Doomkid Posted September 3, 2020 (edited) 100% vanilla-compatible! NOW ON IDGAMES: https://www.doomworld.com/idgames/levels/doom2/megawads/rudy2 Rowdy Rudy is back and he's madder than ever! Download the final release here: https://doomshack.org/wads/rudy2.zip Rowdy Rudy II is ready for release. We have a fantastic 20 map community project here (plus 2 bonus maps) and I think fans of classic style TCs and partial conversions will enjoy this set. Here's the finalized maplist: Map01 - Storming the Bayside Base by Doomkid Map02 - Initial Hurdles by @sluggard Map03 - Further Infiltration by @DavidN Map04 - The Hydrocore by @Voltcom Map05 - In the Thick of It by Doomkid Map06 - Clutched Cargo by Doomkid Map07 - Secluded Rifts by @riderr3 Map08 - Cliffside Punchout by @TravyB Map09 - Security Station by @DFF Map10 - Black Gold by DFF Map11 - Ambush! by TravyB Map12 - Clearing Inventory by @RonnieJamesDiner Map13 - Mutagen Plant by @Moustachio Map14 - Rumble in the Canyon by RonnieJamesDiner Map15 - Jungle Hijinx by @Aurelius Map16 - Grim Sector by @Doom_Dude Map17 - Plutonic Relations by Doomkid Map18 - Drowning Pits by @Solmyr Map19 - Cyber Factory by @Philnemba Map20 - Death God's Shrine by @xdarkmasterx Bonus Map 21 - Sinners' Woods by @NeedHealth Bonus Map 22 - Jungle Assault by @MikeyScoots Note that the bonus maps are only for advanced source ports such as PrBoom+ or ZDoom-family ports. They use Boom features thus are not compatible with Vanilla or Chocolate Doom (although the main campaign is very much vanilla!) I'd also like to give a huge thanks to the following: Aurelius for lots of general support, DeHackEd assistance and testing, @Tango for tips with fast weapon switching and help with decals, @Gez for the awesome titlescreen, help with switches and other contributions, RonnieJamesDiner for help with glow effects in GZDoom and Zand, and our testers: @Dimon12321, @Horus, @FrancisT18, DavidN and Aurelius. You guys are awesome! Promo Video on YouTube: THE BACKSTORY: Quote 8 months have passed since Rudy took out the evil cult known as the Protectors, avenged his brother and saved his home city. Impressed by his efforts, many different entities reached out to him and offered him money for mercenary work. Rudy was not interested, he just wanted to live a somewhat normal life and continually refused offers. Having realized it wouldn't stop and could potentially lead to confrontation, Rudy decided to relocate and change his name to get away from his former life. With his bags packed and ready to go, Rudy heard an aggressive knock at the front door. He quickly grabbed a pistol and stuffed it in his back pocket. As he reached toward the door, it suddenly flew open and two burly, suited men grabbed him and restrained him. Rudy struggled to reach for his gun, but he couldn't move and had already been disarmed. "You ugly fucks are gonna pay for this", Rudy howled. A third, slimmer man entered his home. "Listen, Rudy. We know who you are. We know every last detail about you. I'm giving you a chance to play nice right now - you can try to get away and end up dead, or you can cooperate and end up richer than you ever imagined... The choice is yours." Rudy glared directly at the thin man and didn't blink - a piercing death stare that seemed to last an eternity. "...Okay, you asshole. Tell me what you want me to do... and if what you say doesn't piss me off, maybe I'll let you and those slack-jawed goons of yours live." Then thin man's expression curled into a wicked smile and he let out a hearty laugh. "I knew you'd make the right decision, Rudy. In fact, this is a job I think you might just enjoy." The man nodded towards his goons and they released Rudy. He pulled out a folder with a few documents in it and tossed it on the coffee table. "We've got some bases up north, hidden away in the mountains. Some of the research they've been doing there has gotten a bit.. Messy, you might say. An experimental soldier enhancement formula seemed to be working well, so it was sent to several bases to be used and further documented. After a few months, our super soldiers started going insane - some of them had high level access and ended up freeing hundreds of aliens we had held in captivity. Between the bloodthirsty super soldiers who have lost all trace of humanity and the army of aliens on the loose, we've been looking for any solution we could to contain this wave of chaos before it reaches civilians. As you might have guessed, YOU are the solution we have in mind." Rudy looked through the documents, let out a deep sigh and rested his face in his palms. The man hissed, "Come on Rudy, don't be like that! We know what we're asking is a tall order, so we plan to reimburse you... $40 million dollars, plus new guns, ammo and armor - on the house." Rudy eyes darted back up at the man. "So, 40 million, huh?" he asked. The man looked Rudy dead in the eyes. "That's right - no bullshit. It's not often we fuck up on this scale. If you can fix it, we'll set you up for life and leave you alone for good. You have my word - scout's honor." Rudy chuckled. Despite being fully aware this was a trap of some sort, he reluctantly agreed to the offer. "I had faith in you from the start, Rudy. Meet us at the address on the inside of that folder at 6 AM sharp tomorrow. We'll discuss the details then." The men quickly filed out and slammed the door behind them. Rudy stared at the door for a minute, although it felt like half an hour. He briefly rubbed his temples, then headed to the bathroom to run himself one last hot bath.THE PRESENT: Two weeks have passed since the suited men barged into his home. After several days of hiking, Rudy arrives at a small cave near the first hidden mountain base. He takes his heavy backpack off which lands with a THUD, he then wipes the dirty sweat from his brow. "Jesus fuckin' Christ, why did I agree to this shit. I'm so sick of it already." Rudy pulls a sleeping bag out and lays it down in the cave, then starts a small fire out front, lights a cigarette and begins roasting some pork. "Tomorrow morning.. Shit goes down", Rudy mutters to himself. "Hopefully I'll be in and out without much trouble. Who the hell knows..." Rudy makes sure his assault rifle is locked and loaded, rests it by his side and tucks himself into his sleeping bag, using his backpack as a pillow. He listens to the sound of the waves crashing on the nearby beach and falls into a restless sleep, knowing full well that endless carnage lies ahead the next morning. Out of sheer anger, Rowdy vows to score as many kills as he possibly can. Despite being 100% vanilla compatible, POWERTRIP has many substantial changes to the enemy roster: Zombieman - 40 HP Shotgunner - 60 HP Plasma Guy - 60 HP (replaces Spectre) Chaingunner - 80 HP (replaces WolfSS) Flamethrower Guy - 80 HP (replaces Keen) Rocketman - 120 HP (replaces Hell Knight) Psycho Imp - 150 HP (replaces Arachnotron) Blood Demon - 180 HP Toxicacodemon - 400 HP Flame Caco - 600 HP (replaces Pain Elemental) Mini Mastermind - 500 HP (replaces Chaingunner) (Height: 56 / Diameter: 96 / Drops Chaingun) Flying Mastermind - 2000 HP (replaces Spiderdemon) (Height: 100 / Diameter: 200) Of course, many of the classic enemies remain untouched: Imp - 60 HP Lost Soul - 100 HP Revenant - 300 HP Mancubus - 600 HP Archvile - 700 HP Baron of Hell - 1000 HP Cyberdemon - 4000 HP The weapons have also undergone some substantial changes: The fists are faster and far more powerful. The chainsaw is double bladed, so it's twice as tough! Makes sense, right? The pistol is now an assault rifle with 100% accuracy. It's very slightly less powerful than the normal chaingun, but the pinpoint precision more than makes up for it's somewhat slow ROF. The shotgun is now totally automatic. Hold the fire button down and watch it go! Lays down whole waves of enemies in seconds. The double-barrel is now pump-action! Deliver two loads of buckshot quicker than ever before. The chaingun has a much faster ROF making it very effective and stunning even the meatier baddies. The rocket launcher has a faster ROF. Uhh I couldn't think of anything else but it works ok sheesh The plasma rifle doesn't have that little recoil animation anymore. Also GREEN! The BFG9000 now shoots big fireballs that emit 2 damage tracers rather than just one, making it even deadlier than usual. Finally, here are the various MIDIs used in this mapset: Title - Inca Roads by Frank Zappa Intermission - Intermission MIDI from Dwango20 Story - Jack the World by GWAR 01 - Covenant Dance from Halo 02 - Goin' Down the Fast Way from Rise of the Triad 03 - Nuts n' Bolts from Donkey Kong Country 3 04 - Track 2 from Metaltech: Earthsiege 05 - Hooligan Rhapsody from Beavis & Butthead 06 - The Awakening by Les Claypool 07 - Zombie Remix (D_COUNTD).mid by Viscra Maelstrom 08 - Record Skipping from Beavis & Butthead 09 - Fear Factory from Donkey Kong Country 10 - Venus Nickel-Iron Mine from Descent 11 - Immigrant Song by Led Zeppelin 12 - Cacophony of Asian Donut Shops by AD_79 13 - Mysterious Forest from The Legend of Zelda: Link's Awakening 14 - Rumble in the Jungle by AD_79 15 - Upper Brinstar (The Jungle Floor) from Super Metroid 16 - When the Levee Breaks by Led Zeppelin 17 - The Graveyard from Heretic 18 - Deadly Town by Jimmy 19 - Death Wind from F-Zero 20 - Master of Puppets by Metallica 21/Victory screen - Legends of Rock from Beavis & Butthead 21/Bonus 1 - Accelerator by AD_79 22/Bonus 2 - Jungle Assault by MikeyScoots Download the FINAL release candidate here: https://doomshack.org/wads/rudy2.zip I'm looking forward to hearing community feedback on this one - help us get any last bugs squashed in the next coupla weeks before this makes it's way to /idgames. ..and hey, if you like this, be sure to check out the original Rowdy Rudy's Revenge! Edited November 9, 2020 by Doomkid 70 Quote Share this post Link to post
RonnieJamesDiner Posted September 3, 2020 Congratulations on the release, everyone! And thanks for leading the charge Doomkid, this was a great concept and tons of fun to work on. Looking forward to Rudy's next adventure! 4 Quote Share this post Link to post
Tango Posted September 3, 2020 hell yeah, this project looks excellent :D I also appreciate that you made a new thread for the release, that makes it a much nicer experience as a reader 6 Quote Share this post Link to post
Steve D Posted September 3, 2020 Map01, Storming The Bayside Base, by Doomkid UVMaxed, Zero Deaths GZDoom Real fun start to this mapset. Very cool layout. One gripe is that I would have liked to get to that island out in the ocean, but the impassable lines were too close to shore. I was instantly in love with the assault rifle, and used it a lot, since that was obviously what you wanted us to do, given all the ammo for it. That thing mowed down Psycho Imps with aplomb, and those suckers were no joke. I suffered a couple hits from them and I didn't want any more. The Plasma Guys were also deserving of respect, but I was able to deal with them pretty easily. The Chaingunner was scary, though, and accounted for most of the damage I took. I noticed some sounds from Osiris -- the cackling of the Jackal Imp and the thumping sound of a closing door. At least I assume they're from Osiris, one of my all-time faves. Just so everyone knows, all the Osiris assets except for the outstanding Jeremy Doyle OST is free to use. Which is a roundabout way of saying I was very happy to encounter the sounds here. I didn't check the beta thread to see if I posted comments on this map the first time I played it. I hope I enjoyed it as much then as I did now. :) As for bugs, none found, but there are many misaligned rock textures, too many to take pictures of. Most of them were in tunnels. Here is one example that was easily seen from a distance; Spoiler Some of the misalignments were very close to being correct but were given away by a visible seam. There was also this bit of shadowing that I really liked but which didn't seem to make sense given the position of the light fixture: Spoiler So that's it for the nit-picking. Really minor stuff. Apart from that, this is a good-looking, fun map with a lot of shooting. 7 Quote Share this post Link to post
DavidN Posted September 3, 2020 Thanks for your invitation to contribute, and the work you did to finish it all - it’s great to see it come together at last! 4 Quote Share this post Link to post
Doom_Dude Posted September 3, 2020 So glad to see the project make it this far. :) 1 Quote Share this post Link to post
Scuba Steve Posted September 4, 2020 Lol, this project is such dumb fun... this feels like a modern interpretation of something like "Doom 2 Extreme Gold" or "All Hell is Breaking Loose"; beefed up & faster weapons, silly new enemies, music tracks taken from pop culture, and maps with a simple, curated appearance without dwelling on perfect monster traps. The only thing missing from this project is... 12 Quote Share this post Link to post
Steve D Posted September 4, 2020 Map02, Initial Hurdles, by @sluggard UV, Pistol Start, Max Kills, Zero Secrets, 2 Deaths GZDoom The fun continues in this bite-size map. You get a hot start -- I love hot starts! -- and once you survive the initial hitscan-heavy skirmish, your mission is to infiltrate a small mountainside base. I really liked sluggard's work on the stairs and the option to take different paths. I chose the high path first. The action is steady throughout, and the threat level is high. I took a blast from a Shotgunner that dropped me to 43%, and was never able to fully tank up after that because there is no armor on this map! Hitscanners + zero armor = "Danger, Will Robinson!" But it's not like you're facing hordes, and as luck would have it, both of my deaths occurred at the Red Key fight, when I decided it was a genius move to jump in the water and fight all those Rocketmen teleporting in when I was at 31% health. I mean, it's what Plato would do. ;D And of course, on top of those Rocketmen, there were Chaingunners teleporting to the level above. Luckily, there was an easy strat for beating this fight, and I took it on my third try. I was disappointed in myself for missing the secret, when I later found out where it was and saw the subtle clue as to its whereabouts. I had done the exact same thing I've seen people do in my maps; test one or two spots, get no secret, and then pass on checking the rest. Oh, if only players were more thorough! Which just goes to show that when you think you're a badass, Doom has a way of hoisting you on your own petard. Also worth mentioning is how Map01 led into the start of Map02. I, of course, did the same thing in Shotgun Symphony, and given the sound of the cackling Imp, I wouldn't be surprised if me and Doomkid were both inspired to do this by that all-time classic, Osiris. I look forward now to Map02 leading straight into Map03. And I can't leave without applauding the use of sound tubes connected to teleport closets. Kicking it oldschool! 7 Quote Share this post Link to post
Steve D Posted September 4, 2020 Map03, Further Infiltration, by @DavidN UV, Pistol Start, Max Kills, 4 out of 6 secrets, Zero Deaths GZDoom This is a fantastic map, a really fine example of doing modernized oldschool. It looks great, has a sweet, looping layout which is artistically signaled by the repeated use of curved stairways, and has the kind of Swiss-Watch structure where everything meshes together perfectly. Take, for example, the rather intricate Green Armor secret at the beginning that I thoroughly enjoyed, or the very complicated rocket launcher adventure, which could easily qualify as a secret if the sector wasn't already tagged for other purposes. I found this to be a very impressive bit of architecture. This map starts where Map02 left off, so now I'm confident that each map will lead into the next, which I very much like since it gives a sense of continuity. On the downside, it encourages continuous play, and I'm presuming the gimme Soulsphere at the end is a gift for continuers. The beginning is much more sedate than that of Map02, but you soon encounter more significant fights. However, the incidental combat offers enough pressure to keep the player alert prior to encountering the bigger traps. There was only one truly big fight, after you get the Blue Key. That brawl took me down to 4% health, but being a clever boy, I had already found the secret Zerk, but decided to save it in case something like this happened. But woe is me, the door only opened once, and then closed forever! Oh, you dirty bugger, DavidN! ;D Luckily, this map is well stocked with health, though armor is a bit scarce. It's also loaded with ammo, and if there is any room for criticism, perhaps the health and ammo could be somewhat reduced. I left at least 1 or 2 of those 100-bullet items behind, along with probably 3 shell boxes, and being a keyboarder, I tend to be very sloppy with ammo owing to my shaky directional control. But perhaps that's the mapper's intent, as this comes off as an exploration-focused map with slightly less emphasis on pressing the player, combat-wise, than the first two. The exit battle seemed especially easy and could be defused since the trigger lines for its various monster closets are well-separated, allowing the player to first release Blood Demons and then a couple Revenants, one of which was on a high perch and couldn't support the other. I mention this because I remember the map from my first playthrough months ago, where I seemed to trigger everything at once and had a hard time, maybe even dying, but this time it was a mild stroll. If there is a desire on the part of the mapper or team to increase the difficulty of this map, one way would be to add monsters, and make them tougher, for example Chaingunners and Rocketmen, who so far have caused me much more grief than Plasma Guy and Flamethrower Guy, who can't seem to lay a glove on me, though I'm sure their time for glory will come. More Toxicacodemons would be nice as well, since I didn't seem to have enough good targets for my rockets. It's up to you guys, of course. I enjoyed the map all the way through except for the exit fight, which to me was the only disappointing battle, and really, that impression grew after I had completed the map. All in all, though, this is a superb map, nicely detailed, with excellent progression and good fights. The mapset so far is incredibly fun, though I'm wondering what it's going to be like when the hammer really comes down. Btw, great midi from Donkey Kong Country. I like how it had a sense of menace to it. 2 Quote Share this post Link to post
Doomkid Posted September 5, 2020 9 hours ago, Steve D said: This is a fantastic map, a really fine example of doing modernized oldschool. It looks great, has a sweet, looping layout which is artistically signaled by the repeated use of curved stairways, and has the kind of Swiss-Watch structure where everything meshes together perfectly. 9 hours ago, Steve D said: If there is a desire on the part of the mapper or team to increase the difficulty of this map, one way would be to add monsters, and make them tougher, for example Chaingunners and Rocketmen, who so far have caused me much more grief than Plasma Guy and Flamethrower Guy, who can't seem to lay a glove on me, though I'm sure their time for glory will come. More Toxicacodemons would be nice as well, since I didn't seem to have enough good targets for my rockets. It's up to you guys, of course. I enjoyed the map all the way through except for the exit fight, which to me was the only disappointing battle, and really, that impression grew after I had completed the map. I agree so much with the first part of this quote, I had a similar thought from the moment David submitted it, almost exactly 1 year ago now. As for the second part, a Toxicaco or two dwelling down in those dark slime pits near the RL seems to make perfect sense! 1 Quote Share this post Link to post
Dimon12321 Posted September 5, 2020 (edited) On 9/4/2020 at 7:22 AM, Scuba Steve said: The only thing missing from this project is... A little offtopic, but where did you get that image from? I remember I saw the same chainguns in a J2ME shooter, but I don't remember its name. Edited September 5, 2020 by Dimon12321 1 Quote Share this post Link to post
Scuba Steve Posted September 5, 2020 They've been floating around the community for more than twenty years. I recall them being old when I saw them in Twice Risen. 2 Quote Share this post Link to post
Doomkid Posted September 6, 2020 Not to get too far afield but I’m sure I saw them in 2dmmaps and other ancient ZDaemon wads too.. I’ll have to find the original source at some point, I’ve always loved those Chainguns. 0 Quote Share this post Link to post
Gokuma Posted September 6, 2020 Those chainguns originally came from the 3D Alchemy graphics library by Justin Fisher. Just played a few maps in. Right on the title screen got a predator vibe, which was then reinforced. Loving this nicely detailed map set with changed up enemies and weapons. Some lift or door sounds and maybe some sounds in music fake me out thinking there's still enemies around heh. There's just a little eerie subtle similarity to some enemy sounds. Rocking soundtrack. 1 Quote Share this post Link to post
MemeMind Posted September 6, 2020 In the first map is the track Covenant Dance from Halo CE or am I insane? 1 Quote Share this post Link to post
NeedHealth Posted September 6, 2020 (edited) @Doomkid I'll preface this by saying that i've lost interest in doom mapping for the time being. now, good job on getting this out the door! I can't honestly remember if i did all the changes i wanted to my map. I sure hope so. :-P going to take a look now. e1 - if it is okay at this point i'll go through the map and see if can remove the boom triggers without requirering a massive overhaul. Edited September 6, 2020 by NeedHealth 2 Quote Share this post Link to post
Gez Posted September 6, 2020 1 hour ago, Theperson said: In the first map is the track Covenant Dance from Halo CE or am I insane? On jeudi 3 septembre 2020 at 2:44 AM, Doomkid said: Finally, here are the various MIDIs used in this mapset: Hide contents Title - Inca Roads by Frank Zappa Intermission - Intermission MIDI from Dwango20 Story - Jack the World by GWAR 01 - Covenant Dance from Halo 02 - Goin' Down the Fast Way from Rise of the Triad 03 - Nuts n' Bolts from Donkey Kong Country 3 04 - Map12 MIDI from DwangoX 05 - Hooligan Rhapsody from Beavis & Butthead 06 - The Awakening by Les Claypool 07 - Zombie Remix (D_COUNTD).mid by Viscra Maelstrom 08 - Record Skipping from Beavis & Butthead 09 - Fear Factory from Donkey Kong Country 10 - Venus Nickel-Iron Mine from Descent 11 - Immigrant Song by Led Zeppelin 12 - Cacophony of Asian Donut Shops by AD_79 13 - Mysterious Forest from The Legend of Zelda: Link's Awakening 14 - Rumble in the Jungle by AD_79 15 - Upper Brinstar (The Jungle Floor) from Super Metroid 16 - When the Levee Breaks by Led Zeppelin 17 - The Graveyard from Heretic 18 - Deadly Town by Jimmy 19 - Death Wind from F-Zero 20 - Master of Puppets by Metallica 21/Victory screen - Legends of Rock from Beavis & Butthead 21/Bonus 1 - Accelerator by AD_79 22/Bonus 2 - (Not sure) So yes. 1 Quote Share this post Link to post
Aurelius Posted September 6, 2020 (edited) Tarnsman streaming Rowdy Rudy 2. https://www.twitch.tv/tarnsmandw EDIT: Played through maps 1-3, will stream the rest during next session. Edited September 6, 2020 by Aurelius 2 Quote Share this post Link to post
Doomkid Posted September 7, 2020 11 hours ago, NeedHealth said: @Doomkid e1 - if it is okay at this point i'll go through the map and see if can remove the boom triggers without requirering a massive overhaul. Hey NH, if you want to do that it would be cool, but don't feel pressured - your map is fine as-is if you want to leave it this way. The only ports that can't present play it are Vanilla, Chocolate and Crispy - it seems to work perfectly in everything else, so if it seems to much effort, don't worry about it. It's still a very enjoyable map. 21 hours ago, Gokuma said: Those chainguns originally came from the 3D Alchemy graphics library by Justin Fisher. Thanks Gokuma, that explains why they were so common! Also good ear, I was hoping to have the sounds mesh just enough to keep the player on their toes, wondering if it was indeed another monster around the corner. 12 hours ago, Theperson said: In the first map is the track Covenant Dance from Halo CE or am I insane? You're right! 5 hours ago, Aurelius said: Tarnsman streaming Rowdy Rudy 2. Really glad Tarns seems to be enjoying it for the first 3 maps. 2 Quote Share this post Link to post
MikeyScoots Posted September 7, 2020 Im not sure how I feel about the name of my map but damn is it catchy. Bout to download this and run it now DK! 1 Quote Share this post Link to post
Doomkid Posted September 7, 2020 I attempted to pick a suitable name, but if you don't like it Mikey just let me know and I'll change it before the idgames upload! 1 Quote Share this post Link to post
MikeyScoots Posted September 7, 2020 4 hours ago, Doomkid said: I attempted to pick a suitable name, but if you don't like it Mikey just let me know and I'll change it before the idgames upload! Jungle Assault. 4 Quote Share this post Link to post
DavidN Posted September 8, 2020 Thanks for the great feedback on MAP03! I've just played through the first few maps myself and I love how you blended them into each other. @Doomkid, if you decide you want to toughen up my map before final release you're welcome to do so, as I tend towards wimpy difficulty in my levels (I also hadn't intended to make the berserk secret a one-time door, but that can stay if it isn't horribly unfair) - though personally I think it sits well as an early map! 2 Quote Share this post Link to post
Horus Posted September 8, 2020 In spoiler I have videos for the levels that I missed when I played the earlier beta as they weren't included yet. Bugs: Level 21: A switch doesn't animate (17:25 in video) Level 22: It is possible to get softlocked in the secret (20:50 in video). I deliberately softlocked myself here as a test in the video, but it is feasible that a player could do it accidentally Spoiler 3 Quote Share this post Link to post
Doomkid Posted September 8, 2020 Thanks for finding these spots Horus, definitely going to have them ironed out by the end. I'll also make sure those monsters release properly in 22. 1 Quote Share this post Link to post
NeedHealth Posted September 8, 2020 @Doomkid end level text for my map 21 is wrong. it is singular (sinner's woods) - i want it to be plural (sinners' woods) ;-) 2 Quote Share this post Link to post
JXC Posted September 8, 2020 The Wad crashes on the Bethesda port 0 Quote Share this post Link to post
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