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                  >>> RANDSEEN VERSION 2 <<<
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INTRODUCTION
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Finally, here it is !!!
The Program that will give you all the DOOM scenarios 
you ever dreamt about.

RANDSEEN is a small random DOOM scenario generator that uses
various labyrinth algorithms to generate DOOM levels for YOUR
pleasure. The generator include:

* >>New in version 2<< Userdefined Number of missions (E1M1 - E1M8). 

* Userdefined room types including
  - Wall texture
  - Ceiling texture
  - Floor textures
  - Room height
  - Light level 
  - Minimum room area
  - Maximum room area

* Userdefined Wickeliness (labyrinth percentage).

* Userdefined Number of enemies

* Userdefined Number of bonuses (medkits, ammo etc)

* Userdefined Degree of decorations (candels, barrels etc).

* Three KEY-levels (You have to find the three keys to complete
  the levels).

* Difficulty level support (except deathmatch).

And a lot more, see for yourself.

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Credits
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Without

DOOM                   by id Software
WIFSPEC.TXT            by T. Neff         (tneff@panix.com),
dmspec13.txt           by Matt Fell       (matt.burnett@acebbs.com)
FLORLIST.TXT &
WALLLIST.DAT           by Jeff Rabenhorst (araya@wam.umd.edu)
The BSP node builder   by Ron Rossbach (ej070@cleveland.freenet.edu)
Patience & love        by Emma and Mette

this program wouldn't exist. Thanx to you all.

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Copyrights
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This program is brought to you by Frank Patxi (gridfjs@aau.dk).

Copyrights: None- just give me credit.

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Operation:
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1: Unpack RANDSEEN.zip, 
2: run RAND.BAT, 
3: copy RANDSEEN.WAD to your DOOM directory,
4: enter "DOOM -file randseen.wad" at the commandline prompt.
5: Play "Kneedeep in the dead"
5: Goto 2


RAND.BAT simply runs RANDSEEN and then IDBSP. The resulting .WAD 
file is called RANDSEEN.WAD.

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Configuration
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RANDSEEN's behaviour is controlled by the textfile RANSEEN.CFG
The configuration file consists of two section types:

The general section, and the room description sections.

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Configuration, the general section
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In the general section, you adjust the general labyrinth 
parameters.

These values are sedcribed like this

NRooms      = n 
Enemies     = n
Bonus       = n
Decorations = n
Labpct      = n
Missions    = n	

NRooms:
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This is the number of rooms that are generated before doors and 
teleporters are placed. This may not be the actual number of 
rooms since one or rooms can be placed on top of each other, 
resulting in only one room with a bit akward shape (witch is
fine for a DOOM scenario). This value is typically set 
to a value between 20 and 50.


Enemies
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Set this value to anything you like, only remember the maximum
number of items is 255 (I think). If you add too many items the
DOOM runtime system will crash without warning. There's no 
warning in RANDSEEN or IDBSP, so go ahead figure it out for your-
self. Remember that theres added one item pr teleporter and one
item pr keycard, so keep the sum of Enemies, Bonus & Decorations
less than 230. RANDSEEN automatically places many enemies on
the hard levels, and fewer on the easy levels.

Bonus
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This tells the generator how many medkits and ammo it should 
place in the scenario. See also Enemies. RANDSEEN automatically 
places many bonuses on the easy levels, and fewer on the hard 
levels.

Decorations
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This is the number of Barrels, Candels and other stuff. See also
Enemies.

LabPct
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This value is the maximum "labyrinthsness" of any room. It's hard
to explain, so try it out, and see for yourself.

Missions
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This variable defines how many missions RANDSEEN should generate.
All missions will be in Kneedeep of the dead.
The value can be between 1 and 8.

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Configuration, the room description section
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In the room description section you can describe some room types.
NOTE that only if FLORLIST.TXT & WALLLIST.TXT is present in the 
current directory the textures are checked. If you write any 
unknown texture in the room descriptions they will pass through
RANDSEEN and IDBSP, and they will eventually make the DOOM runtime 
system crash without warning.

A room description lookes like this:

Room
  Floor   = <text>
  Ceiling = <text>
  Wall    = <text>
  .
  . (See the text below)
  .
  Height  = n
  Light   = n
  MinArea = n
  MaxArea = n
end

Floor
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Pick a Ceiling/floor texture from the file FLORLIST.TXT and write 
it here Fx: FLOOR = flat20.

Ceiling
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Pick a Ceiling/floor texture from the file FLORLIST.TXT and write 
it here Fx: FLOOR = flat23.

Wall
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Pick a Wall texture from the file WALLLIST.TXT and write 
it here Fx: Wall = AASTINKY.
Note that there can be up to 10 (ten) walltextures in the same
room. Take a look at the original RANDSEEN.CFG, and see what I 
mean

Height
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Any value between 0 and 500. 
NOTE! There has to be Height enough for the player, and for the
player to be able to go in and out of the doors. I find that a 
minimum of 100 is adequate.

Light
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The light level 0 - 255

MinArea
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This value should be >= 10

MaxArea
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This value should be >= MinArea


Remember that all these values are thumbrules in a random 
generator, and that two rooms with different colors can be placed
on top of another, thus the MaxArea can be exeeded by chance.


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Limitations, squircs
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Since the candelabras sometimes got in the way when playing, they
have now been replaced with barrels.

You may have a memory overflow, if you set the NRooms and Labpct
too high, this is due to a bad design of the lineoptimizer. I'm 
working on that, in the mean time just decrease NRooms, LabPct
or both if you have trouble with memory.

I haven't had the time to implement stairs, elevators and stuff 
like that, but I'm already thinking about how it could be done.
It would also be nice with features like acidpools, crates and
things like that, but I have a 18 months old daughter, so she and
my wife gets the best of my time at the moment.

Even though the scenarios seems a bit "flat" (like Wolfenstein),
in the long run, I hope that this small program will bring you
a few hours of joy and fun.

I don't know if the WAD-files will run DOOM II. Try it out and
you'll know.

- Merry DooMing

     Frank
