
DH-dlc: A Doom Level Compiler
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- Caligari87
- Admin
- Posts: 6230
- Joined: Thu Feb 26, 2004 3:02 pm
- Preferred Pronouns: He/Him
- Contact:
Re: DH-dlc: A Doom Level Compiler
I half-way want to take the time to learn this just to generate terrain (randomly and from heightmaps), since both ZTerrain and BHS's Mapper's Delight are dead in the water at the moment.


Re: DH-dlc: A Doom Level Compiler
Had this idea while watching my friend play Borderlands the other day:
A Doom mod that adds RPG elements and stuff, BUT requires DH-dlc for the random maps. Basically, to play, there would be a batch file that randomly builds the map(s) with DH-dlc, then runs (G)ZDoom with the RPG-like WAD/PK3. So what you'll get is essentially a unique Doom RPG every single playthrough.
What do you guys think?
A Doom mod that adds RPG elements and stuff, BUT requires DH-dlc for the random maps. Basically, to play, there would be a batch file that randomly builds the map(s) with DH-dlc, then runs (G)ZDoom with the RPG-like WAD/PK3. So what you'll get is essentially a unique Doom RPG every single playthrough.
What do you guys think?
Re: DH-dlc: A Doom Level Compiler
Cool idea, a bit of randomity in RPGs is nice, but so often it's only applied to combat and "random encounters". Randomity in the maps themselves would add a whole new dynamic.
If you need any help, let me know. I admit that my documenting skills tend to be a bit sub-par, and I did recently completely re-write the dynamic names code. (On the subject of documentation, I decided to start using GitHub's wiki feature, so you can check there for reference, although it's a bit spare right now.)
If you need any help, let me know. I admit that my documenting skills tend to be a bit sub-par, and I did recently completely re-write the dynamic names code. (On the subject of documentation, I decided to start using GitHub's wiki feature, so you can check there for reference, although it's a bit spare right now.)
- NeuralStunner
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
- Contact:
Re: DH-dlc: A Doom Level Compiler
Yeah, that sounds pretty nifty! 
Also I hear there's a new language in the works that will be even cooler.

Also I hear there's a new language in the works that will be even cooler.
Re: DH-dlc: A Doom Level Compiler
Also partially inspired by Hellgate: London. It's the only FPS with random-generated maps that I've played.
Re: DH-dlc: A Doom Level Compiler
Just a quick post to note that I'm still developing this thing. The second language that NeuralStunner mentioned was merged into master a while back, and is as usable as the first. (Already better, in some regards.)
Also, there is an IRC channel. #else#if on irc.esper.net.
Also, there is an IRC channel. #else#if on irc.esper.net.