Random Doom generator and hard levels it produces


Random Doom generator was conceived to be an alternative for Obsidian level maker for making hard maps.. That was the goal, when Blockmap, my first procedural map mod, was released on itch. Blockmap was a badly done prototype. Later on others followed and a badly done rpg mod followed. But as soon as zrdoom 3.0 hit, the mod got better, with procedural traps, better level geometry, bot support and other features... The goal was not complete though, as none of these levels zrdoom 3.0 or enhanced could be considered ultra hard in a really new or groundbreaking eway...

Enter the quest!

My quest to make the hardest Doom Wad Ever.... A wad so hard, it's flat out unfair!  Impossible is the goal...  With tons of speedruns of hard wads loaded over the last few years. I studied tons of hard wads in UV Max demos to see how they worked... I saw everything, up from Hell Revealed up to Sunder itself.  To beat them I have to do something mean....

When Hell revealed came out, I was a weak player at doom and could not handle it's hard levels... But it's levels were not just hard, they were ultra hard at the time.... They spammed enemy hordes so groundbreaking back then that everyone had to make a wad that was worse than it for years... It became an obsession with other people as other harder wads with similar huge-hordes-of-hard-hellspawn gameplay emerged. Soon came Alien Vendetta. That was actually easier by a slight margin, but then Came Hell Revealed 2 to beat it. Soon afterward we got Scythe which wasn't a hard wad, but after that scythe 2 came out and was much much harder.... Then came insane wads a few years later like speed of doom, resurgence and others... But the absolute hardest wad of the bunch had to be Sunder...

When Hell Revealed was content throwing 30-40 hell knights/revenants/barons in a room at you, and got out performed by scythe 2 and that did hundreds... But that's nothing. At most scythe uses 150.  Sunder often does 800-900 a fight.  And on top of that, sunder beefed up jumping so bad that no one could top it in difficulty for that alone... It threw in MEAN platforming where you had to speed across tiny platforms over fatal lava below them for miles.  That kind of mechanic started to infest doom wads and soon we got other wads copying platforming schemes like that but making them more bearable  sometimes, sometimes not...

So how do you go about making the hardest wad ever when even that (sunder) is not as bad as the hardest ever now (okuplok)?


Okuplok is nuts. It is one GI_FUCKING_GANTIC level that takes 6-12 HOURS to beat filled with 23,000 enemies!  It often has things sunder has in it and its combat is worse than sunders... So what do you do..

Well you do the one thing Sunder can't do...  The one thing Okuplok Can't or won't do - Spam Archviles in every room!

I decided to try something stupid. I said, why make a gigantic level that takes 6 hours to beat when you can design a small labyrinth of tiny claustrophobic mazes where you get barely enough room to dodge and have to fight hell revealed level hordes of barons/hell knights/revenants/pain elementals and archviles...

If you reduce damage the player takes from enemies, you still have totally fucking mean levels.  And if you throw in infinite levels with archviles in spam hordes hitting you 20-30 a room with no room to move, you make it even worse,.... That's doing something DARING and New and reinvents slaughtermaps. And why do insane platforming when it is really stupid sunder  ripoff stuff. Why not do something new and fresh?

It actually makes a harder level than Sunder due to how brutal the combat is when you spam small hordes with less room to move.. This is a new setup, and it's much more unique and far less annoying. Having to jump from tiny shoebox platform over fatal lava for miles is just plain annoying... This won't do that and this one is procedural so you can get new levels everyday of this setup with Random Doom Generator...

Files

rdg.exe 18 MB
1 day ago

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