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Desc:Procedurally generated Doom levels
Category:Video Games, Arts
Tags:Doom, FPS, rogue, GameMaker, Cthon
Submitted:Pillager
Date:01/13/17
Views:385
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Comment count is 16
Gmork
Doom has elevation changes. This is more like some weird crossbreed between Pathways Into Darkness and Wolfenstein.
Born in the RSR
Corridor 7?

Gmork
Haven't heard of that one before. Neat.

Yeah, I can totally see that.

Meerkat
I was thinking more Blake Stone Aliens of Gold.

freedoom
I would have called it Randoom
Raggamuffin
Level design was probably Doom's strongest feature, right after speed.
Rafiki
THE LEVELS ARE RANDOM.

THE BUILDS ARE INFINITE.

THE ENEMY IS MERCILESS.

THE BROWN AND GRAY IS RELENTLESS.
Maggot Brain
Do people really enjoy procedurally generated games?
Hooker
If they're good. I like Civilisation.

Raggamuffin
Minecraft is. So were all the Diablos (after a fashion).

Maggot Brain
I remiss myself, Simcity. I guess I just lack a tolerance for dungeon crawlers.

poorwill
The problem is, as always, shitty design. Dismissing procedural generation is the same - not similar or equivalent to, I mean actually the same - as dismissing AI as a dead-end, because some AI is stupid. That's how dumb you sound to us smart people.

Meerkat
Dwarf Fortress is pretty engrossing once you get over the learning curve.

Gmork
Very few procedurally generated game are good IMO. Worms, Terraria, Dwarf Fortress/Rimworld (if you like that kind of thing).

Really trying hard to think of others that are good.

Also: Procedural TILESET generation shouldn't be counted. At all.

poorwill
Nethack, Spelunky, Lufia II, Downwell? There are shitloads.

Born in the RSR
StarBound, Darkest Dungeon, FTL...

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