A. I. Anarchy: Episode 2 (Marble & Mahogany) Limit Removing
Dec 11, 2023 9:59:08 GMT -5
Post by DannT on Dec 11, 2023 9:59:08 GMT -5
It's been a year, and a year in the world of AI imaging is analogous to the difference between Doom2 and Doom Eternal, so there's a bit of irony here. However, during the process of creating the first episode, I created about 700+ textures and only used a handful while saving the remainder for later use. In the mean time, I ended up getting permabanned from MidJourney after modding some of the gore assets that would become the decoration replacements. There was a whole things about bypassing the text input barriers by image2image prompting cooked chickens, but that's neither here nor there. I did move on to another option, but it lacks the tiling feature, so we're stuck with what I've created, which is an uncanny and unmistakable MidJourney v3 aesthetic. Modern options almost look too good, so I'm content with the lost shovelware feel.
To recap, 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. 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. After seeing the state of technology in the past year, there would probably be better options these days, so the former might no longer apply.
Episode 2 is a 8-map set that attempts to showcase the wood, marble, and metal textures set against a skybox that is ever more becoming a mass of green. 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 and has been tested a bit more thoroughly compared to Episode 1. 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.
Also added in this update, is the use of GPT to create the level names and intermission text. I replaced the ones from Dungeon AI, since they were just awful. As a bonus, the midis were created using Melobytes and I hate them with a passion. Finally, if you play in a ZDoom port, I've thrown in some bonus art between levels too.
Download: dannarchy.com/doom/AIA_EP2.zip
Format: Limit removing
Base IWAD: Doom2.wad
Tested in: Crispy Doom 5.10.3 & GZDoom 4.6.1 & DSDA 0.19.7 (Episode Selection should work in GZ and DSDA)
Single Player & Coop / Continuous preferred
MAP13 - Tome of Impish Torment
MAP14 - Metalwood Hamlet
MAP 15 - Mahogany Hall
MAP16 - Painted Secrets Manor
MAP17 - Canyon Keep
MAP18 - Regal Demonic Citadel
MAP19 - Castle of Alloys and Stone
MAP20 - Arena of Unveiled Confrontation