← Return to Random Slaughtermap Generator 2.0
Devlog
- February 28, 2026 by ViciousGames#Doom, #Procedural, #Gzdoom, #slaughtermaps, #platformingRandom Slaughtermap Generator 2.0 now has a new change to it - damaging floors... Now nukage halls and t junctions are in it and they are found in the place of platforming segments in tech maps (rsg2... Continue reading
- February 25, 2026 by ViciousGames#Doom, #Procedural generation, #Fast-paced, #GzdoomA new build of Random Slaughtermap generator is now out featuring 2 new features.... this builds contains improved urban levels and platforming sections... This is to change levels to be better... The... Continue reading
- February 24, 2026 by ViciousGames#Doom, #Procedural generation, #fast-paced, #gzdoomNew build alert! Random slaughtermap generator version 2.0 v3.0.0 is now out... This adds a major change to the gameplay. Now there is natural looking outdoor areas in hellish and hitech maps... I add... Continue reading
- February 22, 2026 by ViciousGames#Doom, #Procedural level generation, #gzdoom, #obsidian, #true 3dRandom Slaughtermap generator 2.8.0 is the latest build on itch. This build makes some major changes to the positioning of prefabs that contain portals that connect to other rooms... This was done to... Continue reading
- February 22, 2026 by ViciousGames#doom, #procedural generation, #fast-paced, #gzdoomThere is a new build of random slaughtermap generator 2.0 which features less formulaic rooms... This is a major change, improving length and quality of the maps it produces, splitting the rooms into... Continue reading
- February 21, 2026 by ViciousGames#Doom, #procedural generation, #gzdoom, #fast-pacedI've totally revamped Random Slaughtermap generator people to use a new system for making maps! Gone is the old way which was really clunky... That way involved using a grid of sectors and altering th... Continue reading

