Rowdy Rudy Returns in POWERTRIP! (vanilla community project)

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Rowdy Rudy Returns in POWERTRIP! (vanilla community project)

Postby Doomkid » Wed Aug 21, 2019 6:41 am

Rowdy Rudy Returns in.. POWERTRIP!
A 100% vanilla-compatible community project

Rowdy Rudy is back and he's madder than ever!

NOTE: This project is active on Doomworld as well: https://www.doomworld.com/forum/topic/1 ... y-project/



Spoiler:



DOWNLOAD THE EARLY BETA HERE: https://doomshack.org/~doomkid/rudy2/rudy2v1.zip

I think this should be a lot of fun when it's complete and I wanted to get the community involved!

If you want to submit a map, please keep in mind that it has to be totally vanilla compatible - Use ChocoRenderLimits and Visplane Explorer to double and triple check that your map stays within vanilla limits. The resource pack includes the Doom1 textures for Doom2, as well as Jimmy's modified Plutonia texture pack.

Please remember to keep the entrance and exit areas of your maps somewhat flexible, as I intend to have connected exits and entrances, as I feel that provides a much more seamless experience for the player. They really feel like they're 'getting somewhere'.

What I really want to end up with here is a series of small bases, either themed like E1 or Plutonia, separated by large stretches of nature. An "earthy" but also "techy" feel, if ya get what I mean. I've included 4 unfinished demo maps to give an idea of what I mean, I encourage you to check them out for reference, but keep in mind they are still quite unfinished.

---

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 and am looking forward to your map submissions!
Last edited by Doomkid on Tue Sep 10, 2019 8:50 pm, edited 1 time in total.
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby Voltcom9 » Wed Aug 21, 2019 12:06 pm

This is great, I really enjoyed playing the first Rowdy Rudy! I'd like to contribute a map.
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby Doomkid » Wed Aug 21, 2019 10:08 pm

Glad to have you on board 8-)
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby Voltcom9 » Thu Aug 22, 2019 9:56 am

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.
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby Doomkid » Fri Aug 23, 2019 9:41 am

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 :lol:
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby FFFFRRRR » Wed Aug 28, 2019 8:15 am

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"...?
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby Voltcom9 » Thu Aug 29, 2019 5:04 pm

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.
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby EndHack » Wed Sep 04, 2019 11:56 am

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
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby Doomkid » Thu Sep 05, 2019 12:04 pm

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"...?

That's right, the red areas are crash spots. Looking forward to seeing what you make if you decide to contribute a map!

EndHack, I think that's a good idea, I'd like to put some gloves on the fists.
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby DavidN » Thu Sep 05, 2019 6:18 pm

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?
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby DavidN » Sun Sep 08, 2019 8:29 pm

Here you go! I hope this is sufficiently Rowdy :)

http://teamouse.net/games/doom/rudy2/MAP01.wad

Image

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]
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Re: Rowdy Rudy Returns in POWERTRIP! (vanilla community proj

Postby Doomkid » Tue Sep 10, 2019 8:45 pm

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)
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