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


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5 minutes ago, scientifikgenius said:

taking map05. curious how this will turn out

I'll PM you the existing description shortly!

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On 3/2/2023 at 10:11 PM, DynamiteKaitorn said:

Oops...

 

Here's an updated version fixing issues 2, 3 and 4 (Might edit no. 1 if it becomes a problem for people).

Barrels-2.zip

I too advise against using "pressed" switches in your map, unless you have a reason for it (such as turning the lights off, or closing a door that was already open).

 

The staircase leading up to the button that opens up the Mastermind room could use step textures instead of grey brick.

 

Other than that, I don't really have any other remarks to make, thank you for your submission! You still have plenty of time until the deadline if you want to make any minor corrections, or major changes.

 

 

Also, this made me LOL...

 

Spoiler

image.png.9ac8d81d6312de9d21d1997ba4e69431.png

 

Oh, also, could you upload your ChatGPT chats in text formal, preferably as one file? Thank you!

Edited by iddq_tea

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Since its an issue for people, I have decided to flip the switches to their "SW1" variants. Also changed the stairs to the switch to look better (looking back it DOES look ugly tbf).

 

Also added the TXT file.

 

Finally, can I just shout out the fact that ChatGPT sometimes acts nice if you use manners? Nice detail! :)

Barrels3.zip

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On 3/5/2023 at 5:08 PM, Shawn said:

Map Name: AINirvana
Author: Shawn & ChatGPT
Difficulty Settings: Implemented
Format: Limit removing (-cl 2)
IWAD: Doom 2
Map Slot : 21 (Like the original map)
Ports Tested: DSDA doom 0.25.2, GZDoom 4.10, Crispy Doom 5.12.0
Co-op & Deathmatch: Yes
Description: This version of Nirvana is completely different from the original. Gone is the big room with all the medkits and teleporters. Now, you'll explore Hell and go deep in the pit of horrors.

 

First I asked ChatGPT from a general layout of the map. ChatGPT told me it was as follow :

  Reveal hidden contents

 

Start: When you first enter the level, you'll find yourself in a small room with a few imps and a door on either side. Take out the imps and head through the door on the right.

Hallway: As you exit the starting room, you'll enter a long hallway with several doors on either side. Be careful, as there are imps and demons lurking around the corners. Take out the enemies and head to the door at the end of the hallway.

Open Area: As you exit the hallway, you'll enter a large open area with a central structure and several smaller buildings surrounding it. This area is filled with demons and imps, so be prepared for a fight. Take out the enemies and head to the door in the central structure.

Lower Levels: As you enter the central structure, you'll find yourself in a staircase leading down to the lower levels. Be careful, as there are demons and imps waiting for you on the steps. Take them out and head down to the next level.

Complex: When you reach the bottom of the staircase, you'll find yourself in a complex network of interconnected rooms, hallways, and open areas. Navigate through the complex, taking out any enemies you encounter along the way.

Keycard: As you navigate through the complex, you'll eventually come across a room with a keycard. Pick up the keycard and use it to open the locked door leading to the next area.

The Pit: As you exit the complex, you'll find yourself in a large open area known as The Pit. This area is filled with demons, so be prepared for a fight. Take out the enemies and head to the door on the other side.

The Exit: As you exit The Pit, you'll find yourself in a small room with the exit door. Open the door and head through to complete the level.

 

 

I tried to stay as faithful as possible to this general layout. I also asked for more details and where the weapons should be. Concerning weapons, ChatGPT made the bold choice to only have the Super Shotgun in the final room. That's the most odd choice it made, everything else was logical and made for a good map flow.


Other than that the map is fairly straight forward, except the Complex where I intentionally made it mazy and a bit confusing because ChatGPT wanted it like that.
ChatGPT also wanted toxic slim in the pit, so I had to find a way to integrate it. I hope you'll like the solution I found.


 

  Reveal hidden contents

 

doom02.png.0e63ccfe93e4b0c5ebb659bf2c9717e0.pngHallwaydoom03.png.e940657747698ceca4d8fe833c7c0b12.png Open Areadoom04.png.2f190608adcc389affb139bdfef190f0.png

Lower Levels

doom05.png.40a76d1f780815b5066523f33b90b94f.png

Complex

doom06.png.2948ac24ff8439c3488c19c6f06b86bf.pngThe Pit

 

 

I encountered a really odd limitation of the Doom Engine while working on this map. If you use the linedef 102 "Lower to Highest Floor", be sure that the sector you lower does not have its destination floor under -500 map unit, otherwise it will not work in Cripsy Doom. Other ports seems to fix that limitation though. It took me a while to find this one.

 

Difficulty wise, I tried to make the map progress logically. From the tight corridors of the Hallways to the big open area, you'll find a variety of combat scenarios and hopefully enjoy the final battle in the Pit. I was generous with ammo and health as I feel some fights may be a bit hard if you are doing them for the first time. Feel free to give me feedback about the map, if it's too hard, too easy, if there are bugs, anything.

 

Download link AInirvana.zip

Map is in map slot 21.

Rather late but here i go:
1) I would recommend for walls of secret rooms to be marked "Don't show on automap" due to the fact that in maps as large as this one there may be moments where linedefs are displayed on automap even if you've never seen them, thus giving away the secret. Happened to me.
2) The map just gives you too many supplies, particularly in the open area and less so in the pit, or at least that's my impression. Refer to the demo if there are any questions.

fda-ai21.rar - contains not one but two 1-hp hypes.

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5 hours ago, ONETAPPYBOI said:

Rather late but here i go:
1) I would recommend for walls of secret rooms to be marked "Don't show on automap" due to the fact that in maps as large as this one there may be moments where linedefs are displayed on automap even if you've never seen them, thus giving away the secret. Happened to me.
2) The map just gives you too many supplies, particularly in the open area and less so in the pit, or at least that's my impression. Refer to the demo if there are any questions.

fda-ai21.rar - contains not one but two 1-hp hypes.

 

Just watched the demo. Thank you for playing the map. You've even found a bug at the very end of the map, you're not supposed to see that teleporter unless you're stuck in the map (or playing in co-op).

I agree with your two points and made changes in that direction. All secrets are now hidden on the automap plus a few others miscellaneous stuff. I've also removed lots of excess ammo and a bit of health. I was way too generous with it. Now players will have to be more careful during the battles.

 

Version 2 of the map here AInirvana_V2.zip

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I'm about to start (having finally spoken with our AI overlord directly), but have a question for the group.  The AI is telling me that the level takes place in and around apartment buildings -- which is fine -- but I am struggling with how much "DoomCute" stuff to put in the level.  The IWADs aren't famous for a lot of sector furniture (the throne in "The Spirit World" comes to mind, but that's about it), so do I make a truly abstract 'apartment building' in the style of the IWADs or a more realistic (for Doom) set of rooms with rugs and tables?

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@OceanMadman I have no rules on that, you can make your own. One idea was to have the music be entirely AI-generated but that idea's on hold for now. We can always have a separate midi pack introduced later.

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16 hours ago, OceanMadman said:

The map's music has to be the original midi or we can make one of our own?

you can do what i did and just ask it what midi does the map use.

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  • 2 weeks later...

An amazing concept! I was fooling around with ChatGPT myself, asking it to describe E1M1 of Doom and kept getting descriptions that didn't come close to what E1M1 looked like. Correcting ChatGPT, it apologizing to me and proceeding to give me a different description of E1M1 that didn't match up as well. It made me think that it could be a cool idea to have ChatGPT describe a map and someone remaking it.

 

Someone pointed me to this topic. I still have to read through it and enjoy the screenshots, but looks like you're doing the AI Gods' work, people!

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  • 2 weeks later...

Hi, I'm new to the forums but I have plenty experience with doom mapping. I had made some maps that I never end up sharing online :P (trying to change that this year).

 

Could I take map 13? It's just a coincidence that it's one of my favorites maps from Doom 2 lol

Edited by RubyAurora
Formatting

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I'm a bit worried that this project is going to suffer from the same thing Doom: The Way We Remember It did. From what I've seen, it seems some submissions don't use the correct prompts, or the AI was "coached" into giving a certain response etc. Will that stuff be cleaned up before release? I think this is a very great idea so it would be a shame if the project doesn't stick to the original goal.

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@RubyAurora Sure, you got it!

 

@Individualised Absolutely, every submission will be looked over. I'll get onto the task of reading every text file when I'm back home (I'll be in London for another week), if I see any that don't work, I'll let the mappers know. There's still plenty of time to make corrections or start over.

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On 4/5/2023 at 9:48 AM, Individualised said:

I'm a bit worried that this project is going to suffer from the same thing Doom: The Way We Remember It did.

hey i made that

 

anyway,

2 hours ago, iddq_tea said:

Absolutely, every submission will be looked over.

that's good to know, i do also recommend asking for the exact prompts if you ever do this for any other iwads, like Individualised said, it is easy to "coach" an ai, or gaslight it or anything, too late to do that now though.

Edited by Biz!

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2 minutes ago, Biz! said:

hey i made that

 

anyway,

that's good to know, i do also recommend asking for the exact prompts if you ever do this for any other iwads, like Individualised said, it is easy to "coach" an ai, or gaslight it or anything, too late to do that now though.

To be more clear; I wasn't dissing your project or anything (I actually haven't tried it :P) but I am aware that there was some controversy over some maps not "sticking to the rules" (I think there was a cyberdemon in episode 1 for example?). I feel like that shouldn't be repeated here, because the concept is so interesting.

Edited by Individualised

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2 hours ago, Individualised said:

To be more clear; I wasn't dissing your project or anything (I actually haven't tried it :P) but I am aware that there was some controversy over some maps not "sticking to the rules" (I think there was a cyberdemon in episode 1 for example?). I feel like that shouldn't be repeated here.

Meh, I don't care if you diss it, it was def poorly managed lol, though i could've handeled quitting it better, so could've good old Mr. Mark Four when I quit, hahah (still a bit salty over his reaction) , though I don't remember a cyberdemon being in episode 1, might've been after I quit, but yeah, it shouldn't be repeated here.

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1 hour ago, Biz! said:

hey i made that

 

anyway,

that's good to know, i do also recommend asking for the exact prompts if you ever do this for any other iwads, like Individualised said, it is easy to "coach" an ai, or gaslight it or anything, too late to do that now though.

I figured that prompts will repeat a lot and would take up text file space, but a couple of people included theirs either way. It doesn't matter since I'll be formatting them later by hand anyway. I suppose I could request the prompts, just as proof that the AI wasn't manipulated, and simply remove them from the final product... I think I will do just that. It's probably not too late yet, worst case scenario someone deleted their ChatGPT chats by now, but in that case I could ask the users to approximately tell me what prompts they used.

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On 4/6/2023 at 2:53 PM, Biz! said:

Meh, I don't care if you diss it, it was def poorly managed lol, though i could've handeled quitting it better, so could've good old Mr. Mark Four when I quit, hahah (still a bit salty over his reaction) , though I don't remember a cyberdemon being in episode 1, might've been after I quit, but yeah, it shouldn't be repeated here.

just realized you were talking about the way we remember it, which was much successful, not my "how we saw '95"

 

oops

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3 minutes ago, Biz! said:

just realized you were talking about the way we remember it, which was much successful, not my "how we saw '95"

 

oops

Thought I was missing something... I didn't see your name mentioned anywhere so I just assumed you originally started it then handed it over to Engired or something lmao

Edited by Individualised

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MAP04 version 1.1

(updated the download with the newer version that has some textures and other various visual things fixed)

NAME: The Pocus

MIDI: Viscra Maelstrom - Westopolis

Difficulties and extra starts are implemented.

The chatbot description:

Spoiler

MAP04: "The Focus" is a level in the classic first-person shooter game, Doom 2. In this level, you'll explore a series of interconnected rooms and hallways filled with enemies and obstacles. Here is a step-by-step walkthrough of MAP04: "The Focus".

1. Starting Room: You'll start in a small room with metal walls and a metal grating floor. There are several openings leading to different parts of the level, and you'll need to choose one to proceed. Take a moment to gather any supplies and weapons you find before heading out.
2. Main Hall: The Main Hall is a large, open space with metal walls and a metal grating floor. There are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
3. Lower Hall: The Lower Hall is located beneath the Main Hall. It is a large, open space with metal walls and a metal grating floor. There are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
4. Side Room: The Side Room is a small room located off of the Main Hall. It is a narrow space with metal walls and a metal grating floor. There are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
5. Switch Room: The Switch Room is a small room located off of the Main Hall. It contains a switch that you'll need to activate in order to open up the door to the next area. Be prepared for a fight, as there are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
6. Upper Hall: The Upper Hall is located above the Main Hall. It is a large, open space with metal walls and a metal grating floor. There are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
7. Exit Room: The Exit Room is the final area of MAP04: "The Focus". To reach it, you'll need to navigate through the Main Hall, Lower Hall, Side Room, Switch Room, and Upper Hall, fighting off enemies and gathering supplies along the way. Once you reach the Exit Room, activate the switch to end the level and progress to the next one.

Overall, MAP04: "The Focus" is a challenging level that requires you to fight your way through a series of interconnected rooms and hallways filled with enemies. Be prepared for a fight, and make sure to gather all the supplies and weapons you'll need before heading out. Good luck!

-

The starting room in MAP04: "The Focus" is a small, enclosed space with metal walls and a metal grating floor. It is designed as a starting point for the player, where they can gather any supplies and weapons they find before proceeding to the rest of the level.

In the starting room, you'll find a few health pickups, ammo boxes, and weapons scattered around. You may also find a few enemies lurking in the corners of the room, so be prepared for a fight as soon as you leave the starting room. The doorways leading out of the starting room offer several options for which direction to proceed, so take a moment to assess the situation and choose the path that you feel most comfortable with.

-

The Main Hall in MAP04: "The Focus" is a large, open space with metal walls and a metal grating floor. It is a central hub of the level, connecting several other rooms and hallways. The Main Hall is designed to be a combat-heavy area, with a large number of enemies scattered throughout the room.

In the Main Hall, you'll find several pillars and other obstacles that you can use for cover as you fight your way through. The enemies in the Main Hall can come from all directions, so be prepared for a 360-degree firefight. The Main Hall is also scattered with health pickups, ammo boxes, and weapons, so be sure to gather any supplies you need before leaving the area.

The Main Hall is designed to be a challenging and intense experience, requiring you to fight your way through a large number of enemies in an open space. Stay alert, use cover wisely, and be prepared for a fight at all times. Good luck!

-

The Lower Hall in MAP04: "The Focus" is a narrow, elongated space that runs parallel to the Main Hall. It is typically located beneath the Main Hall, hence the name "Lower Hall." The Lower Hall is usually connected to the Main Hall via staircases or ramps, and it serves as an alternate route for the player to traverse the level.

The Lower Hall typically contains fewer enemies than the Main Hall, but it can still be a dangerous place. The narrow confines of the Lower Hall can make it difficult to maneuver, especially when faced with enemy attacks from all directions. You'll need to be quick and precise with your movements in order to avoid enemy fire and stay alive.

In the Lower Hall, you'll find several supplies scattered throughout, such as health pickups, ammo boxes, and weapons. Be sure to gather any supplies you need before moving on to the next area. The Lower Hall is a useful alternate route that can help you avoid some of the more dangerous parts of the level, but it can still be a challenging place to traverse. Stay alert and be prepared for a fight at all times.

-

The Side Room in MAP04: "The Focus" is a smaller room that is connected to the Main Hall and other areas of the level. The Side Room can serve a variety of purposes, including as a place to find supplies, a location for a fight, or even as a shortcut to other areas of the level.

The layout of the Side Room can vary, but they typically feature metal walls and a metal grating floor. The Side Room is often designed to be a tighter, more enclosed space compared to the Main Hall and other open areas of the level. This can make it easier to defend yourself, but it can also make it more difficult to maneuver and escape if you're surrounded by enemies.

In the Side Room, you may find health pickups, ammo boxes, and weapons scattered around. The number and type of supplies available will depend on the specific Side Room you're in. The Side Room can also contain enemies, so be prepared for a fight if you enter one. The Side Room can be a useful resource for the player, offering a chance to gather supplies and take a break from the intense combat of the Main Hall and other areas of the level.

-

The Switch Room in MAP04: "The Focus" is a specific type of room that is typically used to activate or deactivate certain elements of the level. These rooms can have a variety of layouts, but they all serve the same basic function of allowing the player to manipulate the level environment in some way.

In the Switch Room, you'll find a switch or a series of switches that you must activate in order to progress. Activating the switch may open a door, lower a bridge, or activate some other mechanism that allows you to move forward in the level. The Switch Room may also contain enemies, so be prepared for a fight when entering one.

The Switch Room is typically designed to be a tighter, more enclosed space compared to the Main Hall and other open areas of the level. This can make it easier to defend yourself, but it can also make it more difficult to maneuver and escape if you're surrounded by enemies. In the Switch Room, you may find health pickups, ammo boxes, and weapons scattered around, so be sure to gather any supplies you need before moving on.

The Switch Room is a critical part of MAP04: "The Focus", as it is necessary for the player to activate switches in order to progress through the level. Stay alert and be prepared for a fight, as the Switch Room can be a dangerous place to be. Good luck!

-

The Upper Hall in MAP04: "The Focus" is a specific type of room that is typically used to connect the different areas of the level. The Upper Hall is usually a larger, more open space compared to the tighter, enclosed spaces of the Main Hall, Side Room, and Switch Room.

In the Upper Hall, you'll typically find a series of ledges, platforms, and walkways that allow you to move from one area of the level to another. The Upper Hall is often used to give the player a break from the tighter, more enclosed spaces of other areas of the level, and to provide a different type of challenge.

In the Upper Hall, you may encounter enemies, so be prepared for a fight. You may also find health pickups, ammo boxes, and weapons scattered around, so be sure to gather any supplies you need before moving on. The Upper Hall can also contain secrets and hidden areas that can be difficult to find, so be sure to explore thoroughly and keep an eye out for anything unusual.

The Upper Hall is a critical part of MAP04: "The Focus", as it is used to connect the different areas of the level and provide a different type of challenge for the player. Stay alert and be prepared for a fight, as the Upper Hall can be a dangerous place to be. Good luck!

-

The Exit Room in MAP04: "The Focus" is the final room in the level and typically the goal of the player's mission. The Exit Room is where the player must go to complete the level and progress to the next one.

The Exit Room can have a variety of layouts and designs, but they all serve the same basic purpose of providing the player with a way to end the level. In the Exit Room, you'll find the level exit, which can take the form of a door, a staircase, or some other mechanism that allows you to leave the level.

In order to reach the Exit Room, the player will typically have to navigate through the Main Hall and other areas of the level, avoiding enemies and gathering supplies along the way. The Exit Room is usually located near the end of the level, and the player must use their skills and weapons to defeat any final enemies and reach the exit.

The Exit Room is often designed to be a more open and spacious area compared to the tight, enclosed spaces of the Main Hall and other areas of the level. This can make it easier to maneuver and escape if you're surrounded by enemies, but it can also make it more difficult to defend yourself if you're being attacked from multiple directions.

Stay alert and be prepared for a final fight as you make your way to the Exit Room in MAP04: "The Focus". Good luck!

ChatGPT: "There are several openings leading to different parts of the level."

Me: "Non-linear layout, my beloved!"

The prompt has very little to do with the original level so I stuck to the new description and tried to connect it to the DOOM 2 version with textures and some gameplay elements.

Visuals are mostly minimal, I wanted to keep it at about OG DOOM 2 level of detail.

I tried my best to balance remaining faithful to the prompt and improvising to attempt to keep the level actuallty playable. Some compromises had to be made but I believe it should be mostly close to the AI description.

Edited by Snowy44

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2 hours ago, Snowy44 said:

MAP04

NAME: The Pocus

MIDI: Viscra Maelstrom - Westopolis

Difficulties and extra starts are implemented.

The chatbot description:

  Reveal hidden contents

MAP04: "The Focus" is a level in the classic first-person shooter game, Doom 2. In this level, you'll explore a series of interconnected rooms and hallways filled with enemies and obstacles. Here is a step-by-step walkthrough of MAP04: "The Focus".

1. Starting Room: You'll start in a small room with metal walls and a metal grating floor. There are several openings leading to different parts of the level, and you'll need to choose one to proceed. Take a moment to gather any supplies and weapons you find before heading out.
2. Main Hall: The Main Hall is a large, open space with metal walls and a metal grating floor. There are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
3. Lower Hall: The Lower Hall is located beneath the Main Hall. It is a large, open space with metal walls and a metal grating floor. There are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
4. Side Room: The Side Room is a small room located off of the Main Hall. It is a narrow space with metal walls and a metal grating floor. There are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
5. Switch Room: The Switch Room is a small room located off of the Main Hall. It contains a switch that you'll need to activate in order to open up the door to the next area. Be prepared for a fight, as there are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
6. Upper Hall: The Upper Hall is located above the Main Hall. It is a large, open space with metal walls and a metal grating floor. There are several enemies in the room, including imps, demons, and lost souls. Use the pillars and other obstacles in the room for cover as you fight your way through. Keep an eye out for health and ammo pickups.
7. Exit Room: The Exit Room is the final area of MAP04: "The Focus". To reach it, you'll need to navigate through the Main Hall, Lower Hall, Side Room, Switch Room, and Upper Hall, fighting off enemies and gathering supplies along the way. Once you reach the Exit Room, activate the switch to end the level and progress to the next one.

Overall, MAP04: "The Focus" is a challenging level that requires you to fight your way through a series of interconnected rooms and hallways filled with enemies. Be prepared for a fight, and make sure to gather all the supplies and weapons you'll need before heading out. Good luck!

-

The starting room in MAP04: "The Focus" is a small, enclosed space with metal walls and a metal grating floor. It is designed as a starting point for the player, where they can gather any supplies and weapons they find before proceeding to the rest of the level.

In the starting room, you'll find a few health pickups, ammo boxes, and weapons scattered around. You may also find a few enemies lurking in the corners of the room, so be prepared for a fight as soon as you leave the starting room. The doorways leading out of the starting room offer several options for which direction to proceed, so take a moment to assess the situation and choose the path that you feel most comfortable with.

-

The Main Hall in MAP04: "The Focus" is a large, open space with metal walls and a metal grating floor. It is a central hub of the level, connecting several other rooms and hallways. The Main Hall is designed to be a combat-heavy area, with a large number of enemies scattered throughout the room.

In the Main Hall, you'll find several pillars and other obstacles that you can use for cover as you fight your way through. The enemies in the Main Hall can come from all directions, so be prepared for a 360-degree firefight. The Main Hall is also scattered with health pickups, ammo boxes, and weapons, so be sure to gather any supplies you need before leaving the area.

The Main Hall is designed to be a challenging and intense experience, requiring you to fight your way through a large number of enemies in an open space. Stay alert, use cover wisely, and be prepared for a fight at all times. Good luck!

-

The Lower Hall in MAP04: "The Focus" is a narrow, elongated space that runs parallel to the Main Hall. It is typically located beneath the Main Hall, hence the name "Lower Hall." The Lower Hall is usually connected to the Main Hall via staircases or ramps, and it serves as an alternate route for the player to traverse the level.

The Lower Hall typically contains fewer enemies than the Main Hall, but it can still be a dangerous place. The narrow confines of the Lower Hall can make it difficult to maneuver, especially when faced with enemy attacks from all directions. You'll need to be quick and precise with your movements in order to avoid enemy fire and stay alive.

In the Lower Hall, you'll find several supplies scattered throughout, such as health pickups, ammo boxes, and weapons. Be sure to gather any supplies you need before moving on to the next area. The Lower Hall is a useful alternate route that can help you avoid some of the more dangerous parts of the level, but it can still be a challenging place to traverse. Stay alert and be prepared for a fight at all times.

-

The Side Room in MAP04: "The Focus" is a smaller room that is connected to the Main Hall and other areas of the level. The Side Room can serve a variety of purposes, including as a place to find supplies, a location for a fight, or even as a shortcut to other areas of the level.

The layout of the Side Room can vary, but they typically feature metal walls and a metal grating floor. The Side Room is often designed to be a tighter, more enclosed space compared to the Main Hall and other open areas of the level. This can make it easier to defend yourself, but it can also make it more difficult to maneuver and escape if you're surrounded by enemies.

In the Side Room, you may find health pickups, ammo boxes, and weapons scattered around. The number and type of supplies available will depend on the specific Side Room you're in. The Side Room can also contain enemies, so be prepared for a fight if you enter one. The Side Room can be a useful resource for the player, offering a chance to gather supplies and take a break from the intense combat of the Main Hall and other areas of the level.

-

The Switch Room in MAP04: "The Focus" is a specific type of room that is typically used to activate or deactivate certain elements of the level. These rooms can have a variety of layouts, but they all serve the same basic function of allowing the player to manipulate the level environment in some way.

In the Switch Room, you'll find a switch or a series of switches that you must activate in order to progress. Activating the switch may open a door, lower a bridge, or activate some other mechanism that allows you to move forward in the level. The Switch Room may also contain enemies, so be prepared for a fight when entering one.

The Switch Room is typically designed to be a tighter, more enclosed space compared to the Main Hall and other open areas of the level. This can make it easier to defend yourself, but it can also make it more difficult to maneuver and escape if you're surrounded by enemies. In the Switch Room, you may find health pickups, ammo boxes, and weapons scattered around, so be sure to gather any supplies you need before moving on.

The Switch Room is a critical part of MAP04: "The Focus", as it is necessary for the player to activate switches in order to progress through the level. Stay alert and be prepared for a fight, as the Switch Room can be a dangerous place to be. Good luck!

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The Upper Hall in MAP04: "The Focus" is a specific type of room that is typically used to connect the different areas of the level. The Upper Hall is usually a larger, more open space compared to the tighter, enclosed spaces of the Main Hall, Side Room, and Switch Room.

In the Upper Hall, you'll typically find a series of ledges, platforms, and walkways that allow you to move from one area of the level to another. The Upper Hall is often used to give the player a break from the tighter, more enclosed spaces of other areas of the level, and to provide a different type of challenge.

In the Upper Hall, you may encounter enemies, so be prepared for a fight. You may also find health pickups, ammo boxes, and weapons scattered around, so be sure to gather any supplies you need before moving on. The Upper Hall can also contain secrets and hidden areas that can be difficult to find, so be sure to explore thoroughly and keep an eye out for anything unusual.

The Upper Hall is a critical part of MAP04: "The Focus", as it is used to connect the different areas of the level and provide a different type of challenge for the player. Stay alert and be prepared for a fight, as the Upper Hall can be a dangerous place to be. Good luck!

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The Exit Room in MAP04: "The Focus" is the final room in the level and typically the goal of the player's mission. The Exit Room is where the player must go to complete the level and progress to the next one.

The Exit Room can have a variety of layouts and designs, but they all serve the same basic purpose of providing the player with a way to end the level. In the Exit Room, you'll find the level exit, which can take the form of a door, a staircase, or some other mechanism that allows you to leave the level.

In order to reach the Exit Room, the player will typically have to navigate through the Main Hall and other areas of the level, avoiding enemies and gathering supplies along the way. The Exit Room is usually located near the end of the level, and the player must use their skills and weapons to defeat any final enemies and reach the exit.

The Exit Room is often designed to be a more open and spacious area compared to the tight, enclosed spaces of the Main Hall and other areas of the level. This can make it easier to maneuver and escape if you're surrounded by enemies, but it can also make it more difficult to defend yourself if you're being attacked from multiple directions.

Stay alert and be prepared for a final fight as you make your way to the Exit Room in MAP04: "The Focus". Good luck!

ChatGPT: "There are several openings leading to different parts of the level."

Me: "Non-linear layout, my beloved!"

The prompt has very little to do with the original level so I stuck to the new description and tried to connect it to the DOOM 2 version with textures and some gameplay elements.

Visuals are mostly minimal, I wanted to keep it at about OG DOOM 2 level of detail.

I tried my best to balance remaining faithful to the prompt and improvising to attempt to keep the level actuallty playable. Some compromises had to be made but I believe it should be mostly close to the AI description.

This map is a mess in the best meaning of the word. I wish more maps were as non-linear as this one. 
Gameplay wise it isn't too difficult, though i suppose it is a good thing considering the early slot.
I did see some textures that were misaligned/too wide though: https://imgur.com/a/lpPMfkk
Also on columns like this (https://imgur.com/a/WVm4G0d), you can shownas1.png.069ca58a3049e6fd67bc5e98a20c0633.png to fix the automap.

Edited by ONETAPPYBOI

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28 minutes ago, ONETAPPYBOI said:

This map is a mess in the best meaning of the word. I wish more maps were as non-linear as this one. 
Gameplay wise it isn't too difficult, though i suppose it is a good thing considering the early slot.
I did see some textures that were misaligned/too wide though: https://imgur.com/a/lpPMfkk
Also on columns like this (https://imgur.com/a/WVm4G0d), you can shownas1.png.069ca58a3049e6fd67bc5e98a20c0633.png to fix the automap.

Thanks for playing, I'll make sure to fix the textures!

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  • 3 weeks later...

The deadline (1st of June) is only 1 month away.

@iddq_tea, @scientifikgenius, @Demonic Meatball, @LOD42@SharkyChip, @Andrea Rovenski, @noisebloom, @PRO-RC, @RubyAurora, @Cacodemon187, @particleicicle@mr-around@Lutz@Kami@NeedHealth@Spectere@Engired@DynamiteKaitorn@BeefGee@Norb@Anarkzie@ThatWeNGuy@OceanMadman@Phoenyx@mr-around@Pechudin - start your maps already if you haven't.

Edited by ONETAPPYBOI

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I was going to make the exact same post here today but you beat me to it, so thank you for the reminder!

 

Also, there has been a change made in the thread, go check it out under the most recent update. It's regarding the prompts you used on the bot.

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14 hours ago, ONETAPPYBOI said:

Hmm, IRL's getting kinda busy, though I do still wanna participate. In the meantime, I've got a question for the CP runner people guys..

 

Does asking ChatGPT to give me a list of all of the weapons and/or enemies of Doom 1 and 2 are count as manipulating ChatGPT into using more stuff in its map? Because when I used it without doing that before, I had problems with ChatGPT only using imps, pinkies and lost souls as enemies, and I personally wasn't satisfied with it(Happened when I was making prompts for the map when I gaslit it).

 

I also had to tell it to use enemies when referring to any of the demons in the game instead, because demons(pinkies) were already an enemy type and it made it harder for me to interpret ChatGPT when it said a room had demons in it. It's okay too right?

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I have already started, but thanks for the reminder.

 

ChatGPT has some funky ideas about MAP26, "The Abandoned Mines". It's really going to be interesting to see if people think it bears any resemblance to it's original incarnation. I'm just going off of what it tells me, I really cannot remember what the original level is actually like.

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