Rowdy Rudy II: POWERTRIP! Now on IDgames!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 101
- Joined: Sat Mar 16, 2013 8:17 pm
Rowdy Rudy II: POWERTRIP! Now on IDgames!
Rowdy Rudy Returns in.. POWERTRIP!
A 100% vanilla-compatible community project
Rowdy Rudy is back and he's madder than ever!
/idgames download: https://www.doomworld.com/idgames/level ... wads/rudy2
https://doomshack.org/wads/rudy2.zip
NOTE: This project is active on Doomworld as well: https://www.doomworld.com/forum/topic/1 ... y-project/
I think this should be a lot of fun when it's complete and I wanted to get the community involved!
Despite being 100% vanilla compatible, POWERTRIP has many substantial changes to the enemy roster:
https://doomshack.org/~doomkid/rudy2/1zombiman.png
Zombieman - 40 HP
https://doomshack.org/~doomkid/rudy2/2shotgunner.png
Shotgunner - 60 HP
https://doomshack.org/~doomkid/rudy2/3plasmer.png
Plasma Guy - 60 HP (replaces Spectre)
https://doomshack.org/~doomkid/rudy2/4chaing.png
Chaingunner - 80 HP (replaces WolfSS)
https://doomshack.org/~doomkid/rudy2/5flamer.png
Flamethrower Guy - 80 HP (replaces Keen)
https://doomshack.org/~doomkid/rudy2/6rocket.png
Rocketman - 120 HP (replaces Hell Knight)
https://doomshack.org/~doomkid/rudy2/8impdark.png
Psycho Imp - 150 HP (replaces Arachnotron)
https://doomshack.org/~doomkid/rudy2/9dmon.png
Blood Demon - 180 HP
https://doomshack.org/~doomkid/rudy2/10toxicaco.png
Toxicacodemon - 400 HP
https://doomshack.org/~doomkid/rudy2/11cacoflame.png
Flame Caco - 600 HP (replaces Pain Elemental)
https://doomshack.org/~doomkid/rudy2/12minimaster.png
Mini Mastermind - 500 HP (replaces Chaingunner)
(Height: 56 / Diameter: 96 / Drops Chaingun)
https://doomshack.org/~doomkid/rudy2/13flying.png
Flying Mastermind - 2000 HP (replaces Spiderdemon)
(Height: 100 / Diameter: 200)
Of course, many of the classic enemies remain untouched:
Imp - 60 HP
Lost Soul - 100 HP
Revenant - 300 HP
Mancubus - 600 HP
Archvile - 700 HP
Baron of Hell - 1000 HP
Cyberdemon - 4000 HP
The weapons have also undergone some substantial changes!
https://doomshack.org/~doomkid/rudy2/1fist.png
The fists are faster and far more powerful.
https://doomshack.org/~doomkid/rudy2/2saw.png
The chainsaw is double bladed, so it's twice as tough! Makes sense, right?
https://doomshack.org/~doomkid/rudy2/3rifle.png
The pistol is now an assault rifle with 100% accuracy. It's very slightly less powerful than the normal chaingun, but the pinpoint precision more than makes up for it's somewhat slow ROF.
https://doomshack.org/~doomkid/rudy2/4shot.png
The shotgun is now totally automatic. Hold the fire button down and watch it go! Lays down whole waves of enemies in seconds.
https://doomshack.org/~doomkid/rudy2/5ssg.png
The double-barrel is now pump-action! Deliver two loads of buckshot quicker than ever before.
https://doomshack.org/~doomkid/rudy2/6chain.png
The chaingun has a much faster ROF making it very effective and stunning even the meatier baddies.
https://doomshack.org/~doomkid/rudy2/7rocket.png
The rocket launcher has a faster ROF. Uhh I couldn't think of anything else but it works ok sheesh
https://doomshack.org/~doomkid/rudy2/8plas.png
The plasma rifle doesn't have that little recoil animation anymore. Also GREEN!
https://doomshack.org/~doomkid/rudy2/9bfg.png
The BFG9000 now shoots big fireballs that emit 2 damage tracers rather than just one, making it even deadlier than usual.
I hope you like what you see!
A 100% vanilla-compatible community project
Rowdy Rudy is back and he's madder than ever!
/idgames download: https://www.doomworld.com/idgames/level ... wads/rudy2
https://doomshack.org/wads/rudy2.zip
NOTE: This project is active on Doomworld as well: https://www.doomworld.com/forum/topic/1 ... y-project/
I think this should be a lot of fun when it's complete and I wanted to get the community involved!
Despite being 100% vanilla compatible, POWERTRIP has many substantial changes to the enemy roster:
https://doomshack.org/~doomkid/rudy2/1zombiman.png
Zombieman - 40 HP
https://doomshack.org/~doomkid/rudy2/2shotgunner.png
Shotgunner - 60 HP
https://doomshack.org/~doomkid/rudy2/3plasmer.png
Plasma Guy - 60 HP (replaces Spectre)
https://doomshack.org/~doomkid/rudy2/4chaing.png
Chaingunner - 80 HP (replaces WolfSS)
https://doomshack.org/~doomkid/rudy2/5flamer.png
Flamethrower Guy - 80 HP (replaces Keen)
https://doomshack.org/~doomkid/rudy2/6rocket.png
Rocketman - 120 HP (replaces Hell Knight)
https://doomshack.org/~doomkid/rudy2/8impdark.png
Psycho Imp - 150 HP (replaces Arachnotron)
https://doomshack.org/~doomkid/rudy2/9dmon.png
Blood Demon - 180 HP
https://doomshack.org/~doomkid/rudy2/10toxicaco.png
Toxicacodemon - 400 HP
https://doomshack.org/~doomkid/rudy2/11cacoflame.png
Flame Caco - 600 HP (replaces Pain Elemental)
https://doomshack.org/~doomkid/rudy2/12minimaster.png
Mini Mastermind - 500 HP (replaces Chaingunner)
(Height: 56 / Diameter: 96 / Drops Chaingun)
https://doomshack.org/~doomkid/rudy2/13flying.png
Flying Mastermind - 2000 HP (replaces Spiderdemon)
(Height: 100 / Diameter: 200)
Of course, many of the classic enemies remain untouched:
Imp - 60 HP
Lost Soul - 100 HP
Revenant - 300 HP
Mancubus - 600 HP
Archvile - 700 HP
Baron of Hell - 1000 HP
Cyberdemon - 4000 HP
The weapons have also undergone some substantial changes!
https://doomshack.org/~doomkid/rudy2/1fist.png
The fists are faster and far more powerful.
https://doomshack.org/~doomkid/rudy2/2saw.png
The chainsaw is double bladed, so it's twice as tough! Makes sense, right?
https://doomshack.org/~doomkid/rudy2/3rifle.png
The pistol is now an assault rifle with 100% accuracy. It's very slightly less powerful than the normal chaingun, but the pinpoint precision more than makes up for it's somewhat slow ROF.
https://doomshack.org/~doomkid/rudy2/4shot.png
The shotgun is now totally automatic. Hold the fire button down and watch it go! Lays down whole waves of enemies in seconds.
https://doomshack.org/~doomkid/rudy2/5ssg.png
The double-barrel is now pump-action! Deliver two loads of buckshot quicker than ever before.
https://doomshack.org/~doomkid/rudy2/6chain.png
The chaingun has a much faster ROF making it very effective and stunning even the meatier baddies.
https://doomshack.org/~doomkid/rudy2/7rocket.png
The rocket launcher has a faster ROF. Uhh I couldn't think of anything else but it works ok sheesh
https://doomshack.org/~doomkid/rudy2/8plas.png
The plasma rifle doesn't have that little recoil animation anymore. Also GREEN!
https://doomshack.org/~doomkid/rudy2/9bfg.png
The BFG9000 now shoots big fireballs that emit 2 damage tracers rather than just one, making it even deadlier than usual.
I hope you like what you see!
Last edited by Doomkid on Mon Nov 09, 2020 10:06 am, edited 14 times in total.
-
- Posts: 224
- Joined: Fri May 27, 2016 2:03 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
This is great, I really enjoyed playing the first Rowdy Rudy! I'd like to contribute a map.
-
- Posts: 101
- Joined: Sat Mar 16, 2013 8:17 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
Glad to have you on board
-
- Posts: 224
- Joined: Fri May 27, 2016 2:03 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
Visplane overflows really are frustrating...
I've put together a map that seems to work fine in Crispy but alas in ChocolateDoom continues to visplane overflow. I'm going to try to remedy this... Anyways, I'll try to work away at this and somehow manage to fix it for compatability.
I've put together a map that seems to work fine in Crispy but alas in ChocolateDoom continues to visplane overflow. I'm going to try to remedy this... Anyways, I'll try to work away at this and somehow manage to fix it for compatability.
-
- Posts: 101
- Joined: Sat Mar 16, 2013 8:17 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
Yeah, VPOs are pretty easily the most annoying thing about vanilla mapping. I'm glad I posted over here and you're working on a map, I was considering not posting about it here since most ZDoom mappers don't usually have to deal with the BS of vanilla. I just have some sick obsession with minimalism
-
- Posts: 99
- Joined: Sat Nov 04, 2017 3:33 am
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
Played through those maps and I gotta say, I really like the guns. They make it easier to fight large crowds. Id like to contribute a map I have been working on the last couple of days, its almost done.
I ran it through visplane explorer, though I'm unsure on how to interpret the outcome. I suppose the red areas mean: "From here, you see too many sectors so the game will crash"...?
I ran it through visplane explorer, though I'm unsure on how to interpret the outcome. I suppose the red areas mean: "From here, you see too many sectors so the game will crash"...?
-
- Posts: 224
- Joined: Fri May 27, 2016 2:03 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
Yeah, the red areas are problem areas that can cause vanilla or chocolate Doom to crash. Generally it's from too many visible planes AFAIK.
-
- Posts: 57
- Joined: Wed Feb 14, 2018 8:53 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
this seems cool but you could give him some gloves on his fist sprites doom guy took of the gloves so he could but on his brass knuckles but rowdy does not have any
-
- Posts: 101
- Joined: Sat Mar 16, 2013 8:17 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
That's right, the red areas are crash spots. Looking forward to seeing what you make if you decide to contribute a map!FFFFRRRR wrote:Played through those maps and I gotta say, I really like the guns. They make it easier to fight large crowds. Id like to contribute a map I have been working on the last couple of days, its almost done.
I ran it through visplane explorer, though I'm unsure on how to interpret the outcome. I suppose the red areas mean: "From here, you see too many sectors so the game will crash"...?
EndHack, I think that's a good idea, I'd like to put some gloves on the fists.
-
-
- Posts: 266
- Joined: Mon Dec 28, 2015 6:22 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
This looks great! Interesting changes to the enemies to change the dynamic a bit I'd love to contribute - what kinds of maps are you looking for, the same kind of outdoor plus techbases that you have in the example ones? And should the length be about the same as you've got in the examples, 100 monsters-ish?
-
-
- Posts: 266
- Joined: Mon Dec 28, 2015 6:22 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
Here you go! I hope this is sufficiently Rowdy
http://teamouse.net/games/doom/rudy2/MAP01.wad
This was a fun challenge, as I'd never mapped for vanilla seriously before - the visplane limit was harder to stay under than I had thought, as I had thought only maps with a serious amount of detailing would be affected. Most of the time my open areas reached 110-120, but once I started to get a few red spots, those were very difficult to iron out. That's why the big pillars are in the middle of the courtyard - to block the player's view at the problematic points!
There are a couple of tutti-fruttied steps that I can't work out, but otherwise it should be ready to go. I'm thinking it should be called "Twin Fortress" or something.
[Edit: Updated the file to include difficulty levels and fixed miscellaneous daftnesses]
http://teamouse.net/games/doom/rudy2/MAP01.wad
This was a fun challenge, as I'd never mapped for vanilla seriously before - the visplane limit was harder to stay under than I had thought, as I had thought only maps with a serious amount of detailing would be affected. Most of the time my open areas reached 110-120, but once I started to get a few red spots, those were very difficult to iron out. That's why the big pillars are in the middle of the courtyard - to block the player's view at the problematic points!
There are a couple of tutti-fruttied steps that I can't work out, but otherwise it should be ready to go. I'm thinking it should be called "Twin Fortress" or something.
[Edit: Updated the file to include difficulty levels and fixed miscellaneous daftnesses]
-
- Posts: 101
- Joined: Sat Mar 16, 2013 8:17 pm
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
My apologies for the late response, I don't check here as often as I should. Great submission! (I decided to add a link between the various forums as well in the OP to make checking for updates easier)
-
- Posts: 101
- Joined: Sat Mar 16, 2013 8:17 pm
Re: POWERTRIP: Rowdy Rudy II (vanilla community project)
(old info and links removed)
Last edited by Doomkid on Sun Sep 06, 2020 9:55 pm, edited 1 time in total.
-
- Posts: 1578
- Joined: Tue Aug 05, 2003 10:01 am
- Location: Quatto's Palace
Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj
Moi aussi.Doomkid wrote:I just have some sick obsession with minimalism
But back on topic: This sounds like a blast! What is your timetable? I would love to contribute, as I continue to map for vanilla DooM & DooM2 - strangely, I occasionally love the challenge of staying within the limits of the original games. However, I have multiple irons in the fire, and my mapping progress is usually slow as molasses. For these reasons, I will probably not be able to work within a strict timetable. [And I wouldn't want to be known as the union guy who wasn't paid up on his dues.]
Best wishes.
-
- Posts: 101
- Joined: Sat Mar 16, 2013 8:17 pm
Re: POWERTRIP: Rowdy Rudy II (vanilla community project)
ReX, i would love to have you on board for this. I’m thinking of extending the project date significantly, I don’t have an exact timetable in mind but I imagine this taking at least the first half of 2020 at this point. I’ve made the mistake of rushing projects before - it’s not a good idea.
I’m out atm but once I’m home I’ll check out and leave a review for your wad. The screenshots look really good!
I’m out atm but once I’m home I’ll check out and leave a review for your wad. The screenshots look really good!