very rough traversal of MAP01, starting from black, with more distant areas getting lighter. red is unreachable
(the big black sector on the bottom right is because i was lazy and looked for the player spawn point with a bbox check)
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Not having played Doom – is this accurate? First intuition says no, but for all I know those are places you can look out across but not walk in, or that are otherwise cosmetic.
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it is! there's no understanding of doors yet, which blocks out the north and southeast and several other little rooms. the west is all decoration, you can't get there at all
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How about a Doom version of en.wikipedia.org/wiki/Tabula_Pe
"The map appears to be based on 'itineraries', lists of destinations along Roman roads, as the distances between points along the routes are indicated"
(Reduce levels to marching distances, sacrificing geographic accuracy.)
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Very sharp on how it realizes you can't reach the courtyard.
It's actually kind of neat that it recognizes the platform is unreachable on foot, and the areas that are sealed behind doors or otherwise unreachable like the interior of the imp cave.
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Granted, while it would almost be 'smarter' if it also knew about doors and lifts, we wouldn't 'know' that it understands the height differences or unreachable areas this view makes it obvious it does.
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oooOOOoh, so next it uses this to generate the path where the endpoint is the darkest color?
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Hi, I'm printz from Doomworld. My bot AutoDoom can determine which switches are usable to find its way to the exit (so you can fix the red areas here). You can find it on autodoom.net. It's not perfect, but you can see its b_think.cpp code.
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oh, yeah, i've been directed to this by others :) i haven't even begun to take a crack at this yet but i'll definitely be giving it a look!






