                   
                #�����h�h���^?}#                   
                #��#####��#���#�##                   
                #��#   #��#######                   
                #��#   #��#                         
   ##############��#####��#                         
   #��������##|������^##��#      ###                 
  ##�,,,,,,,##����h���##�i#     ##>##               
  #��,,,,,,,##���h����##��#     #|i+#               
 ##�,,,,,,,,#�������+��#h�#     ##+##               
 #��,,,,,,,,#��#����#��#��########�##               
##�,,,,,,,��##��������##������������####    ###     
#��,,,,,,��/###������##���������������i#   ##,#     
#�,,,,,,,���####�@��##���������������###  ##,,#     
#�,,,,,,,��������#####�����������X���#   ##,,,#     
#�,,,,,,,�������##&i+ii��X�����������#####,,,,#     
#��,,,,,,������#######i�������������i++##,,,,,#     
##�,,,,,,,��####    ##�������#���#��i###?,,,,,#     
 #��,,,,,,,,#        ##������#XXX#��###???,,,,#     
 ##�,,,,,,,,#         ########���#?###,,??,,,,#     
  #��,,,,,,,#        ##}|,,,,,,������,,,???,,,#     
  ##�,,,,,,,#       ##ii,,,,,,,,����,,,,???,,,#     
   #��������#       #,ii,,,,,,,,,,,,,,,,???,,,#     
   ##########       #,i,,,,,,,,,,,,,,,,,???,,,#     
                    #,,,,,,,,,,,,,,,,,,????,,,#     
                    #,,,,,,,,,,,,,,,,,,????,,,#     
                    #,,,,,,,,,,,,,,,,,?????,,,#     
                    #,,,,,,,,,,,,,,,,,?????,,,#     
                    #,,,,,,,,,,,,,,,,??????,,,#     
                   ##,,,,,,,,,,,,,,???????,,,,#     
                   #????,,,,,,,,??????????,,,,#     
                  ##?????????????????????,,,,##     
                  #,,???????????????????,,,,##     
                 ##,,,,????????????????,,,,##       
                 #,,,,,,,???????????,,,,,,##       
                 #,,,,,,,,,,????,,,,,,,,,##         
                 ###,,,,,,,,,,,,,,,,,,,,##         
                   ###,,,,,,,,,,,,,,,,,##           
                     ###################           


It's mostly to scale - it may look a bit stretched compared to the original due to the font. I'm not using the 80x25 terminal size obviously. Also, the bottom of it seems to have been cut off for some reason, probably went over some kind of limit.

The � symbol means fence (can shoot/look through, can't pass); The purple ? symbol represents a (secret) door that gets opened via a lever/switch or running over a trigger of some sort. The X symbol means an unclimbable raised platform. I should put some more X's in a couple places, but I can't be bothered.

Some of the items and monster spawn points have been shifted/omitted to keep the level layout clearer.

Errors are likely.

Fiddled with the color values, noticed that DoomRL exports several color values wrongly. Ie: imps and doors get "brown" but end up looking red, whereas "olive" looks more like the in-game color.
« Last Edit: January 05, 2009, 12:53 by myuzinn »
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raekuul

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Re: Doom maps in DoomRL
« Reply #1 on: January 05, 2009, 21:19 »

Thank you for telling me about that armor and shotgun location. Now I can get a higher score.

On topic: I tried it the other way around - copying and running the DoomRL wad file. Didn't work.
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Re: Doom maps in DoomRL
« Reply #2 on: January 06, 2009, 11:06 »

On topic: I tried it the other way around - copying and running the DoomRL wad file. Didn't work.
Well, I hope you didn't EXPECT that to work, don't you? =P

Nice idea though, that map thing will be nice when modding is going to be possible.
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Re: Doom maps in DoomRL
« Reply #3 on: January 06, 2009, 12:29 »

I like the idea but many of Doom maps could not fit into the DooMRL because of triggers, lifts, fences, at last heights. It would be nice inplementing a Diz level instead of Spider's Lair but I think it wont' fit.
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Re: Doom maps in DoomRL
« Reply #4 on: January 06, 2009, 14:03 »

Thank you for telling me about that armor and shotgun location. Now I can get a higher score.

you didn't know about the armor or the shotgun? how about the RL and the chainsaw? 100% secrets on Hangar is vital if you aren't cheating...well, you can skip the stimpack :P
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myuzinn

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Re: Doom maps in DoomRL
« Reply #5 on: January 07, 2009, 02:15 »

I wasn't intending use these in any near-future build of DoomRL. Just more of a curiosity/fantasy thing. And hey, maybe DoomRL will support linked levers/switches in like 2 years, who knows!

Anyway, another map. Probably won't be doing any more of these until I get a good ansi/unicode art editor, doing this manually is tedious.

Doom2 Map07
"Dead Simple"


#####################################
#.................|.................#
#..|......|.....A.A.A.....|......|..#
#...................................#
#....##########???????##########....#
#....#������&�����������&������#....#
#....#��^�������������������^��#....#
#..+.#��|���###|M|###���|��#.+..#


#....#�����...............�����#....#
#....#�����...............�����#....#
#..|.#�����..XXX.....XXX..�����#.|..#
#....#�����..XMX.....XMX..�����#....#
#....#|���..XX}..|..}XX..���|#....#
#....#����#...............#����#....#
#.A..?����.................��}?..A.#
#....?����.......XXX..|....����?....#


#.A..?����..^.|..X&X..M....��@�?..A.#
#....?����.......XXX..|....����?....#
#.A..?����.................��^?..A.#
#....#����#...............#����#....#
#....#|���..XX^..|..}XX..���|#....#
#....#�����..XMX.....XMX..�����#....#
#..|.#�����..XXX.....XXX..�����#.|..#
#....#�����...............�����#....#


#....#�����...............�����#....#
#..+.#��|���###|M|###���|��#.+..#
#....#��^�������������������^��#....#
#....#������&�����������&������#....#
#....##########???????##########....#
#...................................#
#..|......|.....A.A.A.....|......|..#
#.................|.................#
#####################################


Had to split it into multiple images in order not to get the bottom cut off.

Tried matching colors to the textures used.

Aqua ^ symbols are invisibility globes. Red & symbol is the exit switch.

While this is the ultraviolent spawn placement, it goes to show how much harder DoomRL is compared to Doom2, given an identical layout/situation :)
« Last Edit: January 07, 2009, 02:45 by myuzinn »
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Kornel Kisielewicz

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Re: Doom maps in DoomRL
« Reply #6 on: January 07, 2009, 02:51 »

How about E1M1 from D1? It was a hidden level in a ages old DoomRL version, but I couldn't fit it into the playing field -_-.

BTW, how about a contest for a ( DoomRL size ) special level to be included in the game? :D
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Re: Doom maps in DoomRL
« Reply #7 on: January 07, 2009, 03:30 »

BTW, how about a contest for a ( DoomRL size ) special level to be included in the game? :D

Original special level or DoomRL version of FPS Doom level? In any case, I'm all for it.
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Thomas

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Re: Doom maps in DoomRL
« Reply #8 on: January 07, 2009, 08:54 »

BTW, how about a contest for a ( DoomRL size ) special level to be included in the game? :D

Done.

How to get here: Dunno yet. Possibilities are:
1. Red stairs on level 24
2. 10% chance on any level 25 spawn
3. Go down regular level 24 stairs with no BFG in your inventory

Layout:

Code: [Select]
##############################################################################
#########............................................................#########
########........................##..........##........................########
#######...C..............##.....##..........##.....##..............C...#######
######...................##...........##...........##...................######
#####......d..##...bb......#..........##..........#......bb...##.........#####
####..........##...bb.......#....................#.......bb...##..d.......####
###..........................#########++#########..........................###
##....d......................#|dd|#........#|dd|#......................d....##
#.........cc..........##.....+}.ca#...@@...+ac^.#.....##..........cc.........#
#.........cc..........##.....#.^ca+...@@...#ac.}+.....##..........cc.........#
##....d......................#|dd|#........#|dd|#......................d....##
###..........................#########++#########..........................###
####.......d..##...bb.......#....................#.......bb...##..d.......####
#####.........##...bb......#..........##..........#......bb...##.........#####
######...................##...........##...........##...................######
#######...C..............##.....##..........##.....##..............C...#######
########........................##..........##........................########
#>#######............................................................#########
##############################################################################

@: Possible spawn (Made 4 just for symetry)
#: Completely indestructable wall (Except maybe for the pillars)
+: Door, obviously.
|: All of them are rockets.
}: Both are rocket launchers. Maybe some sort of super-rocket launcher that reloads while you move?
^: Both are supercharges.
C: Possible Cyberdemon spawn.
abcd: Lost souls. a spawns on HNTR, ab spawns on HMP, abc spawns on UV, they all spawn on N!.

Message on entry:
ITYTD/HNTR: "Huh. Anyone else getting a sense of deja vu?"
HMP/UV: "Hahaha, retro decoration. I like this thing's style."
N!: "Not again... not again... not again..."
« Last Edit: January 07, 2009, 08:57 by Thomas »
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myuzinn

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Re: Doom maps in DoomRL
« Reply #9 on: January 08, 2009, 01:49 »

I found a sorta decent text-art editor (ASCII Editor at http://studenten.freepage.de/meph/ascii/ascii.htm), so I decided to try D1E1M1, "The Hangar".

The program "Doom Builder" is nice for viewing Doom map files.

Attached at the bottom of this post are pictures of the map in Doom Builder, as well as the directly scaled 78x45 ascii version.

For the 78x20 version, I've tried to make it "appear" to-scale by taking into account the 8x12 font used by DoomRL. I resize the full-scale ascii image to 2/3 of its height, then re-arrange the rooms around each other to make them fit, while still retaining the original topography. It's not perfect though.

78x20 version
Updated 12th Jan:


!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!#####################!!!!!!!!!!!!!!!!!!!
!                                     #...h............^h.###                !
!                                     #.......####..#####.h.##  #######      !
!                                ######........h^#.h#  #.....####.....##     !
!                               ##...+.........hh#..#  #...h...~..###..##    !
!                               #..####.......####..#  #~~~..~~~~.####..#    !
!                               #.##  #h............#  #~~h....~~~~####^#    !
! #############           #######.###################  #~~~~~~..~~~###..#    !
!##...........#        ####....0..#.............##     #~~~~~.h~~~~###.##    !
##...........########  #..........#.....~~~......##########h..~~~ii###.##    !
#......#XX####..h#.^####...#...#..X...~~~~~~~.....##......+|h|.~#....#|.#    !
#......X.[h......................0#..~~~~[~~~~....#..######+########.##.#    !
#......X..h...............0.......X...~~~~~~~.....#.##|^.f...f.^|#+|.#..#    !
#......#XX####..h#.^####...#...#..#.....~~~.......#.##h.0f0.hf0.h#h}...##    !
##...........########  #..........#...............#.##h..##.##..h#######     !
!##...........#        ####..@..#####.......#.#...#h##....+i.....#           !
! #############           #######   ####....#.##.##.#######+######           !
!                                      ######..###..#    #..^#               !
!                                           ##|h+.|##    #>i+#               !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!#######!!!!!#####!!!!!!!!!!!!!!!!


Main issue left is what to do with various "secret" doors/areas, since the various triggers aren't there anymore.

« Last Edit: January 11, 2009, 11:55 by myuzinn »
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TFoN

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Re: Doom maps in DoomRL
« Reply #10 on: January 08, 2009, 03:17 »

BTW, how about a contest for a ( DoomRL size ) special level to be included in the game? :D

Original special level or DoomRL version of FPS Doom level? In any case, I'm all for it.

My thoughts exactly.

Thomas

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Re: Doom maps in DoomRL
« Reply #11 on: January 08, 2009, 04:03 »

Quote
80x25

Still needs to be a bit smaller for DoomRL. DoomRL is 78 by 20, including the mandatory border walls.
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007bistromath

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Re: Doom maps in DoomRL
« Reply #12 on: January 08, 2009, 04:13 »

I think we should have levels based on the Wolfenstein secrets. :V
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Re: Doom maps in DoomRL
« Reply #13 on: January 08, 2009, 04:20 »

Somebody, make this one in ASCII. I think it would be cool.)
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Re: Doom maps in DoomRL
« Reply #14 on: January 08, 2009, 08:56 »

Somebody, make this one in ASCII. I think it would be cool.)
I can't see the image, the site doesn't allow direct links to it...
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Re: Doom maps in DoomRL
« Reply #15 on: January 08, 2009, 09:25 »

It's E2M9, look it up on the Doom Wiki :)
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Re: Doom maps in DoomRL
« Reply #16 on: January 08, 2009, 10:03 »

I can't see the image, the site doesn't allow direct links to it...

For me it does. Anyway, here are all maps from DooM and DooM 2.
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myuzinn

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Re: Doom maps in DoomRL
« Reply #17 on: January 08, 2009, 10:53 »

Still needs to be a bit smaller for DoomRL. DoomRL is 78 by 20, including the mandatory border walls.
Yeh I realised that shortly after posting. Resizing E1M1 from 78x45 to 78x20 was frustrating, but I finally managed it. I've updated my prior post with the new images.

Is there any technical reason why DoomRL uses 80x25 mode instead of something higher like 80x50? Just curious.
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Re: Doom maps in DoomRL
« Reply #18 on: January 08, 2009, 13:51 »

Is there any technical reason why DoomRL uses 80x25 mode instead of something higher like 80x50? Just curious.

Just that 80x25 has been the data terminal display standard for decades. Most ASCII RLs use it. The technical reasons probably fall under 'ease-of-use' in terms of compilers, libraries, etc.

Edit: Plus, those charcaters look awfully tiny and warped at 80x50!
« Last Edit: January 08, 2009, 13:53 by MaiZure »
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myuzinn

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Re: Doom maps in DoomRL
« Reply #19 on: January 09, 2009, 03:01 »

Plus, those charcaters look awfully tiny and warped at 80x50!
The warping is a result of using fonts with characters taller than they are wide. DoomRL uses the 8x12 Terminal font I believe.

I've updated my post again with a coloured screenshot of the 80x50 version using a 8x8 font, as well as a revised 80x25 (78x20) version that has better scaling.
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Re: Doom maps in DoomRL
« Reply #20 on: January 11, 2009, 00:31 »

There were some requested maps earlier, so I did some of them. Couldn't be bothered with D2M31 though, because it's gigantic and boring.

Doom 1 E2M9
"Fortress of Mystery"


!!!!!!!!!!!!!###!!!!!!!!!!!!!!!!!!!#########!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!           ##.##                  #O.....O#                                 !
!      ######.}.######             #...|...#                                 !
!     ##..##.....##..##            #..~....#                                 !
!    ##}...#.....#...}##           #..~+...#                                 !
!    #..B..##...##..B..#           #..~....#                                 !
! ####.....###.###.....#############..~|...##############                    !
!##..##...............##..##O.........~...O.......O##K#>#                    !
##....####....@....####....#..........~~~~~~~~~~~..##?#?###                  !
#.^...........[............+.|..+..|..~^~..|..+..|.+&...?K#                  !
##....####.........####....#..~~~~~~~~~~~..........#?######                  !
!##..##...............##..##O...........~.O.......O#K#                       !
! ####.....###.###.....#############...|~..###########                       !
!    #..B..##...##..B..#           #....~..#                                 !
!    ##^...#.....#...}##           #...+~..#                                 !
!     ##..##.....##..##            #....~..#                                 !
!      ######./.######             #...|...#                                 !
!           ##.##                  #O.....O#                                 !
!            ###                   #########                                 !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Doom 2 Map32
"Grosse"


!!!!!!!!!!!!!!!!!!!!###################################!!!!!!!!!!!!!!!!!!!!!!!
!                   #h.h..............................#                      !
!                   #.h...............................#                      !
!                   #h..###h..###h..###h..###h..###h..#                      !
!         ###########...#}#h..#|#h..#}#h..#|#h..#}#h..#                      !
!         #.............###...###...###...###...###...#         ###    ##### !
#####     #...........................................# ###     #.#  ###...###
#|.|#######...........................................###.#######.####...,...#
#+.+.....|#..................................................#.......#..,k,..#
#..@.^.}..+..................................................+.C.....+.,k#k,.#
#+.+.....|#..................................................#.......#..,k,..#
#|.|#######...........................................###.#######.####...,...#
#####     #...........................................# ###     #.#  ###...###
!         #.............###...###...###...###...###...#         ###    ##### !
!         ###########...#^#h..#|#h..#^#h..#|#h..#}#h..#                      !
!                   #h..###h..###h..###h..###h..###h..#                      !
!                   #.h...............................#                      !
!                   #h.h..............................#                      !
!                   ###################################                      !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


I tried to have them as close to their originals as possible, given the constraints.

Had to cut out the top and bottom secret rooms in Grosse though, so I plonked some of the items into the start room, and some into previously empty pillars. By having them in these pillars, one has to be very careful in using rockets to blow the outer wall, but not the goodies inside. Would probably have to aim rockets at the level's perimeter wall and use the blast's splash to achieve that.

You could otherwise hide them in the top/bottom left/right corners of the map if you wanted to, like those hidden segments in chained court.

There's some decorative lights, pillars, corpses, etc that I haven't put in.

I coloured the nazi troops dark red because I figure they're fairly close mechanically to captains. And dark blue on black is horrendous on my eyes.
« Last Edit: January 11, 2009, 01:12 by myuzinn »
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Blade

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Re: Doom maps in DoomRL
« Reply #21 on: January 11, 2009, 06:43 »

Cool! I like this 2!
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Re: Doom maps in DoomRL
« Reply #22 on: January 11, 2009, 07:01 »

Hehe, you included the Commander Keens too =P
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Re: Doom maps in DoomRL
« Reply #23 on: January 19, 2009, 19:59 »

Doom E1M8: Phobos Anomaly



!!!!!!!!!!!!!!!!!!!!#######################################################!!!
!    ######       #########...............................................#  !
!    #....#      ##..{|..##...............................................#  !
!    #.@..#      #c..||..c#.........c==============c......................#  !
!    #....#      #c......c#.......c==================c....................#  !
!    ##++##      ##......##......=============####=====...................#  !
!   ##....##      ##....###......=======......#..#=====...................#  !
!  ##..00..##      ##..## #.....=======.......+B.#======..................#  !
! ##.0c==c0.#########..################.......####======........#######...####
! #.0c====c0......+..^...+............+.......==========............**#...#*.#
! #.0c====c0......+...[..+............+.......==========............**#...#^>#
! ##.0c==c0.#########..################.......####======........#######...####
!  ##..00..##      ##..## #.....=======.......+B.#======..................#  !
!   ##....##      ##....###......=======......#..#=====...................#  !
!    #++.^#      ##......##......=============####=====...................#  !
!    ######      #c......c#.......c==================c....................#  !
!                #c..||..c#.........c==============c......................#  !
!                ##..{|..##...............................................#  !
!                 #########...............................................#  !
!!!!!!!!!!!!!!!!!!!!#######################################################!!!


The teleporters all have the * as their destination, and all walls are indestructible. It would appear around level 7-8, so the two Barons of Hell would be challenging but not too difficult. On ITYTD and HNTR, the Barons of Hell would be replaced with Hell Knights, and the demons around the Hell Knights, as well as the ones near the weapons, would be replaced with Lost Souls. After all the enemies are dead, the reward would appear in the empty space surrounding the Barons of Hell. The liquid surrounding them would most likely be pools of blood.
« Last Edit: January 19, 2009, 20:25 by Skynet 2.0 »
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FrostyTheDragon

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Re: Doom maps in DoomRL
« Reply #24 on: January 20, 2009, 14:13 »

Okay, I don't know if the 'contest' for a special level is still going, or whether it's original levels or remakes of actual Doom levels that are intended, but I decided to try my hand at making a more original (but still not fully original) level for this 'contest'.

The level is derived from one in an FPS called 'Rise of the Triad'.  In the original game the level was called 'Dead in Two Seconds' (it probably refers to what happens if you don't immediately hurry in the starting room - they put 12 Triad Enforcers, probably the toughest normal enemy in the game, in front of you) and was actually not in the normal progression of the game - you could only access the level with a warping cheat.  I don't have a good alternate name for the level for this version - but let's see if the level is viable first.

When would this level show up?  I'm thinking somewhere in the lower levels - specifically, I was thinking of this as being a possible alternate for the Lava Pits (meaning either this OR Lava Pits shows up).

Code: [Select]
##############################################################################
##%%%%########################################################################
##%9%%####.............b######################################################
##%%%%##.#.#.#.#.#####+############a.8...a####################################
##%%%%##.#..4....####...###############.###.............######################
########......4..####...#########a.88.......###########.######################
######.....4...4.####...#################.#####..8d####.######################
#####...#############...########d..7............####.........1################
#####.###############...#########.7.....#######.###.........1..##b#####b.d####
#####.##########........3.......####+#####b.c##.###........1..2.#.....6.ab####
#####.........##....3...........+......+..6a.##.##..............+.#####c..####
#############.##.3.....1........##.###.###b.b##.##....^..@..2.1.##############
######........##...........3..#################.#.......}.....2..#############
######+#########..3..3..1.....#################.......||.....1.2..############
###bae.bde###########...########################............2....#############
###edb.ecb############+##########################...........1.1.##############
######+##############..e#########################.............################
#####...############b.6.b#########################..........##################
#####.5>#############beb#############################.....####################
##############################################################################

Key
@: Player start position.
}: A rocket launcher.
|: Rockets.
^: Invulnerability Globe.
1: Hell Knight (ITYTD, HNTR, HMP) or Baron of Hell (UV, N!)
2: Hell Knight (ITYTD, HNTR), Baron of Hell (HMP, UV), or Revenant (N!)
3: Former Captain (ITYTD), Hell Knight (HNTR), or Arachnotron (HMP, UV, N!)
4: Cacodemon (ITYTD, HNTR) or Revenant (HMP, UV, N!)
5: Revenant (ITYTD, HNTR) or Mancubus (HMP, UV, N!)
6: Cacodemon (ITYTD) or Pain Elemental (HNTR, HMP, UV, N!)
7: Former Captain (ITYTD, HNTR) or Former Commando (HMP, UV, N!)
8: Lost Soul (ITYTD), Demon (HNTR), Former Captain (HMP, UV) or Former Commando (N!)
9: Revenant (ITYTD), Mancubus (HNTR), or Arch-Vile (HMP, UV, N!).
a: Weapons.  Haven't determined exactly what yet, although I was intending on 'random'.
b: Ammo or powerups.  Haven't determined exactly what yet, although I was intending on 'random'.
c: Armor or boots.  Haven't determined exactly what yet, although I was intending on 'random'.
d: Mods.  Haven't determined exactly what yet, although I was intending on 'random'.
e: Items (medpacks, envirosuits, that sort of thing).  Haven't determined exactly what yet, although I was intending on 'random'.
+: Doors, of course.
%: Corpses.  Probably a mixture of imp and hell knight corpses with one or two barons or revenants mixed in somewhere.
>: The exit.

Other Notes:
-A lot of hallway compression went into making that map the right size, vertically speaking.  I was able to actually keep most of the horizontal layout.
-The original map only had any enemies in the big starting room and the upper-left room.  For this to qualify as something you'd see in the Phobos Hell region I felt compelled to add more enemies, and I'm extremely concerned that I went overboard.
-The bottom-center room was actually not enterable in the original.  I thought it better to let the player go in there.
-All the walls in the original were fiery walls that burnt the player if they were touched.  As of right now, I'm still tinkering with the possibility of a 1-square ring of lava around most of the rooms to mimic this effect, but I've been working on this map (layout, spawns, and everything) for over 4 straight hours and I need a break.  Will take suggestions in this regard (note that I hope to avoid the possibility of the player charging over any lava to take shortcuts, but if I have to do that, fine).
-All walls are indestructible, except for the ones around the room with '9' in it.  I know I didn't use '!' to represent the edges of the map like some people did, but I thought the edge of the map showed up as something closer in the actual game to what I did here anyhow.
-I tempted the idea of putting a BFG9000 in a place that could only be reached safely with an envirosuit pack, but decided that I'd done enough to this map as it is.
-The map was intended to be quite difficult, at minimum on par with Lava Pits.  Maybe even more difficult.  The first room was specifically designed to be a 'gimme' if you're thinking fast enough (it even has an invulnerability powerup much like the original level - the ammo wasn't there though) - it's the later rooms that are going to be hard on a player.
-I consider the map layout mostly okay for a conversion to DoomRL except for one thing - the corner room with '9' in it (that room was not in the original map, and may want some tweaking).  It's the monster and item spawns that I really need help with.  I'm concerned that (1) I don't strike the right balance between authenticity to the original level and DoomRL playability, and (2) I may have made the level too difficult with all those enemies.
-The reward is what's on the map already, really.  Anything you manage to pry out of there is yours to keep.
-I do have a blank version of both this modified map variant and of the original level's map in ASCII if it's necessary to change things even more.


If this is well received (but not before then, as I'm a sucky mapper and I know it), I may try converting an actual Doom level to DoomRL.  We'll see.
« Last Edit: January 21, 2009, 10:02 by FrostyTheDragon »
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skarczew

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Re: Doom maps in DoomRL
« Reply #25 on: January 23, 2009, 12:32 »

FrostyTheDragon:
Map looks nice - it would be nice to test it out in DoomRL.
Only thing I do not like is the room with "9".

As for rewards - it should depend on the type of game.
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FrostyTheDragon

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Re: Doom maps in DoomRL
« Reply #26 on: January 23, 2009, 13:01 »

FrostyTheDragon:
Map looks nice - it would be nice to test it out in DoomRL.
Only thing I do not like is the room with "9".

As for rewards - it should depend on the type of game.

Yeah, while I wanted the '9' to represent an arch-vile on higher difficulties, I didn't know the best spot to put him.  I thought putting him right in the room with '4' wasn't a great idea, and looking at it now, maybe I should have just thrown him and the corpses into the hallway before the exit.

This is what I get for trying to ad-lib here.  I still don't have a clue what to do with that part.


As far as rewards?  I still haven't really gotten there.  But I think that if any unique spawns on that map, it should be in the main stash (the room before the exit) far more often than in any other part of the map - and if a unique doesn't spawn, at least one of the weapons should be a yellow one, meaning fastload, extended, rapid, or simply advanced.  I'm against spawning a BFG9000 on this map as it is right now unless it's shown to be an extremely difficult map.

Maybe have a weapon or armor from Rise of the Triad show up as an artifact here?  I'm out of other ideas.
« Last Edit: January 23, 2009, 13:21 by FrostyTheDragon »
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skarczew

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Re: Doom maps in DoomRL
« Reply #27 on: January 24, 2009, 11:51 »

If you are on AoMr, spawn Trigun, Beretta or Jackal.
If you are on AoB, then Butchers Claw, more berserk packs, etc.

And so ... :) .
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Kornel Kisielewicz

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Re: Doom maps in DoomRL
« Reply #28 on: January 24, 2009, 12:09 »

I think the opposite :P
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Re: Doom maps in DoomRL
« Reply #29 on: January 24, 2009, 12:47 »

I think the opposite :P
* Mrazerty waits 'till nobody is around, then starts hitting Kornel with a bat *
=P
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FrostyTheDragon

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Re: Doom maps in DoomRL
« Reply #30 on: January 24, 2009, 13:35 »

If you are on AoMr, spawn Trigun, Beretta or Jackal.
If you are on AoB, then Butchers Claw, more berserk packs, etc.

And so ... :) .

As far as those two examples - not unless the level is proven so insanely difficult that the player deserves whatever they want from it.

I did come up with a couple of possibilities for artifacts in that level, however (and both originally come from Rise of the Triad as well) - and I hope it's okay to bring them up here, as I would think notes on artifacts within a map probably are relevant to the topic of the map itself.

Flamewall
-In the original: A weapon with 7 shots in it.  If the enemy was hit from the direct shot, not much damage.  But if the shot hit the ground (this could include aiming it at the floor), it would spread into a massive wave of flame that killed any non-boss, non-robotic enemy on contact (in fact, it turned said enemies into charred skeletons that instantly crumbled).  (Bosses and robots were totally immune.)
-DoomRL variant: I think this should shoot a 5-square wave of flame (the center square would align with the player's position) that can't go through walls, but does significant damage (I was thinking somewhere between the shotgun's damage rating and the rocket launcher's) to enemies and is likely to destroy any items caught in the path.  I could see Lost Souls, Arch-viles, and any bosses having some resistance to the weapon (the former two because of their more fiery nature, the latter to keep somewhat with the original weapon).  Also, this should use rockets as ammo.  (Should it have a maximum range for balance purposes?  I couldn't possibly see such a weapon being dodgeable.  Well, okay, maybe the flying enemies could dodge it, but not much else.)

Asbestos Armor
-In the original: Reduced any form of heat damage (missile weapons and heat-based hazards) to almost nothing - I believe it's also the only thing that would save the player from a Flamewall.  Did not protect against bullet weapons at all.
-DoomRL variant: 10 armor, applying only to heat-based weapons.  Unfortunately for the people trying to balance this, said category's potential is huge - it could include plasmaballs from Cacodemons and Hell Knights, plasma rifle shots from former commandos and Arachnotrons, rockets from Revenants, the fiery blasts from Mancubi, Arch-vile ranged attacks, and possibly rockets from Cybie himself.  We'd need to establish what counts here.  2 armor against all else.  I don't know about the other statistics, but its pickup quote would probably be "Oh, so itchy!" just like in Rise of the Triad.


I had a few other ideas but I found them so weak that they should be relegated to standard uniques.  If anyone wants to hear of them I can post them over in the 'Requests for Features' forum - not on this topic because it gets too irrelevant.


NOTE: I'll probably get back on track and make another map one of these days.
« Last Edit: January 24, 2009, 13:41 by FrostyTheDragon »
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Kornel Kisielewicz

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Re: Doom maps in DoomRL
« Reply #31 on: January 24, 2009, 14:13 »

Yeah, ideas for uniques are always welcome :)
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Re: Doom maps in DoomRL
« Reply #32 on: January 24, 2009, 16:25 »

Kornel, I've been meaning to ask: What was the inspiration for the Blaster? It feels like something right out of Xeen...
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Re: Doom maps in DoomRL
« Reply #33 on: January 25, 2009, 00:35 »

It's the sidearm from Quake II, I believe.
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