Colorful Maps v1.3 - More options !

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Solid-Head
Posts: 57
Joined: Thu Sep 11, 2014 1:07 pm

Colorful Maps v1.3 - More options !

Post by Solid-Head »

I've always wanted a mod like this, but never found one. So I made it myself:

COLORFUL MAPS:
Its a map effects randomizer. It will affect the:
-Ambient Colors
-Ambient lighting
-Skies
-Textures
-Fogs
-Musics
-Effects
-And more !


Its design to work with anything. Be sure to check to option menu to configure everything first.
SCREENSHOT:
Spoiler:
DOWNLOAD V1.3:
https://www.mediafire.com/file/ahls5r7a ... 3.rar/file

NightFright Custom Version (Just the color and work with everything)
download/file.php?id=41639

CHANGELOG:
Spoiler:
KNOWN ISSUES:
-Textures look ugly ! I know sometime its really whacky. I'll probably remove more of the textures to improve result, specially lights and Nazi stuff. Desactivate it if you don't like it.
-Light and color is sometime different for some sectors. Again not too sure what is going on here, but its so cool sometime that I don't want to patch it.

CREDITS:
Spoiler:
Last edited by Solid-Head on Mon Feb 27, 2023 3:50 pm, edited 31 times in total.
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Droober
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Joined: Tue Sep 10, 2019 9:30 pm

Re: Colorful Maps

Post by Droober »

Absolutely love this idea! Never saw anything like this before and would totally be happy to try it out!

Thank you :D
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TimeGearCD
Posts: 9
Joined: Wed Mar 06, 2019 12:19 pm

Re: Colorful Maps

Post by TimeGearCD »

Wow! This is such a cool idea! Nice stuff!
DYD
Posts: 20
Joined: Sun Jul 28, 2019 6:04 am
Graphics Processor: nVidia with Vulkan support

Re: Colorful Maps

Post by DYD »

Gud. Perhaps the concept can be extended to map themes not necessarily colour-coded (e.g. turn techbase maps into hell ones and vice versa)
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Solid-Head
Posts: 57
Joined: Thu Sep 11, 2014 1:07 pm

Re: Colorful Maps

Post by Solid-Head »

DYD wrote:Gud. Perhaps the concept can be extended to map themes not necessarily colour-coded (e.g. turn techbase maps into hell ones and vice versa)
At first that's what I was aiming for, but I didn't found any good theme idea beside hell and tech. I could maybe use the Oblige theme setup as a base, but you'll still get whacky stuff like light on floors or too much fireblu.
I'll experiment on this, once I get free time. Thanks for the feedback !
TimeGearCD wrote:Wow! This is such a cool idea! Nice stuff!
Droober wrote:Absolutely love this idea! Never saw anything like this before and would totally be happy to try it out!
Thank you :D
Thank you ! Plz report any anomalies that you find. :wink:
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YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

Re: Colorful Maps

Post by YasuoProjectX »

if i add Colorful Hell, it makes sense
Equus
Posts: 6
Joined: Mon Sep 04, 2017 1:58 am

Re: Colorful Maps

Post by Equus »

Any chance at a version that gets rid of the flats and walls randomization?
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Solid-Head
Posts: 57
Joined: Thu Sep 11, 2014 1:07 pm

Re: Colorful Maps

Post by Solid-Head »

YasuoProjectX wrote:if i add Colorful Hell, it makes sense
Yes! Anything that add color is great. Add MKchampion and Minboss for even more colors !
Equus wrote:Any chance at a version that gets rid of the flats and walls randomization?
First version was exactly that. I'll update the first post for you with a no-textures version. I didn't remove the skies though.
Have fun !
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Droober
Posts: 15
Joined: Tue Sep 10, 2019 9:30 pm

Re: Colorful Maps

Post by Droober »

Thank you ! Plz report any anomalies that you find. :wink:
I really like the wide selection of vibrant colors that gives any map a distinctive identity, making it ever so unique and manages to retain my attention at any given time.

However, the sudden darkening of peculiar maps is a major turn-off. Makes it increasingly hard to see anything and focus accordingly.

Even trying a selection of flashlight mods just doesn't cut it. Sometimes the flashlights work on particular mods and then they don't on the rest and even so, it just doesn't feel the same.

Would be really cool if you make a new colorful levels edition, like maybe the pitch-black sector effects are removed too?

Thanks for your time, would really love to experience the Doom64 colorful sectors esque but in a new perspective with a twist! :mrgreen:
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Solid-Head
Posts: 57
Joined: Thu Sep 11, 2014 1:07 pm

Re: Colorful Maps

Post by Solid-Head »

Droober wrote:
I really like the wide selection of vibrant colors that gives any map a distinctive identity, making it ever so unique and manages to retain my attention at any given time.
However, the sudden darkening of peculiar maps is a major turn-off. Makes it increasingly hard to see anything and focus accordingly.
Even trying a selection of flashlight mods just doesn't cut it. Sometimes the flashlights work on particular mods and then they don't on the rest and even so, it just doesn't feel the same.
Would be really cool if you make a new colorful levels edition, like maybe the pitch-black sector effects are removed too?

Thanks for your time, would really love to experience the Doom64 colorful sectors esque but in a new perspective with a twist! :mrgreen:
I totally understand. Though brightmaps and a flashlight mod is highly recommended, I think darkness could be tone down a bit.
I'll update the first post right now with a version 1.01 that will tone down the darkness and tweak some values with colors.

Enjoy !
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MrRumbleRoses
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Joined: Thu Feb 25, 2016 2:01 pm

Re: Colorful Maps

Post by MrRumbleRoses »

i can just picture putting a lot of randomizers together. including something like this
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Redneckerz
Spotlight Team
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Graphics Processor: Intel (Modern GZDoom)

Re: Colorful Maps

Post by Redneckerz »

I am aware of a texture/map randomizer that randomizes textures and can even have ''animated'' textures when you pass certain parts in a level to change the mood. I think it was some kind of extended script or small program over at Doomworld, but the name escapes me at the moment.

This looks to be similar in nature but includes colormaps, fog effects and such aswell, so this is a pretty nifty thing for those who would want this.

I can also see this be useful as a toggle in Oblige, the random level generator, so perhaps you want to look into that?
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stainedofmind
Posts: 176
Joined: Sun Sep 01, 2019 10:59 am

Re: Colorful Maps

Post by stainedofmind »

Small issue with the texture replacer version, I was periodically getting an invalid texture error and took a look into your code, and you have an indexing error. Line 329 you have:

Code: Select all

str WALLS[312] ={...};
... But then in the randomizing you have:

Code: Select all

ReplaceTextures(..., WALLS[random(0,312)] );
... And it should be 311. Otherwise, fun little mod. I'll probably slap this into my regular mod rotation!

Edit: Okay, so while the above issue still stands, I was still getting texture errors and narrowed it down to some sort of compatibility issue with a few of my personal mods and load order. The issue goes away if I load Colorful Maps first, then my own later. What I can't figure out is why there's an error to begin with, as I can't think of anything I would have in my mods that would conflict with yours. I'll dig a little deeper and if I figure it out, I'll let you know just in case it causes conflicts in other mods.
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Solid-Head
Posts: 57
Joined: Thu Sep 11, 2014 1:07 pm

Re: Colorful Maps

Post by Solid-Head »

MrRumbleRoses wrote:i can just picture putting a lot of randomizers together. including something like this
That's absolutely recommended it ! Its whacky, but its great for dusting up old wad from the 90's
Redneckerz wrote:I am aware of a texture/map randomizer that randomizes textures and can even have ''animated'' textures when you pass certain parts in a level to change the mood. I think it was some kind of extended script or small program over at Doomworld, but the name escapes me at the moment.
This looks to be similar in nature but includes colormaps, fog effects and such aswell, so this is a pretty nifty thing for those who would want this.
I can also see this be useful as a toggle in Oblige, the random level generator, so perhaps you want to look into that?
Are you talking about this ? Never had the chance to try it but it look cool. Though I don't like the fact that must use a script to do it instead of generated on the go. Great work nonetheless.
About Oblige I use Oblige My Doom and slap what I like on it. I also highly recommended Varied Doom too with freshly generated megawad for maximum Rogue experience. I'm not too sure about an official Addon, since you can just load the mod with it anyway, but if there is interest I may look into it. There's some nasty bugs that I would want to clear out before anything though.
stainedofmind wrote:Small issue with the texture replacer version, I was periodically getting an invalid texture error and took a look into your code, and you have an indexing error. Line 329 you have:

Code: Select all

str WALLS[312] ={...};
... But then in the randomizing you have:

Code: Select all

ReplaceTextures(..., WALLS[random(0,312)] );
... And it should be 311. Otherwise, fun little mod. I'll probably slap this into my regular mod rotation!
Edit: Okay, so while the above issue still stands, I was still getting texture errors and narrowed it down to some sort of compatibility issue with a few of my personal mods and load order. The issue goes away if I load Colorful Maps first, then my own later. What I can't figure out is why there's an error to begin with, as I can't think of anything I would have in my mods that would conflict with yours. I'll dig a little deeper and if I figure it out, I'll let you know just in case it causes conflicts in other mods.
Thank you so much I forgot to change it when I was removing textures from the pool. About the invalid texture error, it seem only to affect certain mod like BorderDoom. It try to load a texture from an unknow position in the code and I don't know why.
This is the bug that I was referring about the skies. Even if you load the mod alone, it will always try to get the SKY32 texture as a wall or flat replacement. If I change the nomenclature of the sky texture themself, it will always pick another thing to use as a textures, even random bits of code.
I'm not good ACS (or any code at all) so that's why SKY32 is FLAT for right now. If you find anything please let me know.
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stainedofmind
Posts: 176
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Re: Colorful Maps

Post by stainedofmind »

Okay, I think I've finally figured out what the issue is. There's actually a couple of things going wrong. First off, you have a blank entry in the WALLS array, between "BIGBRIK3" and "BLAKWAL1", so you'll want to remove that extra comma, see below:

Code: Select all

str WALLS[312] ={"ASHWALL2", "ASHWALL3", "ASHWALL4", "ASHWALL6", "ASHWALL7", 
"BFALL1", "BFALL2", "BFALL3", "BFALL4", "BIGBRIK1", 
"BIGBRIK2", "BIGBRIK3", , "BLAKWAL1",  // <-- SEE IT HERE!!!!
"BLAKWAL2", 
... The next problem goes back to my original report, namely, your array index is off... Still! There's actually 308 textures in your array, so you'll need to change things to:

Code: Select all

str WALLS[308]
... and...

Code: Select all

WALLS[random(0,307)
... And this should solve all your problems, including allowing you to restore SKY32 to its intended state. What I think was happening is that when the engine tries to read from either an empty or invalid index, it for some reason defaults to the first index of the first array defined in ALL the mods put together, which in your case was "SKY32", or in my case, was a random array in one of my other mods.

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