Jump to content

DoomGPT: An AI-directed Doom II mapping project (v1.2)


Recommended Posts

This seems more up my alley so I am gonna give it a go. If Korni finishes first you can throw my map in a extra slot maybe.

Edited by Raith138

Share this post


Link to post
6 hours ago, Raith138 said:

This seems more up my alley so I am gonna give it a go. If Korni finishes first you can throw my map in a extra slot maybe.

You can grab map08 if you want

Share this post


Link to post

Done with MAP16!

 

Map name: Suburbs

Map Slot: 16

Author: @mr-around

Target Port: Limit-Removing

Tested With: Crispy-Doom 6-0-0 (x64)

Known Bugs: possibly too detailed for this project, in this case I could easly tone things down. Some slime trails occured on first tryings for me but fixed on later testings.

Inspiration(s): MAP15, MAP16 of Id's Doom2 I guess. The most of the classic maps.

Download: DoomGPT - MAP16 (mr-around).zip

 

Screenies (2):

Spoiler

map16-1.png.bf13a36a37655b170e42ddc7d6b4a1eb.png

 

map16-2.png.c3dabb05f4be7fe5dbd317fdf51ccdce.png

 

Automap:

 

Spoiler

map16_automap.PNG.f7c9a46feffc6f06278407ca33e1557f.PNG

 

Some sad news about this. I actually, do not own prompts to generate the map. However, I still have the generated description made by someone else.

Edited by mr-around

Share this post


Link to post

@mr-around I'm going to have to be brutally honest, that map was not a pleasant experience. There is almost no health and with hitscanners chipping away your health from every possible location, the beginning was impossible to do on UV-Fast without savescumming. And when revenants began appearing around every corner, having just a chaingun and a shotgun with limited ammo was not enough, and combined with the hidden hitscanners in the dark it was practically impossible to clear a single room without godly RNG.

 

Spoiler

A lot of hitscanners were so high up that I couldn't see what was shooting me, I could only hear the general direction, unless they were also really far away which happened a lot; I would be standing in a seemingly cleared out area when someone I could neither see nor hear would hit me. I play without freelook so the chaingunners high above me were super annoying.

 

Infinite melee height range and "infinitely tall" monsters made jumping across crevices fail a lot of times, and made me take melee damage a lot from just standing next to the ledges. Imp fireballs would also gain a lot of vertical velocity from going up at a very steep angle, which is an annoying quirk in the Doom engine.

 

The raising platform with the imps here is missing a side texture:

 

image.png.2acc4f81b156158e5c1aefc63ec6c35f.png

 

I'm stuck, as in I have no clue how to progress. Is the exit glitched? If it is, please fix it, or if I'm just being stupid, tell me what I'm doing wrong and make it more obvious since even while observing the editor I could not tell what I was supposed to do to get to it.

 

image.png.f5b603c11183015239b9d02781bced66.png

 

I also don't know how to return to the starting area; I IDDT'd to find out where the missing kills are, and some of them were back in the open city area. The only teleporter I could find that leads there was the automap secret, and even that doesn't let you to simply jump off and backtrack, it teleports you straight back into the dark rooms.

 

This megasphere elevator was really tricky to get off of, I thought I was softlocked for a moment. Either make the ceiling higher so that I don't have to time my jump right, or add some stairs to get back up on the wooden ledge from this side.

 

image.png.5f7936a553beba2f6899e03dc996441b.png

 

You made these teleport lines W1 and two monsters got stuck because they weren't able to pathfind their way to the line that hadn't been activated yet, which by the way, there was only one of, so even if one monster had somehow found it (unlikely, they were both hugging the bottom corner of the room), one would've remained inaccessible. Why are the monster closets diagonal anyway? This odd geometry was at least partially responsible for the monsters getting stuck in the lower corner as they kept trying to walk towards the player as opposed to going straight alongside the wall.

 

image.png.129ba249f925afe369c14e6b176ceb72.png

 

(Speaking of which, because a lot of the geometry was diagonal, I often got stuck in place while standing with my back against the wall and taking many fireballs to the face as a result. It's another annoying Doom engine quirk. You don't have to fix that one since it would require you to redesign some rooms entirely, but try to avoid that in your future maps!)

 

After killing everything, I had way more ammo than I ever needed, which implies that ammo placement is quite unbalanced. At the start when I needed it the most, I was frequently running out, but at that stage I was more concerned about health anyway so I was being a lot more economical.

 

 

I spent over an hour on this map and couldn't even exit. There are many things that need to be fixed here, but to sum it up: more health pickups in the city area, less annoying hitscanner placement, backtracking to the city, a more obvious exit entrance.

 

However, here are some things I liked about the map. Firstly, the overall design: it feels very close to how Doom II looked which few people can replicate in their city maps, and that I really appreciate! Secondly, that weird zig-zaggy area with a plasma gun was interesting. I don't know what about it was so interesting to me, but it felt so abstract and out of place that it really felt like something you'd expect to see when paying classic Doom. I also really like how non-linear this map is, there isn't just one place to get a specific gun so you can take a different path each replay and still gain access to those guns, and find a bunch of unofficial secrets with goodies inside while you're at it. It's sad that the map frustrated me so much because I genuinely think it's a very strong candidate in terms of map design alone, I'd love to see this map get refined and I'll gladly replay it once it is! I hope my criticism wasn't too harsh.

Share this post


Link to post

@iddq_tea I have found a prompt for chatGPT that refers to music choice, simply type 

"Any ideas as to what music should be playing during MAPXX [LEVEL NAME]"

It should give you a list of tracks, mine gave me 4, and follow up with asking it to pick one of the tracks at random.
The music choices vary it seems, you can specify that you want midi as well with that it tends to go with vanilla doom tracks but it can produce a selection of composers like Jimmy, Stuart Rynn, David Shaw and Mark Klem 

Might be a bit late to introduce something like this but if this is ever done again this could be added.

Edited by Yop

Share this post


Link to post
On 7/14/2023 at 7:37 PM, Yop said:

@iddq_tea I have found a prompt for chatGPT that refers to music choice, simply type 

"Any ideas as to what music should be playing during MAPXX [LEVEL NAME]"

It should give you a list of tracks, mine gave me 4, and follow up with asking it to pick one of the tracks at random.
The music choices vary it seems, you can specify that you want midi as well with that it tends to go with vanilla doom tracks but it can produce a selection of composers like Jimmy, Stuart Rynn, David Shaw and Mark Klem 

Might be a bit late to introduce something like this but if this is ever done again this could be added.

I'd like to make an update to this, regarding the ai's selection of midis from other composers it seems that midis it does pick do not exist i've combed through the selections it's given on my multiple trials of it and then went on to pursue those tracks looking through stews, jimmy's, shaws and marks midi collection and have consistently found 0 matches to the names it provides.
So if it any future project with chatgpt decides to incorporate this rule, i highly suggest keeping it to vanilla or you could go with the additional composer suggestions, ask it to pick one at random then find a midi that closely matches the title the AI gave you.
I am tempted to start DoomGPT for Doom 1 once this one has ended, but only time will tell for that :/

Sidenote: it REALLY likes Into Sandy's City, like REALLY REALLY likes it. I mean it's a good track but a man can only take so much 
harpsichord.

Edited by Yop

Share this post


Link to post
On 6/27/2023 at 1:03 PM, iddq_tea said:

@Korni27 Yeah, once the deadline hits I will start packing the wad together and will hand it out to playtesters so while it would be nice to have every map in the wad by that time, it won't be the final release yet, so fixes and re-submissions are to be expected either way.

 

I'll make a small announcement when I start seeking for playtesters, it's to make my life easier, I'll have to go over every text file and make sure it doesn't break any rules. If we find any submissions that don't fit the project, we may just have to start some maps over from scratch, so let's hope that doesn't happen either. What I'm saying is, a lot of things are going to happen after the deadline hits, so don't sweat about being late by 1-2 days.

yo, i'd like to be a playtester.

Share this post


Link to post

Let me wake up this thread again lol.

Map 08 has been completed.

I am clearly better at hell levels but I think this one is still ok, it kind of grew on me over time.

It is pretty difficult and it is also kind of a puzzle level (not really) so be warned.

There may be a few moments where you are confused what to do but all you need to do is look.

The AI specifically said that I could edit what it said so I did not include a couple of small things.

I am also going on a road trip so I won't be able to do anything for a few days. 

Download

Edited by Raith138

Share this post


Link to post

@Raith138 MAP08:

 

It was not obvious to me at all that I had to walk a 1-pixel-wide sector to get to the switch behind the chaingunner, even while looking at it in UDB I just scratched it off as some weird design choice, thinking the switch was mistakenly made S1 when it should've been a G1. I then had the sudden idea to try walking on the wall, and it worked, but I would still recommend changing it as I was stuck there for a couple of minutes completely clueless. Either by making it a G1 or adding a more obvious walkway to the switch.

 

The map was alright, the fake walls were mean but I guess it's on theme with the map name so it gets a pass. The ending was very fun: I guess I expected a cyberdemon or something, but when the absolute ocean of archviles came pouring out and I found it hilarious. My machine momentarily lagged from it, and it's a gaming laptop that can run nuts.wad at full fps. The sound of all those archviles waking up at once was pure chaos LOL. Love it.

 

One last remark, I wasn't able to find the secret with the two rockets, it is way too obscure. You can't see nor hear the wall lowering, so I suggest modifying that.

Share this post


Link to post

I was told by the AI to make the fake walls.

I was told to make hidden walkways to access the key so... 

I will change the trigger but I will probably anger the great AI above.

Share this post


Link to post
4 minutes ago, Raith138 said:

I was told by the AI to make the fake walls.

I was told to make hidden walkways to access the key so... 

I will change the trigger but I will probably anger the great AI above.

 

The walkway to the key switch will still appear hidden at first glance, until the player gets on top of a higher ground and looks around the room for visual cues. It's less frustrating that way, and technically still follows the AI's instructions. I recommend making it slightly wider, maybe 4 pixels.

Share this post


Link to post

I think a lot of maps lack difficulties right now, I completely forgot to check in with the mappers about that... I'll do it once the wad is ready for beta testing. Everyone will be pinged.

Share this post


Link to post

All of mine have difficulties.

You told me at the beginning to not worry about them but I did.

Edited by Raith138

Share this post


Link to post
15 hours ago, Raith138 said:

I guess we are waiting for 07, 05, 29 and 30.

May want to get the playtesting started.

Speaking of, here is a teaserScreenshot_Doom_20230722_155952.png.1b5be7f07b73b31103a834c3daf43502.png

Share this post


Link to post

@LOD42 @RubyAurora @Anarkzie @mr-around

 

Please finish up your submissions soon!! I'm going away for about a week, I won't have much time to go on doomworld, but I hope you can finish your maps in that time because I'd like to build a beta wad when I get back and give it to the testers.

 

Speaking of, if you would like to be a beta tester for the wad, let me know now!

Share this post


Link to post
2 hours ago, iddq_tea said:

@LOD42 @RubyAurora @Anarkzie @mr-around

 

Please finish up your submissions soon!! I'm going away for about a week, I won't have much time to go on doomworld, but I hope you can finish your maps in that time because I'd like to build a beta wad when I get back and give it to the testers.

 

Speaking of, if you would like to be a beta tester for the wad, let me know now!

Hi @iddq_tea, this project fascinates me. I'd be up for beta testing 😄

Share this post


Link to post

MAP29: The Living End

Made from scratch, but inspired by what @Raith138 has started
Tested on ZDoom (Comp: Doom - Strict)
but I didn't use anything advanced so PRBoom+, and basically anything that could run WADs will play it
Custom MIDI: Chemlab Explosion (Custom made by me)

 

Notify me if you want me to do any changes, or if you find any bugs.

 

+Updated MAP12 with a different soundtrack and a small tweak to the gameplay

 

New Track: Neato by Jeremy Doyle, from TNT: Revilution

MAP12.zip

MAP29.zip

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...