New version of Zrdoom 3.0 brings hubs + major changes


A new build of Zrdoom 3.0 was released today. This brings major changes to the mod... Some of these are really weird and bring it back  to being a procedural map mod rather than a cruel gsmeplay trap mod at times....

First major change : Hubs like in Hexen.

Now any switch that is a gargoyle switch will  allow you to visit hub sublevels.  Flipping the lion switches near the start will bring you back to the hub level.   The sublevels are always randomly generated every time so you have one oppertunity to explore them.  This makes every visit to a sublevel a unique level.  Each sublevel has s lion switch to return to the hub level. Now satyr switches control map information, upgrades and difficulty configuration settings... Teleports take you to a new hub. 

Due to this situation, random level reconfigurations were stripped out... So was enemies not appearing when a level gets reconfigured. Now every level change is a reconfiguration and adds in new enemies all the time.  

Bot play is still in there and still uses the TDBOTS 3.0 version from the last build of ZRDOOM 3.0.  The bot can get stuck in pits and to get him out just type "puke 235" in the console...

The addition of Hubs has major ramifications for the Doom random level generator making scene...   So far no hubs have ever been possible in oblige minus in hexen.  Obsidian level maker might introduce them later but since they require hexen format and Obsidian uses Doom format for it's zdoom maps, you won't see them any time soon.   It would take a HUGE fucking rewrite of code and a new Oblige version to even allow for Hexen format maps for Doom in the generator.  This is going to take a huge amount of time... it won't happen till way later, if at all... This means ZRDOOM beat Obsidian for Hubs in an Randomly generated Doom map mod/program! That is NUTS! 

The only things that Obsidian can say they have that beat ZRDOOM is outdoor areas, custom textures, more customizability, and better difficulty control.  ZRDOOM has scripted level changes, scripted hubs, better hard maps, almost as good detailing,  bot play (no bot in zdoom can beat an obsidian map, they don't have nodes, as the only bot that builds it's own nodes is Autodoom, that one is NOT zdoom compatible) and a lot of fun compared to obsidian. I know once Zrdoom 3.0 got good I switched away from Oblige/Obaddon/Obsidian forever. No one else will but they should.

Files

zrdoom.exe 14 MB
5 days ago

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