DannT Posted January 10, 2023 A.I.A is a mapset completely assembled from machine generated textures, and when possible, obstacles and sprites have been updated as well. This started as a small experiment in order to flesh out some additional textures for existing maps, but quickly turned into a proof of concept to see how much could be done using this method alone. After a two-day bender creating several hundred sample images, I started the work of converting them to the Doom palette and proper dimensions. The goal was two-fold: to create a resource pack that might find some use by others, and to see how well they fit together. Episode 1 is a 12-map set that attempts to showcase as many as possible through small arenas without trying to mash all of the hundreds into the same space. Difficulties have been implemented, but overall it's not too punishing. Each is very short and shouldn't be too hard to UVMax saveless. There's a few speedrunning routes too, and ironman runs should be good for those who want to give those a try. It IS meant for continuous play, but pistol-starting should be fine. The main benefit of continuous play will be certain ammo drops for weapons sourced via secret areas, as well as a few health bonuses to help start the following level on a better note. Map layouts were also A.I. generated just to give me a head start and help overcome mapper’s block. After that point, I traced them and continued in a more traditional manner. Such was the process with most of the work, especially the images since it wasn’t a matter of just pressing a button and dropping them in. I’d like to think of the AI process as a rapid development and prototype tool in the same way using a photograph would be a good first step in making a texture vs drawing each pixel by hand. I know there’s the concern that AI could render some traditional jobs as obsolete, but in this case, it let me reduce much of the laborious work down to a few days vs months. As a bonus, the intermission text and midis are also AI generated to varying effects. And if you play in a ZDoom port, I've thrown in some bonus art between levels too. Huge thanks to @Clippy for early testing, @Pistoolkipfor the tough love and telling me that I could always do better, and @azerty, @A Handsome Fridge, and @sandwedgefor their video playthroughs and final bug fixes. Download: https://dannarchy.com/doom/AIA_EP1.zip Format: Limit removing Base IWAD: Doom2.wad Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1 & PRBoom 2.5.0 Single Player & Coop Playstyle: Continuous preferred Maps: Spoiler MAP01 - A.I.A MAP02 - Zoml Romnt MAP03 - Diimzzainia MAP04 - Dal O'Tin MAP05 - Poomwad MAP06 - Zoomn MAP07 - Oon MAP08 - Rookroom MAP09 - TC1 Demon MAP10 - Bomom MAP11 - Dokistoni MAP12 - Boviin 51 Quote Share this post Link to post
Walter confetti Posted January 10, 2023 Pretty interesting mapset! 3 Quote Share this post Link to post
Clippy Posted January 10, 2023 So excited to see this come out bud home more ppl check it out!! 3 Quote Share this post Link to post
A Handsome Fridge Posted January 10, 2023 This is fun stuff, would recommend! Personally I think AI texture generating is a perfectly sound method when it comes to Doom. Gotta put a little thought in it to make it look coherent and sensible though (by careful selection and additional editing where desired) and this mapset certainly shows that. Still a big fan of the animated flames, for instance. 2 Quote Share this post Link to post
Thelokk Posted January 11, 2023 (edited) Intriguing one. I'm up to map04 only so far, but the texture set is really strong - maybe the switches take a bit to get used to, but the brutalist patterns and sprite replacements are top tier. 6 hours ago, Dannarchy said: to create a resource pack that might find some use by others Does that mean that resources will be available for use at some point in time? I'd be more than interested in trying my hand at them sooner or later! Edited January 11, 2023 by Thelokk 1 Quote Share this post Link to post
DannT Posted January 11, 2023 8 minutes ago, Thelokk said: Does that mean that resources will be available for use at some point in time? I'd be more than interested in trying my hand at them sooner or later! For sure. Once I get the next two episodes finished, I'll make a proper resource pack, which can either be linked to, or harvested for textures of interest. I have quite a bit already there, but I'm sure I'll be adding some more before it's done. Feel free to poke around in Slade if you want. Also if you're up for a map, I was thinking of having a set of guest maps once EP3 is done, so let me know if interested. I'll probably ping on people after EP2 is wrapping up, so I there's time. 3 Quote Share this post Link to post
Pistoolkip Posted January 11, 2023 Cool experiment! When I playtested these I didn't realize about the AI experiment. Still, I'm glad I was able to help in making the earlier maps even better. Good luck on the next episode! 3 Quote Share this post Link to post
Peccatum Mihzamiz Posted January 11, 2023 The textures look really interesting! Kinda trippy. This looks useful for the wider Doom community <) ! 3 Quote Share this post Link to post
RED77 Posted January 11, 2023 Really interesting. Especially the textures. 1 Quote Share this post Link to post
s4f3s3x Posted January 11, 2023 (edited) Uhm, this crashes DSDA v0.25.4 under complevel 2. Console prints: Spoiler Playing: DOOM 2: Hell on Earth adding /Users/xxx/.dsda-doom/Doom2.wad adding /Users/xxx/.dsda-doom/dsda-doom.wad adding /Users/xxx/Documents/DOOM_wad/PWAD/A.I.A - Episode 1 (Earthly Realm)/AIA_EP1.wad Loading DEH lump from /Users/xxx/Documents/DOOM_wad/PWAD/A.I.A - Episode 1 (Earthly Realm)/AIA_EP1.wad P_InitSwitchList: unknown texture SW1BRN1 P_InitSwitchList: unknown texture SW2BRN1 P_InitSwitchList: unknown texture SW1BRN2 P_InitSwitchList: unknown texture SW2BRN2 P_InitSwitchList: unknown texture SW1BRNGN P_InitSwitchList: unknown texture SW2BRNGN P_InitSwitchList: unknown texture SW1BROWN P_InitSwitchList: unknown texture SW2BROWN P_InitSwitchList: unknown texture SW1COMM P_InitSwitchList: unknown texture SW2COMM P_InitSwitchList: unknown texture SW1COMP P_InitSwitchList: unknown texture SW2COMP P_InitSwitchList: unknown texture SW1DIRT P_InitSwitchList: unknown texture SW2DIRT P_InitSwitchList: unknown texture SW1EXIT P_InitSwitchList: unknown texture SW2EXIT P_InitSwitchList: unknown texture SW1GRAY P_InitSwitchList: unknown texture SW2GRAY P_InitSwitchList: unknown texture SW1GRAY1 P_InitSwitchList: unknown texture SW2GRAY1 P_InitSwitchList: unknown texture SW1SLAD P_InitSwitchList: unknown texture SW2SLAD P_InitSwitchList: unknown texture SW1STARG P_InitSwitchList: unknown texture SW2STARG P_InitSwitchList: unknown texture SW1STON1 P_InitSwitchList: unknown texture SW2STON1 P_InitSwitchList: unknown texture SW1STON2 P_InitSwitchList: unknown texture SW2STON2 P_InitSwitchList: unknown texture SW1STONE P_InitSwitchList: unknown texture SW2STONE P_InitSwitchList: unknown texture SW1STRTN P_InitSwitchList: unknown texture SW2STRTN P_InitSwitchList: unknown texture SW1BLUE P_InitSwitchList: unknown texture SW2BLUE P_InitSwitchList: unknown texture SW1CMT P_InitSwitchList: unknown texture SW2CMT P_InitSwitchList: unknown texture SW1GARG P_InitSwitchList: unknown texture SW2GARG P_InitSwitchList: unknown texture SW1HOT P_InitSwitchList: unknown texture SW2HOT P_InitSwitchList: unknown texture SW1LION P_InitSwitchList: unknown texture SW2LION P_InitSwitchList: unknown texture SW1SATYR P_InitSwitchList: unknown texture SW2SATYR P_InitSwitchList: unknown texture SW1SKIN P_InitSwitchList: unknown texture SW2SKIN P_InitSwitchList: unknown texture SW1PANEL P_InitSwitchList: unknown texture SW2PANEL P_InitSwitchList: unknown texture SW1ROCK P_InitSwitchList: unknown texture SW2ROCK P_InitSwitchList: unknown texture SW1MET2 P_InitSwitchList: unknown texture SW2MET2 P_InitSwitchList: unknown texture SW1WDMET P_InitSwitchList: unknown texture SW2WDMET P_InitSwitchList: unknown texture SW1MOD1 P_InitSwitchList: unknown texture SW2MOD1 P_InitSwitchList: unknown texture SW1ZIM P_InitSwitchList: unknown texture SW2ZIM P_InitSwitchList: unknown texture SW1STON6 P_InitSwitchList: unknown texture SW2STON6 P_InitSwitchList: unknown texture SW1TEK P_InitSwitchList: unknown texture SW2TEK P_InitSwitchList: unknown texture SW1MARB P_InitSwitchList: unknown texture SW2MARB P_InitSwitchList: unknown texture SW1SKULL P_InitSwitchList: unknown texture SW2SKULL portmidiplayer: No output devices available R_TextureNumForName: The file /Users/xxx/Documents/DOOM_wad/PWAD/A.I.A - Episode 1 (Earthly Realm)/AIA_EP1.wad seems to be incompatible with "DOOM 2: Hell on Earth". R_TextureNumForName: RSKY1 not found Also crashes Crispy Doom 5.4 Works fine in Woof 10.5.1 Edited January 11, 2023 by s4f3s3x 0 Quote Share this post Link to post
DannT Posted January 11, 2023 Thanks for the note. I believe it's due to the fact that I cleared out the TEXTURE1 definitions so there were no stock images available. I did copy the switches over in my main working WAD, but left them out when I extracted just the EP1 content. I had a similar issue when I left out the Skies, so I'm guessing the port is expecting those to be defined. I was also getting error when I included the entries, but had no patches in them, so I guess I'll throw some dummy images there just to keep the errors at bay. 1 Quote Share this post Link to post
DannT Posted January 13, 2023 (edited) Fixed a few errors in UMAPINFO (referencing the RSKY texture file instead of the SKY texture entry), and added dummy patches for the switches I'm not using just yet. Tested in Crispy v5.12 and DSDA v0.19.7 just now, but let me know if any older ones are still throwing some issues. Updated the download link in original post. Edited January 13, 2023 by Dannarchy 3 Quote Share this post Link to post
dmnwizard Posted January 14, 2023 Oh, that's great! I really really wanted to play A.I.A. since the day I watched you and Clippy play it. Congrats for this beauty, Dannarchy, and thank you for creating it! 2 Quote Share this post Link to post
DannT Posted January 16, 2023 On 1/14/2023 at 5:35 AM, dmnwizard said: Oh, that's great! I really really wanted to play A.I.A. since the day I watched you and Clippy play it. Congrats for this beauty, Dannarchy, and thank you for creating it! Appreciate it. Now I really need to get moving on part 2. 2 Quote Share this post Link to post
Unregret Posted March 10, 2023 Nice map theme! Please we need more maps like this. 1 Quote Share this post Link to post
DannT Posted March 10, 2023 I've gotten way sidetracked, but I have two more finished for EP, plus the two bonus maps. Getting there. 2 Quote Share this post Link to post
kalensar Posted March 10, 2023 This looks great! Goona try it asap. <3 0 Quote Share this post Link to post
ChopBlock223 Posted March 11, 2023 Fascinating stuff. From the screenshots, I'd bluntly say that the textures themselves have a cheap and kind of ugly look, in that they bring to mind the less refined digitized photos you'd see Capstone use for games like Tekwar and Witchhaven back in the 90s. BUT, the way they are put to use for the architecture here all looks very nice and sound in itself, and the architecture actually looks quite good. It makes for an interesting, and very coherent, visual. Couldn't make a full judgment without playing it, of course, which I'll want to do, so I guess it goes on my To Play pile, for when I've got some time. 2 Quote Share this post Link to post
THEBaratusII Posted March 11, 2023 (edited) Definitely like the aesthetic of this WAD. Although I found myself soft-locked at MAP05 while trying to find the last secret. and also some of the music tracks seem to be quieter than Doom II's Intermission music. Screenshot : Spoiler UPDATE : There's also a visual bug with one of the switch graphics (tested with DSDA-Doom and Crispy Doom) Screenshot : Spoiler Edited March 11, 2023 by THEBaratusII 2 Quote Share this post Link to post
taufan99 Posted March 12, 2023 First of all... wow. Just wow. This feels like stumbling upon a stand-alone 1990's shovelware FPS game with all its glorious bizareness, although also with more brevity. However, instead of leaving you with a jaded feeling, it just keeps you curious as time goes by. Map flow feels decent and challenging enough, at least up until MAP11, in which I feel like it's a bit too hard for me. Otherwise, I give it 9.25/10. Especially recommended for fans of shovelware/shovelware-styled maps. 1 Quote Share this post Link to post
netcurse2000 Posted March 12, 2023 (edited) Really interesting mapset. Very short but original maps. Edited March 12, 2023 by netcurse2000 3 Quote Share this post Link to post
DannT Posted April 12, 2023 On 3/11/2023 at 4:19 AM, THEBaratusII said: Definitely like the aesthetic of this WAD. Although I found myself soft-locked at MAP05 while trying to find the last secret. and also some of the music tracks seem to be quieter than Doom II's Intermission music. UPDATE : There's also a visual bug with one of the switch graphics (tested with DSDA-Doom and Crispy Doom) Thanks for the update. I'll fix that softlock area and see what's up with the switches. I know I stupidly tried to clean up my PNAMES node and it threw everything into disarray, so I might have overlooked that one. Yeah, the MIDIs are AI too, and I hate them, but people asked for machine generated music too. I tried to clean them up as best as I could, but I have no idea what I'm doing. 0 Quote Share this post Link to post
DannT Posted April 12, 2023 And appreciate the playthroughs @netcurse2000. I actually stumbled upon the videos on Youtube, but thanks for adding them here. I'm finally back into the swing of things, and taking a bit more time with EP2, as well as fixing up stuff in EP1, so hopefully it's a better package by the time the whole thing is done. 1 Quote Share this post Link to post
Rudolph Posted January 28 (edited) Okay, I finally got to play through the whole thing. At first, I was not expecting much: the dreamy/nightmarish aesthetics were amusing, but the level design was merely serviceable. But then towards the end, things started getting actually interesting, with maps that felt like twists on the "Dead Simple" formula, and I enjoyed them quite a lot. If Episode 2 even comes out, I will definitely check it out! My only issue with Episode 1 is that the music is just too quiet and I have to raise the volume to maximum just to hear it. Edited January 28 by Rudolph 0 Quote Share this post Link to post
DannT Posted January 31 On 1/28/2024 at 9:19 AM, Rudolph said: If Episode 2 even comes out, I will definitely check it out! Thanks for playing. EP2 did come out in December and I put a bit more into the level design this round. I made another thread for it, which is here: I hate the music too. Maybe by EP3 some better option will be available. 1 Quote Share this post Link to post
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