Rowdy Rudy II: POWERTRIP! Now on IDgames!

New maps, and other projects whose primary focus is new maps, belong here.

Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
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.
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm

Rowdy Rudy II: POWERTRIP! Now on IDgames!

Post by Doomkid »

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!
Last edited by Doomkid on Mon Nov 09, 2020 10:06 am, edited 14 times in total.
User avatar
Voltcom9
Posts: 224
Joined: Fri May 27, 2016 2:03 pm

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

Post by Voltcom9 »

This is great, I really enjoyed playing the first Rowdy Rudy! I'd like to contribute a map.
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm

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

Post by Doomkid »

Glad to have you on board 8-)
User avatar
Voltcom9
Posts: 224
Joined: Fri May 27, 2016 2:03 pm

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

Post by Voltcom9 »

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.
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm

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

Post by Doomkid »

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:
User avatar
FFFFRRRR
Posts: 99
Joined: Sat Nov 04, 2017 3:33 am

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

Post by FFFFRRRR »

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"...?
User avatar
Voltcom9
Posts: 224
Joined: Fri May 27, 2016 2:03 pm

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

Post by Voltcom9 »

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.
User avatar
EndHack
Posts: 57
Joined: Wed Feb 14, 2018 8:53 pm

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

Post by EndHack »

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
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm

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

Post by Doomkid »

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.
User avatar
DavidN
 
 
Posts: 266
Joined: Mon Dec 28, 2015 6:22 pm

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

Post by DavidN »

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?
User avatar
DavidN
 
 
Posts: 266
Joined: Mon Dec 28, 2015 6:22 pm

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

Post by DavidN »

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]
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm

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

Post by Doomkid »

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)
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm

Re: POWERTRIP: Rowdy Rudy II (vanilla community project)

Post by Doomkid »

(old info and links removed)
Last edited by Doomkid on Sun Sep 06, 2020 9:55 pm, edited 1 time in total.
User avatar
ReX
Posts: 1578
Joined: Tue Aug 05, 2003 10:01 am
Location: Quatto's Palace

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

Post by ReX »

Doomkid wrote:I just have some sick obsession with minimalism :lol:
Moi aussi.

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.
User avatar
Doomkid
Posts: 101
Joined: Sat Mar 16, 2013 8:17 pm

Re: POWERTRIP: Rowdy Rudy II (vanilla community project)

Post by Doomkid »

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!

Return to “Levels”