Oblige
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Oblige
Oblige 3.57 just came out. It's a Doom map generator.
Why is this relevant here? Because it now generates Quake levels!
A bit early yes, but still you can now have the opportunity to slaughter in 4 full random episodes with 500+ monsters each map.
p.s. or hack up a Prydon module for random dungeon generatorey like that other game
Why is this relevant here? Because it now generates Quake levels!
A bit early yes, but still you can now have the opportunity to slaughter in 4 full random episodes with 500+ monsters each map.
p.s. or hack up a Prydon module for random dungeon generatorey like that other game
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Hey, cool. Of course the maps are beyond horrible, far worse than the Doom maps it creates, but it's a start. I wonder why all the textures are mirrored, though.
The maps have no lighting (yet) and are unvised. Perhaps this might change in future versions - at least they're planning on adding a nodebuilder process to the Doom map generator. Problem is the maps' construction is so bad that (manually) vising them creates portal errors everywhere. Probably because of floating point brushes.
Very early, indeed, and hence unusable. But at the very least, it will do for a prank on the Func people.
/off to swamp the Quaddicted archive with oblige maps...
The maps have no lighting (yet) and are unvised. Perhaps this might change in future versions - at least they're planning on adding a nodebuilder process to the Doom map generator. Problem is the maps' construction is so bad that (manually) vising them creates portal errors everywhere. Probably because of floating point brushes.
Very early, indeed, and hence unusable. But at the very least, it will do for a prank on the Func people.
/off to swamp the Quaddicted archive with oblige maps...
- negke
- Posts: 150
- Joined: Wed Apr 16, 2008 5:53 pm
Oblige would be much better if it exported MAPs instead of BSPs. Not only we would be able to fix things, but VIS and LIGHT properly using decent tools.
Some time ago i found this map generator by Lord Havoc and it's an amazing piece of code for study, specially if you enjoy the field of random level generator (and if you have a passion for roguelikes):
http://svn.icculus.org/twilight/trunk/dpmapgen/
It's simple, yet effective. And since it exports MAP, we can focus on generation rather than VISing, LIGHTing and generating an BSP.
Some time ago i found this map generator by Lord Havoc and it's an amazing piece of code for study, specially if you enjoy the field of random level generator (and if you have a passion for roguelikes):
http://svn.icculus.org/twilight/trunk/dpmapgen/
It's simple, yet effective. And since it exports MAP, we can focus on generation rather than VISing, LIGHTing and generating an BSP.
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
JasonX wrote:Oblige would be much better if it exported MAPs instead of BSPs. Not only we would be able to fix things, but VIS and LIGHT properly using decent tools.
Some time ago i found this map generator by Lord Havoc and it's an amazing piece of code for study, specially if you enjoy the field of random level generator (and if you have a passion for roguelikes):
http://svn.icculus.org/twilight/trunk/dpmapgen/
It's simple, yet effective. And since it exports MAP, we can focus on generation rather than VISing, LIGHTing and generating an BSP.
Did you use it? Do you have any examples?
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
Teiman wrote:that other game is a genre, the roguelike genre. randowm dungeons result on emergent gameplay!
Think about the synergy that this create in a user oriented enteirnamente package!
it would be cool to make random rooms/areas, using fog of war to create a barrier.
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
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