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Board Game:
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David Karl
New Zealand
Hamilton
mbmb
License: © All rights reserved
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Sep 8, 2010
doomgen2.1.zip (5.48 MB) (Log in or Register to download.)
DoomGen 2.1, with added key progression feature.
Downloads:192
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Fede Miguez
Argentina
Capital Federal
Avatar
mbmbmbmbmb
Hey David, again great work! Been running some dungeons and some looked actually really fun to play, having a weird combination of teleports and keys/doors which made a interesting journey for 3 marines.
I don't exactly understand how key progression works. A value of 1 makes sure that there's at least 1 key behind 1 door? If so, it should always be the red key since it's the one that matters, with a value of 1 it happens to have in the start room the red key and the red door. This didn't happened with a value of 2. In 1 dungeon with key on 3 there was no red key, probably because of lack of space (there was a teleporter and another item where the key should been).

If you want another suggestion for features it would be to make an option to choose the amount of teleporters you want in the dungeon. Sometimes you'll want dungeons with no teleporters and other times with teleport frenzy!

Again, awesome job! Will probably try it out soon in a real game session!
 
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  • Posted Mon Sep 13, 2010 3:29 am
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David Karl
New Zealand
Hamilton
mbmb
Have you read the help file? If you have then I might have to tighten that up because I explained the key progression in there. A value of 0 is off, so the keys and doors are placed at random and aren't necessarily required to be accessed. Any other value is the exact number of keys required to exit including the red key, so a value of 1 means that the red key is required but the other keys aren't, a value of 2 means you will have to find one of the other keys, and a value of three means that all three are required. It could be that the red door is right at the start, but the red key is behind the yellow door and the yellow key is behind the blue door, and so on.

You will find in version 2.2 that I have improved the code for the teleporters being placed in order to avoid the dead-ending of the level, because they were just going a bit nuts. I have also added a whole new panel of settings for all the relative frequencies of all the token types, including the teleporters, so if you want a level with no teleporters, you can just set their frequencies to 0. They may still be used to avoid dead-ending the level though, but if you're pre-generating them, it only takes another ten seconds to make a brand new level if you don't like the one that has been made.

Version 2.2 is already set to upload, but 2.1 has only just been approved, so I get the feeling I'm keeping the admins busy

Any more suggestions are welcome, otherwise I might upload 2.2 soon.
 
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  • Posted Mon Sep 13, 2010 9:16 am
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Fede Miguez
Argentina
Capital Federal
Avatar
mbmbmbmbmb
Quote:
Have you read the help file?
blush
I guess you know the answer for that already! I thought that the value of 1 meant that at least 1 key was behind 1 door. Then i have to ask, if there´s a value of 0, i can exit the red door without the red key? I assumed that the exit was always the red door and you always needed the red key. Otherwise I'm not sure in the what's the difference between 0 and 1 (and i can't try it now to find out, at work).

Great with the amount of tokens types, makes it a lot better to make thematic random dungeons!
 
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  • Edited Mon Sep 13, 2010 1:31 pm
  • Posted Mon Sep 13, 2010 1:30 pm
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David Karl
New Zealand
Hamilton
mbmb
Okay, so again... a value of 0 means 'off', so the keys and doors are placed at random, so the red key/door might be behind a security door, or it might not. A value of 1 means that neither the red key nor the red door will be behind any security doors, so that you only need 1 key, and that is the red key.
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  • Posted Mon Sep 13, 2010 9:43 pm
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Fede Miguez
Argentina
Capital Federal
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mbmbmbmbmb
ahh i see, in the test i ran it never randomed into behind a security door. Should have tried more maps. So a value of 1 is easier for the marines than a value of 0. Thanks for the answer
 
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  • Posted Mon Sep 13, 2010 9:59 pm
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David Karl
New Zealand
Hamilton
mbmb
Now you're getting it. Having the setting on 1, 2 or 3 means that there is a level of predictability. If you know that the setting is 1, then you probably won't even bother going after the security keys because you know for certain that they aren't required. A setting of 0 means the level is more random.

Based on your feedback (thanks again), I have changed the 0 setting to randomise to either 1, 2 or 3, which should make the levels a bit more varied and it should make the red door/red key at start scenario a lot less common.
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  • Posted Tue Sep 14, 2010 8:37 am
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