Randomized Roguelike map - v4 (Upd. 17/2/19)

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Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Postby Solid-Head » Sun Apr 14, 2019 7:28 pm

With TDRR approval, I've decided to release this here. Its a modify version of the map with the purpose to create a pretty randomized outdoor area.
The goal is the same, find all three keys and exit the map via the teleporter. The map also have a demonic gate that will spawn enemies indefinitely.
So far there is 14 different themes, pack with random vegetation, colors and brightness variation. Monster also spawn based on a theme.
Spoiler:

Download link:
https://www.mediafire.com/file/j772kj4sjk4xdvg/16x32RandomMap2.wad/file

WARNING GAME BREAKING BUG:
The keys sometime spawn on top of a raised sector. Not too sure what flag to add the actor to prevent this.

This was design in mind with:
Doom Roguelike Arsenal by Yholl
https://forum.zdoom.org/viewtopic.php?f=43&t=37044
Colorful Hell By Hege Cactus
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&hilit=colorful+hell

Credit:
Spoiler:
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Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Postby Beed28 » Mon Apr 15, 2019 7:53 am

This may be what's causing the key to spawn inside a wall/raised sector, this is the first few lines of code for the actor that distributes the keys across the map:
Spoiler:


It seems it starts moving the moment the map loads and before the script that closes up the walls runs, and hence it gets stuck and renders the map unbeatable.

Adding a single wait tic before it calls any A_Wander function to it seems to fix it, after much testing:
Spoiler:


Hopefully this helps!
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Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Postby TDRR » Mon Apr 15, 2019 9:56 am

Beed28 wrote:This may be what's causing the key to spawn inside a wall/raised sector, this is the first few lines of code for the actor that distributes the keys across the map:
Spoiler:


It seems it starts moving the moment the map loads and before the script that closes up the walls runs, and hence it gets stuck and renders the map unbeatable.

Adding a single wait tic before it calls any A_Wander function to it seems to fix it, after much testing:
Spoiler:


Hopefully this helps!


I already knew this, but i completely forgot about uploading the fix, sorry! (Althrough i put a 2-tic delay just in case)
https://www.mediafire.com/file/p33motyt ... 3.zip/file
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Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Postby TDRR » Thu May 23, 2019 12:52 am

Updated! This update is probably the very best so far, hope you all enjoy it!

Download link in the OP!

Hey gramps, you can continue doing the cellular generator you started a while ago, as this update fixes the sector and thing ids being out of order.
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Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Postby Solid-Head » Sun May 26, 2019 7:40 pm

Wew hype ! Congratz on this version. I will send you a new version of my map soon. I've done 2 more version since the the one you've implement, but I may use your new version as a base, since you did all the monkey work of aligning all the sector and mapspot so nicely. Thank you for this.

Anyway here's a sneak peak of what I try to implement :

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Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Postby TDRR » Tue May 28, 2019 1:51 am

Solid-Head wrote:Wew hype ! Congratz on this version. I will send you a new version of my map soon. I've done 2 more version since the the one you've implement, but I may use your new version as a base, since you did all the monkey work of aligning all the sector and mapspot so nicely. Thank you for this.

Anyway here's a sneak peak of what I try to implement :



No problem! Hey, i had to rebuild it anyways because the sector ids were out of order, and i was thinking about implementing a BSP dungeon generator. But yeah, it did take a while, constantly switching back and forth between Doom Builder X and GZDoom Builder.

No way, is that a house? That's really neat, i actually did fiddle around with the idea of generating a bunch of buildings like houses and things like that, but never got it to work correctly. Good job with your map btw, looks really awesome.

Also, i may be adding a toggle to remove the sky in your map, because it gets a bit choppy with it enabled. (Probably only for me, but hey i got to test it!)
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Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Postby Solid-Head » Thu May 30, 2019 10:25 pm

TDRR wrote:i was thinking about implementing a BSP dungeon generator.

Oh YES. I've been waiting for Nash to release his thingy for a long time. Hope to see yours soon.
TDRR wrote:No way, is that a house?

Indeed. They are janky though.
TDRR wrote:Also, i may be adding a toggle to remove the sky in your map

You will need it for this version. The pain elemental spawn will fry your computer alive.

While we're at it here you go :
https://www.mediafire.com/file/bjbp1b0n ... 7.wad/file

Not much change:
-Water can now change
-Integrated with TDRR map
-Minor alteration with height generation
-House can spawn on specific spots on the map and contain exit to map02 TDRR Dungeon map, If no house available all three keys are require to finish the map.

Code is messy and there is some bugs. I will need to redo it from scratch at one point.I have an interesting idea involving a starship but that will need his own thread. Use this how you see fit.
Have fun !
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Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Postby TDRR » Thu May 30, 2019 11:25 pm

Solid-Head wrote:
TDRR wrote:i was thinking about implementing a BSP dungeon generator.

Oh YES. I've been waiting for Nash to release his thingy for a long time. Hope to see yours soon.
TDRR wrote:No way, is that a house?

Indeed. They are janky though.
TDRR wrote:Also, i may be adding a toggle to remove the sky in your map

You will need it for this version. The pain elemental spawn will fry your computer alive.

While we're at it here you go :
https://www.mediafire.com/file/bjbp1b0n ... 7.wad/file

Not much change:
-Water can now change
-Integrated with TDRR map
-Minor alteration with height generation
-House can spawn on specific spots on the map and contain exit to map02 TDRR Dungeon map, If no house available all three keys are require to finish the map.

Code is messy and there is some bugs. I will need to redo it from scratch at one point.I have an interesting idea involving a starship but that will need his own thread. Use this how you see fit.
Have fun !


Nice work, Solid-Head! However, i think i'm going to remove the Pain Elementals from the map. Not only because they are a performance drain, but also because they can be very annoying depending on how the map generates.

The house is also a very good way to progress naturally into the dungeon, great idea!

About the BSP dungeon generator, it may not be very soon, because there's a bunch of stuff i got to learn before. For practice i'm going to do a random walk dungeon generator, easier and gives cave-like results. Later will be an optional BSP dungeon generator, which makes more room-like places.
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Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Postby DoomedMarine626 » Thu Jun 27, 2019 4:07 pm

Is this a bug in the generator? Or just a very lucky run?
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Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Postby TDRR » Thu Jun 27, 2019 7:35 pm

DoomedMarine626 wrote:Is this a bug in the generator? Or just a very lucky run?


Luckyness, as if it were a bug both keys would be in the exact same position indicating the spawner got stuck, but no this was pure luck.

Protip: The STARTAN theme increases your chances of keys close to each other! (just kidding please don't take that statement seriously)
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