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pkmnfrk/LOGS.txt Secret

Created October 1, 2019 05:25
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====== START OF OBLIGE LOGS ======
********************************************************
** OBLIGE Level Maker 7.70 (C) 2006-2017 Andrew Apted **
********************************************************
Library versions: FLTK 1.3.5
home_dir: G:\doom\Oblige-7.70
install_dir: G:\doom\Oblige-7.70
config_file: G:\doom\Oblige-7.70/CONFIG.txt
Loading language list: G:\doom\Oblige-7.70/language/LANGS.txt
DONE.
Loading options file: G:\doom\Oblige-7.70/OPTIONS.txt
DONE.
Detected user language: 'en'
Using the default language (English)
Initializing VFS...
DONE.
Scanning for addons....
found: no_hang_lamp.pk3 (Disabled)
found: ObAddon-2019-08-12.pk3 (Enabled)
using: ObAddon-2019-08-12.pk3
found: UniversalIntermission.pk3 (Enabled)
using: UniversalIntermission.pk3
DONE
--- OPENING LUA VM ---
Loading main script: oblige.lua
DONE.
***************************
** ObAddon (C) 2018-2019 **
***************************
| A Creation of the |
| Community |
\_________________________/
MsrSgtShooterPerson
Armaetus
Garrett
Caligari87
Frozsoul
Simon-v
Beed28
Craneo
MogWaltz
EpicTyphlosion
Tapwave
Swedra
Demios
And All of Our Fans!
--------------------------------------------
-- https://github.com/caligari87/ObAddon/ --
--------------------------------------------
~~ Oblige Lua initialization begun ~~
Loading all games...
Loading all engines...
Loading all modules...
~~ Completed Lua initialization ~~
Loading config file: G:\doom\Oblige-7.70/CONFIG.txt
DONE.
Saving options file...
DONE.
Saving config file...
DONE.
Created WAD file: G:\doom\wads\2019-10-1-the_burial_of_the_tortured.wad
~~~~~~~ Making Levels ~~~~~~~
-- ObAddon (C) 2018-2019
-- MsrSgtShooterPerson
-- Armaetus
-- Garrett
-- Caligari87
-- Frozsoul
-- Simon-v
-- Beed28
-- Craneo
-- MogWaltz
-- EpicTyphlosion
-- Tapwave
-- Swedra
-- Demios
-- https://github.com/caligari87/ObAddon/
seed = 2099855193
---- Game Settings ----
game = doom1
engine = gzdoom
length = single
theme = original
---- Architecture ----
size = average
streets_mode = no
linear_mode = none
outdoors = mixed
caves = mixed
liquids = mixed
hallways = mixed
teleporters = mixed
steepness = mixed
prebuilt_levels = no
procedural_gotchas = all
layout_absurdity = none
zdoom_vista = enable
zdoom_skybox = themed
---- Monsters ----
mons = scarce
mix_it_up_upper_range = heaps
mix_it_up_lower_range = scarce
strength = medium
ramp_up = medium
mon_variety = mixed
bosses = medium
traps = mixed
trap_style = default
trap_strength = normal
cages = rare
secret_monsters = no
quiet_start = no
---- Pickups ----
health = heaps
ammo = heaps
weapons = normal
items = heaps
secrets = mixed
---- Other Modules ----
@armaetus_epic_textures = 1
include_package = yes
custom_liquids = yes
custom_trees = zs
environment_themes = desertish
@debugger = 0
@doom_mon_control = 0
@doom_weapon_control = 0
@export_map = 0
@fireblu_mode = 0
@harder_enemy = 0
@level_control = 1
mixin_type = normal
level_upper_bound = small
level_lower_bound = micro
level_size_ramp_factor = 1
@megawad_swapper = 0
@misc = 1
pistol_starts = yes
alt_starts = no
big_rooms = mixed
room_heights = mixed
parks = mixed
natural_parks = mixed
park_detail = mixed
windows = mixed
passable_windows = not_on_vistas
symmetry = mixed
beams = mixed
fences = mixed
porches = mixed
scenics = mixed
corner_style = random
liquid_sinks = not_damaging
darkness = mixed
brightness_offset = +1
barrels = mixed
doors = mixed
keys = mixed
switches = mixed
road_markings = yes
street_traffic = mixed
exit_signs = yes
linear_start = yes
dead_ends = some
live_minimap = room
@modded_game_extras = 0
@music_swapper = 0
@prefab_control = 1
autodetail = on
point_prob = fab_default
wall_prob = fab_default
@procedural_gotcha = 1
gotcha_strength = none
gotcha_qty = 50
@sky_generator = 1
force_hill_params = hp_random
influence_map_darkness = no
force_hills = hs_random
force_sky = sky_day
@small_spiderdemon = 1
@stealth_mons = 0
@universal_intermissions = 1
@zdoom_marines = 0
@zdoom_specials = 1
generic_intermusic = $MUSIC_INTER
fog_generator = per_sky_gen
dynamic_lights = yes
fog_env = outdoor
custom_quit_messages = yes
no_intermission = no
episode_selection = no
fog_affects_sky = yes
story_generator = proc
mapinfo_music_shuffler = yes
fog_intensity = subtle
-- END --
Merging WAD sections from: uidata/graphics.wad
Opened WAD file: uidata/graphics.wad
Closed WAD file
--== ZDoom Special Addons module active ==--
Loading prefabs from: 'games/doom/fabs'
OK
Grower_preprocess_grammar...
414 rules loaded!
Sky generator:
Forced sky: sky_day
1 = DARK_CLOUDS
+ ICE_HILLS
Forced sky: sky_day
2 = JADE_CLOUDS
+ BROWN_HILLS
Forced sky: sky_day
3 = PEACH_CLOUDS
+ BLACK_HILLS
Forced sky: sky_day
4 = WHITE_CLOUDS
+ DARKBROWN_HILLS
Theme for level E1M1 = tech
--==| Environment Outdoor Themes |==--
Outdoor theme for E1M1: temperate
Special levels:
none
Initial size for E1M1: 36
Game title: The Burial of the Tortured
Game sub-title: Sometimes They Hear The Fist
Episode 1 title: The Soaring Quarters
Level 1 title: The Trap
~~~~~~| E1M1 |~~~~~~
Level seed: 75594786948
Styles =
{
ambushes = none
barrels = some
big_rooms = heaps
cages = rare
caves = none
cycles = some
dead_ends = some
doors = heaps
ex_floors = some
fences = none
hallways = none
islands = heaps
keys = none
lakes = heaps
liquids = few
outdoors = some
parks = none
pictures = some
porches = some
secrets = few
steepness = few
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = some
}
Liquid: water (usage 25%)
Skybox: Skybox_generic_EPIC
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_3
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_3
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_BEND
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_FUNNEL_2
APPLIED rule: GROW_36_SINGLE_AREA
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_2
APPLIED rule: GROW_LIQUID_SIDE_POOL_THIN
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_2 with [grow x 50].....
Growing ROOM_2 with [grow x 50].....
Killing 2
Growing ROOM_1 with [sprout x 50].....
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Emergency in ROOM_1 is resolved OMG AMAZING!!!!
1 Emergency Sprout attempts: 1
Growing ROOM_3 with [grow x 50].....
APPLIED rule: GROW_LIQUID_POOL_PLACE
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_PRIMITIVE_CIRCLE_3X
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_HALF_C_STAIR
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_LIQUID_SLAB_ENTRY_2X
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_HALF_C
APPLIED rule: GROW_36_DOUBLE_AREA
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_LIQUID_BRIDGE_CORRIDOR_CROSSING
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_BEND
APPLIED rule: GROW_LIQUID_CANAL_ENTRY_B
APPLIED rule: GROW_LIQUID_PLATFORM_FUNNEL
APPLIED rule: GROW_3
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_SEWER_STAIRS
APPLIED rule: GROW_L_STAIR
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_3
APPLIED rule: GROW_LIQUID_GUTTER_SIDE
APPLIED rule: GROW_CAGESTAIR_1
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_NARROW_CANAL_STRAIGHT
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA
APPLIED rule: GROW_STAIRED_T
APPLIED rule: GROW_LIQUID_SCANAL_T_JUNCTION
APPLIED rule: GROW_LIQUID_OVAL_SPLIT
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [square_out x 18].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_3x1
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
1 Emergency Sprout attempts: 1
Growing ROOM_3 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_3 with [filler x 30].....
APPLIED rule: FILLER_2
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
Seed Map:
AA cccc
AAA cccccc
/AAA\AA cccccccccccccccc
AAAAAAAAA\ /AA\ cccccccccc/cc\cc
AAAAAAAAAAAAAAAAAAcc\cc/ccc/cccc\c
AAAAA /\AAA/AAAAAAAAAcccccccccc/cc\ccc
/AAAAAAAA/AAA AAAAAAA cccccccccc\cc/ccc
AAAAAAAAAA AAA \AA/AA ccccccccc\cccc/c
AAAAA AAAAAA AA AA /ccc/ c\ cc\cc/cc
\AAAAAAAAAAcc AA ccccccccc\c cccccccc
AAAAAAAA ccc ccc ccccccccccc
AA\AA/AAcccc\/ccc\ccccccccccc
AAccccccccccccc\c/cccc\c/c
AAccccccccccccccccccccccc/
ccc cccccccccccccccccccccccccc cc
cccccc c/cccccccccccccccccccccc\c/cc\
ccccccccccccccc\cccccccccccccccccccccc
cccccccccccccccc\ccccccc cc \ccccccccc
cccccccccc\cccccccccccccccccc\ ccc/ccccc
cccccccc ccccccccccccccccc\ccccccccc
cc ccc cccc/cccccccccccccccccccccc\
cccccccccccccccccccccccccccccc\
ccccccccccccc/ \ccccccccccccccc
ccccc/cccccccccccccc/cccccccccc
ccc cccccccccccccc ccccccccc/
ccc ccccccccccc/ cccccccc
\ccccccc \ccccc
\c/ cc ccc
ccc ccc
/c\
ccc
cccccc
cccccc
ccc
Connection: ROOM_1 --> ROOM_3 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_3
Maximum of 0 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:800
Zone quota: 3
Zone list:
ZONE_1 : rooms:2 areas:70
Other Item quota : 4.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 800
Group walls tone down multiplier: 1
Total perimeter: 643
Plain walls tone down multiplier: 1
Loading wad-fab decor/crates1.wad / MAP01
E1M1: Adding Crate_small_gray from MAP01 in decor/crates1.wad
Loading wad-fab decor/crates1.wad / MAP04
E1M1: Adding Crate_group_medium from MAP04 in decor/crates1.wad
Loading wad-fab decor/armaetus_basiccomp1.wad / MAP04
E1M1: Adding Decor_armaetus_basic_computer4 from MAP04 in decor/armaetus_basiccomp1.wad
Loading wad-fab decor/armaetus_basiccomp1.wad / MAP02
E1M1: Adding Decor_armaetus_basic_computer2 from MAP02 in decor/armaetus_basiccomp1.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP03
E1M1: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/crates1.wad / MAP01
E1M1: Adding Crate_small_brown from MAP01 in decor/crates1.wad
Loading wad-fab decor/ceil_light.wad / MAP02
E1M1: Adding Light_tech_TLITE65O from MAP02 in decor/ceil_light.wad
E1M1: Adding Light_tech_TLITE65O from MAP02 in decor/ceil_light.wad
E1M1: Adding Light_tech_TLITE65O from MAP02 in decor/ceil_light.wad
E1M1: Adding Light_tech_TLITE65O from MAP02 in decor/ceil_light.wad
E1M1: Adding Light_tech_TLITE65O from MAP02 in decor/ceil_light.wad
Loading wad-fab start/gtd_toilet_start.wad / MAP01
E1M1: Adding Start_gtd_toilet from MAP01 in start/gtd_toilet_start.wad
Loading wad-fab picture/gtd_pic_EPIC.wad / MAP05
E1M1: Adding Pic_EPIC_box_metal_wide from MAP05 in picture/gtd_pic_EPIC.wad
Loading wad-fab picture/gtd_pic_EPIC.wad / MAP04
E1M1: Adding Pic_EPIC_box_static from MAP04 in picture/gtd_pic_EPIC.wad
Loading wad-fab item/gtd_item_closet_simple.wad / MAP01
E1M1: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
Loading wad-fab picture/gtd_pic_EPIC.wad / MAP01
E1M1: Adding Pic_EPIC_box_metal_big from MAP01 in picture/gtd_pic_EPIC.wad
E1M1: Adding Pic_EPIC_box_static from MAP04 in picture/gtd_pic_EPIC.wad
E1M1: Adding Pic_EPIC_box_metal_wide from MAP05 in picture/gtd_pic_EPIC.wad
Loading wad-fab picture/gtd_pic_EPIC.wad / MAP01
E1M1: Adding Pic_EPIC_box_metal_big_bunchacomputers from MAP01 in picture/gtd_pic_EPIC.wad
E1M1: Adding Pic_EPIC_box_metal_wide from MAP05 in picture/gtd_pic_EPIC.wad
E1M1: Adding Pic_EPIC_box_metal_big_bunchacomputers from MAP01 in picture/gtd_pic_EPIC.wad
Loading wad-fab item/gtd_item_closet_simple.wad / MAP03
E1M1: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
E1M1: Adding Pic_EPIC_box_metal_big from MAP01 in picture/gtd_pic_EPIC.wad
Loading wad-fab picture/gtd_pic_EPIC.wad / MAP04
E1M1: Adding Pic_EPIC_box_metal_small from MAP04 in picture/gtd_pic_EPIC.wad
Loading wad-fab decor/exit_sign.wad / MAP01
E1M1: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
E1M1: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/scionox_guardpost.wad / MAP01
E1M1: Adding Joiner_scionox_guardpost from MAP01 in joiner/scionox_guardpost.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP02
E1M1: Adding Decor_road_clutter_one_cone from MAP02 in decor/gtd_decor_road_clutter.wad
E1M1: Adding Crate_small_brown from MAP01 in decor/crates1.wad
Loading wad-fab decor/armaetus_big_computer.wad / MAP01
E1M1: Adding Decor_armaetus_big_computer from MAP01 in decor/armaetus_big_computer.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP05
E1M1: Adding Decor_road_clutter_concrete_barrier_striped from MAP05 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/crates1.wad / MAP02
E1M1: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_custom_tree_planters_EPIC.wad / MAP01
E1M1: Adding Decor_square_planter_grass from MAP01 in decor/gtd_custom_tree_planters_EPIC.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP04
E1M1: Adding Decor_road_clutter_concrete_barrier from MAP04 in decor/gtd_decor_road_clutter.wad
E1M1: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab item/gtd_item_crates.wad / MAP01
E1M1: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
E1M1: Adding Decor_road_clutter_concrete_barrier_striped from MAP05 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/gtd_generic_sunk_roof.wad / MAP01
E1M1: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
Loading wad-fab decor/ceil_light.wad / MAP02
E1M1: Adding Light_tech_LITES01 from MAP02 in decor/ceil_light.wad
E1M1: Adding Light_tech_LITES01 from MAP02 in decor/ceil_light.wad
E1M1: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
E1M1: Adding Light_tech_LITES01 from MAP02 in decor/ceil_light.wad
E1M1: Adding Crate_small_gray from MAP01 in decor/crates1.wad
Loading wad-fab decor/ceil_light.wad / MAP02
E1M1: Adding Light_tech_TLITE5_1 from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/carpets.wad / MAP01
E1M1: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
Loading wad-fab decor/ceil_light.wad / MAP02
E1M1: Adding Light_tech_LIGHTS2 from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/gtd_decor_water_tower.wad / MAP01
E1M1: Adding Decor_water_tower from MAP01 in decor/gtd_decor_water_tower.wad
E1M1: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
E1M1: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
Loading wad-fab decor/ceil_light.wad / MAP02
E1M1: Adding Light_tech_LITE4F2 from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/gtd_decor_outdoor_machines.wad / MAP02
E1M1: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
E1M1: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
E1M1: Adding Decor_square_planter_grass from MAP01 in decor/gtd_custom_tree_planters_EPIC.wad
Loading wad-fab picture/gtd_pic_tech_wallmachines.wad / MAP01
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab picture/gtd_pic_rooftop_stuff.wad / MAP02
E1M1: Adding Pic_septic_tank from MAP02 in picture/gtd_pic_rooftop_stuff.wad
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab picture/gtd_pic_rooftop_stuff.wad / MAP01
E1M1: Adding Pic_HVAC_unit from MAP01 in picture/gtd_pic_rooftop_stuff.wad
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab item/mogwaltz_item_lowering_pillar_cages.wad / MAP01
E1M1: Adding Item_mogwaltz_lowering_pillar from MAP01 in item/mogwaltz_item_lowering_pillar_cages.wad
E1M1: Adding Pic_septic_tank from MAP02 in picture/gtd_pic_rooftop_stuff.wad
E1M1: Adding Pic_septic_tank from MAP02 in picture/gtd_pic_rooftop_stuff.wad
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab exit/closet1.wad / *
E1M1: Adding Exit_closet1_tech from object in exit/closet1.wad
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
E1M1: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
E1M1: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
E1M1: Adding Stair_long_1x2_general2 from MAP01 in stairs/long_1x2.wad
Loading wad-fab stairs/stair_32.wad / MAP01
E1M1: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab stairs/gtd_stairs_128.wad / MAP01
E1M1: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
E1M1: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/sidewalk_8.wad / MAP01
E1M1: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
E1M1: Adding Stair_32 from MAP01 in stairs/stair_32.wad
E1M1: Adding Stair_32 from MAP01 in stairs/stair_32.wad
E1M1: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab wall/torches.wad / MAP02
Loading wad-fab fence/beam_lights.wad / MAP03
Loading wad-fab wall/wall_16.wad / MAP01
Loading wad-fab wall/armaetus_wall_fans.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP03
Loading wad-fab wall/gtd_wall.wad / MAP06
Loading wad-fab wall/gtd_wall_set2.wad / MAP01
Loading wad-fab wall/gtd_wall.wad / MAP08
Loading wad-fab wall/gtd_wall.wad / MAP09
Loading wad-fab wall/gtd_wall.wad / MAP05
Loading wad-fab wall/gtd_wall.wad / MAP02
Loading wad-fab wall/gtd_wall_set2.wad / MAP02
Loading wad-fab wall/gtd_diagonal_urban.wad / MAP03
Loading wad-fab window/supertall.wad / MAP01
Loading wad-fab wall/gtd_outwall_tech.wad / MAP04
Loading wad-fab fence/beam_lights.wad / MAP01
Loading wad-fab wall/gtd_outwall_tech.wad / MAP01
Loading wad-fab wall/wall_16.wad / MAP02
Loading wad-fab wall/gtd_wall_set2.wad / MAP05
Loading wad-fab wall/gtd_outwall_tech.wad / MAP02
Loading wad-fab wall/gtd_outwall_tech.wad / MAP03
Loading wad-fab wall/gtd_EPIC_wall_banners.wad / MAP01
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP04
Loading wad-fab wall/gtd_wall_set2.wad / MAP06
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP01
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP03
Loading wad-fab window/supertall.wad / MAP02
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP02
Loading wad-fab wall/gtd_wall.wad / MAP03
Loading wad-fab wall/gtd_wall.wad / MAP04
Loading wad-fab wall/gtd_wall_generic_liquids_only.wad / MAP02
Loading wad-fab wall/gtd_wall_generic_liquids_only.wad / MAP01
Loading wad-fab wall/gtd_wall_generic_liquids_only.wad / MAP03
Loading wad-fab fence/gtd_pillar.wad / MAP02
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
E1M1: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
Loading wad-fab skybox/gtd_generic_sky_epictextures.wad / MAP01
E1M1: Adding Skybox_generic_EPIC from MAP01 in skybox/gtd_generic_sky_epictextures.wad
--==| Make Battles |==--
Giving weapon: shotty
Giving weapon: bfg
Giving weapon: plasma
Giving weapon: launch
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 38969 dead regions (of 55357)
Swallowed 7532 brushes (of 38974)
Filled 0 gaps (of 9934 total)
Lighting level...
Merged 4190 colinear lines
Rounded 0 square corners
Aligned 5584 textures
Merging WAD sections from: games/doom/data/doom_falls.wad
Opened WAD file: games/doom/data/doom_falls.wad
Closed WAD file
Merging WAD sections from: games/doom/data/lift_flat.wad
Opened WAD file: games/doom/data/lift_flat.wad
Closed WAD file
Merging WAD sections from: games/doom/data/metal_step.wad
Opened WAD file: games/doom/data/metal_step.wad
Closed WAD file
Merging WAD sections from: games/doom/data/vine_dude.wad
Opened WAD file: games/doom/data/vine_dude.wad
Closed WAD file
Merging WAD sections from: games/doom/data/logos.wad
Opened WAD file: games/doom/data/logos.wad
Closed WAD file
Merging WAD sections from: games/doom/data/invisible_wall.wad
Opened WAD file: games/doom/data/invisible_wall.wad
Closed WAD file
Merging WAD sections from: games/doom/data/short_bars.wad
Opened WAD file: games/doom/data/short_bars.wad
Closed WAD file
--== ZDoom: Story generator ==--
You are rudely interrupted and shoved down to the ground.
A great demon grips you tightly, salivating on your visor. It growls.
'You! You killed Bahdace, our lord! I am sworn to destroy you!'
You discharge your suit battery and a shockwave of electricity is released,
freeing you and pushing the demon back.
'I will return. With your head upon our lord's altar.'
The demon steps back into a portal which collapses behind it.
Before you land your final shot at the demon, a swirl of
green mists blanket the room. An eruption of guttural laughter
greets you. 'You are indeed the Butcher of Bahdace, mortal.
No matter. This battle was of a small price to weaken your will.
Hell will not forget. Hell will not forgive.' The mists disperse and
the great demon is nowhere in sight. Either it keeps running away,
or it will find itself under your boot one day, you think to yourself.
You are rudely interrupted and shoved down to the ground.
A great demon grips you tightly, salivating on your visor. It growls.
'You! You killed Chimera, our lord! I am sworn to destroy you!'
You discharge your suit battery and a shockwave of electricity is released,
freeing you and pushing the demon back.
'I will return. With your head upon our lord's altar.'
The demon steps back into a portal which collapses behind it.
The great demon is stricken and crashes down.
Wails of agony flood the room as the impish minions run in a panic.
'Chimera's champion has been defeated by the Doomslayer!
Retreat!' You fire shots at the routed pawns and some of them tumble
down. You bring one foot over the demon's head, weapon in hand,
and survey the area. It seems you have struck fear upon the creatures.
All clear now, but they will return surely with greater force.
The ground shakes and an eruption of loud explosions deafens you.
As you get your grips on the situation, you see burning fragments
of metal rain down from the skies. You take shelter nearby and watch
as the fragments litter the floor. A large shard reads:
'UACS Pathill'. It seems a UAC vessel has
crash-landed nearby.
A hanging pile of wreckage falls upon the imps before you could act.
It seems gravity just helped end your battle. You find yourself within
the bowels of the crashed vessel. Amongst the wreckage is a black box.
You interface and find a final recording: it seems the starship was
crashed deliberately after a host of demons have boarded it. There is
nothing else here. You continue your trek.
A fetid odor fills the air of this place. It seems the
forces of hell are massing ahead in preparation for
an assault. It is a prime opportunity to throw off their
gathering before an attack can begin...
You have destroyed the horde leader,
Mordeth of Gloomy Den Revisited! The demonic
forces scatter, unable to continue their assault! With
this place freed, the taint of hell's energies fades with
the retreat of the darkness.
You tirelessly battle against waves upon waves of
seemingly infinite hellspawn.
_SPACE
Your tracker informs you a secret point of interest
may exist nearby...
You have found a secret zone!
It seems the hellspawn have barricaded
themselves within its confines
with the expectation of safety.
_SPACE
You are about to prove them otherwise.
It seems this secret trail goes further than expected.
It is time to finish this once and for all and eradicate
this hidden pocket of hellish infestation.
Let's be serious, are you really exiting already?
There's always more where this comes from! ObAddon never forgets!
You may be leaving but Hell's legions will never rest. You'll be back.
Maybe you should hit Escape before I put this shotgun barrel where the sun don't shine.
Just leave. This is just more monsters and levels here. What a heap of shit.
Don't quit just yet, we're just wasting your time with this quit message!
THIS IS A MESSAGE! Not intentionally left blank.
Are you kidding me? Get the fuck out already.
Come on already, there's plenty more to do in this generated mapset!
The Randomly Generated Beast will come back for more, namely you.
Bricks, Tech Bases, Hellfire, we have it all!
Why would you ever want to exit out of here?
Doomguy loves his coffee like he likes his metal: Black and harsh.
A bat? Nah, I'd think a chainsaw would fare better nowadays.
In a perfect world.. Oh wait, no there is no perfect world with sunshine and unicorn farts.
Subscribe to... no, I am not going to do that here too.
Oblige is love, Oblige is life.
Are you sure you want to exit out of the game?
Press Y to burn bridges, press N to maintain relations.
When you return, a gang of Imps and Barons are going to take turns on your ass.
Do you really wish to leave the world at the mercy of Hellspawn?
Catch me if you can, I'm the quit message man!
So, is this a joke? Are you staying or leaving?
Oh, is that all? I guess I'll just throw more monsters at you when you return.
Doom is like a box of crackers, you get to add things to suit your tastes or just have it plain.
The Icon of Sin will always be your source of misery.
Hold up, are you just going to leave like this?
We're still going to be here, just go. It may not be as nice when you come back.
There's a special place in Hell for those that quit too soon.
Sgt. Shooter and Abezethibou the Calamity thought that you'd be just as weak as anticipated to quit so soon.
That's too bad, perhaps Abezethibou the Calamity should make you their bitch for considering quitting?
Sgt. Shooter is disappointed in you. Hit N now or face retribution.
He who is not bold enough to be stared at from across the abyss is not bold enough to stare into it himself.
Is that a a dielectric coil in your possession? I'm pretty sure that's for Doomguy..
That an adamantium skull isn't going to do you any good. It's destined for Doomguy if he finds it.
Maybe you should be dumped off in The Smoky Vestibule, see how you fare.
In the end, there is only death, chaos and more death. And cookies.
Remember, a good demon is a dead one. Make that happen!
Heroes, press N. Wimps, press Y.
Go ahead, leave. Oblige will be back with even more demons...
Sgt. Shooter is not pleased.
There's a lot of bullshit going on these days. Don't just add to the pile and quit like this.
Meh, is that it? Am I supposed to appease you with something?
There just isn't anything to keep you from hitting Y, is there?
ObAddon demands the purging of more demons!
The will to survive is as long as you do not quit out of the game.
Abezethibou needs another hobby than to torture your dumb ass from quitting.
Are you quitting because you realized no matter how much hellspawn you mow down, Oblige will just give you more?
Sgt. Shooter wants to know you're quitting from an Oblige map. :( Unless you just finished it all. :D
The price of freedom is eternal vigilance. The price of Oblige is eternal demonic invasions. And you're giving up?
You wouldn't download a car, but you would quit a demonic invasion?
Never gonna give you up, never gonna let you down, never gonna run and leave you without a fresh new megawad.
At least when the demons slaughter anyone, it's regardless of gender, race, or creed.
You can win Oblige, you just have to defeat a 64-bit permutation of maps and each variation per seed by changed setting to do so.
You want demons? We can give you more demons than there are stars in the observable universe.
Don't worry about infinite hellspawn. Do what you love, and you'll never work a day in your life.
A dimensional shambler is, indeed, waiting in your operating system. It was ObAddon all along.
My map generator brings all the linedefs to the yard.
'You shouldn't stop playing Doom.' definitely said by Voltaire.
Are you taking the blue pill?
The prophet Nostradamus predicted the dead would rise when there is no more room in hell. He didn't predict Oblige would be generating new rooms.
You probably noticed by now that every time quit messages show up, you're forced to agree with the statement when you quit by choosing 'yes'.
Thanos needs two fingers to erase half the universe. Oblige builds a whole with only one.
ObAddon is always improving. Stop by our Discord server, talk to the denizens and report bugs to us there!
Visit https://caligari87.github.io/ObAddon/ for updates!
If you're quitting because something might be broken, please supply screenshots and preferably your LOG file when reporting.
ObAddon is for the adventurous. Are you? Join us and contribute ideas and works! ObAddon is a community project!
Was this not big enough? Try jacking up the Max Level Size or Upper Bound in settings to Colossal, Gargantuan or Transcendent.
If you are reporting an error and already closed OBLIGE, do NOT reopen the program as it will wipe the LOGS.TXT file clean! Open it via a text editor.
Map sizes too big? Reduce the Map Size or Upper Bound size if using Mix It Up.
Gargantuan or Transcendent maps looking like Minecraft Far Lands? Please keep Auto Detail on, not much else can be done about that, stupid Doom Engine limits.
In 1998, the Undertaker threw Mankind off Hell in a Cell and plummeted 16ft. through an announcer's table.
By exiting, you are agreeing to subscribe to Cat Facts.
Sewerage is important but HVAC systems is importanter.
Merging WAD sections from: data/loading/loading_screens.wad
Opened WAD file: data/loading/loading_screens.wad
Closed WAD file
Opened WAD file: games/doom/data/ObAddon_Textures.wad
Closed WAD file
Opened WAD file: games/doom/data/ObAddon_Textures.wad
Closed WAD file
Merging WAD sections from: games/doom/data/ObAddon_Textures.wad
Opened WAD file: games/doom/data/ObAddon_Textures.wad
Closed WAD file
Merging WAD sections from: modules/zdoom_internal_scripts/ObAddon_trees.wad
Opened WAD file: modules/zdoom_internal_scripts/ObAddon_trees.wad
Closed WAD file
--==| Script Manager |==--
~~~~~~ Finished Making Levels ~~~~~~
Writing WAD directory
Closed WAD file
GLBSP: Opened PWAD file : G:\doom\wads\2019-10-1-the_burial_of_the_tortured.tmp
GLBSP:
GLBSP: Building normal and GL nodes on E1M1
GLBSP:
GLBSP: Saving WAD as G:\doom\wads\2019-10-1-the_burial_of_the_tortured.wad
GLBSP:
GLBSP: Total serious warnings: 0
GLBSP: Total minor warnings: 0
GLBSP:
GLBSP: All levels were built successfully.
Saving options file...
DONE.
TOTAL TIME: 12.69 seconds
Saving config file...
DONE.
Created WAD file: G:\doom\wads\2019-10-1-call_of_slime.wad
~~~~~~~ Making Levels ~~~~~~~
-- ObAddon (C) 2018-2019
-- MsrSgtShooterPerson
-- Armaetus
-- Garrett
-- Caligari87
-- Frozsoul
-- Simon-v
-- Beed28
-- Craneo
-- MogWaltz
-- EpicTyphlosion
-- Tapwave
-- Swedra
-- Demios
-- https://github.com/caligari87/ObAddon/
seed = 501756745
---- Game Settings ----
game = doom2
engine = gzdoom
length = game
theme = original
---- Architecture ----
size = small
streets_mode = no
linear_mode = none
outdoors = mixed
caves = mixed
liquids = mixed
hallways = mixed
teleporters = mixed
steepness = mixed
prebuilt_levels = no
procedural_gotchas = 10p
layout_absurdity = none
zdoom_vista = enable
zdoom_skybox = themed
---- Monsters ----
mons = scarce
mix_it_up_upper_range = heaps
mix_it_up_lower_range = scarce
strength = medium
ramp_up = medium
mon_variety = mixed
bosses = medium
traps = mixed
trap_style = default
trap_strength = normal
cages = rare
secret_monsters = no
quiet_start = no
---- Pickups ----
health = heaps
ammo = heaps
weapons = normal
items = heaps
secrets = mixed
---- Other Modules ----
@armaetus_epic_textures = 0
@debugger = 0
@doom_mon_control = 0
@doom_weapon_control = 0
@export_map = 0
@fireblu_mode = 0
@harder_enemy = 0
@level_control = 1
mixin_type = normal
level_upper_bound = small
level_lower_bound = micro
level_size_ramp_factor = 1
@megawad_swapper = 0
@misc = 1
pistol_starts = yes
alt_starts = no
big_rooms = mixed
room_heights = mixed
parks = mixed
natural_parks = mixed
park_detail = mixed
windows = mixed
passable_windows = not_on_vistas
symmetry = mixed
beams = mixed
fences = mixed
porches = mixed
scenics = mixed
corner_style = random
liquid_sinks = not_damaging
darkness = mixed
brightness_offset = +1
barrels = mixed
doors = mixed
keys = mixed
switches = mixed
road_markings = yes
street_traffic = mixed
exit_signs = yes
linear_start = yes
dead_ends = some
live_minimap = room
@modded_game_extras = 0
@music_swapper = 0
@prefab_control = 1
autodetail = on
point_prob = fab_default
wall_prob = fab_default
@procedural_gotcha = 1
gotcha_strength = none
gotcha_qty = 50
@sky_generator = 1
force_hill_params = hp_random
influence_map_darkness = no
force_hills = hs_random
force_sky = sky_day
@small_spiderdemon = 1
@stealth_mons = 0
@universal_intermissions = 1
@zdoom_marines = 0
@zdoom_specials = 1
generic_intermusic = $MUSIC_READ_M
fog_generator = per_sky_gen
dynamic_lights = yes
fog_env = outdoor
custom_quit_messages = yes
no_intermission = no
episode_selection = no
fog_affects_sky = yes
story_generator = proc
mapinfo_music_shuffler = yes
fog_intensity = subtle
-- END --
Merging WAD sections from: uidata/graphics.wad
Opened WAD file: uidata/graphics.wad
Closed WAD file
--== ZDoom Special Addons module active ==--
Loading prefabs from: 'games/doom/fabs'
OK
Grower_preprocess_grammar...
414 rules loaded!
Sky generator:
Forced sky: sky_day
1 = BROWN_CLOUDS
+ BROWN_HILLS
Forced sky: sky_day
2 = BROWNISH_CLOUDS
+ DARKBROWN_HILLS
Forced sky: sky_day
3 = GREY_CLOUDS
Theme for level MAP01 = tech
Theme for level MAP02 = tech
Theme for level MAP03 = tech
Theme for level MAP04 = tech
Theme for level MAP05 = tech
Theme for level MAP06 = tech
Theme for level MAP07 = tech
Theme for level MAP08 = tech
Theme for level MAP09 = tech
Theme for level MAP10 = tech
Theme for level MAP11 = tech
Theme for level MAP12 = urban
Theme for level MAP13 = urban
Theme for level MAP14 = urban
Theme for level MAP15 = urban
Theme for level MAP16 = urban
Theme for level MAP17 = urban
Theme for level MAP18 = urban
Theme for level MAP19 = urban
Theme for level MAP20 = urban
Theme for level MAP21 = hell
Theme for level MAP22 = hell
Theme for level MAP23 = hell
Theme for level MAP24 = hell
Theme for level MAP25 = hell
Theme for level MAP26 = hell
Theme for level MAP27 = hell
Theme for level MAP28 = hell
Theme for level MAP29 = hell
Theme for level MAP30 = hell
Theme for level MAP31 = hell
Theme for level MAP32 = hell
Special levels:
none
Initial size for MAP01: 30
Initial size for MAP02: 30
Initial size for MAP03: 30
Initial size for MAP04: 30
Initial size for MAP05: 30
Initial size for MAP06: 30
Initial size for MAP07: 30
Initial size for MAP08: 30
Initial size for MAP09: 30
Initial size for MAP10: 30
Initial size for MAP11: 30
Initial size for MAP12: 30
Initial size for MAP13: 30
Initial size for MAP14: 30
Initial size for MAP15: 30
Initial size for MAP16: 30
Initial size for MAP17: 30
Initial size for MAP18: 30
Initial size for MAP19: 30
Initial size for MAP20: 30
Initial size for MAP21: 30
Initial size for MAP22: 30
Initial size for MAP23: 30
Initial size for MAP24: 30
Initial size for MAP25: 30
Initial size for MAP26: 30
Initial size for MAP27: 30
Initial size for MAP28: 30
Initial size for MAP29: 30
Initial size for MAP30: 30
Initial size for MAP31: 30
Initial size for MAP32: 30
Game title: Call of Slime
Game sub-title: Get Scorched
Episode 1 title: The Colony of Guaau
Episode 2 title: The Center of Madness
Episode 3 title: Dead Base: Impure
Level 1 title: Mission Generator
~~~~~~| MAP01 |~~~~~~
Level seed: 18063242820
Styles =
{
ambushes = some
barrels = some
big_rooms = none
cages = rare
caves = none
cycles = heaps
dead_ends = some
doors = some
ex_floors = few
fences = few
hallways = some
islands = heaps
keys = heaps
lakes = few
liquids = none
outdoors = some
pictures = few
porches = some
secrets = some
steepness = heaps
switches = few
symmetry = heaps
teleporters = few
traps = some
windows = few
}
Liquid: skipped for level (by style).
This land becomes shrouded in darkness...
Skybox: Skybox_generic
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 10].....
APPLIED rule: GROW_SQUEEZE_STAIRCASE
APPLIED rule: GROW_HALF_SKILLET
Growing ROOM_1 with [sprout x 3].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_2 with [grow x 20].....
APPLIED rule: GROW_2
APPLIED rule: GROW_SIDE_ON_RAMP
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_SQUEEZE_STAIRCASE
Growing ROOM_2 with [sprout x 3].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_4x1
new room ROOM_4 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_wide_hallway
new room ROOM_5 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_2 with [square_out x 12].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_3 with [grow x 30].....
APPLIED rule: GROW_TRENCH_CURVE_OUTER_SOLID
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_2
APPLIED rule: GROW_4
APPLIED rule: GROW_2
APPLIED rule: GROW_FUNNEL_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_BEND
Growing ROOM_3 with [sprout x 2].....
new room ROOM_6 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_wide_hallway
new room ROOM_7 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x1
Growing ROOM_3 with [square_out x 7].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing HALLWAY_4 with [hall_2 x 7].....
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_4 with [hall_2_sprout x 2].....
Growing HALLWAY_4 with [hall_2_sprout x 1].....
Killing 4
Growing ROOM_5 with [grow x 20].....
Growing ROOM_5 with [grow x 10].....
Killing 5
Growing HALLWAY_6 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_6 with [hall_2_sprout x 2].....
Growing HALLWAY_6 with [hall_2_sprout x 3].....
Killing 6
Growing ROOM_7 with [grow x 20].....
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
Growing ROOM_7 with [sprout x 2].....
new room ROOM_8 : env = hallway : parent = ROOM_7
new room ROOM_9 : env = hallway : parent = ROOM_7
APPLIED rule: SPROUT_narrow_hallway
new room ROOM_10 : env = hallway : parent = ROOM_7
new room ROOM_11 : env = hallway : parent = ROOM_7
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_7 with [square_out x 8].....
Growing HALLWAY_8 with [hall_1 x 8].....
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_8 with [hall_1_sprout x 3].....
Growing HALLWAY_8 with [hall_1_sprout x 3].....
Killing 8
Growing HALLWAY_9 with [hall_1 x 15].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_9 with [hall_1_sprout x 2].....
new room ROOM_12 : env = nil : parent = HALLWAY_9
APPLIED rule: HALL_1_SPROUT_A
new room ROOM_13 : env = nil : parent = HALLWAY_9
APPLIED rule: HALL_1_SPROUT_A
Growing HALLWAY_10 with [hall_2 x 6].....
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_10 with [hall_2_sprout x 2].....
Growing HALLWAY_10 with [hall_2_sprout x 1].....
Killing 10
Growing HALLWAY_11 with [hall_2 x 6].....
Growing HALLWAY_11 with [hall_2_sprout x 2].....
Growing HALLWAY_11 with [hall_2_sprout x 1].....
Killing 11
Growing ROOM_12 with [grow x 30].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_13 with [grow x 20].....
APPLIED rule: GROW_GATED_SIDE_RAMP
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
Growing ROOM_13 with [sprout x 2].....
new room ROOM_14 : env = nil : parent = ROOM_13
new room ROOM_15 : env = nil : parent = ROOM_13
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_16 : env = hallway : parent = ROOM_13
new room ROOM_17 : env = hallway : parent = ROOM_13
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_13 with [square_out x 11].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
Growing ROOM_14 with [grow x 10].....
Growing ROOM_14 with [grow x 10].....
Killing 14
Growing ROOM_15 with [grow x 10].....
Growing ROOM_15 with [grow x 10].....
Killing 15
Growing HALLWAY_16 with [hall_2 x 5].....
APPLIED rule: HALL_2_GROW_P1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_16 with [hall_2_sprout x 1].....
new room ROOM_18 : env = nil : parent = HALLWAY_16
APPLIED rule: HALL_2_SPROUT_A
Growing HALLWAY_17 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_17 with [hall_2_sprout x 2].....
Growing HALLWAY_17 with [hall_2_sprout x 2].....
Killing 17
Growing ROOM_18 with [grow x 20].....
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_4
APPLIED rule: GROW_FUNNEL_2
Growing ROOM_18 with [sprout x 3].....
new room ROOM_19 : env = hallway : parent = ROOM_18
new room ROOM_20 : env = hallway : parent = ROOM_18
APPLIED rule: SPROUT_wide_hallway
Growing HALLWAY_19 with [hall_2 x 6].....
Growing HALLWAY_19 with [hall_2_sprout x 2].....
Growing HALLWAY_19 with [hall_2_sprout x 2].....
Killing 19
Growing HALLWAY_20 with [hall_2 x 8].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_20 with [hall_2_sprout x 2].....
Growing HALLWAY_20 with [hall_2_sprout x 2].....
Killing 20
Growing ROOM_18 with [sprout x 2].....
new room ROOM_21 : env = hallway : parent = ROOM_18
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_18 is resolved OMG AMAZING!!!!
18 Emergency Sprout attempts: 1
new room ROOM_22 : env = hallway : parent = ROOM_18
new room ROOM_23 : env = hallway : parent = ROOM_18
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_18 is resolved OMG AMAZING!!!!
18 Emergency Sprout attempts: 2
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_13 with [sprout x 2].....
Growing ROOM_7 with [sprout x 1].....
Growing ROOM_2 with [sprout x 1].....
Growing ROOM_3 with [sprout x 2].....
Growing HALLWAY_21 with [hall_2 x 3].....
Growing HALLWAY_21 with [hall_2_sprout x 3].....
Growing HALLWAY_21 with [hall_2_sprout x 1].....
Killing 21
Growing HALLWAY_22 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_22 with [hall_2_sprout x 2].....
Growing HALLWAY_22 with [hall_2_sprout x 3].....
Killing 22
Growing HALLWAY_23 with [hall_2 x 8].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_23 with [hall_2_sprout x 2].....
Growing HALLWAY_23 with [hall_2_sprout x 1].....
Killing 23
Growing ROOM_2 with [sprout x 2].....
new room ROOM_24 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 1
new room ROOM_25 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x3
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 2
Growing ROOM_13 with [sprout x 1].....
new room ROOM_26 : env = nil : parent = ROOM_13
new room ROOM_27 : env = nil : parent = ROOM_13
APPLIED rule: SPROUT_JOINER_3x2
Emergency in ROOM_13 is resolved OMG AMAZING!!!!
13 Emergency Sprout attempts: 1
Growing ROOM_18 with [sprout x 1].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_3 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing HALLWAY_24 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_24 with [hall_2_sprout x 1].....
Growing HALLWAY_24 with [hall_2_sprout x 2].....
Killing 24
Growing ROOM_25 with [grow x 30].....
Growing ROOM_25 with [grow x 30].....
Killing 25
Growing ROOM_26 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_SQUEEZE_EVEN_MORE_STAIRCASE
Growing ROOM_26 with [sprout x 3].....
new room ROOM_28 : env = hallway : parent = ROOM_26
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_26 with [square_out x 10].....
Growing ROOM_27 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_3
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_3
Growing ROOM_27 with [sprout x 2].....
Growing HALLWAY_28 with [hall_1 x 12].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_28 with [hall_1_sprout x 3].....
Growing HALLWAY_28 with [hall_1_sprout x 3].....
Killing 28
Growing ROOM_3 with [sprout x 2].....
new room ROOM_29 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_narrow_hallway
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 1
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_27 with [sprout x 2].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_18 with [sprout x 1].....
Growing ROOM_2 with [sprout x 3].....
Growing ROOM_26 with [sprout x 2].....
Growing ROOM_13 with [sprout x 2].....
Growing HALLWAY_29 with [hall_1 x 14].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_29 with [hall_1_sprout x 2].....
Growing HALLWAY_29 with [hall_1_sprout x 2].....
Killing 29
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_26 with [sprout x 2].....
new room ROOM_30 : env = nil : parent = ROOM_26
APPLIED rule: SPROUT_JOINER_3x2
Emergency in ROOM_26 is resolved OMG AMAZING!!!!
26 Emergency Sprout attempts: 1
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_27 with [sprout x 1].....
Growing ROOM_13 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_18 with [sprout x 3].....
Growing ROOM_30 with [grow x 10].....
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_SQUEEZE_EVEN_MORE_STAIRCASE
APPLIED rule: GROW_2
Growing ROOM_30 with [sprout x 3].....
Growing ROOM_30 with [square_out x 4].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_30 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_2 with [sprout x 3].....
Growing ROOM_27 with [sprout x 1].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_18 with [sprout x 1].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_26 with [sprout x 2].....
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_30 with [sprout x 3].....
Growing ROOM_18 with [sprout x 3].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_26 with [sprout x 1].....
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_27 with [sprout x 1].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_27 with [sprout x 3].....
Growing ROOM_18 with [sprout x 2].....
Growing ROOM_26 with [sprout x 2].....
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_30 with [sprout x 3].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_27 with [sprout x 2].....
Growing ROOM_13 with [sprout x 2].....
Growing ROOM_30 with [sprout x 2].....
Growing ROOM_18 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_26 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_26 with [sprout x 1].....
Growing ROOM_18 with [sprout x 2].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_30 with [sprout x 3].....
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_2 with [sprout x 1].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_27 with [sprout x 2].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_26 with [decorate x 6].....
APPLIED rule: DECORATE_CAGE_2
Growing ROOM_26 with [cage_grow x 3].....
APPLIED rule: AUX_CAGE_GROW1
26 Emergency Sprout attempts: 1
APPLIED rule: AUX_CAGE_GROW2
26 Emergency Sprout attempts: 1
APPLIED rule: AUX_CAGE_GROW3
26 Emergency Sprout attempts: 1
26 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
26 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
26 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
26 Emergency Sprout attempts: 1
Growing ROOM_3 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
3 Emergency Sprout attempts: 1
Growing ROOM_18 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
18 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
18 Emergency Sprout attempts: 2
Growing ROOM_2 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 2
Growing ROOM_13 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
13 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
13 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
13 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
13 Emergency Sprout attempts: 1
Growing ROOM_30 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_27 with [decorate x 6].....
Growing ROOM_7 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_12 with [decorate x 6].....
Growing ROOM_3 with [filler x 30].....
Growing ROOM_30 with [filler x 30].....
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SERRATED_EDGE_SMOOTHER
3 Emergency Sprout attempts: 1
Growing ROOM_30 with [smoother x 15].....
Seed Map:
ddd
/Z ddd
ZZZZZ ddddd
ZZZZZZZddddd
ZZZZZZZ ZZd
MMMMMM ZZZZZZZZZZd
/AA\ MMMMMM ZZZZ ddZZd
AAAAAMMMMMMMMMMMMZZZZddddd\
AAAAAMMMMMMMMMMMMZZZZdddddd
RRRRAAAAAMMMMMMMMMMMMZZZZddddd/
RRRR \AA/ M MMMM M ZZZZ ddZZd
RRRRRR PPPPPMMMMMMMMZZZZZZZZZZd
/RR RR PPPPPMMMMMMMMZZZZZZZ ZZd
RRRRRRRRPPPPP MMM\/MMMZZZZZZZddddd
RRRRRRRRPPPPP MMMMMMMMZZZZZ ddddd
\RR RR MMMMMMMM \Z ddd
RRRRRR MMMMMMMM ddd
AARRRRAAAALL I
AARRRRAAAALL I
AAAAAAAAAAALLIIIII
AAA AAAAAAALL I GG
AAAAAAAAAAAAAAAA I GGGGGGG
AAAAAAAAAAA AAAA I GGGGGGG
AAAABBBB cc IIIIGGGGGG
AAAABBBBBccccc\ GGGGGG
BBBBBBBBBcccc\c\ GGGGGG
BBBBBBBBBBBccccccccGGGGGGGG
BB BBBBBBBBBBBcccc/cccGGGGGGGG
BBBBBBBBBBBBBBcccccccc GGGGGG
BBB BBccc/cccc GGGGGG
ccccccc GGGGGG
\cc/ GGGGGGG
cc GGGGGGG
cc GG
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_3 --> ROOM_7 (via joiner)
Connection: ROOM_7 --> HALLWAY_9 (via terminator)
Connection: HALLWAY_9 --> ROOM_12 (via terminator)
Connection: HALLWAY_9 --> ROOM_13 (via terminator)
Connection: ROOM_13 --> HALLWAY_16 (via terminator)
Connection: HALLWAY_16 --> ROOM_18 (via terminator)
Connection: ROOM_13 --> ROOM_26 (via joiner)
Connection: ROOM_13 --> ROOM_27 (via joiner)
Connection: ROOM_26 --> ROOM_30 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_30
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_11 (ROOM_26 -- ROOM_30)
Dividing QUEST_2 @ CONN_7 (ROOM_13 -- HALLWAY_16)
Dividing QUEST_3 @ CONN_9 (ROOM_13 -- ROOM_26)
Maximum of 1 switch goals.
Dividing QUEST_4 @ CONN_10 (ROOM_13 -- ROOM_27)
Start room: ROOM_1
Quest list:
QUEST_5 : svolume:401
QUEST_4 : svolume:21
QUEST_3 : svolume:89
QUEST_2 : svolume:73
QUEST_1 : svolume:59
Zone quota: 3
Zone list:
ZONE_2 : rooms:7 areas:71
ZONE_3 : rooms:2 areas:14
ZONE_1 : rooms:3 areas:23
Other Item quota : 8.00
--==| Build Rooms |==--
AREA_13 leads to nowhere. (4064, 4576)
--==| Auto Detail Report |==--
Total walkable volume: 643
Group walls tone down multiplier: 1
Total perimeter: 777
Plain walls tone down multiplier: 1
Loading wad-fab decor/pillar2.wad / MAP02
MAP01: Adding Pillar_tech3_A from MAP02 in decor/pillar2.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP03
MAP01: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP01: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP02
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
Loading wad-fab start/beed28_start_tunnel.wad / *
MAP01: Adding Start_beed28_tunnel from object in start/beed28_start_tunnel.wad
Loading wad-fab item/alcove1.wad / MAP01
MAP01: Adding Item_alcove_small from MAP01 in item/alcove1.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP01: Adding Item_alcove_small_tech1 from MAP02 in item/alcove1.wad
Loading wad-fab picture/pic_box.wad / MAP13
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
Loading wad-fab item/gtd_item_closet_simple.wad / MAP01
MAP01: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
Loading wad-fab stairs/sidewalk_8.wad / MAP01
MAP01: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab stairs/gtd_stair_zdoomslope_64.wad / MAP01
MAP01: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab joiner/armaetus_joiner_stairs_altern_lights.wad / *
MAP01: Adding Joiner_armaetus_stairs_alternating_lights from object in joiner/armaetus_joiner_stairs_altern_lights.wad
Loading wad-fab decor/gtd_tech_complockers.wad / MAP01
MAP01: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
Loading wad-fab trap/trap1.wad / *
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
Loading wad-fab picture/pic_box.wad / MAP13
MAP01: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
Loading wad-fab item/gtd_item_closet_simple.wad / MAP03
MAP01: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
Loading wad-fab stairs/gtd_stair_ladder_128.wad / MAP01
MAP01: Adding Ladder_128_rustic from MAP01 in stairs/gtd_stair_ladder_128.wad
Loading wad-fab stairs/gtd_teleporter_128.wad / MAP01
MAP01: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
Loading wad-fab misc/completely_nothing.wad / MAP01
MAP01: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
Loading wad-fab joiner/gtd_zigzag_small.wad / MAP01
MAP01: Adding Joiner_gtd_zigzag_small from MAP01 in joiner/gtd_zigzag_small.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP03
MAP01: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/crates1.wad / MAP01
MAP01: Adding Crate_small_gray from MAP01 in decor/crates1.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP02
MAP01: Adding Decor_road_clutter_one_cone from MAP02 in decor/gtd_decor_road_clutter.wad
Loading wad-fab item/pedestal.wad / *
MAP01: Adding Item_pedestal_tech from object in item/pedestal.wad
MAP01: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab joiner/barred1.wad / *
MAP01: Adding Joiner_barred1_tech2 from object in joiner/barred1.wad
Loading wad-fab decor/crates1.wad / MAP03
MAP01: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
Loading wad-fab decor/pillar2.wad / MAP02
MAP01: Adding Pillar_tech2_A from MAP02 in decor/pillar2.wad
MAP01: Adding Pillar_tech2_A from MAP02 in decor/pillar2.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP03
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
Loading wad-fab item/secret_cage.wad / *
MAP01: Adding Item_secret_cage from object in item/secret_cage.wad
Loading wad-fab picture/pic_box.wad / MAP09
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP01: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_tech_controlroom.wad / MAP01
MAP01: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP01: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab stairs/gtd_stairs_128.wad / MAP02
MAP01: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP01: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
Loading wad-fab hall/mineshaft_j.wad / MAP01
MAP01: Adding Hallway_mineshaft_plain from MAP01 in hall/mineshaft_j.wad
Loading wad-fab hall/mineshaft_i.wad / MAP01
MAP01: Adding Hallway_mineshaft_i1 from MAP01 in hall/mineshaft_i.wad
Loading wad-fab hall/mineshaft_i.wad / MAP04
MAP01: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
Loading wad-fab hall/mineshaft_c.wad / MAP01
MAP01: Adding Hallway_mineshaft_c from MAP01 in hall/mineshaft_c.wad
MAP01: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
MAP01: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
MAP01: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
Loading wad-fab hall/mineshaft_t.wad / MAP01
MAP01: Adding Hallway_mineshaft_t1 from MAP01 in hall/mineshaft_t.wad
MAP01: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
MAP01: Adding Hallway_mineshaft_plain from MAP01 in hall/mineshaft_j.wad
MAP01: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
MAP01: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
Loading wad-fab hall/mineshaft_i.wad / MAP02
MAP01: Adding Hallway_mineshaft_i2 from MAP02 in hall/mineshaft_i.wad
MAP01: Adding Hallway_mineshaft_plain from MAP01 in hall/mineshaft_j.wad
Loading wad-fab item/gtd_item_crates.wad / MAP01
MAP01: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP01: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
Loading wad-fab item/gtd_item_closet_simple.wad / MAP02
MAP01: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
Loading wad-fab stairs/lift_64.wad / *
MAP01: Adding Lift_64 from object in stairs/lift_64.wad
MAP01: Adding Lift_64 from object in stairs/lift_64.wad
MAP01: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP01: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab joiner/key_huge.wad / MAP01
MAP01: Adding Locked_huge_blue_tech from MAP01 in joiner/key_huge.wad
Loading wad-fab joiner/barred2.wad / MAP01
MAP01: Adding Joiner_remote_sw_metal from MAP01 in joiner/barred2.wad
Loading wad-fab item/podium.wad / MAP02
MAP01: Adding Item_podium_lite3 from MAP02 in item/podium.wad
Loading wad-fab item/gtd_item_lockers.wad / MAP01
MAP01: Adding Item_locker_bin from MAP01 in item/gtd_item_lockers.wad
Loading wad-fab decor/gtd_decor.wad / MAP07
MAP01: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP01: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab item/secret_niche.wad / MAP01
MAP01: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
MAP01: Adding Trap_simple1 from object in trap/trap1.wad
Loading wad-fab item/gtd_item_tech_window.wad / MAP01
MAP01: Adding Item_tech_window from MAP01 in item/gtd_item_tech_window.wad
MAP01: Adding Item_alcove_small from MAP01 in item/alcove1.wad
Loading wad-fab stairs/gtd_stair_zdoomslope_64.wad / MAP03
MAP01: Adding Stair_slope_3 from MAP03 in stairs/gtd_stair_zdoomslope_64.wad
MAP01: Adding Stair_slope_3 from MAP03 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab decor/exit_sign.wad / MAP01
MAP01: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP01: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/scionox_guardpost.wad / MAP03
MAP01: Adding Joiner_scionox_guardpost_red from MAP03 in joiner/scionox_guardpost.wad
Loading wad-fab hall/deuce_k.wad / MAP01
MAP01: Adding Hallway_deuce_locked_yellow_tech from MAP01 in hall/deuce_k.wad
Loading wad-fab hall/deuce_i.wad / MAP02
MAP01: Adding Hallway_deuce_i_rise_tech from MAP02 in hall/deuce_i.wad
Loading wad-fab hall/deuce_c.wad / MAP01
MAP01: Adding Hallway_deuce_c1_tech from MAP01 in hall/deuce_c.wad
MAP01: Adding Hallway_deuce_c1_tech from MAP01 in hall/deuce_c.wad
Loading wad-fab hall/deuce_i.wad / MAP01
MAP01: Adding Hallway_deuce_i1_tech from MAP01 in hall/deuce_i.wad
Loading wad-fab hall/deuce_j.wad / MAP01
MAP01: Adding Hallway_deuce_term_tech from MAP01 in hall/deuce_j.wad
MAP01: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/crates1.wad / MAP13
MAP01: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP01: Adding Small_Computer1 from MAP13 in decor/crates1.wad
Loading wad-fab decor/carpets.wad / MAP01
MAP01: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP01: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP01: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/ceil_light.wad / MAP01
MAP01: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP01: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP01: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP01: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP01: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
Loading wad-fab stairs/gtd_stairs_128.wad / MAP01
MAP01: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP01: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP01: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP01
MAP01: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
Loading wad-fab picture/gtd_pic_rooftop_stuff.wad / MAP03
MAP01: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
Loading wad-fab exit/gtd_generic_immersive_exit.wad / MAP01
MAP01: Adding Exit_tech_immersive_exit from MAP01 in exit/gtd_generic_immersive_exit.wad
Loading wad-fab picture/gtd_pic_tech_wallmachines.wad / MAP01
MAP01: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP01: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab stairs/long_1x3.wad / MAP01
MAP01: Adding Stair_long_1x3_general from MAP01 in stairs/long_1x3.wad
MAP01: Adding Stair_long_1x3_general from MAP01 in stairs/long_1x3.wad
Loading wad-fab switch/wall_box1.wad / *
MAP01: Adding Switch_wall_box1 from object in switch/wall_box1.wad
Loading wad-fab switch/gtd_laptop_switch.wad / *
MAP01: Adding Switch_portable_laptop from object in switch/gtd_laptop_switch.wad
Loading wad-fab wall/gtd_wall_tech_grated_machines.wad / MAP01
Loading wad-fab window/tall.wad / MAP07
Loading wad-fab wall/gtd_wall_generic_beamed_inset.wad / MAP01
Loading wad-fab wall/wall_16.wad / MAP01
Loading wad-fab wall/gtd_wall.wad / MAP01
Loading wad-fab wall/gtd_wall.wad / MAP06
Loading wad-fab wall/gtd_wall.wad / MAP03
Loading wad-fab wall/gtd_wall.wad / MAP04
Loading wad-fab wall/gtd_wall.wad / MAP08
Loading wad-fab wall/gtd_wall.wad / MAP02
Loading wad-fab wall/gtd_wall.wad / MAP05
Loading wad-fab wall/gtd_wall.wad / MAP09
Loading wad-fab fence/beam_lights.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP03
Loading wad-fab wall/gtd_wall_set2.wad / MAP01
Loading wad-fab fence/fence_16.wad / MAP01
Loading wad-fab fence/fence_16.wad / MAP02
Loading wad-fab wall/gtd_outwall_tech.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP05
Loading wad-fab wall/wall_16.wad / MAP02
Loading wad-fab wall/gtd_wall_tech_top_corner_light_set.wad / MAP01
Loading wad-fab wall/gtd_wall_ribbed_light_set.wad / MAP01
Loading wad-fab wall/gtd_wall_quakish_inset.wad / MAP01
LACKING MATERIAL : STARTAN1
Loading wad-fab fence/beam_lights.wad / MAP02
Loading wad-fab fence/beam_lights.wad / MAP03
Loading wad-fab window/gtd_window_full_open.wad / MAP01
Loading wad-fab window/gtd_window_full_open.wad / MAP02
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP01
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP04
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP02
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP03
Loading wad-fab window/tall.wad / MAP08
Loading wad-fab wall/torches.wad / MAP02
Loading wad-fab fence/beam.wad / MAP03
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP04
Loading wad-fab wall/gtd_outwall_tech.wad / MAP03
Loading wad-fab wall/gtd_outwall_tech.wad / MAP04
Loading wad-fab wall/gtd_diagonal_urban.wad / MAP03
Loading wad-fab wall/gtd_outwall_tech.wad / MAP02
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP02
Loading wad-fab wall/gtd_wall_set2.wad / MAP06
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP03
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP01
Loading wad-fab fence/gtd_pillar.wad / MAP02
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
Loading wad-fab fence/posts.wad / MAP01
MAP01: Adding Post_metal from MAP01 in fence/posts.wad
MAP01: Adding Post_metal from MAP01 in fence/posts.wad
MAP01: Adding Post_metal from MAP01 in fence/posts.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
Loading wad-fab misc/depot.wad / MAP01
MAP01: Adding Depot_raise from MAP01 in misc/depot.wad
MAP01: Adding Depot_raise from MAP01 in misc/depot.wad
Loading wad-fab skybox/gtd_generic_sky.wad / MAP01
MAP01: Adding Skybox_generic from MAP01 in skybox/gtd_generic_sky.wad
--==| Make Battles |==--
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 67486 dead regions (of 93769)
Swallowed 14392 brushes (of 67493)
Filled 1066 gaps (of 19137 total)
Lighting level...
Merged 6756 colinear lines
Rounded 3 square corners
Aligned 9285 textures
Level 2 title: Treatment Catalyst 2333-G
~~~~~~| MAP02 |~~~~~~
Level seed: 18063242821
Styles =
{
ambushes = some
barrels = some
big_rooms = heaps
cages = rare
caves = none
cycles = none
dead_ends = some
doors = some
ex_floors = few
fences = some
hallways = some
islands = heaps
keys = few
lakes = heaps
liquids = few
outdoors = heaps
pictures = few
porches = some
secrets = some
steepness = heaps
switches = some
symmetry = few
teleporters = few
traps = heaps
windows = some
}
Liquid: nukage (usage 25%)
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 20].....
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_EXTRUSION_3X4
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_2 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_STAIRED_T
APPLIED rule: GROW_36_DOUBLE_FORWARD_AREA
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Growing ROOM_2 with [sprout x 2].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_3x1
Growing ROOM_2 with [square_out x 33].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_3 with [grow x 20].....
APPLIED rule: GROW_O
APPLIED rule: GROW_INTO_CLIFF_TALL
Shape group: cliff_x4
Shape count: 0
APPLIED rule: GROW_PILLAR_GATE
APPLIED rule: GROW_STAIRPAIR_5F
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_REVERSE_FUNNEL
Growing ROOM_3 with [sprout x 2].....
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x1
new room ROOM_6 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_3 with [square_out x 31].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_4 with [grow x 20].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
Growing ROOM_4 with [sprout x 2].....
new room ROOM_7 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_4x1
new room ROOM_8 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_5 with [grow x 30].....
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_CLIFF_ENTRY_X4
Shape group: cliff_x4
Shape count: 0
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_DIAGONAL_L_CATWALK_CONTINUE
APPLIED rule: GROW_L_STAIR
Growing ROOM_5 with [sprout x 1].....
new room ROOM_9 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_5 with [square_out x 20].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Killing 6
Killing 7
Killing 8
Killing 9
Growing ROOM_2 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_1 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_5 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_3 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_5 with [filler x 30].....
Growing ROOM_4 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
Growing ROOM_1 with [filler x 30].....
Growing ROOM_2 with [filler x 30].....
Growing ROOM_5 with [smoother x 15].....
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
Growing ROOM_4 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_1 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
Growing ROOM_2 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
eee
eee
eeeeeeeeee
eeeeeeeeeeee
/eeeeeeeeeeee
eeeeeeeeeeeeeee
eeeeee\eeeee
/e/eeeeeeeeee
/e/eeeeeeeeeeeee
eeeeeeeeeeeeeeee
eeee/eeee/eeeeee
eee/eeeeeCCC
eeeeeeeeeCCC CC
eeeeeeeeeCCCCCCCC
eeeeeeeeeC CC\CCC
\eeeCCCCCCCCCC
eeeCCCCCCCCCC
eeeCC C\CCCCC
eeee CCCCCCC\C
eeee CCCCCCC
ddd aa aaaa CCCCCCCCC/
ddd aa aaaa CCCCCCC\
ddd /ddd aaaaaaaaaa\ CCCCCCCCC\
ddddddddd\aaaaaaaaaaa CCCCCCCCCCCC
dddddddddd\ aaaaaaaaa CCCCCCC\CCCCC
/ddddddddddd aaaaaaaa CCCCCCCCCCCCC
/dddddddddddd aaa aaa bbbCCCCCCCCCC
ddddddddddddd/bbbbbbb\ aa bbb\CCCCCCC
ddddddddddbbb/bbbbbbbb bbbbCCCCC/
ddddddddd/bbbbbbbbbb/b /bbbbbCCCCCCCC
\ddddd/ bbbbbbbbbbbb bbbbbbCCCCCCCC
ddddd bbbbbbbbbbbbbbbbbbbbCCCCCCCC
dddddd bbb\bbbbbbbbbbbbbbbbCCCCCCCC
dddddd bbbbbbbbbb\bbbbbbbbbCCCC\CCC
dddd bbbbbbbbbbbbbbbbbbbbbCCCCCC\C
dddd bbbb/bbbbbbbb bbbbbbCCCCCCCC
bbbbbbbbbbbbb bb bbbC\CCC/CC
bbbbbbbbbbbbb bbbCCCCCCCCC
bbbbbbbb/b CCCCCCCCC
bbbbbbbbbb CCCCCCC
bb bbb CCCCCCC
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via joiner)
Connection: ROOM_3 --> ROOM_5 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_5
Maximum of 1 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_3 -- ROOM_5)
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:653
QUEST_1 : svolume:180
Zone quota: 4
Zone list:
ZONE_2 : rooms:4 areas:54
ZONE_1 : rooms:1 areas:16
Other Item quota : 5.00
--==| Build Rooms |==--
AREA_3 leads to nowhere. (6880, 4960)
AREA_9 leads to nowhere. (5728, 4576)
AREA_16 leads to nowhere. (6880, 4192)
--==| Auto Detail Report |==--
Total walkable volume: 834
Group walls tone down multiplier: 1
Total perimeter: 631
Plain walls tone down multiplier: 1
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP01
MAP02: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
Loading wad-fab start/gtd_generic_open_start.wad / MAP01
MAP02: Adding Start_generic_open from MAP01 in start/gtd_generic_open_start.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP02: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP02: Adding Item_alcove_small_tech1 from MAP02 in item/alcove1.wad
Loading wad-fab item/scionox_guardpost_blocked.wad / MAP02
MAP02: Adding Item_scionox_guardpost_blocked from MAP02 in item/scionox_guardpost_blocked.wad
MAP02: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
Loading wad-fab joiner/gtd_double_lift.wad / *
MAP02: Adding Joiner_double_lift_tech from object in joiner/gtd_double_lift.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/gtd_decor.wad / MAP03
MAP02: Adding Decor_light_pillar_core2_outdoor from MAP03 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor_water_tower.wad / MAP01
MAP02: Adding Decor_water_tower from MAP01 in decor/gtd_decor_water_tower.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP02: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/dh_lamp.wad / *
MAP02: Adding Decor_dittohead_lamp from object in decor/dh_lamp.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP02: Adding Item_alcove_small_general2 from MAP02 in item/alcove1.wad
MAP02: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP02: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP02: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/gtd_stair_zdoomslope_64.wad / MAP02
MAP02: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
Loading wad-fab stairs/stair_32.wad / MAP01
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab joiner/gtd_stair_swurve.wad / MAP02
MAP02: Adding Joiner_stairs_swurve_tech_mirrored from MAP02 in joiner/gtd_stair_swurve.wad
Loading wad-fab joiner/simple2.wad / MAP01
MAP02: Adding Joiner_simple2_tech6 from MAP01 in joiner/simple2.wad
Loading wad-fab decor/frozsoul_097_ponds.wad / MAP01
MAP02: Adding Decor_frozsoul_097_water_pond1 from MAP01 in decor/frozsoul_097_ponds.wad
MAP02: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
Loading wad-fab item/alcove2.wad / *
MAP02: Adding Item_alcove_techy from object in item/alcove2.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
Loading wad-fab decor/gtd_decor_outdoor_machines.wad / MAP02
MAP02: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP02: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP02: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
Loading wad-fab decor/pillar1.wad / *
MAP02: Adding Pillar_round1_tech2 from object in decor/pillar1.wad
Loading wad-fab decor/armaetus_decor_lifted_crate.wad / MAP01
MAP02: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP02: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Trap_simple1 from object in trap/trap1.wad
MAP02: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP02: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP02: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP02: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/gtd_infestation_keyed.wad / MAP01
MAP02: Adding Locked_keyed_infestation_yellow from MAP01 in joiner/gtd_infestation_keyed.wad
Loading wad-fab decor/crates1.wad / MAP02
MAP02: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/fountain.wad / MAP01
MAP02: Adding Decor_water_fountain from MAP01 in decor/fountain.wad
Loading wad-fab decor/armaetus_EPIC_flagpole.wad / MAP01
MAP02: Adding Decor_armaetus_flagpole from MAP01 in decor/armaetus_EPIC_flagpole.wad
Loading wad-fab decor/gtd_decor_tech_helipad.wad / MAP02
MAP02: Adding Tech_helipad_O from MAP02 in decor/gtd_decor_tech_helipad.wad
MAP02: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP06
MAP02: Adding Decor_road_clutter_concrete_barrier_striped_double from MAP06 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/gtd_decor.wad / MAP02
MAP02: Adding Decor_light_pillar_core_outdoor from MAP02 in decor/gtd_decor.wad
Loading wad-fab decor/crates1.wad / MAP01
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP02: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP02: Adding Decor_dittohead_lamp from object in decor/dh_lamp.wad
Loading wad-fab decor/gtd_decor.wad / MAP01
MAP02: Adding Decor_light_pillar_helix_outdoor from MAP01 in decor/gtd_decor.wad
MAP02: Adding Decor_light_pillar_core_outdoor from MAP02 in decor/gtd_decor.wad
MAP02: Adding Pillar_round1_tech2 from object in decor/pillar1.wad
MAP02: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/gtd_decor.wad / MAP08
MAP02: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor.wad / MAP04
MAP02: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
Loading wad-fab cage/gtd_cage_auto_opening.wad / MAP02
MAP02: Adding Cage_auto_open_smaller from MAP02 in cage/gtd_cage_auto_opening.wad
Loading wad-fab picture/gtd_pic_rooftop_stuff.wad / MAP01
MAP02: Adding Pic_HVAC_unit from MAP01 in picture/gtd_pic_rooftop_stuff.wad
MAP02: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
Loading wad-fab exit/mogwaltz_pentagram_platform_exit.wad / MAP01
MAP02: Adding Exit_mogwaltz_pentagram_platform from MAP01 in exit/mogwaltz_pentagram_platform_exit.wad
MAP02: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP02: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
MAP02: Adding Stair_long_1x2_general2 from MAP01 in stairs/long_1x2.wad
Loading wad-fab window/tall.wad / MAP04
Loading wad-fab window/tall.wad / MAP05
Loading wad-fab wall/gtd_wall_generic_beamed_inset.wad / MAP02
Loading wad-fab fence/beam.wad / MAP04
Loading wad-fab wall/gtd_wall_natural.wad / MAP05
Loading wad-fab wall/gtd_wall_natural.wad / MAP02
Loading wad-fab wall/gtd_wall_natural.wad / MAP01
Loading wad-fab wall/gtd_wall_natural.wad / MAP08
Loading wad-fab wall/gtd_wall_natural.wad / MAP10
Loading wad-fab wall/gtd_wall_natural.wad / MAP03
Loading wad-fab wall/gtd_wall_natural.wad / MAP09
Loading wad-fab wall/gtd_wall_natural_diag.wad / MAP02
Loading wad-fab wall/gtd_wall_natural_diag.wad / MAP03
Loading wad-fab wall/gtd_wall_natural_diag.wad / MAP01
Loading wad-fab wall/torches.wad / MAP02
Loading wad-fab wall/gtd_wall_quakish_inset.wad / MAP02
Loading wad-fab wall/lite_1.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP02
Loading wad-fab window/grate.wad / MAP02
Loading wad-fab window/grate.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP06
Loading wad-fab wall/gtd_wall_set2.wad / MAP04
Loading wad-fab wall/gtd_wall.wad / MAP07
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Post_metal from MAP01 in fence/posts.wad
MAP02: Adding Post_metal from MAP01 in fence/posts.wad
MAP02: Adding Post_metal from MAP01 in fence/posts.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
Loading wad-fab fence/posts.wad / MAP03
MAP02: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP02: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP02: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP02: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Depot_raise from MAP01 in misc/depot.wad
Loading wad-fab skybox/gtd_skybox_hellish_city.wad / MAP01
LACKING MATERIAL : F_SKY1
LACKING MATERIAL : FIREMAG1
LACKING MATERIAL : RDROK1
LACKING MATERIAL : CEM06
LACKING MATERIAL : BIGDOORD
LACKING MATERIAL : TEK1
LACKING MATERIAL : TEKFLR4
LACKING MATERIAL : DRKCMT05
LACKING MATERIAL : CEM05
MAP02: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: shotty
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 64490 dead regions (of 89882)
Swallowed 11037 brushes (of 64499)
Filled 0 gaps (of 20035 total)
Lighting level...
Merged 7089 colinear lines
Rounded 6 square corners
Aligned 7827 textures
Level 3 title: Chemical Nacelles
~~~~~~| MAP03 |~~~~~~
Level seed: 18063242822
Styles =
{
ambushes = some
barrels = some
big_rooms = few
cages = rare
caves = none
cycles = none
dead_ends = some
doors = heaps
ex_floors = few
fences = few
hallways = none
islands = heaps
keys = few
lakes = few
liquids = none
outdoors = some
pictures = some
porches = some
secrets = some
steepness = heaps
switches = few
symmetry = few
teleporters = none
traps = few
windows = heaps
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 10].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_TRENCH_STRAIGHT
APPLIED rule: GROW_CLIFF_EXTENSION_UPPER_WE_GO
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_1 with [square_out x 11].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_2 with [grow x 10].....
APPLIED rule: GROW_EXTRUSION_SINK
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_2
Growing ROOM_2 with [sprout x 2].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_2 with [square_out x 12].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_3 with [grow x 30].....
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Shape group: cliff
Shape count: 10
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
Shape group: cliff
Shape count: 10
APPLIED rule: GROW_STAIRED_T
Growing ROOM_3 with [sprout x 1].....
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_L
Growing ROOM_3 with [square_out x 14].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
Growing ROOM_4 with [grow x 20].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
Growing ROOM_4 with [sprout x 1].....
new room ROOM_6 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_5 with [grow x 10].....
APPLIED rule: GROW_INTO_CLIFF_TALL
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_3
APPLIED rule: GROW_BLOB_1
Growing ROOM_5 with [sprout x 1].....
new room ROOM_7 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_5 with [square_out x 13].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_6 with [grow x 20].....
APPLIED rule: GROW_STAIRED_L
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_STAIR_SIDE2
Growing ROOM_6 with [sprout x 3].....
new room ROOM_8 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_DIRECT_2
Growing ROOM_6 with [square_out x 30].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_7 with [grow x 20].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_2
Growing ROOM_7 with [sprout x 1].....
new room ROOM_9 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_DIRECT_3
Growing ROOM_7 with [square_out x 6].....
Killing 8
Killing 9
Growing ROOM_4 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_4x2
Growing ROOM_6 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_2 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_5 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_3 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_7 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
Growing ROOM_7 with [filler x 30].....
Growing ROOM_4 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_7 with [smoother x 15].....
Seed Map:
CCCCCC CC
CCCCCC CC
CCCCCCCCCCCCC
CCCCCCCCCCCCC
FFFFFFF EE CCCCC\CC/CCC
FFFFFFF EEEEE CCCCCCCCCCCC
FFFFFFFFF EEEEEEE CCCCCCCCCCCCCCC
FFF/FFFFFEEEEEEEECC CCCCCCCCCCCCCC
FFFFFFFFEEEEEEE CCCCCCCCCCCCCCCCC
FFFFFFFFEEEEEEECCCCCCCCCCCCC CCC
FFFFFFFFEEEEEEECCCCCCCCCCCCC
FFF\FFFFEEE\EEEEECCCCCCCCCCCC
FFFFFFFFFEEEEEEEEgggg CCCCCCC
FFFFFFFFFEEEEEEEEgggg CCCCCC
FFFFFFFFFEEEE EEgggggCCCCCCC
FFFF\FFFFFFFFF EEgggggCCCCCC BB BB
FF\FFFFFFFFFFFggggggdddddCCC BB BB
FFFFF\FFFFFdd ggggggddddd BB BB\BB\
FFFFFFFFFFFdd /dd dddddd BBBBBBBBBB
FFFFFFFFFFFdd/ddddddddddd BBBBBBBBBB
FFFFFFF FFdddddddddddddBBBBBBBBBB/
FF FF FFdddddddddddddBBBBBBBBAAA
FF FF ddddddddddBBBBBBBBAAA
/dddddddddBBBBBBBBAAAAAAAAA
dddddddddddddd/ BBBBAAAAAAAAAAAA
ddddddddddddd/ BBBBAAAAAAAAA\AAA
\ddddddddddd BBBB AAA\AAAAAAAA
\dddddddd BB AAAAAAAAAAAA
\ddddddd BB AAAAAAAAAAAAAA
\dddd/ AAAAAAA/
ddd/ AAAAA
dd AAAA
dd AAAA
AAAAAA
AAAAAA
AAAAA
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via joiner)
Connection: ROOM_3 --> ROOM_5 (via joiner)
Connection: ROOM_4 --> ROOM_6 (via joiner)
Connection: ROOM_5 --> ROOM_7 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_6
Maximum of 1 key goals.
Dividing QUEST_1 @ CONN_5 (ROOM_4 -- ROOM_6)
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:640
QUEST_1 : svolume:171
Zone quota: 4
Zone list:
ZONE_2 : rooms:6 areas:70
ZONE_1 : rooms:1 areas:16
Other Item quota : 4.00
--==| Build Rooms |==--
AREA_21 leads to nowhere. (6368, 6496)
--==| Auto Detail Report |==--
Total walkable volume: 811.5
Group walls tone down multiplier: 1
Total perimeter: 716
Plain walls tone down multiplier: 1
Loading wad-fab start/closet1.wad / *
MAP03: Adding Start_closet1 from object in start/closet1.wad
MAP03: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
Loading wad-fab item/closet.wad / MAP02
MAP03: Adding Item_closet_w_door_tech from MAP02 in item/closet.wad
MAP03: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/beed28_broken_door.wad / MAP02
MAP03: Adding Pic_beed28_broken_door2 from MAP02 in picture/beed28_broken_door.wad
Loading wad-fab item/secret_ledge.wad / MAP04
MAP03: Adding Item_secret_ledge_sunken_universal_flipped from MAP04 in item/secret_ledge.wad
MAP03: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP03: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP03: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP03: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP03: Adding Joiner_armaetus_stairs_alternating_lights from object in joiner/armaetus_joiner_stairs_altern_lights.wad
MAP03: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab picture/pic_box.wad / MAP12
MAP03: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
Loading wad-fab item/secret_ledge.wad / *
MAP03: Adding Item_secret_ledge_tech from object in item/secret_ledge.wad
MAP03: Adding Item_secret_cage from object in item/secret_cage.wad
Loading wad-fab stairs/gtd_lift_disguised_128.wad / MAP01
LACKING MATERIAL : SW1STARG
MAP03: Adding Lift_gtd_disguised_128 from MAP01 in stairs/gtd_lift_disguised_128.wad
MAP03: Adding Lift_gtd_disguised_128 from MAP01 in stairs/gtd_lift_disguised_128.wad
MAP03: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
Loading wad-fab joiner/gtd_bridge_action.wad / MAP01
MAP03: Adding Joiner_gtd_bridge_action from MAP01 in joiner/gtd_bridge_action.wad
Loading wad-fab joiner/gtd_universal_joiners.wad / MAP03
MAP03: Adding Joiner_gtd_universal_funnel from MAP03 in joiner/gtd_universal_joiners.wad
Loading wad-fab decor/gtd_decor_outdoor_machines.wad / MAP03
MAP03: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP03: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
MAP03: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP03: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP03: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP03: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP03: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
MAP03: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP03: Adding Item_secret_cage from object in item/secret_cage.wad
MAP03: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP11
MAP03: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
MAP03: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP03: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
MAP03: Adding Pic_beed28_broken_door2 from MAP02 in picture/beed28_broken_door.wad
MAP03: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP03: Adding Item_alcove_small from MAP01 in item/alcove1.wad
MAP03: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP03: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP03: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP03: Adding Lift_gtd_disguised_128 from MAP01 in stairs/gtd_lift_disguised_128.wad
MAP03: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab joiner/curve1.wad / *
MAP03: Adding Joiner_curve1 from object in joiner/curve1.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP03: Adding Item_secret_cage from object in item/secret_cage.wad
MAP03: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP03: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
MAP03: Adding Stair_long_1x2_tech3 from MAP01 in stairs/long_1x2.wad
MAP03: Adding Joiner_armaetus_stairs_alternating_lights from object in joiner/armaetus_joiner_stairs_altern_lights.wad
MAP03: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
Loading wad-fab item/gtd_item_cage_balcony.wad / MAP03
MAP03: Adding Item_cage_balcony_3 from MAP03 in item/gtd_item_cage_balcony.wad
MAP03: Adding Trap_simple1 from object in trap/trap1.wad
MAP03: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP03: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP03: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP03: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP03: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP03: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/key_2x2.wad / MAP01
MAP03: Adding Locked_2x2_yellow from MAP01 in joiner/key_2x2.wad
Loading wad-fab decor/gtd_pillar_generic.wad / MAP03
MAP03: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP03: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP03: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP03: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP03: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
Loading wad-fab decor/pillar1.wad / *
MAP03: Adding Pillar_round1_tech from object in decor/pillar1.wad
Loading wad-fab decor/gtd_decor.wad / MAP02
MAP03: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor.wad / MAP09
MAP03: Adding Decor_sealed_storage from MAP09 in decor/gtd_decor.wad
MAP03: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_pillar_generic.wad / MAP02
MAP03: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
Loading wad-fab decor/armaetus_terminals.wad / MAP02
MAP03: Adding Decor_armaetus_2x2_terminal_smaller from MAP02 in decor/armaetus_terminals.wad
Loading wad-fab decor/gtd_decor_outdoor_machines.wad / MAP01
MAP03: Adding Decor_tech_point_HVAC_1 from MAP01 in decor/gtd_decor_outdoor_machines.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP04
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP03: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP03: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP03: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab exit/armaetus_closet_superlift.wad / MAP02
MAP03: Adding Exit_armaetus_superlift_down from MAP02 in exit/armaetus_closet_superlift.wad
MAP03: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_tech_wallmachines.wad / MAP03
MAP03: Adding Pic_computer_pull_rack_thingies from MAP03 in picture/gtd_pic_tech_wallmachines.wad
MAP03: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP03: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP03: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP03: Adding Stair_long_1x2_tech3 from MAP01 in stairs/long_1x2.wad
MAP03: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP03: Adding Lift_gtd_disguised_128 from MAP01 in stairs/gtd_lift_disguised_128.wad
MAP03: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab fence/beam_lights.wad / MAP04
Loading wad-fab wall/garrett_wall_tech_diagonals.wad / MAP01
Loading wad-fab wall/mid_band.wad / MAP01
Loading wad-fab wall/gtd_wall_infestation.wad / MAP04
Loading wad-fab window/square.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP05
Loading wad-fab wall/garrett_wall_tech_diagonals.wad / MAP02
Loading wad-fab window/square.wad / MAP02
Loading wad-fab wall/gtd_wall_natural.wad / MAP07
Loading wad-fab wall/gtd_wall_natural.wad / MAP04
Loading wad-fab wall/gtd_wall_natural.wad / MAP06
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP02
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP01
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Depot_raise from MAP01 in misc/depot.wad
MAP03: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: shotty
Giving weapon: chain
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 70457 dead regions (of 98287)
Swallowed 14590 brushes (of 70468)
Filled 709 gaps (of 21094 total)
Lighting level...
Merged 7324 colinear lines
Rounded 6 square corners
Aligned 9729 textures
Level 4 title: Deimos Area
~~~~~~| MAP04 |~~~~~~
Level seed: 18063242823
Styles =
{
ambushes = few
barrels = heaps
big_rooms = some
cages = rare
caves = none
cycles = some
dead_ends = some
doors = few
ex_floors = few
fences = none
hallways = few
islands = heaps
keys = few
lakes = heaps
liquids = none
outdoors = none
pictures = heaps
porches = some
secrets = heaps
steepness = few
switches = heaps
symmetry = heaps
teleporters = none
traps = some
windows = few
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_4
Growing ROOM_1 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_4X4
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_2 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_AREA_1
'OH SHIT HERE WE GO AGAIN', says ROOM 2 before he was violently gunned down by the Linear Mode thugz...
Killing 2
Growing ROOM_3 with [grow x 30].....
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET_SOLID
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
Growing ROOM_3 with [sprout x 2].....
new room ROOM_4 : env = nil : parent = ROOM_3
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_2
new room ROOM_6 : env = nil : parent = ROOM_3
new room ROOM_7 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_3 with [square_out x 11].....
Growing ROOM_4 with [grow x 20].....
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_TRENCH_STRAIGHT_LONG
Growing ROOM_4 with [sprout x 1].....
new room ROOM_8 : env = hallway : parent = ROOM_4
new room ROOM_9 : env = hallway : parent = ROOM_4
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_4 with [square_out x 18].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_5 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_O
APPLIED rule: GROW_L
Growing ROOM_5 with [sprout x 2].....
new room ROOM_10 : env = hallway : parent = ROOM_5
new room ROOM_11 : env = hallway : parent = ROOM_5
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_5 with [square_out x 30].....
Growing ROOM_6 with [grow x 10].....
Growing ROOM_6 with [grow x 30].....
Killing 6
Growing ROOM_7 with [grow x 30].....
Growing ROOM_7 with [grow x 10].....
Killing 7
Growing HALLWAY_8 with [hall_2 x 3].....
Growing HALLWAY_8 with [hall_2_sprout x 2].....
Growing HALLWAY_8 with [hall_2_sprout x 3].....
Killing 8
Growing HALLWAY_9 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_9 with [hall_2_sprout x 3].....
Growing HALLWAY_9 with [hall_2_sprout x 2].....
Killing 9
Growing HALLWAY_10 with [hall_2 x 6].....
Growing HALLWAY_10 with [hall_2_sprout x 1].....
Growing HALLWAY_10 with [hall_2_sprout x 2].....
Killing 10
Growing HALLWAY_11 with [hall_2 x 6].....
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_11 with [hall_2_sprout x 2].....
Growing HALLWAY_11 with [hall_2_sprout x 1].....
Killing 11
Growing ROOM_3 with [sprout x 3].....
new room ROOM_12 : env = nil : parent = ROOM_3
new room ROOM_13 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x1
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 1
new room ROOM_14 : env = nil : parent = ROOM_3
new room ROOM_15 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x1
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 2
new room ROOM_16 : env = nil : parent = ROOM_3
new room ROOM_17 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x3
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 3
Growing ROOM_4 with [sprout x 2].....
new room ROOM_18 : env = hallway : parent = ROOM_4
new room ROOM_19 : env = hallway : parent = ROOM_4
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_4 is resolved OMG AMAZING!!!!
4 Emergency Sprout attempts: 1
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_12 with [grow x 10].....
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_3
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_12 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_13 with [grow x 10].....
Growing ROOM_13 with [grow x 30].....
Killing 13
Growing ROOM_14 with [grow x 30].....
Growing ROOM_14 with [grow x 30].....
Killing 14
Growing ROOM_15 with [grow x 10].....
APPLIED rule: GROW_2
Growing ROOM_15 with [grow x 20].....
Killing 15
Growing ROOM_16 with [grow x 20].....
APPLIED rule: GROW_BEND
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_BEND
APPLIED rule: GROW_BEND
APPLIED rule: GROW_BEND
Growing ROOM_16 with [sprout x 2].....
Growing ROOM_16 with [square_out x 2].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_17 with [grow x 30].....
Growing ROOM_17 with [grow x 20].....
Killing 17
Growing HALLWAY_18 with [hall_2 x 7].....
Growing HALLWAY_18 with [hall_2_sprout x 2].....
Growing HALLWAY_18 with [hall_2_sprout x 2].....
Killing 18
Growing HALLWAY_19 with [hall_2 x 6].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_19 with [hall_2_sprout x 2].....
Growing HALLWAY_19 with [hall_2_sprout x 2].....
Killing 19
Growing ROOM_16 with [sprout x 2].....
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_5 with [sprout x 2].....
new room ROOM_20 : env = hallway : parent = ROOM_5
new room ROOM_21 : env = hallway : parent = ROOM_5
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_5 is resolved OMG AMAZING!!!!
5 Emergency Sprout attempts: 1
new room ROOM_22 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_4x1
Emergency in ROOM_5 is resolved OMG AMAZING!!!!
5 Emergency Sprout attempts: 2
Growing ROOM_4 with [sprout x 2].....
new room ROOM_23 : env = hallway : parent = ROOM_4
new room ROOM_24 : env = hallway : parent = ROOM_4
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_4 is resolved OMG AMAZING!!!!
4 Emergency Sprout attempts: 2
Growing HALLWAY_20 with [hall_2 x 4].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_P1
Growing HALLWAY_20 with [hall_2_sprout x 1].....
new room ROOM_25 : env = nil : parent = HALLWAY_20
APPLIED rule: HALL_2_SPROUT_B
Growing HALLWAY_21 with [hall_2 x 7].....
APPLIED rule: HALL_2_GROW_T1
Growing HALLWAY_21 with [hall_2_sprout x 2].....
Growing HALLWAY_21 with [hall_2_sprout x 2].....
Killing 21
Growing ROOM_22 with [grow x 30].....
APPLIED rule: GROW_36_DOUBLE_AREA
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
Shape group: catwalk
Shape count: 12
Growing ROOM_22 with [sprout x 2].....
new room ROOM_26 : env = hallway : parent = ROOM_22
new room ROOM_27 : env = hallway : parent = ROOM_22
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_22 with [square_out x 30].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
Killing 23
Killing 24
Killing 25
Killing 20
Killing 26
Killing 27
Growing ROOM_22 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_16 with [decorate x 10].....
Growing ROOM_5 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x2
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_4x2
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_3x1
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
5 Emergency Sprout attempts: 2
Growing ROOM_4 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_4x2
4 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_4x2
4 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_3x2
4 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
4 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
4 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CAGE_2
Growing ROOM_4 with [cage_grow x 1].....
APPLIED rule: AUX_CAGE_GROW1
4 Emergency Sprout attempts: 2
4 Emergency Sprout attempts: 2
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_12 with [decorate x 10].....
Growing ROOM_3 with [decorate x 6].....
APPLIED rule: DECORATE_CLIFF_CAGE_3X_ROW
3 Emergency Sprout attempts: 3
Seed Map:
DDDDDDDDDDDDDDDD
DD DDDDDDDDDDDDDDDD DD
DD DDDDDDDDDDDDDDDD DD
DDDDDDDDDDDDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDDDDDDDDDDDD
LLLLDDDDD \DDDD/ DDDDD /AA\
LLLLLLLLL DDDDDD AAAAAAAA
LLLLL\LLLLDDDDDD AAAAAAAA
LLLLLLLLLLLCCCCCCC \AA/
LLLLLLLLLLLCCCCCCC AA
LLLLLLLLLLLCCCCCCCCCCCAAAAAA
LLLLL/LLLL CCCCCCCCCCAAAAAA
LLLLLLLLL CCCCCCCCCCAAAAAA
LLLL CCCCCCCCCCAAAAAA
EEEE CCCCCCCC EEEEAA
EEEE EE /PCC EEEEAA
EEEE EE/PPPPPPEEEE
EEEEE EEPPPPPPPEEEEE
EEEEEE /EEEE\PPPPEEEEEE
EEEEEE /EEEEEE\PP/EEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEE\EEEEEE/EEEEEEE
EEEEEVV \EEEE/ VVEEEEE
VVVVEEEEVVVV
VVVVVVVVVVVVVVVV
VVVVV/VVVV\VVVVV
VV VVVVVVVVVVVVVV VV
VV VVVVVVVVVVVVVV VV
VVVVVVVVVVVVVVVVVVVVVVVV
VVV/VVVVVVVVVVVVVVVV\VVV
VVVVVV/VV\VVVV/VV\VVVVVV
VVVVVVVVVVVVVVVVVVVV
VVV VV VV VV VVV
Connection: ROOM_1 --> ROOM_3 (via joiner)
Connection: ROOM_3 --> ROOM_4 (via edge)
Connection: ROOM_3 --> ROOM_5 (via edge)
Connection: ROOM_3 --> ROOM_12 (via joiner)
Connection: ROOM_3 --> ROOM_16 (via joiner)
Connection: ROOM_5 --> ROOM_22 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_22
Maximum of 0 key goals.
Maximum of 0 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:782
Zone quota: 3
Zone list:
ZONE_1 : rooms:7 areas:73
Other Item quota : 6.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 782.5
Group walls tone down multiplier: 1
Total perimeter: 669
Plain walls tone down multiplier: 1
MAP04: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP04: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
Loading wad-fab decor/gtd_decor.wad / MAP06
MAP04: Adding Decor_server_rack from MAP06 in decor/gtd_decor.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP04: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
Loading wad-fab start/gtd_generic_immersive_start.wad / MAP01
MAP04: Adding Start_generic_immersive_start from MAP01 in start/gtd_generic_immersive_start.wad
MAP04: Adding Item_closet_w_door_tech from MAP02 in item/closet.wad
MAP04: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
Loading wad-fab joiner/gtd_universal_joiners.wad / MAP02
MAP04: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
Loading wad-fab item/gtd_item_closet_toilet_point.wad / MAP01
MAP04: Adding Item_closet_toilet_point from MAP01 in item/gtd_item_closet_toilet_point.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP04: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab joiner/secret2.wad / MAP01
MAP04: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
MAP04: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
MAP04: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
Loading wad-fab decor/pillar3.wad / MAP01
MAP04: Adding Pillar3_tech2 from MAP01 in decor/pillar3.wad
Loading wad-fab decor/pillar3.wad / MAP01
MAP04: Adding Pillar_tech3 from MAP01 in decor/pillar3.wad
MAP04: Adding Pillar_tech3 from MAP01 in decor/pillar3.wad
MAP04: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP04: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP04: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP04: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP04: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP04: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP04: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP04: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP04: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP04: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP04: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP04: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP04: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_tech_wallmachines.wad / MAP04
MAP04: Adding Pic_computer_charging_grid_thingies from MAP04 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP10
MAP04: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP04: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP04: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP04: Adding Item_closet_w_door_tech from MAP02 in item/closet.wad
MAP04: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP04: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP04: Adding Trap_simple1 from object in trap/trap1.wad
MAP04: Adding Trap_simple1 from object in trap/trap1.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/beed28_broken_door.wad / MAP01
MAP04: Adding Pic_beed28_broken_door from MAP01 in picture/beed28_broken_door.wad
MAP04: Adding Item_alcove_small_tech1 from MAP02 in item/alcove1.wad
MAP04: Adding Item_secret_cage from object in item/secret_cage.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP04: Adding Item_secret_ledge_sunken_universal_flipped from MAP04 in item/secret_ledge.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP04: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
MAP04: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP04: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/gtd_cageish_joiner.wad / MAP03
MAP04: Adding Joiner_gtd_cageish_joiner_2_standing from MAP03 in joiner/gtd_cageish_joiner.wad
Loading wad-fab decor/pillar2.wad / MAP01
MAP04: Adding Pillar_tech2_B from MAP01 in decor/pillar2.wad
MAP04: Adding Pillar_tech2_B from MAP01 in decor/pillar2.wad
MAP04: Adding Pillar_tech2_B from MAP01 in decor/pillar2.wad
MAP04: Adding Pillar_tech2_B from MAP01 in decor/pillar2.wad
MAP04: Adding Pillar_tech2_B from MAP01 in decor/pillar2.wad
MAP04: Adding Pillar_tech2_B from MAP01 in decor/pillar2.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP01
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
Loading wad-fab exit/gtd_toilet_exit.wad / MAP01
MAP04: Adding Exit_gtd_toilet from MAP01 in exit/gtd_toilet_exit.wad
MAP04: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP04: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP04: Adding Pic_beed28_broken_door2 from MAP02 in picture/beed28_broken_door.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP04: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_tech_wallmachines.wad / MAP02
MAP04: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
MAP04: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP04: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab door/secret.wad / MAP01
Loading wad-fab door/gtd_simplest_arch.wad / MAP01
Loading wad-fab window/gtd_window_absurdly_open.wad / MAP01
Loading wad-fab wall/gtd_wall_infestation.wad / MAP02
Loading wad-fab wall/gtd_wall_ribbed_light_set.wad / MAP02
Loading wad-fab wall/gtd_wall_tech_octagon_insets.wad / MAP01
Loading wad-fab wall/gtd_wall_tech_octagon_insets.wad / MAP02
Loading wad-fab window/gtd_window_absurdly_open.wad / MAP03
Loading wad-fab fence/beam_quakeish.wad / MAP01
Loading wad-fab fence/beam_quakeish.wad / MAP02
Loading wad-fab wall/gtd_wall_infestation.wad / MAP01
Loading wad-fab window/gtd_window_absurdly_open.wad / MAP02
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: plasma
Giving weapon: launch
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 70195 dead regions (of 97735)
Swallowed 13848 brushes (of 70209)
Filled 26 gaps (of 21012 total)
Lighting level...
Merged 7623 colinear lines
Rounded 13 square corners
Aligned 8561 textures
Level 5 title: UAC Substation
~~~~~~| MAP05 |~~~~~~
Level seed: 18063242824
Styles =
{
ambushes = some
barrels = heaps
big_rooms = none
cages = rare
caves = none
cycles = none
dead_ends = some
doors = heaps
ex_floors = few
fences = heaps
hallways = few
islands = heaps
keys = heaps
lakes = few
liquids = none
outdoors = some
pictures = some
porches = some
secrets = some
steepness = some
switches = few
symmetry = some
teleporters = none
traps = heaps
windows = some
}
Liquid: skipped for level (by style).
Skybox: Skybox_generic
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 20].....
APPLIED rule: GROW_RAMP_THIN_SINK
APPLIED rule: GROW_2
APPLIED rule: GROW_WIDE_LOW_CEILING_SIDE
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_1 with [square_out x 20].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_2 with [grow x 10].....
Growing ROOM_2 with [grow x 20].....
Killing 2
Growing ROOM_3 with [grow x 10].....
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
Growing ROOM_3 with [sprout x 2].....
new room ROOM_4 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_4x1
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_4 with [grow x 10].....
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_CLIFF_EXTENSION
Shape group: catwalk
Shape count: 10
Growing ROOM_4 with [sprout x 2].....
new room ROOM_6 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_7 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_4 with [square_out x 13].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_5 with [grow x 30].....
APPLIED rule: GROW_HALF_SKILLET_SPIRAL
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_3
APPLIED rule: GROW_BEND
APPLIED rule: GROW_SQUIGGLE
Growing ROOM_5 with [sprout x 1].....
new room ROOM_8 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_DIRECT_2
Growing ROOM_5 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_6 with [grow x 10].....
Growing ROOM_6 with [grow x 20].....
Killing 6
Growing ROOM_7 with [grow x 30].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
Growing ROOM_7 with [sprout x 3].....
new room ROOM_9 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_10 : env = hallway : parent = ROOM_7
APPLIED rule: SPROUT_narrow_hallway
new room ROOM_11 : env = hallway : parent = ROOM_7
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_8 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_2
APPLIED rule: GROW_INTO_CLIFF_TALL
Shape group: catwalk
Shape count: 0
Growing ROOM_8 with [sprout x 3].....
new room ROOM_12 : env = nil : parent = ROOM_8
new room ROOM_13 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_3x1
new room ROOM_14 : env = nil : parent = ROOM_8
new room ROOM_15 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_8 with [square_out x 10].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_9 with [grow x 30].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_9 with [sprout x 2].....
Growing HALLWAY_10 with [hall_1 x 15].....
Growing HALLWAY_10 with [hall_1_sprout x 1].....
Growing HALLWAY_10 with [hall_1_sprout x 1].....
Killing 10
Growing HALLWAY_11 with [hall_1 x 12].....
Growing HALLWAY_11 with [hall_1_sprout x 3].....
Growing HALLWAY_11 with [hall_1_sprout x 1].....
Killing 11
Growing ROOM_12 with [grow x 20].....
APPLIED rule: GROW_INTO_CLIFF
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_BEND
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_SQUIGGLE
Growing ROOM_12 with [sprout x 2].....
new room ROOM_16 : env = nil : parent = ROOM_12
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_12 with [square_out x 7].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_13 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_13 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_14 with [grow x 10].....
APPLIED rule: GROW_STAIRED_T
Growing ROOM_14 with [sprout x 1].....
Growing ROOM_14 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_15 with [grow x 20].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
Growing ROOM_15 with [sprout x 1].....
Killing 16
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_5 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_LUMP
Growing ROOM_3 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_8 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_8 with [cage_grow x 2].....
Growing ROOM_15 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_7 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_9 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_13 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
Growing ROOM_14 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_12 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_12 with [filler x 30].....
Growing ROOM_7 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
Growing ROOM_3 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
Growing ROOM_4 with [filler x 30].....
Growing ROOM_15 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
Growing ROOM_12 with [smoother x 15].....
APPLIED rule: SERRATED_EDGE_SMOOTHER
Growing ROOM_7 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_4 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_15 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
llll oo
II lll llll /l/oooo
II lll lllllllooooo
gg\IIIIIIIIllllllllll//ooo\
gggIIIIIIIIlllllllll/ oooooooo
ggggggII lllllllll oooooooooo
ggggggggIII\EEllllllll HHoooooooo
ggggg ggggggggIIIIEE /EEElll HHoooooo\
ggggg\ /ggddddIIIIEE/EEEElllH HHoooooooooo
ggggggggggddddIII/EEE/EE HHHHHHHoooooooooo
ggggggggggddddd\EEEEE EEHHHHHHHH \ooooooo
\gggggg\ggddddddEEEEEEEEHH\HHHHHHH \oo/ooo
\ggggg/ddddddddEEEEEEEEHHHHHHHHHH ooo
gggddddddddddE\EE/EEEEHHHHHHHHHH
gggddddddddddEEEEEEEE HH/HHHHHHH
ddddddddccEE\EE HHHHHHHH
dddddccEE EE HHHHHHH
cccc/cc AAA MMMH HH
cccccccc AAAMMMMMMMHH
ccccccccAAAAAAMMMMMMMHH
ccccccccAAAAAAMMMMMMMNNNNNNNN
\ccccc\ AAAMMMMMMMNNNNNNNN
cccccccc\ AAAMMMMMMMNNNNNNNN
ccccccccccAAAMM M MMNNNNNNNNNN
cccccccccc/A\MMMMMMMNNNNNNNNNN
ccc\ccc/AAAMMMMMMMNN/NN\NN
ccc ccc AAAMMMMMMMNNNNNNNN
ccAAAAAAAMMM NNNNNNNN
ccAAAAAAAMMM NNNN NN
ccAAAAAAA NN NN
AAAAAAAAAAA
AAAAAAAAAAA
AAAAAAA
Connection: ROOM_1 --> ROOM_3 (via joiner)
Connection: ROOM_3 --> ROOM_4 (via joiner)
Connection: ROOM_3 --> ROOM_5 (via joiner)
Connection: ROOM_4 --> ROOM_7 (via edge)
Connection: ROOM_5 --> ROOM_8 (via edge)
Connection: ROOM_7 --> ROOM_9 (via joiner)
Connection: ROOM_8 --> ROOM_12 (via joiner)
Connection: ROOM_8 --> ROOM_13 (via joiner)
Connection: ROOM_8 --> ROOM_14 (via joiner)
Connection: ROOM_8 --> ROOM_15 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_15
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_10 (ROOM_8 -- ROOM_15)
Dividing QUEST_2 @ CONN_5 (ROOM_5 -- ROOM_8)
Dividing QUEST_2 @ CONN_9 (ROOM_8 -- ROOM_14)
Maximum of 1 switch goals.
Dividing QUEST_4 @ CONN_8 (ROOM_8 -- ROOM_13)
Start room: ROOM_1
Quest list:
QUEST_3 : svolume:421
QUEST_5 : svolume:149
QUEST_4 : svolume:70
QUEST_2 : svolume:78
QUEST_1 : svolume:84
Zone quota: 3
Zone list:
ZONE_2 : rooms:8 areas:58
ZONE_1 : rooms:2 areas:11
ZONE_3 : rooms:1 areas:9
Other Item quota : 8.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 803
Group walls tone down multiplier: 1
Total perimeter: 700
Plain walls tone down multiplier: 1
MAP05: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
Loading wad-fab start/armaetus_start1.wad / MAP02
MAP05: Adding Start_armaetus_start_lift from MAP02 in start/armaetus_start1.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP05: Adding Item_alcove_small_tech2 from MAP02 in item/alcove1.wad
MAP05: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP05: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
Loading wad-fab joiner/gtd_simple_sloped.wad / MAP01
LACKING MATERIAL : CEMENT3
MAP05: Adding Joiner_simple_sloped from MAP01 in joiner/gtd_simple_sloped.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Item_alcove_small_tech1 from MAP02 in item/alcove1.wad
Loading wad-fab joiner/gtd_simplest.wad / MAP01
MAP05: Adding Joiner_simplest from MAP01 in joiner/gtd_simplest.wad
MAP05: Adding Joiner_gtd_universal_funnel from MAP03 in joiner/gtd_universal_joiners.wad
MAP05: Adding Decor_armaetus_flagpole from MAP01 in decor/armaetus_EPIC_flagpole.wad
Loading wad-fab decor/gtd_generic_sunk_roof.wad / MAP01
MAP05: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
Loading wad-fab decor/blob_lamp.wad / MAP01
MAP05: Adding Decor_blob_lamp from MAP01 in decor/blob_lamp.wad
MAP05: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Item_alcove_small_tech2 from MAP02 in item/alcove1.wad
MAP05: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
Loading wad-fab joiner/gtd_cageish_joiner.wad / MAP02
MAP05: Adding Joiner_gtd_cageish_joiner_bunker_4x4 from MAP02 in joiner/gtd_cageish_joiner.wad
MAP05: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP05: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP05: Adding Item_secret_cage from object in item/secret_cage.wad
MAP05: Adding Item_tech_window from MAP01 in item/gtd_item_tech_window.wad
MAP05: Adding Item_cage_balcony_3 from MAP03 in item/gtd_item_cage_balcony.wad
MAP05: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP05: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP05: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP05: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP05: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP05: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP05: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP05: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Item_secret_cage from object in item/secret_cage.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Item_alcove_small_tech1 from MAP02 in item/alcove1.wad
MAP05: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP05: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
Loading wad-fab joiner/barred1.wad / *
MAP05: Adding Joiner_barred1 from object in joiner/barred1.wad
MAP05: Adding Joiner_remote_sw_metal from MAP01 in joiner/barred2.wad
Loading wad-fab joiner/key_large.wad / *
MAP05: Adding Locked_joiner_red from object in joiner/key_large.wad
MAP05: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP05: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/scionox_guardpost.wad / MAP03
MAP05: Adding Joiner_scionox_guardpost_yellow from MAP03 in joiner/scionox_guardpost.wad
MAP05: Adding Decor_water_tower from MAP01 in decor/gtd_decor_water_tower.wad
MAP05: Adding Item_pedestal_tech from object in item/pedestal.wad
MAP05: Adding Cage_auto_open_smaller from MAP02 in cage/gtd_cage_auto_opening.wad
MAP05: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP05: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP05: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP05: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP05: Adding Item_pedestal_tech from object in item/pedestal.wad
Loading wad-fab item/gtd_item_cage_balcony.wad / MAP02
MAP05: Adding Item_cage_balcony_2 from MAP02 in item/gtd_item_cage_balcony.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Trap_simple1 from object in trap/trap1.wad
MAP05: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP05: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP05: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
Loading wad-fab decor/garrett_decor_rotten_flesh.wad / MAP01
MAP05: Adding Decor_garrett_rotten_flesh from MAP01 in decor/garrett_decor_rotten_flesh.wad
Loading wad-fab decor/gtd_decor.wad / MAP11
MAP05: Adding Decor_fuel_rods from MAP11 in decor/gtd_decor.wad
MAP05: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP05: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP05: Adding Item_secret_ledge_tech from object in item/secret_ledge.wad
MAP05: Adding Item_secret_cage from object in item/secret_cage.wad
MAP05: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
MAP05: Adding Item_alcove_techy from object in item/alcove2.wad
MAP05: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
Loading wad-fab stairs/stair_64.wad / MAP02
MAP05: Adding Stair_64_tech from MAP02 in stairs/stair_64.wad
MAP05: Adding Decor_blob_lamp from MAP01 in decor/blob_lamp.wad
MAP05: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
Loading wad-fab exit/armaetus_closet_superlift.wad / MAP01
MAP05: Adding Exit_armaetus_superlift_up from MAP01 in exit/armaetus_closet_superlift.wad
MAP05: Adding Switch_wall_box1 from object in switch/wall_box1.wad
Loading wad-fab switch/niche2.wad / MAP02
MAP05: Adding Switch_niche20 from MAP02 in switch/niche2.wad
Loading wad-fab door/gtd_key_small.wad / MAP01
Loading wad-fab window/supertall.wad / MAP01
Loading wad-fab wall/gtd_wall_tech_server_room.wad / MAP05
Loading wad-fab wall/gtd_wall_tech_server_room.wad / MAP01
Loading wad-fab wall/gtd_wall_tech_server_room.wad / MAP04
Loading wad-fab wall/gtd_wall_tech_server_room.wad / MAP03
Loading wad-fab wall/lite_2.wad / MAP01
Loading wad-fab window/supertall.wad / MAP02
MAP05: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP05: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP05: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP05: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP05: Adding Depot_raise from MAP01 in misc/depot.wad
MAP05: Adding Depot_raise from MAP01 in misc/depot.wad
MAP05: Adding Depot_raise from MAP01 in misc/depot.wad
MAP05: Adding Depot_raise from MAP01 in misc/depot.wad
MAP05: Adding Depot_raise from MAP01 in misc/depot.wad
MAP05: Adding Depot_raise from MAP01 in misc/depot.wad
MAP05: Adding Skybox_generic from MAP01 in skybox/gtd_generic_sky.wad
--==| Make Battles |==--
Giving weapon: shotty
Giving weapon: super
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 63908 dead regions (of 89090)
Swallowed 13095 brushes (of 63912)
Filled 1345 gaps (of 17999 total)
Lighting level...
Merged 6260 colinear lines
Rounded 17 square corners
Aligned 9838 textures
Level 6 title: Surrounded!
~~~~~~| MAP06 |~~~~~~
Level seed: 18063242825
Styles =
{
ambushes = none
barrels = heaps
big_rooms = heaps
cages = rare
caves = none
cycles = some
dead_ends = some
doors = heaps
ex_floors = few
fences = few
hallways = none
islands = few
keys = few
lakes = few
liquids = some
outdoors = few
parks = none
pictures = some
porches = some
secrets = some
steepness = some
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = heaps
}
Liquid: water (usage 50%)
Skybox: Skybox_generic
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_LIQUID_POOL_2X2
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_LIQUID_SIDE_POOL_THIN
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_2
APPLIED rule: GROW_DIAGONAL_SIDE_BLOB
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_1 with [square_out x 11].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_WIDE_SPACE_CATWALK_STRAIGHT
APPLIED rule: GROW_36_QUAD_FORWARD_AREA
APPLIED rule: GROW_LIQUID_SLAB_ENTRY
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_2
APPLIED rule: GROW_TRENCH_STRAIGHT_LONG
APPLIED rule: GROW_TINY_U
APPLIED rule: GROW_ELEVATED_PILLAR_U
APPLIED rule: GROW_DIAGONAL_S
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_TRENCH_STRAIGHT
APPLIED rule: GROW_LIQUID_SCANAL_STRAIGHT
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY_FORWARD
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY
APPLIED rule: GROW_3
APPLIED rule: GROW_3
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_L
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [square_out x 41].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
Growing ROOM_2 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_LIQUID_POOL_PLACE_3x6
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLIFF_CAGE
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_LIQUID_POOL_PLACE_3x3
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Seed Map:
BBBBB BBBBB
BBBBBB\ /BBBBBB
BBBBBBB\ /BBBBBBB
/BB\BB/BBBBB\ /BBBBB\BB/BB\
BBBBBBBBBBBBB\ /BBBBBBBBBBBBB
B/B\BBBBBBBBBBB BBBBBBBBBBB/B\B
BBBBBBBBB/ \BBBBBBBB/ \BBBBBBBBB
B\B/BBB\ \BBBBBB/ /BBB\B/B
BBBBBBBB BB BBBBBBBB
BBBBBBB\ BBBBBBBB /BBBBBBB
BBBBBB/BBBBB/BBBB\BBBBB\BBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBB B\BBB B\BBBB/B BBB/B BBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBB/BBBBBBBB/\BBBBBBBB\BBBBB
/BBBBBBBB BBBBBBBB BBBBBBBB\
BBBBBBBB/AA\BBBB/AA\BBBBBBBB
BBBBBBBBAAAABBBBAAAABBBBBBBB
BBBBBBB/BBAAAABBBBAAAABB\BBBBBBB
BBBBBBBBBBAAAABBBBAAAABBBBBBBBBB
BBB\BBB\BBAAAABBBBAAAABB/BBB/BBB
BBBBBBBBBAAAAAAAAAAAAAABBBBBBBBB
BBBBBBBBBAAAAAAAAAAAAAABBBBBBBBB
BBBBBBBB/ AAAAAAAAAAAA \BBBBBBBB
BBBBBBB AAAAAAAAAA BBBBBBB
/BBBBBBB AAAAAAAA BBBBBBB\
BBBBBBBBB AAAAAAAA BBBBBBBBB
B/BBB\BBB AAAAAAAA BBB/BBB\B
BBBBBBBBAA AAAAAAAA AABBBBBBBB
BB\BBB/BAA AAAAAAAAAA AAB\BBB/BB
BBBBBBBBAAAA\AAAAAA/AAAABBBBBBBB
BBBBBBBBA AAA\AAAA/AAA ABBBBBBBB
BBBBBB AAAAAA/ AA \AAAAAA BBBBBB
BBBB AAAAA/ AA \AAAAA BBBB
AAAA AA AAAA
AA AA
Connection: ROOM_1 --> ROOM_2 (via edge)
--==| Make Quests |==--
Exit room: ROOM_2
Maximum of 1 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:1031
Zone quota: 4
Zone list:
ZONE_1 : rooms:2 areas:81
Other Item quota : 9.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 1031
Group walls tone down multiplier: 1
Total perimeter: 561
Plain walls tone down multiplier: 1
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP04
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP06: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
Loading wad-fab start/armaetus_v5_start1.wad / MAP01
MAP06: Adding Start_armaetus_v5_start1 from MAP01 in start/armaetus_v5_start1.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP06: Adding Item_alcove_small_tech3 from MAP02 in item/alcove1.wad
MAP06: Adding Item_alcove_small_tech1 from MAP02 in item/alcove1.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP06: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP06: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP06: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
Loading wad-fab stairs/sidewalk_16.wad / MAP01
MAP06: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP06: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP06: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP06: Adding Pillar3_tech2 from MAP01 in decor/pillar3.wad
MAP06: Adding Pillar_tech3 from MAP01 in decor/pillar3.wad
MAP06: Adding Crate_small_brown from MAP01 in decor/crates1.wad
Loading wad-fab decor/gtd_pillar_generic.wad / MAP01
MAP06: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
MAP06: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
MAP06: Adding Decor_tech_point_HVAC_1 from MAP01 in decor/gtd_decor_outdoor_machines.wad
MAP06: Adding Decor_tech_point_HVAC_1 from MAP01 in decor/gtd_decor_outdoor_machines.wad
MAP06: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP06: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP06: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
MAP06: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
MAP06: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP06: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP06: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP06: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP06: Adding Pillar_round1_tech2 from object in decor/pillar1.wad
MAP06: Adding Pillar_round1_tech2 from object in decor/pillar1.wad
Loading wad-fab decor/gtd_decor.wad / MAP03
MAP06: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP06: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP06: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP06: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP06: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
MAP06: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor.wad / MAP05
MAP06: Adding Decor_computer_tall from MAP05 in decor/gtd_decor.wad
MAP06: Adding Decor_computer_tall from MAP05 in decor/gtd_decor.wad
MAP06: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP06: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
Loading wad-fab decor/garrett_decor_hanging_framework.wad / *
MAP06: Adding Decor_garrett_hanging_framework from object in decor/garrett_decor_hanging_framework.wad
MAP06: Adding Decor_garrett_hanging_framework from object in decor/garrett_decor_hanging_framework.wad
MAP06: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP06: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
Loading wad-fab decor/crates1.wad / MAP02
MAP06: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP06: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP06: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP06: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP06: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP06: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP06: Adding Decor_fuel_rods from MAP11 in decor/gtd_decor.wad
MAP06: Adding Decor_fuel_rods from MAP11 in decor/gtd_decor.wad
MAP06: Adding Pillar_tech3_A from MAP02 in decor/pillar2.wad
MAP06: Adding Pillar_tech3_A from MAP02 in decor/pillar2.wad
MAP06: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP06: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP06: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab item/gtd_item_closed_armory.wad / MAP02
MAP06: Adding Item_sealed_armory_room_regular from MAP02 in item/gtd_item_closed_armory.wad
MAP06: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP06: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP06: Adding Pic_computer_pull_rack_thingies from MAP03 in picture/gtd_pic_tech_wallmachines.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP06: Adding Item_secret_ledge_sunken_universal_flipped from MAP04 in item/secret_ledge.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP06: Adding Item_alcove_small from MAP01 in item/alcove1.wad
Loading wad-fab exit/closet2.wad / *
MAP06: Adding Exit_closet2 from object in exit/closet2.wad
MAP06: Adding Pic_computer_pull_rack_thingies from MAP03 in picture/gtd_pic_tech_wallmachines.wad
MAP06: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP06: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
MAP06: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP06: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP06: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP06: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP06: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP06: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP06: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP06: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP06: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP06: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP06: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab door/arch_w_pic.wad / MAP01
MAP06: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP06: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab wall/gtd_wall_generic_half_floor.wad / MAP01
Loading wad-fab wall/gtd_wall_generic_half_floor.wad / MAP02
Loading wad-fab wall/gtd_wall_tech_octagon_insets.wad / MAP03
Loading wad-fab wall/gtd_wall_generic_liquids_only.wad / MAP03
Loading wad-fab wall/garrett_wall_tech_diagonals.wad / MAP01
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP06: Adding Skybox_generic from MAP01 in skybox/gtd_generic_sky.wad
--==| Make Battles |==--
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 90006 dead regions (of 123739)
Swallowed 17997 brushes (of 90001)
Filled 10444 gaps (of 28185 total)
Lighting level...
Merged 6824 colinear lines
Rounded 8 square corners
Aligned 6776 textures
Level 7 title: Unwelcome
~~~~~~| MAP07 |~~~~~~
Level seed: 18063242826
Styles =
{
ambushes = none
barrels = heaps
big_rooms = heaps
cages = rare
caves = none
cycles = none
dead_ends = some
doors = heaps
ex_floors = few
fences = none
hallways = none
islands = few
keys = few
lakes = heaps
liquids = none
outdoors = none
parks = none
pictures = heaps
porches = some
secrets = some
steepness = some
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = some
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_STAIRPAIR_4
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_3
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_1 with [square_out x 4].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_2 with [grow x 50].....
Growing ROOM_2 with [grow x 50].....
Killing 2
Growing ROOM_1 with [sprout x 50].....
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Emergency in ROOM_1 is resolved OMG AMAZING!!!!
1 Emergency Sprout attempts: 1
Growing ROOM_3 with [grow x 50].....
Growing ROOM_3 with [grow x 50].....
Killing 3
Growing ROOM_1 with [sprout x 50].....
new room ROOM_4 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x1
Emergency in ROOM_1 is resolved OMG AMAZING!!!!
1 Emergency Sprout attempts: 2
Growing ROOM_4 with [grow x 50].....
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_STAIRED_L
APPLIED rule: GROW_L_STAIR
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_STAIRPAIR_5E
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_CLIFF_EXTENSION_NEW_AREA_X2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_FEATURES_CENTER_ALTERED
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA_INWARD
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
Growing ROOM_4 with [sprout x 50].....
Growing ROOM_4 with [square_out x 30].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_4x2
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_4x2
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_3x1
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_3x2
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_3x1
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
1 Emergency Sprout attempts: 2
Growing ROOM_4 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Seed Map:
DDDDD DD
DDDDD /DD
DDDDD/DDDD\ DD
DDDDDDDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDDDDDDD AAA
DDDDDDDDDDDDDDDDDDDDDDD AAAAA
DDDDDDDDDDDDDDD DDDDDDD AAAAAA
DDDDDDDDDDDDDDDDDDDDD /AAAAAA
DDDDDDDDDDDDDDDDDDDDD AAAAAAAA
DDDDDDDDDDDDDDD DDDDDDAAAAAAA
DDDD\DDDDDDDDDD\DDDDDDAAAAAAAAA
DD/DDDDDDDDDDDDDDD/DDDAAAAAAAAA
DDDDDDDDDDD DDDDDDDDDAAAAAAAAAAA
DDDDDDDDDDD/DDDDDDDDDAAAAAAAAAAA
DDDDDDDDDDDDDDDDDDDD\AAAAAAAA
DDDDDDDDDDDDDDDDDDDDDDDAAAAAAAAA
DDDDDDDDDDDDDDDDDD/D\DD AAAAAAAA
DDDDDDDDDDDDDDDDDDDDDDD AAAAAAA
DDDDDDDDDDD\DDDD\D/DDAAAAAAAA
DDDDDDDDDDD/DDDD/D\DDAAAAAA
DDDDDDDDDDDDDDDDDDDDDDDAAAAAA
DDDDDDDDDDDDDDDDDD\D/DDAAAAAAA
DDDDDDDDDDDDDDDDDDDDDDDAAAAAAA
DDDDDDDDDDDDDDDDDDDD/ AAAAAAA
DDDDDDDDDDD\DDDDDDDDD AAAA
DDDDDDDDDDD DDDDDDDDD AAAA
DD\DDDDDDDDDDDDDDD\DDD
DDDD/DDDDDDDDDD/DDDDDD
DDDDDDDDDDDDDDD DDDDDD
DDDDDDDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDD DDDDDDD
DDDDDDDDDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDDDDDDD
DDDDDDDDDDDDDDDDDDDDD
DDDDD\DDDD/ DD
DDDDD \DD
DDDDD DD
Connection: ROOM_1 --> ROOM_4 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_4
Maximum of 1 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:892
Zone quota: 4
Zone list:
ZONE_1 : rooms:2 areas:77
Other Item quota : 4.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 892.5
Group walls tone down multiplier: 1
Total perimeter: 571
Plain walls tone down multiplier: 1
MAP07: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP07: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP07: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP07: Adding Start_beed28_tunnel from object in start/beed28_start_tunnel.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP07: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP07: Adding Item_alcove_small_tech3 from MAP02 in item/alcove1.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Item_alcove_small_tech1 from MAP02 in item/alcove1.wad
MAP07: Adding Item_alcove_small_tech2 from MAP02 in item/alcove1.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP07: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP07: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP07: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP07: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/gtd_quakeish_simple.wad / MAP01
MAP07: Adding Joiner_quakeish from MAP01 in joiner/gtd_quakeish_simple.wad
MAP07: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP07: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP07: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP07: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP07: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP07: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP07: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
Loading wad-fab exit/gtd_generic_immersive_point_exit.wad / MAP01
MAP07: Adding Exit_immersive_point_exit1 from MAP01 in exit/gtd_generic_immersive_point_exit.wad
MAP07: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP07: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP07: Adding Pillar_round1_tech2 from object in decor/pillar1.wad
MAP07: Adding Pillar_round1_tech2 from object in decor/pillar1.wad
MAP07: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP07: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP07: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP07: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP07: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP07: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP07: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP07: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_computer_pull_rack_thingies from MAP03 in picture/gtd_pic_tech_wallmachines.wad
MAP07: Adding Pic_beed28_broken_door from MAP01 in picture/beed28_broken_door.wad
MAP07: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_tech_controlroom.wad / MAP01
MAP07: Adding Pic_control_room_small_monitors from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP07: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP07: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_control_room_small_monitors from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP07: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
MAP07: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP07: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP07: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP07: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP07: Adding Stair_long_1x2_general2 from MAP01 in stairs/long_1x2.wad
MAP07: Adding Stair_long_1x2_general2 from MAP01 in stairs/long_1x2.wad
Loading wad-fab stairs/gtd_lift_disguised_128.wad / MAP02
MAP07: Adding Lift_gtd_disguised_128_2h from MAP02 in stairs/gtd_lift_disguised_128.wad
MAP07: Adding Lift_gtd_disguised_128_2h from MAP02 in stairs/gtd_lift_disguised_128.wad
Loading wad-fab stairs/gtd_stair_ladder_128.wad / MAP03
MAP07: Adding Ladder_thin from MAP03 in stairs/gtd_stair_ladder_128.wad
MAP07: Adding Ladder_thin from MAP03 in stairs/gtd_stair_ladder_128.wad
MAP07: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP07: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP07: Adding Stair_64_tech from MAP02 in stairs/stair_64.wad
MAP07: Adding Stair_64_tech from MAP02 in stairs/stair_64.wad
MAP07: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP07: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP07: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP07: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP03
Loading wad-fab window/gtd_window_full_open.wad / MAP01
Loading wad-fab window/gtd_window_full_open.wad / MAP02
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCD738760
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCD7365A0
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCD737B80
fields = table: 0000023DCD737DB0
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCD737950
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCD736320
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCD73BC80
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCD739B10
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCD73B280
fields = table: 0000023DCD73BB90
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCD73C450
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCD739AC0
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCD740960
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCD73FCE0
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCD740780
fields = table: 0000023DCD740550
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCD7414A0
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCD73F010
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCD648200
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCD647260
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCD648250
fields = table: 0000023DCD6482A0
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCD6487F0
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCD646720
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCD64CD00
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCD64AA00
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCD64CA30
fields = table: 0000023DCD64CA80
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCD64CE40
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCD64B180
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCD651350
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCD64F190
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCD650720
fields = table: 0000023DCD650D10
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCD6508B0
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCD64F780
}
Required: 64 Prefab has: 96
Loading wad-fab window/gtd_window_full_open.wad / MAP03
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DC4E46490
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DC4E448C0
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DC4E45720
fields = table: 0000023DC4E462B0
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DC4E45860
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DC4E43E70
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DC4E4AF90
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DC4E49640
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DC4E4B3F0
fields = table: 0000023DC4E4A310
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DC4E4A0E0
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DC4E49500
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCB5F5B30
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCB5F3C40
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCB5F5770
fields = table: 0000023DCB5F5F90
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCB5F5A40
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCB5F3510
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCB5F89C0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCB5F50E0
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCB5F7DE0
fields = table: 0000023DCB5F8880
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCB5F8790
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCB5F6490
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCB5FA810
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCB5F9D70
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCB5FA450
fields = table: 0000023DCB5FA9A0
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCB5FA3B0
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCB5F9C30
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DCB5FCF20
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DCB5FC340
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DCB5FCF70
fields = table: 0000023DCB5FD790
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DCB5FD0B0
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DCB5FB990
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DC6A92DC0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DC6A90AC0
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DC6A92960
fields = table: 0000023DC6A920A0
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DC6A92780
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DC6A91A10
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DC6A96BF0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DC6A93950
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DC6A96010
fields = table: 0000023DC6A96790
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DC6A95D40
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DC6A931D0
}
Required: 64 Prefab has: 96
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP07: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: shotty
Giving weapon: launch
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 82827 dead regions (of 114241)
Swallowed 17208 brushes (of 82836)
Filled 9 gaps (of 25989 total)
Lighting level...
Merged 9216 colinear lines
Rounded 11 square corners
Aligned 9680 textures
Level 8 title: Iron Maiden
~~~~~~| MAP08 |~~~~~~
Level seed: 18063242827
Styles =
{
ambushes = none
barrels = some
big_rooms = heaps
cages = rare
caves = none
cycles = some
dead_ends = some
doors = heaps
ex_floors = some
fences = few
hallways = none
islands = heaps
keys = few
lakes = few
liquids = none
outdoors = few
parks = none
pictures = heaps
porches = few
secrets = some
steepness = heaps
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = some
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_4
Growing ROOM_1 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_HALF_C
APPLIED rule: GROW_RAMP_THIN_SINK
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_EXTRUSION_4X6
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_DIAGONAL_L_CATWALK_CONTINUE
APPLIED rule: GROW_DIAG_BLOB1
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_EXTRUSION_CORNER_4x4_NEW_AREA
APPLIED rule: GROW_CLIFF_EXTENSION_X2_UP_WE_GO
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_36_TRIPLE_AREA
APPLIED rule: GROW_CLIFF_EXTENSION_UP_WE_GO
APPLIED rule: GROW_TRENCH_STRAIGHT
APPLIED rule: GROW_36_DOUBLE_AREA
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_CATWALK_BIFUNNEL_RISE_TALL
'OH SHIT HERE WE GO AGAIN', says ROOM 2 before he was violently gunned down by the Linear Mode thugz...
Killing 2
Growing ROOM_3 with [grow x 50].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_3
APPLIED rule: GROW_3
APPLIED rule: GROW_EXTRUSION_SINK
APPLIED rule: GROW_SQUEEZE_STAIRCASE
APPLIED rule: GROW_HALF_SKILLET_SPIRAL
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_NARROWSTAIR_2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_AREA_2
APPLIED rule: GROW_NARROWSTAIR_2
APPLIED rule: GROW_RAMP_THIN_RISE
APPLIED rule: GROW_3
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_STAIR_2
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_EVEN_MORE_STAIRCASE
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_PILLAR_BEAN
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_PILLAR_GATE
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA
APPLIED rule: GROW_AREA_2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_3
APPLIED rule: GROW_4
APPLIED rule: GROW_AREA_1
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [square_out x 18].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_3 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLIFF_CAGE
Seed Map:
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCC CCCCCCCCCCC
CCCCCCCCCCC CCCCCCCCCCC
CC/ CCCCCC/ \CCCCCC \CC
CC /CCCCCCCCCCCCCCC\ CC
CCCCCCCC CCCCC CCCCCCCC
CCCCCCCC\CCCCC/CCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCC CCCCCCCCC CCCCCC
C CC CCCCCCCCCCCCC CC C
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCC CCCCCCCCC CCCCCC
C/CCCC/CCCCCCCCC\CCCC\C
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCC\CCCCCCCCC/CCCCCC
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCC
CC CCCCCCCCCCCCCCCCC CC
CCCCC CCCCC C CCC CCCCC
CCCCCCCCCCCCC CCCCCCCCC
CCCCC CCAAAA CC CCCCC
CCCCC CCAAAA CC CCCCC
AAAAAAAAAA/AA\AAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAA\AA/AAAAAAAAAA
AAAAAAAA AA AAAAAAAA
AAAAAAAA AA AAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAAAAAA
AAAAAAAAAAAA
AAA AAAAAAAAAAAAAAAA AAA
AAAAAAAAAAAAAAAAAAAAAAAAAA
AAA AAAAAAAA AAAAAAAA AAA
AAAAAAAAAAAA AAAAAAAAAAAA
AAAAAAAAAAAA AAAAAAAAAAAA
AAA AAAAAAAAAAAAAAAAAAAA AAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAAAAAAA AAAAAAAAAA
AAAAAAAAAA AAAAAAAAAA
Connection: ROOM_1 --> ROOM_3 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_3
Maximum of 3 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:967
Zone quota: 4
Zone list:
ZONE_1 : rooms:2 areas:119
Other Item quota : 6.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 967
Group walls tone down multiplier: 1
Total perimeter: 707
Plain walls tone down multiplier: 1
MAP08: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP08: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP08: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP08: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP08: Adding Decor_fuel_rods from MAP11 in decor/gtd_decor.wad
MAP08: Adding Decor_fuel_rods from MAP11 in decor/gtd_decor.wad
MAP08: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP08: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP08: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP08: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Start_armaetus_v5_start1 from MAP01 in start/armaetus_v5_start1.wad
MAP08: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP08: Adding Item_tech_window from MAP01 in item/gtd_item_tech_window.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP08: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP08: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab item/scionox_guardpost_blocked.wad / MAP01
MAP08: Adding Item_scionox_guardpost_secret from MAP01 in item/scionox_guardpost_blocked.wad
MAP08: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP08: Adding Pic_computer_charging_grid_thingies from MAP04 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_computer_pull_rack_thingies from MAP03 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
MAP08: Adding Item_alcove_small from MAP01 in item/alcove1.wad
MAP08: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Ladder_thin from MAP03 in stairs/gtd_stair_ladder_128.wad
MAP08: Adding Ladder_thin from MAP03 in stairs/gtd_stair_ladder_128.wad
MAP08: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP08: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Lift_64 from object in stairs/lift_64.wad
MAP08: Adding Lift_64 from object in stairs/lift_64.wad
MAP08: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP08: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP08: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP08: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP08: Adding Joiner_simplest from MAP01 in joiner/gtd_simplest.wad
MAP08: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP08: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP08: Adding Decor_armaetus_2x2_terminal_smaller from MAP02 in decor/armaetus_terminals.wad
MAP08: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP08: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP08: Adding Decor_computer_tall from MAP05 in decor/gtd_decor.wad
MAP08: Adding Decor_computer_tall from MAP05 in decor/gtd_decor.wad
MAP08: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
MAP08: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
MAP08: Adding Decor_garrett_hanging_framework from object in decor/garrett_decor_hanging_framework.wad
MAP08: Adding Decor_garrett_hanging_framework from object in decor/garrett_decor_hanging_framework.wad
Loading wad-fab decor/gtd_infestation_crackofdoom.wad / MAP01
MAP08: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
MAP08: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
MAP08: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP08: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP08: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP08: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP08: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP08: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP08: Adding Pillar_tech3_A from MAP02 in decor/pillar2.wad
MAP08: Adding Pillar_tech3_A from MAP02 in decor/pillar2.wad
MAP08: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP08: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP08: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP08: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP08: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP08: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP08: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP08: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP08: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP08: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP08: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
MAP08: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
MAP08: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP08: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP08: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP08: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP08: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP08: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
Loading wad-fab exit/gtd_generic_immersive_point_exit.wad / MAP02
MAP08: Adding Exit_immersive_point_exit2 from MAP02 in exit/gtd_generic_immersive_point_exit.wad
MAP08: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP08: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP08: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP08: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Item_alcove_small from MAP01 in item/alcove1.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP08: Adding Pic_computer_pull_rack_thingies from MAP03 in picture/gtd_pic_tech_wallmachines.wad
MAP08: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP08: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP08: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP08: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP08: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP08: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP08: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP08: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
MAP08: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP08: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP08: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP08: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab stairs/gtd_teleporter_128.wad / MAP02
MAP08: Adding Lift_gtd_teleporter_2h from MAP02 in stairs/gtd_teleporter_128.wad
MAP08: Adding Lift_gtd_teleporter_2h from MAP02 in stairs/gtd_teleporter_128.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Stair_long_1x3_general from MAP01 in stairs/long_1x3.wad
MAP08: Adding Stair_long_1x3_general from MAP01 in stairs/long_1x3.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP08: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab stairs/gtd_lift_disguised_64.wad / MAP01
MAP08: Adding Lift_gtd_disguised_64 from MAP01 in stairs/gtd_lift_disguised_64.wad
MAP08: Adding Lift_gtd_disguised_64 from MAP01 in stairs/gtd_lift_disguised_64.wad
MAP08: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP08: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
Loading wad-fab wall/gtd_wall_infestation.wad / MAP03
Loading wad-fab wall/mid_band.wad / MAP01
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB24C9430
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB24C9700
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DB24C94D0
fields = table: 0000023DB24CB910
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DB24C9660
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB24C9480
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB24CD3A0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB24CD0D0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DB24CCA40
fields = table: 0000023DB706DDD0
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DB24CC590
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB24CC9F0
}
Required: 64 Prefab has: 96
Loading wad-fab wall/gtd_wall_urban_storage.wad / MAP02
Loading wad-fab wall/gtd_wall_urban_storage.wad / MAP03
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DC6B2DAE0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DC6B2DCC0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DC6B2DBD0
fields = table: 0000023DC6B2FB60
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DC6B2E350
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DC6B2E300
}
Required: 88 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBC823090
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DBC821E20
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBC822820
fields = table: 0000023DBC823770
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBC821DD0
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBC822320
}
Required: 88 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBC828540
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DBC8285E0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBC828C70
fields = table: 0000023DBC82CAF0
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBC828590
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBC828810
}
Required: 88 Prefab has: 96
Loading wad-fab wall/gtd_wall_urban_storage.wad / MAP01
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBC81B980
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DBC81C7E0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBC81CC40
fields = table: 0000023DBC81E860
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBC81CC90
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBC81CA10
}
Required: 88 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DC1B26DB0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DC1B26630
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DC1B27210
fields = table: 0000023DC1B28390
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DC1B26270
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DC1B27490
}
Required: 88 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DC1B32FC0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DC1B338D0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DC1B33330
fields = table: 0000023DC1B35360
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DC1B33010
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DC1B32A70
}
Required: 88 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB6230530
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB622FD60
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DB622F9A0
fields = table: 0000023DB6231930
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DB622FF90
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB6230490
}
Required: -32 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB62361B0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB6235A80
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DB6236110
fields = table: 0000023DB6238E10
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DB62367F0
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB6235940
}
Required: -32 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB623FAD0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB623FFD0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DB623FE90
fields = table: 0000023DB6242BE0
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DB6240520
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB623F990
}
Required: -32 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB62268F0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB6225D10
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DB6225E00
fields = table: 0000023DBCE53580
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DB6225F90
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB6225680
}
Required: -32 Prefab has: 96
Loading wad-fab wall/gtd_wall_comp_set.wad / MAP03
Loading wad-fab wall/gtd_wall_comp_set.wad / MAP01
Loading wad-fab wall/gtd_wall_comp_set.wad / MAP02
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBC7D9AD0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB9C746C0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBC7D9B20
fields = table: 0000023DB9C79B70
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBC7D9B70
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBC7D9A80
}
Required: -152 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB9C62C90
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB9C61980
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DB9C626A0
fields = table: 0000023DB9C647C0
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DB9C61930
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB9C62CE0
}
Required: -152 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBFCF3BB0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DBFCF3C00
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBFCF4330
fields = table: 0000023DBFCF74E0
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBFCF43D0
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBFCF3B60
}
Required: -152 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBA89AC30
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DBA89AA50
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBA89AA00
fields = table: 0000023DBA89EC40
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBA89B270
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBA89A9B0
}
Required: -152 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBDB5B780
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DBDB5BFA0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBDB5B7D0
fields = table: 0000023DBDB5ECF0
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBDB5B820
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBDB5B640
}
Required: 80 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBDB60000
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DBDB5F830
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBDB5FA10
fields = table: 0000023DBDB60B40
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBDB5F9C0
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBDB5F8D0
}
Required: 80 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DBDB44620
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DBDB43EF0
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DBDB44670
fields = table: 0000023DB6D923E0
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DBDB43F40
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DBDB43D60
}
Required: 80 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB6D94D20
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB6D93E70
deep = 24
dir_name = games/doom/fabs
engine = zdoom
entities = table: 0000023DB6D94280
fields = table: 0000023DB6D96030
file = fence/beam_quakeish.wad
group = beam_quakeish
kind = beam
map = MAP01
models = table: 0000023DB6D94C80
name = Beam_quakeish
over = 24
prob = 50
rank = 2
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB6D94BE0
}
Required: 80 Prefab has: 96
Loading wad-fab window/supertall.wad / MAP03
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP08: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: launch
Giving weapon: chain
Giving weapon: shotty
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 100708 dead regions (of 138629)
Swallowed 22123 brushes (of 100703)
Filled 0 gaps (of 30949 total)
Lighting level...
Merged 11651 colinear lines
Rounded 1 square corners
Aligned 11469 textures
Level 9 title: Taldan Plant
~~~~~~| MAP09 |~~~~~~
Level seed: 18063242828
Styles =
{
ambushes = some
barrels = some
big_rooms = none
cages = rare
caves = few
cycles = none
dead_ends = some
doors = few
ex_floors = some
fences = few
hallways = some
islands = heaps
keys = none
lakes = few
liquids = few
outdoors = few
pictures = some
porches = few
secrets = some
steepness = few
switches = few
symmetry = some
teleporters = none
traps = few
windows = few
}
Liquid: nukage (usage 25%)
Skybox: Skybox_generic
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 10].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_BLADED_CAP
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_1 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_2 with [grow x 20].....
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
Shape group: cliff_x4
Shape count: 0
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_BLOB_1
Growing ROOM_2 with [sprout x 1].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_3 with [grow x 20].....
APPLIED rule: GROW_LIQUID_PILLAR
Growing ROOM_3 with [sprout x 2].....
new room ROOM_4 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_3 with [square_out x 3].....
Growing HALLWAY_4 with [hall_1 x 7].....
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_4 with [hall_1_sprout x 1].....
Growing HALLWAY_4 with [hall_1_sprout x 2].....
Killing 4
Growing ROOM_2 with [sprout x 2].....
new room ROOM_5 : env = hallway : parent = ROOM_2
new room ROOM_6 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_narrow_hallway
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 1
new room ROOM_7 : env = nil : parent = ROOM_2
new room ROOM_8 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 2
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
new room ROOM_9 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x2
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 1
Growing HALLWAY_5 with [hall_1 x 15].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_5 with [hall_1_sprout x 2].....
new room ROOM_10 : env = nil : parent = HALLWAY_5
APPLIED rule: HALL_1_SPROUT_A
new room ROOM_11 : env = nil : parent = HALLWAY_5
APPLIED rule: HALL_1_SPROUT_A
Growing HALLWAY_6 with [hall_1 x 12].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_6 with [hall_1_sprout x 2].....
new room ROOM_12 : env = nil : parent = HALLWAY_6
APPLIED rule: HALL_1_SPROUT_A
new room ROOM_13 : env = nil : parent = HALLWAY_6
APPLIED rule: HALL_1_SPROUT_A
Growing ROOM_7 with [grow x 20].....
APPLIED rule: GROW_PILLAR_GATE
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_LIQUID_CANAL_ENTRY
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_7 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_8 with [grow x 20].....
APPLIED rule: GROW_LIQUID_CANAL_ENTRY_B
Shape group: canal
Shape count: 0
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY
APPLIED rule: GROW_AREA_2
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_8 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
Growing ROOM_9 with [grow x 20].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_9 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
Growing ROOM_10 with [grow x 30].....
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
APPLIED rule: GROW_CLIFF_EXTENSION
Shape group: catwalk
Shape count: 13
APPLIED rule: GROW_WIDE_SPACE_CATWALK_EXTRUDE
Shape group: catwalk
Shape count: 13
Growing ROOM_10 with [sprout x 3].....
Growing ROOM_10 with [square_out x 12].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_11 with [grow x 20].....
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_3
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_12 with [grow x 10].....
APPLIED rule: GROW_INTO_CLIFF
Shape group: catwalk
Shape count: 0
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_12 with [square_out x 16].....
Growing ROOM_13 with [grow x 30].....
APPLIED rule: GROW_LIQUID_POOL_PLACE
Shape group: single_canal
Shape count: 0
APPLIED rule: GROW_DIAGONAL_SIDE_BLOB
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_EXTRUSION_3X4
Growing ROOM_13 with [sprout x 2].....
Growing ROOM_13 with [square_out x 15].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_10 with [sprout x 1].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_9 with [sprout x 1].....
Growing ROOM_13 with [sprout x 3].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_8 with [sprout x 3].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_13 with [sprout x 3].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_2 with [sprout x 3].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_8 with [sprout x 3].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_10 with [sprout x 1].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_8 with [sprout x 1].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_7 with [sprout x 1].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_13 with [sprout x 3].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_13 with [sprout x 2].....
Growing ROOM_2 with [sprout x 1].....
Growing ROOM_8 with [sprout x 1].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_11 with [sprout x 3].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_13 with [sprout x 3].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_10 with [sprout x 1].....
Growing ROOM_9 with [sprout x 3].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_8 with [sprout x 3].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_9 with [sprout x 3].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_9 with [sprout x 1].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_13 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_3 with [sprout x 3].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_2 with [sprout x 1].....
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_10 with [sprout x 3].....
Growing ROOM_9 with [sprout x 1].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_7 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_8 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_13 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_3 with [decorate x 6].....
Growing ROOM_2 with [decorate x 6].....
Growing ROOM_11 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_12 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_1 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_9 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_10 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_11 with [filler x 30].....
APPLIED rule: FILLER_2
Growing ROOM_13 with [filler x 30].....
APPLIED rule: FILLER_3
Growing ROOM_1 with [filler x 30].....
Growing ROOM_11 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_13 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
Growing ROOM_1 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
JJ
JJJJ mmm mm
JJJJJJaa mmm mm
JJJJJJaaaa mmmmmmm\ LL
JJJJJJaaaa mmmmmmmm\ LLLL
JJJJJ/Jaaaaa\mmmmmmmmm LLLLL
JJJJJJ/aaaaaaaammmmmmm LLL
JJJJJJaaaaaaaaammmmmmm /L/
JJJJaaaaaaaaa mmmmm/L/
JJJJaaaaaaaaa /mmmmmLLLL
JJJJ BBBBaaa/mmmmmmmLLLL
JJJJ BBBBaaa mm\mmmmLLLLLL
JJJJJBBBBaaa mmm\mmmLLLLLL
EEEJJJJJBBBBaaa mmm/F LLLL
E JJJJ BBBBaaa mmm F LLLL
EEEEEEEEBBBBFFFFFFFFFFFFLLLL
EHHHHH BBBB GG /G LLLL
EHHHHHBBBBBBBBGGGG GGGGLLLLLL
kk E HHBBBBBBBBGG GGGGGGLLLLLL
kk E HHHHHHBBBB /GGGGGGGGLLLL
kk\E HHHHHHBBBB GGGGGGGGGLLLL
/kkkkkkHHHHHCCCCGGGG GGGG\G\L\
kkkkkkkkH\HHHCCCCGGGGGGGGG \L\
kkkkkkkkHHH CCCCCCCGGGGGGG LLL
\kk/ HH C CCC CGGG LLLLL
kk HH CCCCCCC LLLL
kk CCC LL
CCC
III III
III III
IIIIIIII\
IIIIIIIIIIII
IIIIIIIIIIII
IIIIIIII/
IIIIIIIII
IIIII/III
II
II
Connection: ROOM_1 --> ROOM_2 (via edge)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_2 --> HALLWAY_5 (via terminator)
Connection: ROOM_2 --> HALLWAY_6 (via terminator)
Connection: ROOM_2 --> ROOM_7 (via joiner)
Connection: ROOM_2 --> ROOM_8 (via joiner)
Connection: ROOM_3 --> ROOM_9 (via joiner)
Connection: HALLWAY_5 --> ROOM_10 (via terminator)
Connection: HALLWAY_5 --> ROOM_11 (via terminator)
Connection: HALLWAY_6 --> ROOM_12 (via terminator)
Connection: HALLWAY_6 --> ROOM_13 (via terminator)
--==| Make Quests |==--
Exit room: ROOM_12
Maximum of 0 key goals.
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:651
Zone quota: 3
Zone list:
ZONE_1 : rooms:12 areas:111
Other Item quota : 5.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 651.5
Group walls tone down multiplier: 1
Total perimeter: 778
Plain walls tone down multiplier: 1
MAP09: Adding Start_generic_open from MAP01 in start/gtd_generic_open_start.wad
MAP09: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP09: Adding Pic_HVAC_unit from MAP01 in picture/gtd_pic_rooftop_stuff.wad
MAP09: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP09: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP09: Adding Item_pedestal_tech from object in item/pedestal.wad
MAP09: Adding Lift_gtd_disguised_128 from MAP01 in stairs/gtd_lift_disguised_128.wad
MAP09: Adding Joiner_simple_sloped from MAP01 in joiner/gtd_simple_sloped.wad
MAP09: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
Loading wad-fab joiner/mogwaltz_secret_eye.wad / MAP02
MAP09: Adding Joiner_secret_secret_shootable_eye_pick_one from MAP02 in joiner/mogwaltz_secret_eye.wad
MAP09: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
Loading wad-fab joiner/gtd_fake_switch.wad / MAP02
MAP09: Adding Joiner_fake_switch_joiner_trapped from MAP02 in joiner/gtd_fake_switch.wad
MAP09: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP09: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP09: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP09: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP09: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
Loading wad-fab decor/pillar2.wad / MAP01
MAP09: Adding Pillar_tech3_B from MAP01 in decor/pillar2.wad
MAP09: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Pic_beed28_broken_door2 from MAP02 in picture/beed28_broken_door.wad
MAP09: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP09: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP09: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP09: Adding Hallway_mineshaft_plain from MAP01 in hall/mineshaft_j.wad
MAP09: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_i2 from MAP02 in hall/mineshaft_i.wad
Loading wad-fab hall/mineshaft_i.wad / MAP03
MAP09: Adding Hallway_mineshaft_i3 from MAP03 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_i2 from MAP02 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_i1 from MAP01 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_i2 from MAP02 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_t1 from MAP01 in hall/mineshaft_t.wad
MAP09: Adding Hallway_mineshaft_i3 from MAP03 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_c from MAP01 in hall/mineshaft_c.wad
MAP09: Adding Hallway_mineshaft_i3 from MAP03 in hall/mineshaft_i.wad
Loading wad-fab hall/mineshaft_j.wad / MAP02
MAP09: Adding Hallway_mineshaft_secret from MAP02 in hall/mineshaft_j.wad
MAP09: Adding Hallway_mineshaft_i2 from MAP02 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_i2 from MAP02 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_i3 from MAP03 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_i1 from MAP01 in hall/mineshaft_i.wad
MAP09: Adding Hallway_mineshaft_plain from MAP01 in hall/mineshaft_j.wad
MAP09: Adding Decor_fuel_rods from MAP11 in decor/gtd_decor.wad
MAP09: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
MAP09: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP09: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP09: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP09: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP09: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP09: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP09: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP09: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Item_alcove_small from MAP01 in item/alcove1.wad
MAP09: Adding Stair_long_1x2_general2 from MAP01 in stairs/long_1x2.wad
MAP09: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP09: Adding Decor_light_pillar_core_outdoor from MAP02 in decor/gtd_decor.wad
MAP09: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP09: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP09: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP09: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP09: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP09: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP09: Adding Decor_garrett_rotten_flesh from MAP01 in decor/garrett_decor_rotten_flesh.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
MAP09: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab hall/vent_j.wad / MAP01
MAP09: Adding Hallway_vent_plain from MAP01 in hall/vent_j.wad
Loading wad-fab hall/vent_i.wad / MAP01
MAP09: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP09: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP09: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP09: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
Loading wad-fab hall/vent_i.wad / MAP02
MAP09: Adding Hallway_vent_i_rise from MAP02 in hall/vent_i.wad
MAP09: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP09: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
Loading wad-fab hall/vent_t.wad / MAP01
MAP09: Adding Hallway_vent_t1 from MAP01 in hall/vent_t.wad
Loading wad-fab hall/vent_i.wad / MAP03
MAP09: Adding Hallway_vent_i_lights from MAP03 in hall/vent_i.wad
Loading wad-fab hall/vent_j.wad / MAP05
MAP09: Adding Hallway_vent_secret_tech from MAP05 in hall/vent_j.wad
MAP09: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP09: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
Loading wad-fab hall/vent_j.wad / MAP02
MAP09: Adding Hallway_vent_door_tech from MAP02 in hall/vent_j.wad
MAP09: Adding Decor_water_fountain from MAP01 in decor/fountain.wad
MAP09: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP09: Adding Item_alcove_small_tech3 from MAP02 in item/alcove1.wad
MAP09: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP09: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP09: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP09: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab item/secret_ledge.wad / MAP03
MAP09: Adding Item_secret_ledge_sunken_universal from MAP03 in item/secret_ledge.wad
Loading wad-fab exit/gtd_duke_nukem_exit.wad / MAP01
MAP09: Adding Exit_duke_nukem_exit from MAP01 in exit/gtd_duke_nukem_exit.wad
MAP09: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
MAP09: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP09: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP09: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP09: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab door/gtd_bare_arch.wad / MAP01
Loading wad-fab wall/gtd_wall_generic_liquids_only.wad / MAP02
Loading wad-fab wall/gtd_wall_generic_liquids_only.wad / MAP01
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB22708D0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB226E6C0
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DB226FFC0
fields = table: 0000023DB226FC50
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DB2270920
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB226E8F0
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB22741B0
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB22717D0
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DB2274520
fields = table: 0000023DB2273A30
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DB22742A0
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB2271780
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DB2276320
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DB2273D00
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DB2275EC0
fields = table: 0000023DB2276EB0
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DB2277090
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DB2273CB0
}
Required: 64 Prefab has: 96
PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
bbox = table: 0000023DC5047A10
bound_z1 = 0
bound_z2 = 96
brushes = table: 0000023DC5045670
deep = 8
dir_name = games/doom/fabs
entities = table: 0000023DC5046C00
fields = table: 0000023DC5047830
file = fence/beam_lights.wad
group = beam_lights
kind = beam
map = MAP01
models = table: 0000023DC5046B10
name = Beam_lights
over = 8
prob = 50
state = transform_z
use_prob = 50
where = edge
z_fit = table: 0000023DC5046430
}
Required: 64 Prefab has: 96
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP09: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP09: Adding Skybox_generic from MAP01 in skybox/gtd_generic_sky.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: shotty
Giving weapon: super
Giving weapon: launch
Giving weapon: bfg
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 39472 dead regions (of 56299)
Swallowed 9134 brushes (of 39477)
Filled 21 gaps (of 10086 total)
Lighting level...
Merged 4512 colinear lines
Rounded 0 square corners
Aligned 5983 textures
Level 10 title: Nitrogen Center
~~~~~~| MAP10 |~~~~~~
Level seed: 18063242829
Styles =
{
ambushes = some
barrels = some
big_rooms = none
cages = rare
caves = none
cycles = some
dead_ends = some
doors = few
ex_floors = some
fences = heaps
hallways = some
islands = few
keys = some
lakes = few
liquids = none
outdoors = some
pictures = some
porches = few
secrets = some
steepness = heaps
switches = heaps
symmetry = heaps
teleporters = few
traps = few
windows = some
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_2 with [grow x 10].....
Growing ROOM_2 with [grow x 10].....
Killing 2
Growing ROOM_3 with [grow x 10].....
Growing ROOM_3 with [grow x 20].....
Killing 3
Growing ROOM_1 with [sprout x 2].....
new room ROOM_4 : env = nil : parent = ROOM_1
new room ROOM_5 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_DIRECT_2_EMERGENCY
Emergency in ROOM_1 is resolved OMG AMAZING!!!!
1 Emergency Sprout attempts: 1
Growing ROOM_4 with [grow x 10].....
APPLIED rule: GROW_2
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
'OH SHIT HERE WE GO AGAIN', says ROOM 4 before he was violently gunned down by the Linear Mode thugz...
Killing 4
Growing ROOM_5 with [grow x 20].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_BLOB_1
Growing ROOM_5 with [sprout x 2].....
new room ROOM_6 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_4x2
new room ROOM_7 : env = hallway : parent = ROOM_5
new room ROOM_8 : env = hallway : parent = ROOM_5
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_5 with [square_out x 7].....
Growing ROOM_6 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_DIAG_WING
Growing ROOM_6 with [sprout x 2].....
new room ROOM_9 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_3x1
new room ROOM_10 : env = nil : parent = ROOM_6
new room ROOM_11 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_L
Growing HALLWAY_7 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_7 with [hall_2_sprout x 2].....
Growing HALLWAY_7 with [hall_2_sprout x 2].....
Killing 7
Growing HALLWAY_8 with [hall_2 x 8].....
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_8 with [hall_2_sprout x 3].....
Growing HALLWAY_8 with [hall_2_sprout x 3].....
Killing 8
Growing ROOM_9 with [grow x 10].....
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
APPLIED rule: GROW_2
Growing ROOM_9 with [sprout x 1].....
new room ROOM_12 : env = hallway : parent = ROOM_9
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_10 with [grow x 10].....
Growing ROOM_10 with [grow x 10].....
Killing 10
Growing ROOM_11 with [grow x 10].....
APPLIED rule: GROW_2
Growing ROOM_11 with [grow x 10].....
Killing 11
Growing HALLWAY_12 with [hall_1 x 5].....
Growing HALLWAY_12 with [hall_1_sprout x 2].....
Growing HALLWAY_12 with [hall_1_sprout x 1].....
Killing 12
Growing ROOM_6 with [sprout x 1].....
new room ROOM_13 : env = hallway : parent = ROOM_6
new room ROOM_14 : env = hallway : parent = ROOM_6
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_6 is resolved OMG AMAZING!!!!
6 Emergency Sprout attempts: 1
Growing ROOM_9 with [sprout x 2].....
new room ROOM_15 : env = hallway : parent = ROOM_9
new room ROOM_16 : env = hallway : parent = ROOM_9
APPLIED rule: SPROUT_narrow_hallway
Emergency in ROOM_9 is resolved OMG AMAZING!!!!
9 Emergency Sprout attempts: 1
new room ROOM_17 : env = hallway : parent = ROOM_9
new room ROOM_18 : env = hallway : parent = ROOM_9
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_9 is resolved OMG AMAZING!!!!
9 Emergency Sprout attempts: 2
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_5 with [sprout x 1].....
new room ROOM_19 : env = hallway : parent = ROOM_5
new room ROOM_20 : env = hallway : parent = ROOM_5
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_5 is resolved OMG AMAZING!!!!
5 Emergency Sprout attempts: 1
Growing HALLWAY_13 with [hall_2 x 8].....
Growing HALLWAY_13 with [hall_2_sprout x 1].....
Growing HALLWAY_13 with [hall_2_sprout x 1].....
Killing 13
Growing HALLWAY_14 with [hall_2 x 7].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_14 with [hall_2_sprout x 2].....
new room ROOM_21 : env = nil : parent = HALLWAY_14
APPLIED rule: HALL_2_SPROUT_A
Growing HALLWAY_15 with [hall_1 x 14].....
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_15 with [hall_1_sprout x 2].....
Growing HALLWAY_15 with [hall_1_sprout x 3].....
Killing 15
Growing HALLWAY_16 with [hall_1 x 14].....
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_16 with [hall_1_sprout x 1].....
Growing HALLWAY_16 with [hall_1_sprout x 2].....
Killing 16
Growing HALLWAY_17 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_17 with [hall_2_sprout x 1].....
Growing HALLWAY_17 with [hall_2_sprout x 3].....
Killing 17
Growing HALLWAY_18 with [hall_2 x 8].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_18 with [hall_2_sprout x 2].....
Growing HALLWAY_18 with [hall_2_sprout x 2].....
Killing 18
Growing HALLWAY_19 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_T1
Growing HALLWAY_19 with [hall_2_sprout x 1].....
new room ROOM_22 : env = nil : parent = HALLWAY_19
APPLIED rule: HALL_2_SPROUT_B
Growing HALLWAY_20 with [hall_2 x 8].....
Growing HALLWAY_20 with [hall_2_sprout x 1].....
Growing HALLWAY_20 with [hall_2_sprout x 2].....
Killing 20
Growing ROOM_21 with [grow x 10].....
APPLIED rule: GROW_STAIR_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_21 with [sprout x 2].....
new room ROOM_23 : env = nil : parent = ROOM_21
new room ROOM_24 : env = nil : parent = ROOM_21
APPLIED rule: SPROUT_DIRECT_2
new room ROOM_25 : env = hallway : parent = ROOM_21
new room ROOM_26 : env = hallway : parent = ROOM_21
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_21 with [square_out x 5].....
Growing ROOM_22 with [grow x 30].....
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_2
APPLIED rule: GROW_4
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_BLADED_CAP
Growing ROOM_22 with [sprout x 2].....
Growing ROOM_22 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_23 with [grow x 20].....
APPLIED rule: GROW_2
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_4
Growing ROOM_23 with [sprout x 3].....
Growing ROOM_23 with [square_out x 10].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_24 with [grow x 10].....
Growing ROOM_24 with [grow x 10].....
Killing 24
Growing HALLWAY_25 with [hall_2 x 3].....
Growing HALLWAY_25 with [hall_2_sprout x 1].....
Growing HALLWAY_25 with [hall_2_sprout x 3].....
Killing 25
Growing HALLWAY_26 with [hall_2 x 5].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_26 with [hall_2_sprout x 2].....
Growing HALLWAY_26 with [hall_2_sprout x 2].....
Killing 26
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_22 with [sprout x 2].....
new room ROOM_27 : env = nil : parent = ROOM_22
APPLIED rule: SPROUT_JOINER_2x3
Emergency in ROOM_22 is resolved OMG AMAZING!!!!
22 Emergency Sprout attempts: 1
new room ROOM_28 : env = hallway : parent = ROOM_22
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_22 is resolved OMG AMAZING!!!!
22 Emergency Sprout attempts: 2
Growing ROOM_21 with [sprout x 3].....
new room ROOM_29 : env = hallway : parent = ROOM_21
new room ROOM_30 : env = hallway : parent = ROOM_21
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_21 is resolved OMG AMAZING!!!!
21 Emergency Sprout attempts: 1
Growing ROOM_23 with [sprout x 3].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_9 with [sprout x 3].....
Growing ROOM_27 with [grow x 20].....
APPLIED rule: GROW_INTO_CLIFF
Shape group: catwalk
Shape count: 0
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_TRENCH_CURVE_OUTER_SOLID
Growing ROOM_27 with [sprout x 2].....
Growing HALLWAY_28 with [hall_2 x 6].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_P1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_28 with [hall_2_sprout x 1].....
new room ROOM_31 : env = nil : parent = HALLWAY_28
APPLIED rule: HALL_2_SPROUT_A
Growing HALLWAY_29 with [hall_2 x 8].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_29 with [hall_2_sprout x 2].....
Growing HALLWAY_29 with [hall_2_sprout x 2].....
Killing 29
Growing HALLWAY_30 with [hall_2 x 4].....
Growing HALLWAY_30 with [hall_2_sprout x 2].....
Growing HALLWAY_30 with [hall_2_sprout x 3].....
Killing 30
Growing ROOM_31 with [grow x 10].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_31 with [sprout x 2].....
Growing ROOM_31 with [square_out x 9].....
Growing ROOM_27 with [sprout x 2].....
Growing ROOM_22 with [sprout x 3].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_21 with [sprout x 1].....
Growing ROOM_31 with [sprout x 2].....
Growing ROOM_9 with [sprout x 3].....
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_6 with [sprout x 3].....
Growing ROOM_23 with [sprout x 3].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_23 with [sprout x 2].....
Growing ROOM_31 with [sprout x 2].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_22 with [sprout x 2].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_21 with [sprout x 3].....
Growing ROOM_27 with [sprout x 1].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_21 with [sprout x 2].....
Growing ROOM_22 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_31 with [sprout x 2].....
Growing ROOM_5 with [sprout x 3].....
Growing ROOM_27 with [sprout x 1].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_23 with [sprout x 1].....
Growing ROOM_6 with [sprout x 1].....
Growing ROOM_31 with [sprout x 1].....
Growing ROOM_21 with [sprout x 2].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_5 with [sprout x 3].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_23 with [sprout x 1].....
Growing ROOM_22 with [sprout x 2].....
Growing ROOM_27 with [sprout x 2].....
Growing ROOM_22 with [sprout x 3].....
Growing ROOM_21 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_31 with [sprout x 2].....
Growing ROOM_23 with [sprout x 1].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_5 with [sprout x 3].....
Growing ROOM_27 with [sprout x 2].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_31 with [sprout x 3].....
Growing ROOM_23 with [sprout x 1].....
Growing ROOM_21 with [sprout x 3].....
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_27 with [sprout x 1].....
Growing ROOM_22 with [sprout x 2].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_6 with [sprout x 3].....
Growing ROOM_21 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
21 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
21 Emergency Sprout attempts: 1
Growing ROOM_9 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
9 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
9 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
9 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
9 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
9 Emergency Sprout attempts: 2
Growing ROOM_27 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_22 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
22 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
22 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
22 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_3x2
22 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
22 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
22 Emergency Sprout attempts: 2
Growing ROOM_6 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
6 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
6 Emergency Sprout attempts: 1
Growing ROOM_31 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_5 with [decorate x 6].....
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
1 Emergency Sprout attempts: 1
Growing ROOM_23 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_21 with [filler x 30].....
Growing ROOM_31 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
Growing ROOM_21 with [smoother x 15].....
Growing ROOM_31 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
ee
/eeee\
/eeeeee\
eeeeeeeee
eeeeeeeee\
eeeeeeeeee
/eeeeeeeeee
eeeeeeeeeee
eeeeeeeee
BB
BBBB
BBBB WW
BBBB u\ WWWWWWWWW
BBBB uuuuuuWWWWWWWWWWW
BBVV uuuuuuWWWWWWWWWWW
AA VVV /VVVVVVuuuuuuWWWWWWWWWWW
AA AAAA VVVVVVVVVVV uu WWWWWWWWWWW
AAAAAAA VVV\VV\VVVVVVuu WWWWWWWWW
AAAAAAAVVVVVVVVVVVVVVVVuuNNNNNNN WW
AAAAAAAVVVVVVVVVVVVVVSSuuNNNNNNN
AAAAAAA VV/VVVV SSSSuu NNNNNN II
AAAAA VVVVVVV SSSSuu NNNNNN II
A\AAA VV AAA SSuuuuuu NN IIII
\AAAA AAA SSuuuuuu FFFF IIIIIII
AAAA AAAAAAASSuuuuuu /FFFFIIII/III
AAAA AAAAAAAEEEEu/ FFF\/ II/IIII
AAAAAAAEEEE FFFF\ IIIIII
AAAEEEEEEEFFFFFFFFIIII
AAAEEEEEEEFFFFFFFFIIII
AAAEEEEEEEFFFFFFFFIIII
AAAEEEEEEEFFFFFF/ IIIIII
AAA EEEE FFF/\ II\IIII
AAA EEEE \FFFFIIII\III
AAA FFFF IIIIIII
IIII
II
II
Connection: ROOM_1 --> ROOM_5 (via edge)
Connection: ROOM_5 --> ROOM_6 (via joiner)
Connection: ROOM_6 --> ROOM_9 (via joiner)
Connection: ROOM_6 --> HALLWAY_14 (via terminator)
Connection: ROOM_5 --> HALLWAY_19 (via terminator)
Connection: HALLWAY_14 --> ROOM_21 (via terminator)
Connection: HALLWAY_19 --> ROOM_22 (via terminator)
Connection: ROOM_21 --> ROOM_23 (via edge)
Connection: ROOM_22 --> ROOM_27 (via joiner)
Connection: ROOM_22 --> HALLWAY_28 (via terminator)
Connection: HALLWAY_28 --> ROOM_31 (via terminator)
--==| Make Quests |==--
Exit room: ROOM_9
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_3 (ROOM_6 -- ROOM_9)
Added triple-key quest.
Maximum of 3 switch goals.
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:547
QUEST_1 : svolume:84
Zone quota: 2
Zone list:
ZONE_2 : rooms:11 areas:84
ZONE_1 : rooms:1 areas:12
Other Item quota : 8.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 631
Group walls tone down multiplier: 1
Total perimeter: 817
Plain walls tone down multiplier: 1
MAP10: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
Loading wad-fab start/armaetus_start1.wad / MAP03
MAP10: Adding Start_armaetus_start_lift_downwards from MAP03 in start/armaetus_start1.wad
MAP10: Adding Item_alcove_small_tech3 from MAP02 in item/alcove1.wad
MAP10: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab stairs/wide_3x1.wad / MAP02
MAP10: Adding Stair_wide_3x1_torch_tech from MAP02 in stairs/wide_3x1.wad
MAP10: Adding Stair_wide_3x1_torch_tech from MAP02 in stairs/wide_3x1.wad
MAP10: Adding Item_pedestal_tech from object in item/pedestal.wad
Loading wad-fab joiner/zigzag.wad / MAP02
MAP10: Adding Joiner_zigzag2 from MAP02 in joiner/zigzag.wad
MAP10: Adding Hallway_deuce_term_tech from MAP01 in hall/deuce_j.wad
MAP10: Adding Hallway_deuce_i1_tech from MAP01 in hall/deuce_i.wad
MAP10: Adding Hallway_deuce_c1_tech from MAP01 in hall/deuce_c.wad
MAP10: Adding Hallway_deuce_c1_tech from MAP01 in hall/deuce_c.wad
MAP10: Adding Hallway_deuce_term_tech from MAP01 in hall/deuce_j.wad
MAP10: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP10: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP10: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP10: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP10: Adding Pic_computer_charging_grid_thingies from MAP04 in picture/gtd_pic_tech_wallmachines.wad
MAP10: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP10: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP10: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
MAP10: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP02
MAP10: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP10: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
Loading wad-fab item/gtd_item_closet_toilet_small.wad / MAP01
MAP10: Adding Item_closet_toilet_room_small from MAP01 in item/gtd_item_closet_toilet_small.wad
MAP10: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
Loading wad-fab item/gtd_item_closet_toilet.wad / MAP01
MAP10: Adding Item_closet_toilet_room from MAP01 in item/gtd_item_closet_toilet.wad
MAP10: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP10: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP10: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP10: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP10: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab hall/metro_k.wad / MAP02
MAP10: Adding Hallway_metro_barred from MAP02 in hall/metro_k.wad
Loading wad-fab hall/metro_c.wad / MAP01
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
Loading wad-fab hall/metro_j.wad / MAP01
MAP10: Adding Hallway_metro_term from MAP01 in hall/metro_j.wad
MAP10: Adding Decor_blob_lamp from MAP01 in decor/blob_lamp.wad
Loading wad-fab item/lowering.wad / MAP02
MAP10: Adding Item_lowering_remote8a from MAP02 in item/lowering.wad
MAP10: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP10: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP10: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP10: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP10: Adding Item_alcove_small_general4 from MAP02 in item/alcove1.wad
MAP10: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP10: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP10: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP10: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/key_triple.wad / MAP02
MAP10: Adding Locked_joiner_triple_boom3 from MAP02 in joiner/key_triple.wad
MAP10: Adding Hallway_metro_barred from MAP02 in hall/metro_k.wad
Loading wad-fab hall/metro_i.wad / MAP02
MAP10: Adding Hallway_metro_i_rise from MAP02 in hall/metro_i.wad
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP10: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP10: Adding Hallway_metro_term from MAP01 in hall/metro_j.wad
MAP10: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP10: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP10: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP10: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP10: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP10: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP10: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP10: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP10: Adding Item_cage_balcony_2 from MAP02 in item/gtd_item_cage_balcony.wad
MAP10: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP10: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP10: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP10: Adding Item_secret_cage from object in item/secret_cage.wad
MAP10: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP10: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP10: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP10: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP10: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP10: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP10: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP10: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP10: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP10: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP10: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP10: Adding Item_secret_cage from object in item/secret_cage.wad
MAP10: Adding Exit_duke_nukem_exit from MAP01 in exit/gtd_duke_nukem_exit.wad
Loading wad-fab switch/tight.wad / MAP01
MAP10: Adding Switch_wall_tight from MAP01 in switch/tight.wad
Loading wad-fab switch/armaetus_niche1.wad / MAP02
MAP10: Adding Switch_armaetus_niche1_up_tech from MAP02 in switch/armaetus_niche1.wad
Loading wad-fab switch/tight.wad / MAP03
MAP10: Adding Switch_wall_tight3 from MAP03 in switch/tight.wad
MAP10: Adding Switch_wall_box1 from object in switch/wall_box1.wad
Loading wad-fab wall/low_gap.wad / MAP01
Loading wad-fab door/barred_arch.wad / MAP03
MAP10: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP10: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP10: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: bfg
Giving weapon: shotty
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 59728 dead regions (of 83692)
Swallowed 11505 brushes (of 59741)
WARNING: entity '43' is inside solid @ (3776,4288,-54)
Filled 36 gaps (of 17007 total)
WARNING: entity '43' is inside solid @ (3776,4288,-54)
Lighting level...
Merged 6319 colinear lines
Rounded 9 square corners
Aligned 8424 textures
Level 11 title: Red Alert
~~~~~~| MAP11 |~~~~~~
Level seed: 18063242830
Styles =
{
ambushes = none
barrels = some
big_rooms = heaps
cages = rare
caves = none
cycles = none
dead_ends = some
doors = heaps
ex_floors = some
fences = heaps
hallways = none
islands = few
keys = few
lakes = few
liquids = none
outdoors = some
parks = none
pictures = few
porches = some
secrets = some
steepness = few
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = heaps
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_BEND
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_BEND
APPLIED rule: GROW_WIDE_SPACE_CATWALK_STRAIGHT
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_CLIFF_EXTENSION_NEW_AREA_X2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_DIAGONAL_L
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_PRIMITIVE_CIRCLE_3X
APPLIED rule: GROW_FEATURES_CENTER_ALTERED
APPLIED rule: GROW_HALF_C_STAIR
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_FUNNEL_2
APPLIED rule: GROW_EXTRUSION_4X6
APPLIED rule: GROW_PILLAR_3X3
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_2
APPLIED rule: GROW_TINY_U
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_BEND
APPLIED rule: GROW_FEATURES_CENTER_ALTERED
APPLIED rule: GROW_2
APPLIED rule: GROW_DIAG_BLOB1
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_3
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [square_out x 30].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_2 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
Growing ROOM_1 with [filler x 30].....
Growing ROOM_1 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
BBBB\BB/BBBBB BBB BBBBB\BB/BBBB
BBBBBBBBB/BBBBBBBBBBB\BBBBBBBBB
BBBBBBBB/BBBBBBBBBBBBB\BBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBB\BBBBBBBBB BBBBBBBBB/BBBBB
BBBBBB /BBBB/BBBBB\BBBB\ BBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
B/ BBBBBBBBBBBB BBBBBBBBBBBB \B
B BB \BBBBBBBBBBBBBBB/ BB B
BB /BBBBBBBBBBBBBBBBBBBBBBB\ BB
BBBBBBBB/BBBBBBBBBBBBB\BBBBBBBB
\BB/B\B/BBBBB\BBB/BBBBB\B/B\BB/
BBBBBBBBB/B\BBBBBBB/B\BBBBBBBBB
BBB\B/BBBBBBBBBBBBBBBBBBB\B/BBB
BBBBBBBBB\B/BBBBBBB\B/BBBBBBBBB
/BBBBBBBBBBBBBBBBBBBBBBBBBBBBB\
BBBBBBBB\BBB/BBBBB\BBB/BBBBBBBB
BBBBBBBB BBB BBBBB BBB BBBBBBBB
BBBBaaa aaa aaaa BBBB
BBBBaaa /aaaaaa /aaaa BBBB
\BBBaaa aaaaaaaaaaaaa/ BBB/
aaaaa\aaaaaaaaaaaa/
\aaaaaaaaaaaaaaaa/
aa aa a aa aaaa
aaaaaaaaaaaaaaaa\
aaaa aaaaaaaaaaaaaaaaaa
aa\ aaaaaaaaaaaaaaaaaaaaaaa
aaa\aaaaaaaaaaaaaaaaaaaaaa/
\aaaaaaaaaaaaaaaaaaaaaaa
\aaaaaaaaaaaaaaaaa
aaaaaaaaaaaaa
\aaa/aaaaaaaa
aaa aa
aaa aa
aaa
Connection: ROOM_1 --> ROOM_2 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_2
Maximum of 2 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:794
Zone quota: 3
Zone list:
ZONE_1 : rooms:2 areas:53
Other Item quota : 6.00
--==| Build Rooms |==--
Seed already has an EDGE @ 4832, 7648
Seed already has an EDGE @ 4832, 7776
Seed already has an EDGE @ 4704, 7776
Seed already has an EDGE @ 4704, 7648
Seed already has an EDGE @ 4832, 8160
Seed already has an EDGE @ 4832, 8288
Seed already has an EDGE @ 4704, 8288
Seed already has an EDGE @ 4704, 8160
Seed already has an EDGE @ 8672, 8416
Seed already has an EDGE @ 8672, 8288
Seed already has an EDGE @ 8800, 8288
Seed already has an EDGE @ 8800, 8416
Seed already has an EDGE @ 8672, 7904
Seed already has an EDGE @ 8672, 7776
Seed already has an EDGE @ 8800, 7776
Seed already has an EDGE @ 8800, 7904
--==| Auto Detail Report |==--
Total walkable volume: 794.5
Group walls tone down multiplier: 1
Total perimeter: 577
Plain walls tone down multiplier: 1
MAP11: Adding Decor_light_pillar_core_outdoor from MAP02 in decor/gtd_decor.wad
MAP11: Adding Decor_blob_lamp from MAP01 in decor/blob_lamp.wad
MAP11: Adding Decor_dittohead_lamp from object in decor/dh_lamp.wad
Loading wad-fab decor/gtd_decor.wad / MAP10
MAP11: Adding Decor_sealed_storage_large_outdoor from MAP10 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor.wad / MAP09
MAP11: Adding Decor_sealed_storage_outdoor from MAP09 in decor/gtd_decor.wad
MAP11: Adding Decor_light_pillar_core_outdoor from MAP02 in decor/gtd_decor.wad
Loading wad-fab decor/dem_props.wad / MAP02
MAP11: Adding Decor_trash_bin from MAP02 in decor/dem_props.wad
Loading wad-fab decor/gtd_decor_outdoor_billboards.wad / MAP01
MAP11: Adding Decor_outdoor_billboard_UAC from MAP01 in decor/gtd_decor_outdoor_billboards.wad
MAP11: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
MAP11: Adding Pillar_round1_tech2 from object in decor/pillar1.wad
MAP11: Adding Decor_sealed_storage_outdoor from MAP09 in decor/gtd_decor.wad
MAP11: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP11: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP11: Adding Decor_sealed_storage_outdoor from MAP09 in decor/gtd_decor.wad
MAP11: Adding Start_generic_immersive_start from MAP01 in start/gtd_generic_immersive_start.wad
MAP11: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Pic_HVAC_unit from MAP01 in picture/gtd_pic_rooftop_stuff.wad
Loading wad-fab picture/gtd_pic_rooftop_stuff.wad / MAP02
MAP11: Adding Pic_septic_tank from MAP02 in picture/gtd_pic_rooftop_stuff.wad
MAP11: Adding Item_alcove_small_general2 from MAP02 in item/alcove1.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP11: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP11: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP11: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP11: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP11: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP11: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP11: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP11: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
MAP11: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP11: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP11: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP11: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP11: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP11: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP11: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP11: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP11: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP11: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP11: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP11: Adding Exit_immersive_point_exit1 from MAP01 in exit/gtd_generic_immersive_point_exit.wad
MAP11: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP11: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
MAP11: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
MAP11: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP11: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP11: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP11: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP11: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP11: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP11: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP11: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP11: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP11: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP11: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP11: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP11: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP11: Adding Light_tech2 from MAP02 in decor/ceil_light.wad
MAP11: Adding Pic_beed28_broken_door from MAP01 in picture/beed28_broken_door.wad
MAP11: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP11: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP11: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP11: Adding Stair_64_tech from MAP02 in stairs/stair_64.wad
MAP11: Adding Stair_64_tech from MAP02 in stairs/stair_64.wad
MAP11: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP11: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP11: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP11: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab window/gtd_window_cage.wad / MAP01
Loading wad-fab window/gtd_window_cage.wad / MAP02
Loading wad-fab window/gtd_window_cage.wad / MAP03
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP11: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP11: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP11: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: shotty
Giving weapon: launch
Giving weapon: super
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 88914 dead regions (of 122112)
Swallowed 17791 brushes (of 88926)
Filled 9 gaps (of 26681 total)
Lighting level...
Merged 9537 colinear lines
Rounded 3 square corners
Aligned 10339 textures
Level 12 title: Ethereal Ave.
~~~~~~| MAP12 |~~~~~~
Level seed: 18063242831
Styles =
{
ambushes = heaps
barrels = some
big_rooms = few
cages = rare
caves = few
cycles = none
dead_ends = some
doors = few
ex_floors = some
fences = few
hallways = few
islands = heaps
keys = few
lakes = few
liquids = none
outdoors = some
pictures = heaps
porches = some
secrets = some
steepness = heaps
switches = heaps
symmetry = few
teleporters = few
traps = some
windows = heaps
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 20].....
APPLIED rule: GROW_2
APPLIED rule: GROW_3
APPLIED rule: GROW_2
APPLIED rule: GROW_HALF_SKILLET_SPIRAL
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_1 with [square_out x 11].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
Growing ROOM_2 with [grow x 10].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_2
'OH SHIT HERE WE GO AGAIN', says ROOM 2 before he was violently gunned down by the Linear Mode thugz...
Killing 2
Growing ROOM_3 with [grow x 30].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_STAIRPAIR_5F
APPLIED rule: GROW_36_SINGLE_AREA
APPLIED rule: GROW_STAIRED_HORSESHOE_TIGHTER
Growing ROOM_3 with [sprout x 2].....
new room ROOM_4 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_4x1
Growing ROOM_3 with [square_out x 27].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_4 with [grow x 10].....
APPLIED rule: GROW_PILLAR_2X2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_INTO_CLIFF
Growing ROOM_4 with [sprout x 1].....
new room ROOM_6 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_5 with [grow x 10].....
APPLIED rule: GROW_O
APPLIED rule: GROW_CAUSEWAY
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_NARROWSTAIR_2
APPLIED rule: GROW_GATED_SIDE_RAMP
Growing ROOM_5 with [sprout x 2].....
new room ROOM_7 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_8 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_6 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_CLIFF_EXTENSION_X2_UP_WE_GO
Shape group: catwalk
Shape count: 10
APPLIED rule: GROW_CLIFF_EXTENSION
Shape group: catwalk
Shape count: 10
Growing ROOM_6 with [sprout x 1].....
new room ROOM_9 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_6 with [square_out x 17].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Killing 7
Killing 8
Killing 9
Growing ROOM_6 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_3 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_4 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CATWALK_LUMP
Growing ROOM_5 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_3 with [filler x 30].....
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
Seed Map:
/cccccc\ FFFFFF
/cccccccc\ FFFF FFF
cc/cccc\cc FFFFFFFF
ccccccccccc FFFFFF
ccccccccccccc FFFF\/FFFF
ccccccccccccc FFFFFFFFFFF
ccccccc FFFFFFFFFFFFF
AAAAAAAAAAAccccccccc\FF FFFFFFFFFF
AAAAAAAAAAAccccccccccFFFFFFFFFFFF
AAAAAAAAAAAAAAAccccccccFFFFFFFFFFFF
AAAAAAAAAAAAAAAccccc/FFFFFFFFFFFFFF
AAA\AA/A\AA/AAAcccc/ FFFFFFFFFFFFF
AAAAAAAAAAAAAAAccccc FFFFFFFFFFF/
AAAAAAAcccccccccccFFFFFFF/FFFFF
AAAAAAAcccccccccccFFFFFFFFFFFFF
AAAAAAAcccccccccc\ DDDFFFFFFFFF
AAAEEccccccccccc DDDFFFFFFFFF
AAAEEcccccccccccDDDDDDDDDDDDD
EE EEEcccccccccccDDDDDDDDDDDDD
EE EEEccc\cccccccDDDDDDDDDDDDD
EEEE EEEccccccccccc DDDDDDDDDDDD
EEEEE /EEEE\cccccc/ccccDDDD DDDD
EEE E/EEEEEE\ccccccccccDDDD DDDD
EEEEEEEEEEEEEEEccccccccDDDD DDDD
EEEEEEEEEEEEEEccc\cc DD DDDD
EE EEEEEEEEEEEcccccc DD DDDD
EEEEEEEEEEEEEEEEccccc/
EEEEEE\EEEEEE/ ccc
\EEEE/ ccc
EEEEEEEE
EEEEEEEE
EEEEEEEEEE
EEEEEEEEEE
EE\EE/
EE EE
EE
Connection: ROOM_1 --> ROOM_3 (via edge)
Connection: ROOM_3 --> ROOM_4 (via joiner)
Connection: ROOM_3 --> ROOM_5 (via joiner)
Connection: ROOM_4 --> ROOM_6 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_6
Maximum of 1 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_4 -- ROOM_6)
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:620
QUEST_1 : svolume:178
Zone quota: 4
Zone list:
ZONE_2 : rooms:4 areas:60
ZONE_1 : rooms:1 areas:20
Other Item quota : 5.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 799
Group walls tone down multiplier: 1
Total perimeter: 579
Plain walls tone down multiplier: 1
Loading wad-fab picture/gtd_pic_urban_generic_frontages.wad / MAP01
MAP12: Adding Pic_storefront_3x from MAP01 in picture/gtd_pic_urban_generic_frontages.wad
Loading wad-fab start/armaetus_start1.wad / MAP01
MAP12: Adding Start_armaetus_start_center_pillar from MAP01 in start/armaetus_start1.wad
Loading wad-fab item/closet.wad / MAP01
MAP12: Adding Item_closet_w_door from MAP01 in item/closet.wad
Loading wad-fab picture/gtd_pic_urban_mirrors_edge_wall.wad / MAP01
MAP12: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
Loading wad-fab picture/pic_box.wad / MAP01
MAP12: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP12: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
Loading wad-fab stairs/frozsoul_620_lift_128.wad / *
MAP12: Adding lift_620_128 from object in stairs/frozsoul_620_lift_128.wad
MAP12: Adding lift_620_128 from object in stairs/frozsoul_620_lift_128.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP01
MAP12: Adding Decor_road_clutter_three_cones from MAP01 in decor/gtd_decor_road_clutter.wad
MAP12: Adding Decor_light_pillar_helix_outdoor from MAP01 in decor/gtd_decor.wad
MAP12: Adding Tech_helipad_O from MAP02 in decor/gtd_decor_tech_helipad.wad
Loading wad-fab decor/gtd_cars.wad / MAP01
MAP12: Adding Decor_sedan_brown from MAP01 in decor/gtd_cars.wad
MAP12: Adding Decor_road_clutter_concrete_barrier_striped_double from MAP06 in decor/gtd_decor_road_clutter.wad
MAP12: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/ruins.wad / MAP02
MAP12: Adding Decor_ruins2 from MAP02 in decor/ruins.wad
MAP12: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP12: Adding Decor_blob_lamp from MAP01 in decor/blob_lamp.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP04
MAP12: Adding Decor_road_clutter_concrete_barrier from MAP04 in decor/gtd_decor_road_clutter.wad
MAP12: Adding Decor_armaetus_flagpole from MAP01 in decor/armaetus_EPIC_flagpole.wad
MAP12: Adding Decor_outdoor_billboard_UAC from MAP01 in decor/gtd_decor_outdoor_billboards.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP05
MAP12: Adding Decor_road_clutter_concrete_barrier_striped from MAP05 in decor/gtd_decor_road_clutter.wad
MAP12: Adding Crate_small_brown from MAP01 in decor/crates1.wad
Loading wad-fab decor/dem_props.wad / MAP03
MAP12: Adding Decor_mailbox from MAP03 in decor/dem_props.wad
MAP12: Adding Decor_sealed_storage_outdoor from MAP09 in decor/gtd_decor.wad
MAP12: Adding Decor_road_clutter_concrete_barrier from MAP04 in decor/gtd_decor_road_clutter.wad
MAP12: Adding Decor_trash_bin from MAP02 in decor/dem_props.wad
Loading wad-fab picture/gtd_pic_urban_downtown_facades.wad / MAP02
MAP12: Adding Pic_urban_downtown_facade2_vanilla from MAP02 in picture/gtd_pic_urban_downtown_facades.wad
MAP12: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP12: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
MAP12: Adding Trap_simple1 from object in trap/trap1.wad
Loading wad-fab picture/gtd_pic_urban_generic_frontages.wad / MAP02
MAP12: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP12: Adding Lift_64 from object in stairs/lift_64.wad
MAP12: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP12: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP12: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab joiner/simple1.wad / MAP01
MAP12: Adding Joiner_simple1_urban from MAP01 in joiner/simple1.wad
Loading wad-fab joiner/gtd_simple_one_pillar.wad / MAP01
MAP12: Adding Joiner_simple_one_pillar_urban from MAP01 in joiner/gtd_simple_one_pillar.wad
MAP12: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
MAP12: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
Loading wad-fab decor/gtd_decor_urban.wad / MAP02
MAP12: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
Loading wad-fab item/secret_niche.wad / MAP01
MAP12: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP12: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP12: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP12: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
Loading wad-fab picture/gtd_pic_urban_commercial_frontages.wad / MAP04
MAP12: Adding Pic_bank from MAP04 in picture/gtd_pic_urban_commercial_frontages.wad
MAP12: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab item/gtd_item_cage_balcony.wad / MAP01
MAP12: Adding Item_cage_balcony from MAP01 in item/gtd_item_cage_balcony.wad
MAP12: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP12: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP12: Adding Item_alcove_small_urban1 from MAP02 in item/alcove1.wad
MAP12: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP12: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP12: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/stair_32.wad / MAP02
MAP12: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP12: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP12: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
MAP12: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
Loading wad-fab decor/ceil_light.wad / MAP01
MAP12: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP12: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP12: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_urban_generic_frontages.wad / MAP03
MAP12: Adding Pic_apartment_row_3x from MAP03 in picture/gtd_pic_urban_generic_frontages.wad
MAP12: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
Loading wad-fab picture/pic_box.wad / MAP06
MAP12: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP12: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP12: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP12: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP12: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/sidewalk_16.wad / MAP01
MAP12: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
MAP12: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP12: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/key_huge.wad / MAP03
MAP12: Adding Locked_huge3_yellow from MAP03 in joiner/key_huge.wad
MAP12: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
Loading wad-fab decor/pillar3.wad / MAP01
MAP12: Adding Pillar3_urban1 from MAP01 in decor/pillar3.wad
MAP12: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP12: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP12: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP12: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor_urban.wad / MAP06
MAP12: Adding Decor_street_barrier from MAP06 in decor/gtd_decor_urban.wad
Loading wad-fab decor/gtd_decor_urban.wad / MAP01
MAP12: Adding Decor_bench_n_trashcan from MAP01 in decor/gtd_decor_urban.wad
Loading wad-fab decor/crates2.wad / MAP11
MAP12: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
Loading wad-fab decor/gtd_decor_urban_newsstand.wad / MAP01
MAP12: Adding Decor_urban_newsstand from MAP01 in decor/gtd_decor_urban_newsstand.wad
Loading wad-fab decor/crates2.wad / MAP10
MAP12: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP12: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
MAP12: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP12: Adding Decor_bench_n_trashcan from MAP01 in decor/gtd_decor_urban.wad
MAP12: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP12: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP12: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP12: Adding Pic_apartment_row_3x from MAP03 in picture/gtd_pic_urban_generic_frontages.wad
MAP12: Adding Pic_computer_charging_grid_thingies from MAP04 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab exit/armaetus_tp_closet_exit.wad / MAP01
MAP12: Adding Exit_armaetus_tp_closet from MAP01 in exit/armaetus_tp_closet_exit.wad
MAP12: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP12: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP12: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP12: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP12: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP12: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP12: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP12: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP12: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab door/arch_curved.wad / MAP03
Loading wad-fab fence/beam.wad / MAP01
Loading wad-fab wall/gtd_wall_urban.wad / MAP03
Loading wad-fab wall/gtd_wall_urban.wad / MAP01
Loading wad-fab wall/gtd_wall_hell.wad / MAP06
Loading wad-fab fence/beam.wad / MAP02
Loading wad-fab wall/gtd_wall_neonsigns.wad / MAP05
Loading wad-fab wall/gtd_wall_urban.wad / MAP04
Loading wad-fab wall/gtd_wall_neonsigns.wad / MAP04
LACKING MATERIAL : CEMENT2
Loading wad-fab wall/gtd_wall_urban.wad / MAP05
Loading wad-fab wall/gtd_wall_urban.wad / MAP01
Loading wad-fab wall/gtd_wall_steel_arch.wad / MAP01
Loading wad-fab wall/gtd_diagonal_urban.wad / MAP02
Loading wad-fab wall/gtd_wall_steel_arch.wad / MAP02
Loading wad-fab wall/gtd_wall_hell_diagonal.wad / MAP01
Loading wad-fab wall/gtd_diagonal_urban.wad / MAP01
Loading wad-fab wall/gtd_diagonal_urban.wad / MAP02
Loading wad-fab wall/gtd_wall_neonsigns.wad / MAP03
Loading wad-fab wall/gtd_wall_hell.wad / MAP03
Loading wad-fab wall/gtd_wall_urban.wad / MAP02
Loading wad-fab wall/garrett_diagonal_lamp.wad / MAP01
LACKING MATERIAL : FIRELAV2
Loading wad-fab window/gtd_window_arch_curved.wad / MAP02
Loading wad-fab wall/gtd_wall_urban_storage.wad / MAP05
LACKING MATERIAL : CEMENT4
Loading wad-fab fence/gtd_pillar.wad / MAP01
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
Loading wad-fab fence/posts.wad / MAP04
MAP12: Adding Post_tech_2 from MAP04 in fence/posts.wad
MAP12: Adding Post_tech_2 from MAP04 in fence/posts.wad
MAP12: Adding Post_tech_2 from MAP04 in fence/posts.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP12: Adding Depot_raise from MAP01 in misc/depot.wad
MAP12: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: launch
Giving weapon: shotty
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 68934 dead regions (of 96397)
Swallowed 11811 brushes (of 68948)
Filled 1090 gaps (of 21869 total)
Lighting level...
Merged 7135 colinear lines
Rounded 5 square corners
Aligned 8184 textures
Level 13 title: The Assault of Ghosts
~~~~~~| MAP13 |~~~~~~
Level seed: 18063242832
Styles =
{
ambushes = some
barrels = few
big_rooms = none
cages = rare
caves = none
cycles = heaps
dead_ends = some
doors = some
ex_floors = few
fences = few
hallways = few
islands = heaps
keys = heaps
lakes = heaps
liquids = none
outdoors = some
pictures = some
porches = some
secrets = some
steepness = some
switches = few
symmetry = some
teleporters = some
traps = few
windows = some
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 10].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_4x1
Growing ROOM_1 with [square_out x 13].....
Growing ROOM_2 with [grow x 10].....
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_TRENCH_CURVE_INNER_SOLID
APPLIED rule: GROW_EXTRUSION_3X2
'OH SHIT HERE WE GO AGAIN', says ROOM 2 before he was violently gunned down by the Linear Mode thugz...
Killing 2
Growing ROOM_3 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
Shape group: cliff
Shape count: 13
Growing ROOM_3 with [sprout x 1].....
new room ROOM_4 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_3 with [square_out x 6].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing HALLWAY_4 with [hall_2 x 7].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_4 with [hall_2_sprout x 1].....
Growing HALLWAY_4 with [hall_2_sprout x 2].....
Killing 4
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x2
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 1
new room ROOM_6 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 2
Growing ROOM_5 with [grow x 20].....
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_SQUIGGLE
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_5 with [square_out x 4].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing HALLWAY_6 with [hall_2 x 3].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_6 with [hall_2_sprout x 2].....
new room ROOM_7 : env = nil : parent = HALLWAY_6
APPLIED rule: HALL_2_SPROUT_A
Growing ROOM_7 with [grow x 10].....
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
Growing ROOM_7 with [sprout x 1].....
new room ROOM_8 : env = nil : parent = ROOM_7
new room ROOM_9 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_8 with [grow x 20].....
Growing ROOM_8 with [grow x 30].....
Killing 8
Growing ROOM_9 with [grow x 20].....
Growing ROOM_9 with [grow x 20].....
Killing 9
Growing ROOM_7 with [sprout x 2].....
new room ROOM_10 : env = nil : parent = ROOM_7
new room ROOM_11 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_JOINER_3x2
Emergency in ROOM_7 is resolved OMG AMAZING!!!!
7 Emergency Sprout attempts: 1
new room ROOM_12 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_DIRECT_4
Emergency in ROOM_7 is resolved OMG AMAZING!!!!
7 Emergency Sprout attempts: 2
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_3 with [sprout x 2].....
new room ROOM_13 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x2
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 3
new room ROOM_14 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_2_EMERGENCY
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 4
Growing ROOM_5 with [sprout x 2].....
new room ROOM_15 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_2x2
Emergency in ROOM_5 is resolved OMG AMAZING!!!!
5 Emergency Sprout attempts: 1
new room ROOM_16 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_2x1
Emergency in ROOM_5 is resolved OMG AMAZING!!!!
5 Emergency Sprout attempts: 2
Growing ROOM_10 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_3
APPLIED rule: GROW_2
APPLIED rule: GROW_3
APPLIED rule: GROW_2
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_10 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_11 with [grow x 20].....
APPLIED rule: GROW_SQUEEZE_CURVE_NEW_AREA
APPLIED rule: GROW_NARROWSTAIR_2
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE_X2
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_11 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_12 with [grow x 10].....
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_EXTRUSION_4X4
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_13 with [grow x 10].....
Growing ROOM_13 with [grow x 30].....
Killing 13
Growing ROOM_14 with [grow x 10].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_AREA_2
APPLIED rule: GROW_2
Growing ROOM_14 with [sprout x 2].....
new room ROOM_17 : env = nil : parent = ROOM_14
APPLIED rule: SPROUT_JOINER_2x1
Growing ROOM_14 with [square_out x 2].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
Growing ROOM_15 with [grow x 10].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
Growing ROOM_15 with [sprout x 2].....
Growing ROOM_16 with [grow x 20].....
Growing ROOM_16 with [grow x 30].....
Killing 16
Growing ROOM_17 with [grow x 20].....
APPLIED rule: PARK_GROW_2
Growing ROOM_17 with [sprout x 2].....
Growing ROOM_15 with [sprout x 2].....
APPLIED rule: SPROUT_TELEPORTER_2x2
Emergency in ROOM_15 is resolved OMG AMAZING!!!!
15 Emergency Sprout attempts: 1
new room ROOM_18 : env = nil : parent = ROOM_15
APPLIED rule: SPROUT_JOINER_2x2
Emergency in ROOM_15 is resolved OMG AMAZING!!!!
15 Emergency Sprout attempts: 2
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_14 with [sprout x 1].....
Growing ROOM_5 with [sprout x 3].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_17 with [sprout x 3].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_10 with [sprout x 1].....
new room ROOM_19 : env = nil : parent = nil
Growing ROOM_19 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_19 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_19 with [grow x 20].....
APPLIED rule: GROW_SQUEEZE_CURVE_NEW_AREA
APPLIED rule: GROW_RAMP_THIN_RISE
Growing ROOM_19 with [sprout x 1].....
Growing ROOM_19 with [square_out x 7].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_18 with [grow x 20].....
Growing ROOM_18 with [grow x 10].....
Killing 18
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_17 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_14 with [sprout x 1].....
Growing ROOM_15 with [sprout x 1].....
Growing ROOM_19 with [sprout x 3].....
Growing ROOM_10 with [sprout x 1].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_19 with [sprout x 1].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_15 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_14 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_17 with [sprout x 1].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_14 with [sprout x 3].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_11 with [sprout x 3].....
Growing ROOM_19 with [sprout x 3].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_17 with [sprout x 2].....
Growing ROOM_15 with [sprout x 1].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_19 with [sprout x 3].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_17 with [sprout x 1].....
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_15 with [sprout x 2].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_10 with [sprout x 1].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_14 with [sprout x 1].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_17 with [sprout x 2].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_19 with [sprout x 2].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_14 with [sprout x 1].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_15 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_7 with [sprout x 1].....
Growing ROOM_14 with [sprout x 2].....
Growing ROOM_19 with [sprout x 2].....
Growing ROOM_10 with [sprout x 3].....
Growing ROOM_15 with [sprout x 3].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_17 with [sprout x 3].....
Growing ROOM_5 with [sprout x 3].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_5 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
5 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
5 Emergency Sprout attempts: 2
Growing ROOM_19 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_3 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
3 Emergency Sprout attempts: 4
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_3 with [cage_grow x 1].....
APPLIED rule: AUX_CAGE_GROW2
3 Emergency Sprout attempts: 4
3 Emergency Sprout attempts: 4
Growing ROOM_11 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_10 with [decorate x 6].....
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_INNER_DOUBLE
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_10 with [cage_grow x 2].....
Growing ROOM_15 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
15 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_3x1
15 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
15 Emergency Sprout attempts: 2
Growing ROOM_12 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_7 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x1
7 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
7 Emergency Sprout attempts: 2
Growing ROOM_14 with [decorate x 6].....
Growing ROOM_17 with [decorate x 3].....
Growing ROOM_15 with [filler x 30].....
APPLIED rule: FILLER_2
15 Emergency Sprout attempts: 2
APPLIED rule: FILLER_2
15 Emergency Sprout attempts: 2
APPLIED rule: FILLER_2
15 Emergency Sprout attempts: 2
APPLIED rule: FILLER_2
15 Emergency Sprout attempts: 2
Growing ROOM_17 with [filler x 30].....
Growing ROOM_15 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
15 Emergency Sprout attempts: 2
APPLIED rule: SMOOTHER_1
15 Emergency Sprout attempts: 2
Growing ROOM_17 with [smoother x 15].....
Seed Map:
ooo
ooooooooooo\
ooooooooooooo
ooooooooooooo
JJJJJJJJ\ ooooooooooooo
JJJ J JJ ooooooooo/
GGGGGGGGGGJJJJJJJJ ooooooo
GGGG GGGGGGJJJJJJJJ ooooooo /EE
GGGGGGGGGGGJJJJJJJJCC oo EE /EEE
LLLLGGGGGGGGGJJJ J JJ/CCC oo EE/EE/
LLLLLLLLLLLLGGJJJJJJJJ/CCCCC EEEE/
LLLLLLLLLLLLGGFFFFFFFFCCCCCC /EE/
LLLLLLLLLLLLGGFFFFFFFFCCCCCCC EE/
LLLLLLLLLLLLGG qqqqNNNCCCCCCCCCCCEEE
LLLLGGGGGGGGGqqqqNNNCCCCCCC/CCCEEE
KK GGGGGGGGGGGKKNNNCCCCCCCCCCCEEE
KK GGGG GGGGGGKKN\NCCCCAAAA EEEEEE
KKKKKGGGGGGGGGGKKNNNAAAAAAAA EEEEEE
KKKKKKKKKKKKK /KAAAAAAAAAAAAAAAAAAAA
KKK\KKKKKKKKKKKKAAAAAAAAAAAAAAAAAAAA
KKKKKKKKKKKKKKKKKAAAAAAAAAAAAAAAAAAAA
KKKKKKKKKKKKKKKKKAAAAAAAAAAAAAAAAAAAA
KKK KKK KKKKAAAA AAAA SSAAAA
K/K KKKAA AAAA SSSSAA
KKK KKK SSSSSSS\ SS
KK SSSSSSSS\SSSSSS
KK SSSSS SSSSSSSSS
SS SS/SSSSS
SS SSSS
SSSS
SS
Connection: ROOM_1 --> ROOM_3 (via joiner)
Connection: ROOM_3 --> ROOM_5 (via joiner)
Connection: ROOM_3 --> HALLWAY_6 (via terminator)
Connection: HALLWAY_6 --> ROOM_7 (via terminator)
Connection: ROOM_7 --> ROOM_10 (via joiner)
Connection: ROOM_7 --> ROOM_11 (via joiner)
Connection: ROOM_7 --> ROOM_12 (via edge)
Connection: ROOM_3 --> ROOM_14 (via edge)
Connection: ROOM_5 --> ROOM_15 (via joiner)
Connection: ROOM_14 --> ROOM_17 (via joiner)
Teleporter connection: ROOM_15 --> ROOM_19
--==| Make Quests |==--
Exit room: ROOM_11
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_7 -- ROOM_11)
Dividing QUEST_2 @ CONN_7 (ROOM_7 -- ROOM_12)
Dividing QUEST_3 @ CONN_2 (ROOM_3 -- ROOM_5)
Maximum of 1 switch goals.
Dividing QUEST_4 @ CONN_5 (ROOM_7 -- ROOM_10)
Start room: ROOM_1
Quest list:
QUEST_5 : svolume:300
QUEST_4 : svolume:53
QUEST_3 : svolume:191
QUEST_2 : svolume:56
QUEST_1 : svolume:105
Zone quota: 3
Zone list:
ZONE_2 : rooms:7 areas:49
ZONE_3 : rooms:3 areas:16
ZONE_1 : rooms:2 areas:23
Other Item quota : 5.00
--==| Build Rooms |==--
AREA_60 leads to nowhere. (4960, 5472)
--==| Auto Detail Report |==--
Total walkable volume: 706
Group walls tone down multiplier: 1
Total perimeter: 696
Plain walls tone down multiplier: 1
Loading wad-fab decor/gtd_decor_urban.wad / MAP08
MAP13: Adding Decor_cafe_table_set from MAP08 in decor/gtd_decor_urban.wad
MAP13: Adding Start_armaetus_start_lift from MAP02 in start/armaetus_start1.wad
Loading wad-fab picture/pic_box.wad / MAP04
MAP13: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP13: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP13: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP13: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP13: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP13: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP13: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP13: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP13: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP13: Adding Joiner_simplest from MAP01 in joiner/gtd_simplest.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP13: Adding Item_alcove_small_urban3 from MAP02 in item/alcove1.wad
MAP13: Adding Lift_gtd_disguised_128_2h from MAP02 in stairs/gtd_lift_disguised_128.wad
MAP13: Adding Locked_huge3_yellow from MAP03 in joiner/key_huge.wad
MAP13: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP13: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/gtd_ceil_light_gothic.wad / MAP01
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP13: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP13: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
Loading wad-fab joiner/gtd_cageish_joiner.wad / MAP01
LACKING MATERIAL : SW1BRN1
MAP13: Adding Joiner_gtd_cageish_joiner_bunker from MAP01 in joiner/gtd_cageish_joiner.wad
Loading wad-fab hall/deuce_j.wad / MAP01
MAP13: Adding Hallway_deuce_term from MAP01 in hall/deuce_j.wad
Loading wad-fab hall/deuce_i.wad / MAP01
MAP13: Adding Hallway_deuce_i1 from MAP01 in hall/deuce_i.wad
MAP13: Adding Hallway_deuce_i1 from MAP01 in hall/deuce_i.wad
Loading wad-fab hall/deuce_i.wad / MAP02
MAP13: Adding Hallway_deuce_i1_rise from MAP02 in hall/deuce_i.wad
MAP13: Adding Hallway_deuce_term from MAP01 in hall/deuce_j.wad
MAP13: Adding Item_alcove_small_urban1 from MAP02 in item/alcove1.wad
Loading wad-fab picture/gtd_pic_urban_commercial_frontages.wad / MAP06
MAP13: Adding Pic_electronics_store from MAP06 in picture/gtd_pic_urban_commercial_frontages.wad
MAP13: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP13: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP13: Adding Joiner_remote_sw_metal from MAP01 in joiner/barred2.wad
MAP13: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP13: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/key_huge.wad / MAP03
MAP13: Adding Locked_huge3_red from MAP03 in joiner/key_huge.wad
MAP13: Adding Decor_urban_newsstand from MAP01 in decor/gtd_decor_urban_newsstand.wad
Loading wad-fab item/gtd_item_key_pedestal.wad / MAP04
MAP13: Adding Item_gtd_key_oh_he_ded from MAP04 in item/gtd_item_key_pedestal.wad
MAP13: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Decor_bench_n_trashcan from MAP01 in decor/gtd_decor_urban.wad
MAP13: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP13: Adding Item_closet_w_door from MAP01 in item/closet.wad
MAP13: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP13: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP13: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
Loading wad-fab item/gtd_item_lockers.wad / MAP02
MAP13: Adding Item_locker_cylinder from MAP02 in item/gtd_item_lockers.wad
Loading wad-fab teleporter/scionox_fancy_pad.wad / MAP01
MAP13: Adding Teleporter_scionox_fancy_pad from MAP01 in teleporter/scionox_fancy_pad.wad
Loading wad-fab trap/gtd_trap_urban.wad / *
MAP13: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
Loading wad-fab decor/gtd_decor_urban.wad / MAP07
MAP13: Adding Decor_waiting_shed from MAP07 in decor/gtd_decor_urban.wad
MAP13: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP13: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
Loading wad-fab teleporter/scionox_big_teleport.wad / MAP04
MAP13: Adding Teleporter_scionox_big_teleport_3 from MAP04 in teleporter/scionox_big_teleport.wad
MAP13: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP13: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP13: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP13: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP13: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP13: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP13: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP13: Adding Decor_tech_point_HVAC_1 from MAP01 in decor/gtd_decor_outdoor_machines.wad
MAP13: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP13: Adding Item_alcove_small_urban2 from MAP02 in item/alcove1.wad
MAP13: Adding Item_cage_balcony_3 from MAP03 in item/gtd_item_cage_balcony.wad
Loading wad-fab item/secret_cage.wad / *
MAP13: Adding Item_secret_cage2 from object in item/secret_cage.wad
MAP13: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP13: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP13: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP13: Adding Decor_street_barrier from MAP06 in decor/gtd_decor_urban.wad
MAP13: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP13: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP13: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP13: Adding Decor_waiting_shed from MAP07 in decor/gtd_decor_urban.wad
Loading wad-fab decor/gtd_ceil_light_gothic.wad / MAP01
MAP13: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP13: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP13: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP13: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP13: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab exit/beed28_fireblu_exit.wad / *
MAP13: Adding Exit_beed28_fireblu_exit from object in exit/beed28_fireblu_exit.wad
Loading wad-fab cage/gtd_cage_sandbag.wad / MAP03
MAP13: Adding Cage_sandbag_inset from MAP03 in cage/gtd_cage_sandbag.wad
MAP13: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP13: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP13: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab switch/armaetus_switch_tech.wad / *
MAP13: Adding Switch_armaetus_tech from object in switch/armaetus_switch_tech.wad
Loading wad-fab door/arch_curved.wad / MAP01
Loading wad-fab door/key_medium.wad / MAP01
Loading wad-fab wall/torches.wad / MAP02
Loading wad-fab window/tall.wad / MAP12
Loading wad-fab window/tall.wad / MAP11
Loading wad-fab window/tall.wad / MAP13
Loading wad-fab wall/gtd_wall_drywall_set.wad / MAP02
Loading wad-fab wall/gtd_wall_drywall_set.wad / MAP01
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP13: Adding Depot_raise from MAP01 in misc/depot.wad
MAP13: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: super
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
Removed 95151 dead regions (of 130906)
Swallowed 18741 brushes (of 95167)
Filled 1085 gaps (of 28787 total)
Lighting level...
Merged 9509 colinear lines
Rounded 17 square corners
Aligned 11032 textures
Level 14 title: Eastern Standoff of Sabotage
~~~~~~| MAP14 |~~~~~~
Level seed: 18063242833
Styles =
{
ambushes = some
barrels = some
big_rooms = heaps
cages = rare
caves = few
cycles = none
dead_ends = some
doors = some
ex_floors = some
fences = few
hallways = none
islands = few
keys = some
lakes = heaps
liquids = few
outdoors = some
pictures = some
porches = some
secrets = some
steepness = heaps
switches = few
symmetry = none
teleporters = some
traps = some
windows = heaps
}
Liquid: slime (usage 25%)
Skybox: Skybox_garrett_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_LIQUID_GUTTER_CORNER
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_1 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_2 with [grow x 20].....
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_TRENCH_STRAIGHT
APPLIED rule: GROW_INTO_CLIFF
Shape group: cliff
Shape count: 8
APPLIED rule: GROW_TRENCH_STRAIGHT_LONG
APPLIED rule: GROW_CLIFF_STRAIGHT_X4_STAIR
Shape group: cliff
Shape count: 7
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_CLIFF_EXTENSION_UP_WE_GO
Shape group: cliff
Shape count: 7
APPLIED rule: GROW_TRENCH_STRAIGHT_LONG
APPLIED rule: GROW_LIQUID_PLATFORM_FUNNEL
Growing ROOM_2 with [sprout x 2].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_4x1
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_2 with [square_out x 19].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_BOTH_SIDES
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_3 with [grow x 20].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_CLIFF_EXTENSION
Shape group: cliff
Shape count: 0
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_3 with [square_out x 2].....
Growing ROOM_4 with [grow x 10].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_L_STAIR
Growing ROOM_4 with [sprout x 1].....
new room ROOM_5 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_5 with [grow x 20].....
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_SEWER_ENTRY
Shape group: cliff_x4
Shape count: 0
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_WIDE_SPACE_CATWALK_STRAIGHT
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_RAMP_THIN_RISE
APPLIED rule: GROW_TRENCH_STRAIGHT_LONG
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_3
Growing ROOM_5 with [sprout x 3].....
APPLIED rule: SPROUT_TELEPORTER_2x2
new room ROOM_6 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_7 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_4x1
Growing ROOM_5 with [square_out x 19].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
new room ROOM_8 : env = nil : parent = nil
Growing ROOM_8 with [root x 1].....
APPLIED rule: ROOT_T2
Growing ROOM_8 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_8 with [grow x 10].....
APPLIED rule: GROW_L_STAIR
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
Growing ROOM_8 with [sprout x 3].....
new room ROOM_9 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_10 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_11 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_8 with [square_out x 24].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Killing 6
Killing 7
Killing 9
Killing 10
Killing 11
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_5 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_2 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_8 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
Growing ROOM_3 with [decorate x 10].....
Growing ROOM_4 with [filler x 30].....
Growing ROOM_4 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
BB
BB
BB ddddddddd
BBBB dddddddddd
BBBB BBB dddddddddd
BBBBBBB\BBBBBBB ddddddddd dddd
BBBBBBBBBBBBBBBBBBBBdddddd\ dddd
BBBBBBBBBBBBBBBBBBBBddddddddddddddd
/BBBB\BBBBBBBBBBBBBBBBBddddddddddddddd
BB B/BB\BBB/BBB BBBBBB AAA \ddddddddddddd
BBBBBBBBBBBBBBBCCCCCCAAAAAEEdddddddddddd
BBBBBBBBBBBBBBBBBCCCCCCAAAAAEEdddddd dddd
BBBBBBBBBBBBBBBBBCCAAAAAAAAAEEdddddd dddd
BBBBB BBBBBBBBBB/CCAAAAAAAAAEEdddd dddd
BBBBB BBBBBBBBAAAAAAAAAAAAEEEEEEEEE dddd
BBBB BBBBBBBBAAAAAAAAAAAAEEEEEEEEE
BBBB BBBBBBB AAAAAAAAAAAA EEEEEE
BB BB AAAAAAAAAAAA/EEEEEEE
HHHH AAAAAAA/A EEEEEEEE
HHHHH AAAAAA EEEEEEEE
HHHHHH AA EEEEEEEEEE
HHHHHH EEEE EEEEEEEEEE
HHHH EEEEEEEEEE \E/ EEEEEE
HHH EEEEEEEEEEEEEEEEEEEE
HHHHHEEEEEEEEEEEEEEEEEEEE
HHHHHHEEEEEEEEEEEEEEE EEEE
HHHHH EEEE EEEEEEE
HHHHH HHHH EEEE EEEEEEE
HHHHHHHHHHHHHH EE
HHHHHHHHHHHHHH EE
HHHHHHHHHHHHHH
HHHHHHHHHHHHH
HHHHHHH HHH
HHH HHH
HHH
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via joiner)
Connection: ROOM_4 --> ROOM_5 (via edge)
Teleporter connection: ROOM_5 --> ROOM_8
--==| Make Quests |==--
Exit room: ROOM_3
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_2 (ROOM_2 -- ROOM_3)
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:764
QUEST_1 : svolume:16
Zone quota: 3
Zone list:
ZONE_2 : rooms:4 areas:78
ZONE_1 : rooms:2 areas:18
Other Item quota : 8.00
--==| Build Rooms |==--
AREA_14 leads to nowhere. (4704, 7136)
--==| Auto Detail Report |==--
Total walkable volume: 780.5
Group walls tone down multiplier: 1
Total perimeter: 730
Plain walls tone down multiplier: 1
MAP14: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Start_armaetus_start_lift_downwards from MAP03 in start/armaetus_start1.wad
MAP14: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
Loading wad-fab picture/pic_box.wad / MAP01
MAP14: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP14: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP14: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_urban_commercial_frontages.wad / MAP01
MAP14: Adding Pic_bookstore from MAP01 in picture/gtd_pic_urban_commercial_frontages.wad
MAP14: Adding Item_alcove_small_urban1 from MAP02 in item/alcove1.wad
MAP14: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP14: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
Loading wad-fab joiner/gtd_simple_arched.wad / MAP01
MAP14: Adding Joiner_simple_arched_urban from MAP01 in joiner/gtd_simple_arched.wad
MAP14: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP14: Adding Decor_waiting_shed from MAP07 in decor/gtd_decor_urban.wad
MAP14: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP14: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP14: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
MAP14: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP14: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP14: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/gtd_ceil_light_gothic.wad / MAP01
MAP14: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP14: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP14: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP14: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP14: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP14: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP14: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP14: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP14: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP14: Adding Pic_bank from MAP04 in picture/gtd_pic_urban_commercial_frontages.wad
MAP14: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP14: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP14: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP14: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP14: Adding Pic_bank from MAP04 in picture/gtd_pic_urban_commercial_frontages.wad
MAP14: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP14: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP14: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP14: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP14: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP14: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP14: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab stairs/gtd_stair_ladder_128.wad / MAP01
MAP14: Adding Ladder_128_woody from MAP01 in stairs/gtd_stair_ladder_128.wad
MAP14: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
MAP14: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP14: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/armaetus_joiner_keyed_bars.wad / MAP01
MAP14: Adding Locked_armaetus_bars_red_tech from MAP01 in joiner/armaetus_joiner_keyed_bars.wad
Loading wad-fab joiner/gtd_3d_joiners.wad / MAP01
MAP14: Adding Joiner_gtd_3D_joiner_center from MAP01 in joiner/gtd_3d_joiners.wad
Loading wad-fab decor/gtd_cars.wad / MAP03
MAP14: Adding Decor_hatchback_blue from MAP03 in decor/gtd_cars.wad
Loading wad-fab decor/gtd_cars.wad / MAP03
MAP14: Adding Decor_hatchback_brown from MAP03 in decor/gtd_cars.wad
MAP14: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/dem_props.wad / MAP01
MAP14: Adding Decor_basketball_hoop from MAP01 in decor/dem_props.wad
MAP14: Adding Decor_server_rack from MAP06 in decor/gtd_decor.wad
MAP14: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP14: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP14: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP14: Adding Pic_storefront_3x from MAP01 in picture/gtd_pic_urban_generic_frontages.wad
MAP14: Adding Trap_simple1 from object in trap/trap1.wad
MAP14: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP14: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP14: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP14: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP14: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP14: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP14: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
MAP14: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
Loading wad-fab decor/gtd_decor_hell.wad / MAP01
MAP14: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
Loading wad-fab decor/gtd_decor_urban.wad / MAP04
MAP14: Adding Decor_marquee_sign from MAP04 in decor/gtd_decor_urban.wad
MAP14: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP14: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP14: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP14: Adding Pic_bookstore from MAP01 in picture/gtd_pic_urban_commercial_frontages.wad
MAP14: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab teleporter/scionox_small_pillar_teleport.wad / MAP01
MAP14: Adding Teleporter_scionox_small_pillar_teleport_2 from MAP01 in teleporter/scionox_small_pillar_teleport.wad
MAP14: Adding Pic_beed28_broken_door from MAP01 in picture/beed28_broken_door.wad
MAP14: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP14: Adding Item_secret_ledge_sunken_universal_flipped from MAP04 in item/secret_ledge.wad
MAP14: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP14: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP14: Adding Pic_electronics_store from MAP06 in picture/gtd_pic_urban_commercial_frontages.wad
MAP14: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP14: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP14: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP14: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP14: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP14: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP14: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
Loading wad-fab teleporter/closet2.wad / MAP01
MAP14: Adding Teleporter_Closet2 from MAP01 in teleporter/closet2.wad
MAP14: Adding Item_alcove_small_urban2 from MAP02 in item/alcove1.wad
MAP14: Adding Pic_apartment_row_3x from MAP03 in picture/gtd_pic_urban_generic_frontages.wad
MAP14: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP14: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP14: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP14: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
Loading wad-fab item/gtd_item_confession_booth.wad / MAP01
MAP14: Adding Item_closet_confession_booth from MAP01 in item/gtd_item_confession_booth.wad
MAP14: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP14: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP14: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP14: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP14: Adding Exit_immersive_point_exit2 from MAP02 in exit/gtd_generic_immersive_point_exit.wad
MAP14: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP14: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP14: Adding Switch_wall_tight from MAP01 in switch/tight.wad
Loading wad-fab wall/gtd_wall_generic_beamed_inset.wad / MAP01
Loading wad-fab window/barred.wad / MAP01
Loading wad-fab window/barred.wad / MAP02
Loading wad-fab wall/gtd_wall_hell.wad / MAP01
Loading wad-fab wall/garrett_wall_overturned_cross.wad / MAP01
Loading wad-fab wall/gtd_wall_hell_sharp_alcoves.wad / MAP01
Loading wad-fab wall/gtd_wall_hell_sharp_alcoves.wad / MAP02
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP01
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP02
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP14: Adding Depot_raise from MAP01 in misc/depot.wad
Loading wad-fab skybox/garrett_skybox_city.wad / MAP01
MAP14: Adding Skybox_garrett_city from MAP01 in skybox/garrett_skybox_city.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: shotty
Giving weapon: launch
Giving weapon: super
Giving weapon: plasma
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 67131 dead regions (of 92740)
Swallowed 15581 brushes (of 67135)
Filled 3085 gaps (of 18653 total)
Lighting level...
Merged 6934 colinear lines
Rounded 0 square corners
Aligned 6255 textures
Level 15 title: The Shelter of Doom
~~~~~~| MAP15 |~~~~~~
Level seed: 18063242834
Styles =
{
ambushes = heaps
barrels = few
big_rooms = few
cages = rare
caves = none
cycles = heaps
dead_ends = some
doors = heaps
ex_floors = heaps
fences = few
hallways = few
islands = few
keys = few
lakes = few
liquids = few
outdoors = some
pictures = few
porches = some
secrets = heaps
steepness = some
switches = some
symmetry = none
teleporters = some
traps = some
windows = heaps
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_T2
Growing ROOM_1 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_RAMP_THIN_SINK
APPLIED rule: GROW_PILLAR_3X3
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_2 with [grow x 20].....
APPLIED rule: GROW_O_STAIR
APPLIED rule: GROW_3
APPLIED rule: GROW_BEND
Growing ROOM_2 with [sprout x 1].....
new room ROOM_3 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_2 with [square_out x 15].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing HALLWAY_3 with [hall_2 x 3].....
Growing HALLWAY_3 with [hall_2_sprout x 3].....
Growing HALLWAY_3 with [hall_2_sprout x 2].....
Killing 3
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_3x2
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 1
new room ROOM_5 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 2
Growing ROOM_4 with [grow x 20].....
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_RAMP_THIN_RISE
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_TRENCH_CURVE_OUTER_SOLID
Growing ROOM_4 with [sprout x 2].....
Growing ROOM_4 with [square_out x 11].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing HALLWAY_5 with [hall_2 x 5].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_5 with [hall_2_sprout x 1].....
new room ROOM_6 : env = nil : parent = HALLWAY_5
APPLIED rule: HALL_2_SPROUT_A
Growing ROOM_6 with [grow x 10].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_6 with [sprout x 2].....
new room ROOM_7 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_4x2
new room ROOM_8 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_4x1
Growing ROOM_7 with [grow x 10].....
APPLIED rule: GROW_BEND
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_ROUNDED_CAP
Growing ROOM_7 with [sprout x 2].....
new room ROOM_9 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_JOINER_3x1
new room ROOM_10 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_8 with [grow x 30].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_8 with [sprout x 2].....
new room ROOM_11 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_4x1
new room ROOM_12 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_9 with [grow x 30].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_9 with [sprout x 1].....
new room ROOM_13 : env = nil : parent = ROOM_9
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_10 with [grow x 20].....
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_10 with [sprout x 3].....
Growing ROOM_10 with [square_out x 4].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_11 with [grow x 20].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_12 with [grow x 10].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET_SOLID
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_12 with [square_out x 12].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
Killing 13
Growing ROOM_10 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_11 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_9 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_12 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_2 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
Growing ROOM_6 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_4 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_7 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_8 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [filler x 30].....
Growing ROOM_7 with [filler x 30].....
APPLIED rule: FILLER_2
Growing ROOM_11 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
Growing ROOM_8 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
Growing ROOM_9 with [filler x 30].....
Growing ROOM_6 with [filler x 30].....
APPLIED rule: FILLER_2
Growing ROOM_4 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_7 with [smoother x 15].....
Growing ROOM_11 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_8 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
Growing ROOM_9 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_6 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
Seed Map:
LLL LLLJJ
LLLLLLLLLLLJJ
LLLLLLLLLLLJJ
/LLLLLLLLLJJ\
LLLLLL/LLLLJJJ\
LLLLLLLLLLLL JJJJ
LLLLLLLLLLLL/JJJJ
LLLLL LLLLJJ\/ ggg\ ggg
LLLLLLLLLLJJJ\JJ ggggggggg\
LLLLLLLLLLLL\JJJggggggggggggg
LLLLLLLLLLLL \JJggggggggggggg
LLLLLLLLhhhh JJ ffffgggg/ ii
LLLLLLhhhhh JJ ffff ggg ii
hhhhhhhhhhh\hhhhffffffiiiiiiiiiii
hhhhhhhhhhhhhhhhffffffiiiiiiiiiii
hhhhhhhhhhhhhhhhffffffiiiiiiiiiii
kkk hhkkhhhhhhhhfffff/iii/ii ii
kkkkkkkkkhhhhhhhhffffffii/ ii ii
kkkkkkkkkhhhhhhhhffffffii
kkkkkkkkkkkkkhhhhffffffii
kkkkkkkkkkkkk\ffffffff
kkkkkkkkkkkkkkfffffffff
kkkkkkkkkkkkkkkkkffffff
kkkkkkkkkkkkkkkkk EE
kkkkkkk/kkkkkkEEEEEE
kkkkkk/BBBBB\ EEEEEE
kkkk /BBBBBBBBBEEE AA
kkkkBBBBBBBBBBBEEE/AA\
kk BBBBBBBBBBBAAAAAAAAAA
BBBBBBBBBBBBBAAAAAAAAAA
BBBBBBBBBBBBBdddAAAA
dd \BBBBBBBBBdddAAAA
dd \BBBBBBBBddd/A\
dddddd BB dddddd/AAAAA
ddd\dd BB /ddddd/ AAAAA
dddddddd dddddddAAAAA
dddd dd /dddddddA/ \AAA
ddddddd ddddddddA AAA
ddddddd/ddddddddA\ /AAA
ddddddddddddddddAAAAAAA
ddddddd\ddddddddAAAAA
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via joiner)
Connection: ROOM_2 --> HALLWAY_5 (via terminator)
Connection: HALLWAY_5 --> ROOM_6 (via terminator)
Connection: ROOM_6 --> ROOM_7 (via joiner)
Connection: ROOM_6 --> ROOM_8 (via joiner)
Connection: ROOM_7 --> ROOM_9 (via joiner)
Connection: ROOM_7 --> ROOM_10 (via joiner)
Connection: ROOM_8 --> ROOM_11 (via joiner)
Connection: ROOM_8 --> ROOM_12 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_12
Secret Exit: ROOM_10
Maximum of 0 key goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:871
Zone quota: 4
Zone list:
ZONE_1 : rooms:11 areas:87
Other Item quota : 8.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 871.5
Group walls tone down multiplier: 1
Total perimeter: 702
Plain walls tone down multiplier: 1
MAP15: Adding Decor_marquee_sign from MAP04 in decor/gtd_decor_urban.wad
Loading wad-fab decor/pillar1.wad / *
MAP15: Adding Pillar_round1 from object in decor/pillar1.wad
MAP15: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
Loading wad-fab start/closet1.wad / *
MAP15: Adding Start_closet1_urban from object in start/closet1.wad
MAP15: Adding Item_alcove_small_urban1 from MAP02 in item/alcove1.wad
MAP15: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP15: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP15: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP15: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP15: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP15: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP15: Adding Joiner_gtd_universal_funnel from MAP03 in joiner/gtd_universal_joiners.wad
MAP15: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP15: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP15: Adding Decor_bench_n_trashcan from MAP01 in decor/gtd_decor_urban.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP03
MAP15: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP15: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP15: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP15: Adding Item_secret_cage2 from object in item/secret_cage.wad
Loading wad-fab stairs/wide_3x1.wad / MAP02
MAP15: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP15: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP15: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
MAP15: Adding Decor_hatchback_brown from MAP03 in decor/gtd_cars.wad
MAP15: Adding Decor_trash_bin from MAP02 in decor/dem_props.wad
Loading wad-fab decor/gtd_infestation_tentaclepillar.wad / MAP01
MAP15: Adding Decor_tentaclepillar from MAP01 in decor/gtd_infestation_tentaclepillar.wad
MAP15: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP15: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP15: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
Loading wad-fab decor/gtd_decor_urban.wad / MAP05
MAP15: Adding Decor_market_stall from MAP05 in decor/gtd_decor_urban.wad
MAP15: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP15: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP15: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP15: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP15: Adding Pic_apartment_row_3x from MAP03 in picture/gtd_pic_urban_generic_frontages.wad
MAP15: Adding Pic_urban_downtown_facade2_vanilla from MAP02 in picture/gtd_pic_urban_downtown_facades.wad
MAP15: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP15: Adding Item_closet_w_door from MAP01 in item/closet.wad
MAP15: Adding Pic_storefront_3x from MAP01 in picture/gtd_pic_urban_generic_frontages.wad
MAP15: Adding Stair_long_1x2_general2 from MAP01 in stairs/long_1x2.wad
MAP15: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP15: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP15: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP15: Adding Hallway_deuce_term from MAP01 in hall/deuce_j.wad
Loading wad-fab hall/deuce_c.wad / MAP01
MAP15: Adding Hallway_deuce_c1 from MAP01 in hall/deuce_c.wad
Loading wad-fab hall/deuce_t.wad / MAP01
MAP15: Adding Hallway_deuce_t1 from MAP01 in hall/deuce_t.wad
MAP15: Adding Hallway_deuce_c1 from MAP01 in hall/deuce_c.wad
MAP15: Adding Hallway_deuce_term from MAP01 in hall/deuce_j.wad
Loading wad-fab hall/deuce_u.wad / MAP01
MAP15: Adding Hallway_deuce_u1 from MAP01 in hall/deuce_u.wad
MAP15: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP15: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
Loading wad-fab joiner/gtd_cageish_joiner.wad / MAP05
MAP15: Adding Joiner_gtd_cageish_joiner_lowering_pillars from MAP05 in joiner/gtd_cageish_joiner.wad
Loading wad-fab joiner/door2.wad / MAP01
MAP15: Adding Joiner_door2_urban3 from MAP01 in joiner/door2.wad
MAP15: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP15: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP15: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP15: Adding Pic_urban_downtown_facade2_vanilla from MAP02 in picture/gtd_pic_urban_downtown_facades.wad
MAP15: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
Loading wad-fab joiner/mogwaltz_secret_eye.wad / MAP01
MAP15: Adding Joiner_secret_secret_shootable_eye from MAP01 in joiner/mogwaltz_secret_eye.wad
MAP15: Adding Item_alcove_small_urban2 from MAP02 in item/alcove1.wad
MAP15: Adding Decor_cafe_table_set from MAP08 in decor/gtd_decor_urban.wad
MAP15: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP15: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
MAP15: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP15: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP15: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP15: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP15: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP15: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP15: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
Loading wad-fab exit/closet2.wad / *
MAP15: Adding Exit_closet2_secret from object in exit/closet2.wad
MAP15: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP15: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP15: Adding Decor_street_barrier from MAP06 in decor/gtd_decor_urban.wad
Loading wad-fab item/pedestal.wad / *
MAP15: Adding Item_pedestal from object in item/pedestal.wad
MAP15: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP15: Adding Joiner_secret_secret_shootable_eye_pick_one from MAP02 in joiner/mogwaltz_secret_eye.wad
MAP15: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP15: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP15: Adding Joiner_quakeish from MAP01 in joiner/gtd_quakeish_simple.wad
Loading wad-fab decor/gtd_decor_hell.wad / MAP07
MAP15: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP15: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
MAP15: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP15: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP15: Adding Decor_market_stall from MAP05 in decor/gtd_decor_urban.wad
MAP15: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP15: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP15: Adding Pillar3_urban1 from MAP01 in decor/pillar3.wad
MAP15: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP15: Adding Decor_bench_n_trashcan from MAP01 in decor/gtd_decor_urban.wad
MAP15: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP15: Adding Pillar_gtd_generic2 from MAP02 in decor/gtd_pillar_generic.wad
MAP15: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP15: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP15: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP15: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP15: Adding Exit_armaetus_superlift_down from MAP02 in exit/armaetus_closet_superlift.wad
Loading wad-fab item/secret_ledge.wad / *
MAP15: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP15: Adding Pic_bookstore from MAP01 in picture/gtd_pic_urban_commercial_frontages.wad
Loading wad-fab picture/gtd_pic_urban_commercial_frontages.wad / MAP07
MAP15: Adding Pic_locked_double_door_front from MAP07 in picture/gtd_pic_urban_commercial_frontages.wad
MAP15: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP15: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP15: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP15: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP15: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
Loading wad-fab window/gtd_window_quakeish.wad / MAP01
Loading wad-fab window/gtd_window_quakeish.wad / MAP03
Loading wad-fab wall/gtd_wall_tech_top_corner_light_set.wad / MAP02
Loading wad-fab window/gtd_window_quakeish.wad / MAP02
Loading wad-fab wall/torches.wad / MAP02
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP15: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: bfg
Giving weapon: super
Giving weapon: launch
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 79976 dead regions (of 111400)
Swallowed 15588 brushes (of 79990)
Filled 42 gaps (of 24643 total)
Lighting level...
Merged 7760 colinear lines
Rounded 13 square corners
Aligned 11836 textures
Level 16 title: 2033 Lakebruns Hive
~~~~~~| MAP16 |~~~~~~
Level seed: 18063242835
Styles =
{
ambushes = some
barrels = few
big_rooms = few
cages = rare
caves = none
cycles = none
dead_ends = some
doors = some
ex_floors = few
fences = none
hallways = some
islands = heaps
keys = few
lakes = few
liquids = none
outdoors = heaps
pictures = few
porches = some
secrets = heaps
steepness = some
switches = few
symmetry = some
teleporters = some
traps = some
windows = some
}
Liquid: skipped for level (by style).
Darkness falls across the land...
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_FUNNEL_2
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_1 with [square_out x 14].....
Growing ROOM_2 with [grow x 10].....
Growing ROOM_2 with [grow x 20].....
Killing 2
Growing ROOM_3 with [grow x 20].....
APPLIED rule: GROW_O_STAIR
Growing ROOM_3 with [sprout x 3].....
new room ROOM_4 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_wide_hallway
new room ROOM_5 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_wide_hallway
new room ROOM_6 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_3 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing HALLWAY_4 with [hall_2 x 6].....
Growing HALLWAY_4 with [hall_2_sprout x 3].....
Growing HALLWAY_4 with [hall_2_sprout x 1].....
Killing 4
Growing HALLWAY_5 with [hall_2 x 5].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_5 with [hall_2_sprout x 3].....
new room ROOM_7 : env = nil : parent = HALLWAY_5
APPLIED rule: HALL_2_SPROUT_A
Growing HALLWAY_6 with [hall_2 x 5].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_6 with [hall_2_sprout x 1].....
Growing HALLWAY_6 with [hall_2_sprout x 1].....
Killing 6
Growing ROOM_7 with [grow x 20].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_EXTRUSION_4X4
Growing ROOM_7 with [sprout x 1].....
APPLIED rule: SPROUT_TELEPORTER_2x2
Growing ROOM_7 with [square_out x 12].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
new room ROOM_8 : env = nil : parent = nil
Growing ROOM_8 with [root x 1].....
APPLIED rule: ROOT_T2
Growing ROOM_8 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_8 with [grow x 30].....
APPLIED rule: GROW_HALF_SKILLET
APPLIED rule: GROW_TRENCH_STRAIGHT
Growing ROOM_8 with [sprout x 2].....
new room ROOM_9 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_10 : env = hallway : parent = ROOM_8
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_8 with [square_out x 16].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_9 with [grow x 10].....
Growing ROOM_9 with [grow x 10].....
Killing 9
Growing HALLWAY_10 with [hall_2 x 6].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_10 with [hall_2_sprout x 2].....
new room ROOM_11 : env = nil : parent = HALLWAY_10
APPLIED rule: HALL_2_SPROUT_A
Growing ROOM_11 with [grow x 30].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
Growing ROOM_11 with [sprout x 2].....
new room ROOM_12 : env = nil : parent = ROOM_11
APPLIED rule: SPROUT_JOINER_2x1
new room ROOM_13 : env = nil : parent = ROOM_11
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_12 with [grow x 10].....
APPLIED rule: GROW_TRENCH_CURVE_OUTER_SOLID
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_3
APPLIED rule: GROW_BEND
APPLIED rule: GROW_BEND
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_12 with [sprout x 1].....
new room ROOM_14 : env = nil : parent = ROOM_12
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_12 with [square_out x 10].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_13 with [grow x 20].....
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
APPLIED rule: GROW_3
Growing ROOM_13 with [sprout x 3].....
Growing ROOM_14 with [grow x 10].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_3
APPLIED rule: GROW_3
APPLIED rule: GROW_3
Growing ROOM_14 with [sprout x 1].....
Growing ROOM_14 with [square_out x 4].....
Growing ROOM_11 with [sprout x 3].....
new room ROOM_15 : env = nil : parent = ROOM_11
APPLIED rule: SPROUT_DIRECT_2_EMERGENCY
Emergency in ROOM_11 is resolved OMG AMAZING!!!!
11 Emergency Sprout attempts: 1
new room ROOM_16 : env = hallway : parent = ROOM_11
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_11 is resolved OMG AMAZING!!!!
11 Emergency Sprout attempts: 2
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_14 with [sprout x 3].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_8 with [sprout x 3].....
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_15 with [grow x 30].....
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_15 with [sprout x 2].....
Growing HALLWAY_16 with [hall_2 x 4].....
Growing HALLWAY_16 with [hall_2_sprout x 2].....
Growing HALLWAY_16 with [hall_2_sprout x 1].....
Killing 16
Growing ROOM_13 with [sprout x 1].....
new room ROOM_17 : env = hallway : parent = ROOM_13
new room ROOM_18 : env = hallway : parent = ROOM_13
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_13 is resolved OMG AMAZING!!!!
13 Emergency Sprout attempts: 1
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_14 with [sprout x 2].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_8 with [sprout x 3].....
Growing ROOM_15 with [sprout x 2].....
Growing HALLWAY_17 with [hall_2 x 5].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_T1
Growing HALLWAY_17 with [hall_2_sprout x 1].....
Growing HALLWAY_17 with [hall_2_sprout x 2].....
Killing 17
Growing HALLWAY_18 with [hall_2 x 8].....
APPLIED rule: HALL_2_GROW_T1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_T1
Growing HALLWAY_18 with [hall_2_sprout x 3].....
Growing HALLWAY_18 with [hall_2_sprout x 2].....
Killing 18
Growing ROOM_8 with [sprout x 2].....
new room ROOM_19 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_DIRECT_FROM_DIAGONAL
Emergency in ROOM_8 is resolved OMG AMAZING!!!!
8 Emergency Sprout attempts: 1
Growing ROOM_14 with [sprout x 2].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_13 with [sprout x 2].....
Growing ROOM_3 with [sprout x 3].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_15 with [sprout x 2].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_19 with [grow x 30].....
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
Growing ROOM_19 with [sprout x 2].....
Growing ROOM_3 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_11 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
11 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_3x1
11 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
11 Emergency Sprout attempts: 2
Growing ROOM_19 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_13 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_4x2
13 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
13 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
13 Emergency Sprout attempts: 1
Growing ROOM_8 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
8 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
8 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_4x2
8 Emergency Sprout attempts: 1
Growing ROOM_15 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_12 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_14 with [decorate x 3].....
Growing ROOM_7 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_1 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_14 with [filler x 30].....
Growing ROOM_11 with [filler x 30].....
APPLIED rule: FILLER_2
11 Emergency Sprout attempts: 2
Growing ROOM_19 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
Growing ROOM_1 with [filler x 30].....
Growing ROOM_8 with [filler x 30].....
Growing ROOM_15 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
Growing ROOM_14 with [smoother x 15].....
Growing ROOM_11 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
11 Emergency Sprout attempts: 2
Growing ROOM_19 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_1 with [smoother x 15].....
Growing ROOM_8 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
8 Emergency Sprout attempts: 1
Growing ROOM_15 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
ooooooooooooo
ooooooooooooo
oooooooooooo
/ooooo/oo
ooooo/ oo
/ooooo
MM /oooooo
MM kk /ooooooo
MMMMMM kk oooooCCCC
MMMM\MMMMMMkkkoooooCCCC
MMMMMMMMMMMkkkoooCCCCCC
MMMMMMMMMMMkkkoo/CCCCCCCC
MMMM/MMMMMMkkkkkCCCCCCCCC
MMMMMMkkkkkkkkCCCCCCCCC
MM JJJkkkkkkkkCCCCCCCC
MM JJJkkkkkkCCCCCCCCCC
JJJJkkkkkkkCCCCCCCCC/
JJJJkkkk/kkLLCCCCCC/
JJnnnkkkLLLLLCCCCCEEEEE
JJnnnn/LLLLLL CCCCEEEEE
hhhh JJnnnnLLLLLLL CCaa EEEE
hhhh JJnnnnLLLLLL CCaa EEEE
hhhhhhJJnnLLL\L/LLaaaaaaaa EEGGG
hhhhhhhhnnLLLLLL/ aaaaaaaaGGGGGGG
hhhhhhhhh LLLLLL\ aaaaaaaaGGGGGGG
hhhhhhhhhhLLLLLLLLaaaaaaaaGGGGGGG
hhhhh hhhhLLLLLLLL aaaaaaGGGGGGG
hhhhh hhh LLLLLLLL aaaaaaGGGGG
hhhhh hh LLL /aaaa\GGGGG
/h/h\h hh aaaaaaaa GGGGGG
hhhhhh hh aaaaaaaaGGGGGGG
hhhhhh\ sss\ \aaaa/ GGGGGGG
hhhhh\hhsssss aaaa GGGGGGG
sss ssssssssssss aaaa GGGG
sss/ssssssssssss ssss GGGG
ssssssssssss ss /ssss
ssssssssssssss\ /ssssssss
ssssssssssssssssssssssssss
\sssssssssssssssssssssssss
\ssssss/ \sssssssssssssss
Connection: ROOM_1 --> ROOM_3 (via joiner)
Connection: ROOM_3 --> HALLWAY_5 (via terminator)
Connection: HALLWAY_5 --> ROOM_7 (via terminator)
Connection: ROOM_8 --> HALLWAY_10 (via terminator)
Teleporter connection: ROOM_7 --> ROOM_8
Connection: HALLWAY_10 --> ROOM_11 (via terminator)
Connection: ROOM_11 --> ROOM_12 (via joiner)
Connection: ROOM_11 --> ROOM_13 (via edge)
Connection: ROOM_12 --> ROOM_14 (via joiner)
Connection: ROOM_11 --> ROOM_15 (via edge)
Connection: ROOM_8 --> ROOM_19 (via edge)
--==| Make Quests |==--
Exit room: ROOM_19
Maximum of 1 key goals.
Dividing QUEST_1 @ CONN_11 (ROOM_8 -- ROOM_19)
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:686
QUEST_1 : svolume:158
Zone quota: 3
Zone list:
ZONE_2 : rooms:4 areas:34
ZONE_1 : rooms:8 areas:50
Other Item quota : 4.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 845
Group walls tone down multiplier: 1
Total perimeter: 733
Plain walls tone down multiplier: 1
MAP16: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP16: Adding Decor_blob_lamp from MAP01 in decor/blob_lamp.wad
MAP16: Adding Pic_urban_downtown_facade2_vanilla from MAP02 in picture/gtd_pic_urban_downtown_facades.wad
Loading wad-fab start/dropoff.wad / *
MAP16: Adding Start_Dropoff_urban from object in start/dropoff.wad
MAP16: Adding Item_alcove_small_urban3 from MAP02 in item/alcove1.wad
MAP16: Adding Item_alcove_small_urban1 from MAP02 in item/alcove1.wad
MAP16: Adding Pic_urban_downtown_facade2_vanilla from MAP02 in picture/gtd_pic_urban_downtown_facades.wad
Loading wad-fab picture/gtd_pic_urban_downtown_facades.wad / MAP01
MAP16: Adding Pic_urban_downtown_facade1_vanilla from MAP01 in picture/gtd_pic_urban_downtown_facades.wad
Loading wad-fab joiner/gtd_leap_joiner.wad / MAP01
MAP16: Adding Joiner_leap from MAP01 in joiner/gtd_leap_joiner.wad
MAP16: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP16: Adding Decor_waiting_shed from MAP07 in decor/gtd_decor_urban.wad
MAP16: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP16: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP16: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP16: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP16: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP16: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP16: Adding Hallway_metro_barred from MAP02 in hall/metro_k.wad
MAP16: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP16: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
Loading wad-fab hall/metro_t.wad / MAP01
MAP16: Adding Hallway_metro_t from MAP01 in hall/metro_t.wad
Loading wad-fab hall/metro_u.wad / MAP01
MAP16: Adding Hallway_metro_u from MAP01 in hall/metro_u.wad
MAP16: Adding Hallway_metro_term from MAP01 in hall/metro_j.wad
MAP16: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
Loading wad-fab teleporter/garrett_tech_teleport_a.wad / MAP01
MAP16: Adding Tech_garret_teleport_a from MAP01 in teleporter/garrett_tech_teleport_a.wad
MAP16: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP16: Adding Pic_apartment_row_3x from MAP03 in picture/gtd_pic_urban_generic_frontages.wad
Loading wad-fab item/secret_ledge.wad / MAP02
MAP16: Adding Item_secret_ledge_universal_flipped from MAP02 in item/secret_ledge.wad
MAP16: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP16: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP16: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP16: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP16: Adding Tech_helipad_O from MAP02 in decor/gtd_decor_tech_helipad.wad
Loading wad-fab decor/gtd_generic_sunk_roof.wad / MAP02
MAP16: Adding Decor_generic_sunk_roof_yuge from MAP02 in decor/gtd_generic_sunk_roof.wad
MAP16: Adding Decor_bench_n_trashcan from MAP01 in decor/gtd_decor_urban.wad
MAP16: Adding Decor_water_tower from MAP01 in decor/gtd_decor_water_tower.wad
MAP16: Adding Decor_mailbox from MAP03 in decor/dem_props.wad
MAP16: Adding Decor_basketball_hoop from MAP01 in decor/dem_props.wad
MAP16: Adding Teleporter_Closet2 from MAP01 in teleporter/closet2.wad
MAP16: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP16: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP16: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP16: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP16: Adding Hallway_metro_barred from MAP02 in hall/metro_k.wad
Loading wad-fab hall/metro_i.wad / MAP01
MAP16: Adding Hallway_metro_i from MAP01 in hall/metro_i.wad
MAP16: Adding Hallway_metro_i from MAP01 in hall/metro_i.wad
MAP16: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP16: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP16: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP16: Adding Hallway_metro_term from MAP01 in hall/metro_j.wad
MAP16: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP16: Adding Trap_simple1 from object in trap/trap1.wad
MAP16: Adding Item_alcove_small from MAP01 in item/alcove1.wad
Loading wad-fab joiner/stair1.wad / *
MAP16: Adding Joiner_stair1 from object in joiner/stair1.wad
MAP16: Adding Item_alcove_small from MAP01 in item/alcove1.wad
MAP16: Adding Pillar3_urban1 from MAP01 in decor/pillar3.wad
MAP16: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP16: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP16: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP16: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP16: Adding Pic_bank from MAP04 in picture/gtd_pic_urban_commercial_frontages.wad
MAP16: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP16: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP16: Adding Joiner_secret_secret_shootable_eye from MAP01 in joiner/mogwaltz_secret_eye.wad
Loading wad-fab item/gothic1.wad / *
MAP16: Adding Item_gothic_balcony2 from object in item/gothic1.wad
MAP16: Adding Item_secret_cage2 from object in item/secret_cage.wad
MAP16: Adding Pic_beed28_broken_door from MAP01 in picture/beed28_broken_door.wad
MAP16: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP16: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
Loading wad-fab stairs/lift_64.wad / *
MAP16: Adding Lift_64_other from object in stairs/lift_64.wad
MAP16: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP16: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP16: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP16: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP16: Adding Exit_closet2 from object in exit/closet2.wad
MAP16: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP16: Adding Switch_wall_tight from MAP01 in switch/tight.wad
Loading wad-fab switch/armaetus_niche1.wad / MAP02
MAP16: Adding Switch_armaetus_niche1_up_urban from MAP02 in switch/armaetus_niche1.wad
Loading wad-fab window/gtd_window_cage.wad / MAP02
Loading wad-fab wall/gtd_wall_library_set.wad / MAP02
Loading wad-fab wall/gtd_wall_library_set.wad / MAP03
Loading wad-fab wall/gtd_wall_library_set.wad / MAP01
Loading wad-fab door/gtd_key_small.wad / MAP01
MAP16: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP16: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab fence/secret_16.wad / MAP06
Loading wad-fab window/square.wad / MAP02
Loading wad-fab window/square.wad / MAP03
Loading wad-fab window/square.wad / MAP01
MAP16: Adding Post_tech_1 from MAP03 in fence/posts.wad
MAP16: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: shotty
Giving weapon: super
Giving weapon: bfg
Giving weapon: plasma
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 71643 dead regions (of 99878)
Swallowed 13299 brushes (of 71656)
Filled 1388 gaps (of 22131 total)
Lighting level...
Merged 6629 colinear lines
Rounded 20 square corners
Aligned 10429 textures
Level 17 title: Contaminated Dr.
~~~~~~| MAP17 |~~~~~~
Level seed: 18063242836
Styles =
{
ambushes = heaps
barrels = few
big_rooms = some
cages = rare
caves = few
cycles = some
dead_ends = some
doors = heaps
ex_floors = some
fences = few
hallways = few
islands = heaps
keys = heaps
lakes = few
liquids = none
outdoors = some
pictures = some
porches = few
secrets = some
steepness = heaps
switches = none
symmetry = few
teleporters = none
traps = heaps
windows = heaps
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 20].....
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
Growing ROOM_1 with [sprout x 3].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_1 with [square_out x 6].....
Growing ROOM_2 with [grow x 10].....
APPLIED rule: GROW_36_DOUBLE_FORWARD_AREA
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
APPLIED rule: GROW_2
APPLIED rule: GROW_4
APPLIED rule: GROW_3
APPLIED rule: GROW_BLOB_1
Growing ROOM_2 with [sprout x 3].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_5 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_3
Growing ROOM_3 with [grow x 20].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_3 with [sprout x 1].....
new room ROOM_6 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_4 with [grow x 20].....
APPLIED rule: GROW_STAIRED_L
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_DIAGONAL_L_CATWALK_CONTINUE
Growing ROOM_4 with [sprout x 2].....
new room ROOM_7 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_8 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_4 with [square_out x 23].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_5 with [grow x 20].....
APPLIED rule: GROW_BEND
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_REVERSE_FUNNEL
APPLIED rule: GROW_CLIFF_EXTENSION_UPPER_WE_GO
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_5 with [square_out x 20].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_6 with [grow x 30].....
APPLIED rule: GROW_AREA_1
Growing ROOM_6 with [sprout x 1].....
Growing ROOM_6 with [square_out x 1].....
Growing ROOM_7 with [grow x 10].....
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
APPLIED rule: GROW_INTO_CLIFF
Shape group: catwalk
Shape count: 11
APPLIED rule: GROW_RAMP_THIN_SINK
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_INTO_CLIFF
Shape group: catwalk
Shape count: 11
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_DIAG_WING
Growing ROOM_7 with [sprout x 2].....
new room ROOM_9 : env = hallway : parent = ROOM_7
new room ROOM_10 : env = hallway : parent = ROOM_7
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_7 with [square_out x 29].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Killing 8
Killing 9
Killing 10
Growing ROOM_2 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_6 with [decorate x 10].....
Growing ROOM_3 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_5 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_7 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_3 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
DD DD
DD DD
DDDDDDDD
DDDDDDDD AAcccc
DDD/DD AAAAAcccc
DDD DD D/DDDDAAAAAcccccc
GGGG DDD DD DDDDDDAAAAAcccccc
GGGGGG DDDDDDDDDDDDDDDDBBBAAAcccc\
GGGGGGGG DDDDDDDDDDDDDDDDBBBAAAccccccc\
GGGGGGG DDDD/DDDDDDDDDDDBBBAAAcccccccccc
GGGGGGG DDDDDDDDDDDDBB BBBAAAFFcccccccc
GG GG\GGDDDDDDDDDDDDBBBBBBBAAAFFcccccccc\
GG \/GGGGG DDDD\DDBBBBBBBAAFFFccccccccc
GGGG\GGGGGGDDDDDDDDDBBBBBBBAAFFFccccccccc
/\GGGGGGGGGGDDDDDDDDDBBBBBBBBBBccccccccccc
GGGG/ GG/GGGGGGGGDDDDDEEBBBBBBBBBBcccccccccc/
GGGG GG GGGGGGGGDDDDDEEBBBBBBBBBccccccccccc
GG GGGGGGGGDDDDDEEBBBBBBBBBccccccc/
GG GGGGGGGGDDDDDEEBBBB BBBBcccccc/
GGGG GG GGGGGGGGDDDDDEEEBB BBccccc/cc
GGGG\ GG\GGGGGGGG EE /\EEBB BBcccc/ cc
\/GGGGGGGGGG EEEEEE/EEBB cccccc
GGGG/GGGGGGEEEEEEE EEE \ccccc
GG /\GGGGGEEEEEEEEEEE ccccc
GG GG/GG EEEEEEEEEEE
GGGGGGGEEEEEEEE\EEE/EEEE
GGGGGGGEEEEEEEEEEEEEEEE
GGGGGGGGEEEEEEEEEEEEEEEE
GGGGGG EE EEEEEEE
GGGG EE EEEEEEE
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via edge)
Connection: ROOM_2 --> ROOM_5 (via edge)
Connection: ROOM_3 --> ROOM_6 (via edge)
Connection: ROOM_4 --> ROOM_7 (via edge)
--==| Make Quests |==--
Exit room: ROOM_7
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_4 -- ROOM_7)
Dividing QUEST_2 @ CONN_4 (ROOM_2 -- ROOM_5)
Dividing QUEST_3 @ CONN_3 (ROOM_2 -- ROOM_4)
Start room: ROOM_1
Quest list:
QUEST_4 : svolume:290
QUEST_3 : svolume:174
QUEST_2 : svolume:124
QUEST_1 : svolume:218
Zone quota: 3
Zone list:
ZONE_2 : rooms:5 areas:43
ZONE_3 : rooms:1 areas:20
ZONE_1 : rooms:1 areas:33
Other Item quota : 8.00
--==| Build Rooms |==--
AREA_21 leads to nowhere. (5216, 4576)
AREA_33 leads to nowhere. (5856, 3936)
AREA_39 leads to nowhere. (4576, 4576)
--==| Auto Detail Report |==--
Total walkable volume: 806.5
Group walls tone down multiplier: 1
Total perimeter: 631
Plain walls tone down multiplier: 1
MAP17: Adding Start_armaetus_start_lift from MAP02 in start/armaetus_start1.wad
MAP17: Adding Item_alcove_small_urban3 from MAP02 in item/alcove1.wad
MAP17: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP17: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP17: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
MAP17: Adding Item_pedestal from object in item/pedestal.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP17: Adding Item_secret_cage2 from object in item/secret_cage.wad
Loading wad-fab trap/gtd_trap_tech.wad / MAP01
MAP17: Adding Trap_closet_tech from MAP01 in trap/gtd_trap_tech.wad
MAP17: Adding Trap_closet_tech from MAP01 in trap/gtd_trap_tech.wad
MAP17: Adding Trap_closet_tech from MAP01 in trap/gtd_trap_tech.wad
MAP17: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP17: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP17: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP17: Adding Joiner_gtd_3D_joiner_center from MAP01 in joiner/gtd_3d_joiners.wad
MAP17: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
MAP17: Adding Decor_blob_lamp from MAP01 in decor/blob_lamp.wad
MAP17: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP17: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP17: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP17: Adding Item_pedestal from object in item/pedestal.wad
MAP17: Adding Item_gtd_key_oh_he_ded from MAP04 in item/gtd_item_key_pedestal.wad
MAP17: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP17: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP17: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP17: Adding Decor_street_barrier from MAP06 in decor/gtd_decor_urban.wad
MAP17: Adding Decor_waiting_shed from MAP07 in decor/gtd_decor_urban.wad
MAP17: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP17: Adding Decor_market_stall from MAP05 in decor/gtd_decor_urban.wad
Loading wad-fab decor/carpets.wad / MAP02
MAP17: Adding Decor_sunkgrate from MAP02 in decor/carpets.wad
MAP17: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP17: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP17: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP17: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP17: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP17: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP17: Adding Trap_simple1 from object in trap/trap1.wad
MAP17: Adding Item_secret_cage2 from object in item/secret_cage.wad
MAP17: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP17: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP17: Adding Item_cage_balcony from MAP01 in item/gtd_item_cage_balcony.wad
MAP17: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP17: Adding Pic_apartment_row_3x from MAP03 in picture/gtd_pic_urban_generic_frontages.wad
MAP17: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
MAP17: Adding Trap_simple1 from object in trap/trap1.wad
MAP17: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP17: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP17: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP17: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP17: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP17: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP17: Adding Decor_marquee_sign from MAP04 in decor/gtd_decor_urban.wad
MAP17: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Item_alcove_small_urban2 from MAP02 in item/alcove1.wad
MAP17: Adding Trap_simple1 from object in trap/trap1.wad
MAP17: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP17: Adding Item_secret_cage2 from object in item/secret_cage.wad
MAP17: Adding Item_gothic_balcony2 from object in item/gothic1.wad
MAP17: Adding Trap_simple1 from object in trap/trap1.wad
MAP17: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP17: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP17: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP17: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP17: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP17: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP17: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP17: Adding Decor_sunkgrate from MAP02 in decor/carpets.wad
MAP17: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP17: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP17: Adding Pic_bank from MAP04 in picture/gtd_pic_urban_commercial_frontages.wad
MAP17: Adding Pic_locked_double_door_front from MAP07 in picture/gtd_pic_urban_commercial_frontages.wad
Loading wad-fab exit/armaetus_simple_exit.wad / MAP01
MAP17: Adding Exit_armaetus_simple_exit from MAP01 in exit/armaetus_simple_exit.wad
MAP17: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP17: Adding Pic_bookstore from MAP01 in picture/gtd_pic_urban_commercial_frontages.wad
MAP17: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP17: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP17: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP17: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP17: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP17: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP17: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP17: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP17: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP17: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP17: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP17: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP17: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP17: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP17: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP17: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP17: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP17: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP17: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP17: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab window/gtd_window_arch_curved.wad / MAP01
Loading wad-fab door/key_medium.wad / MAP01
Loading wad-fab door/gtd_key_small.wad / MAP01
Loading wad-fab door/arch_curved.wad / MAP02
MAP17: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP17: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab wall/torches.wad / MAP02
MAP17: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP17: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP17: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP17: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP17: Adding Depot_raise from MAP01 in misc/depot.wad
MAP17: Adding Depot_raise from MAP01 in misc/depot.wad
MAP17: Adding Depot_raise from MAP01 in misc/depot.wad
MAP17: Adding Depot_raise from MAP01 in misc/depot.wad
MAP17: Adding Depot_raise from MAP01 in misc/depot.wad
MAP17: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: chain
Giving weapon: super
Giving weapon: launch
--==| Item Pickups |==--
DOOM CSG...
Removed 65631 dead regions (of 92775)
Swallowed 11724 brushes (of 65647)
Filled 1062 gaps (of 21061 total)
Lighting level...
Merged 7185 colinear lines
Rounded 2 square corners
Aligned 8672 textures
Level 18 title: Ominous Voyage
~~~~~~| MAP18 |~~~~~~
Level seed: 18063242837
Styles =
{
ambushes = few
barrels = few
big_rooms = heaps
cages = rare
caves = none
cycles = none
dead_ends = some
doors = some
ex_floors = heaps
fences = few
hallways = none
islands = heaps
keys = some
lakes = few
liquids = some
outdoors = heaps
pictures = some
porches = heaps
secrets = heaps
steepness = some
switches = some
symmetry = none
teleporters = none
traps = none
windows = heaps
}
Liquid: nukage (usage 50%)
Skybox: Skybox_garrett_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 10].....
APPLIED rule: GROW_SQUEEZE_LIQUID_BOTH_SIDES
APPLIED rule: GROW_3
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CANAL_SINGLE_CORNER_UNG
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_2 with [grow x 10].....
APPLIED rule: GROW_LIQUID_CANAL_ENTRY
APPLIED rule: GROW_NARROW_CANAL_INNER_CURVE
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_RAMP_THIN_SINK
APPLIED rule: GROW_NARROW_CANAL_INNER_CURVE
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_EXTRUSION_4X6
APPLIED rule: GROW_HALF_C
Growing ROOM_2 with [sprout x 2].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_2 with [square_out x 43].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_3 with [grow x 20].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_CLIFF_EXTENSION_NEW_AREA_X2
Shape group: cliff
Shape count: 5
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
Shape group: cliff
Shape count: 4
APPLIED rule: GROW_2
APPLIED rule: GROW_36_SINGLE_FORWARD_AREA
APPLIED rule: GROW_CLIFF_EXTENSION
Shape group: cliff
Shape count: 4
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_INTO_CLIFF_TALL
Shape group: cliff
Shape count: 3
APPLIED rule: GROW_LIQUID_GUTTER_SIDE
APPLIED rule: GROW_DIAGONAL_SIDE_BLOB
Growing ROOM_3 with [sprout x 3].....
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_3 with [square_out x 20].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_4 with [grow x 30].....
APPLIED rule: GROW_SQUEEZE_DRAIN
APPLIED rule: GROW_REVERSE_FUNNEL
APPLIED rule: GROW_36_SINGLE_FORWARD_AREA
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_EXTRUSION_3X2
Growing ROOM_4 with [sprout x 2].....
new room ROOM_6 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_3x1
new room ROOM_7 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_2x1
Growing ROOM_4 with [square_out x 23].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Killing 5
Killing 6
Killing 7
Growing ROOM_3 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_1 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_4 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_2 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_LIQUID_POOL_PLACE_3x3
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_1 with [filler x 30].....
Growing ROOM_4 with [filler x 30].....
Growing ROOM_1 with [smoother x 15].....
Growing ROOM_4 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
dddd\
dddddddddd\
ddddddddddd
ddd/dddddddddddd
ddd dddddddd/ddddddd
ddd dddddddddddddddd
/dddddddd/ddddddddddddd
ddddddddddddddd\dddddd/
dddddddddddddddddddddd
\dddddddddddddddddd dd
CC dd dd\ddddddd dd
CC dd dddddddd
CCCCCC ddd BBBBBBB
CCCCCC ddd BBBBBBB
CCCC ddBBBBBBBBB
CCCC ddBBBBBBBB
CCCCCC ddBBBBBBBBBB
CCCCCC CCCCCCBBBBBBBB
CCCCCCC CCCCCCCBBBBBB aaaa\
CCCCCCC CCCCCCCBBBBBBBaaaaaaa
CCCCCCC CCCCCCCCBBBBBBBaaaaaaa
CCCCCCCCCCCCCCCCCB/B\BBBaaaaaa
CCCCCCCCCCCCCCCCCBBBBBBBBaaaaa
CCCCCCCCCCCCCCCCCB\B/BBBBaaa
CCC/CCCCCCCCCCCCCBBBBBBBBaaa
CCCCCC/\CCC BBBBBBBBBBBBaaa
CC C/CCCCBB\BBBBBBBBaaaaaaaa
CCCCCCBBBBBBBBBBBaaaaaaaa
CCCCCCBB/BBBBBBBB aaaa
CCC /BBBB\aaaa
BBBBBBBBBBBBaaaa
BBBBBBB\B/BB aaaa
BBBBBBBBBBBB
BBBBBBBBBB
BBB/BBBBBBB
BBBBBBBBBBB
BB/BBBBBBBB
BBBBBBBBBB
BBBBBB
BBBBBB
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via edge)
Connection: ROOM_2 --> ROOM_4 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_4
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_3 (ROOM_2 -- ROOM_4)
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:508
QUEST_1 : svolume:203
Zone quota: 3
Zone list:
ZONE_2 : rooms:3 areas:55
ZONE_1 : rooms:1 areas:16
Other Item quota : 8.00
--==| Build Rooms |==--
AREA_11 leads to nowhere. (5344, 3680)
--==| Auto Detail Report |==--
Total walkable volume: 711.5
Group walls tone down multiplier: 1
Total perimeter: 536
Plain walls tone down multiplier: 1
Loading wad-fab start/armaetus_v5_start1.wad / MAP01
MAP18: Adding Start_armaetus_v5_start1_urban from MAP01 in start/armaetus_v5_start1.wad
MAP18: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP18: Adding Pic_urban_downtown_facade2_vanilla from MAP02 in picture/gtd_pic_urban_downtown_facades.wad
MAP18: Adding Item_alcove_small_urban3 from MAP02 in item/alcove1.wad
MAP18: Adding Stair_long_1x2_general2 from MAP01 in stairs/long_1x2.wad
MAP18: Adding Joiner_gtd_bridge_action from MAP01 in joiner/gtd_bridge_action.wad
MAP18: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP18: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP18: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP18: Adding Decor_street_barrier from MAP06 in decor/gtd_decor_urban.wad
MAP18: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP18: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP18: Adding Decor_marquee_sign from MAP04 in decor/gtd_decor_urban.wad
MAP18: Adding Decor_market_stall from MAP05 in decor/gtd_decor_urban.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Pic_bookstore from MAP01 in picture/gtd_pic_urban_commercial_frontages.wad
MAP18: Adding Item_secret_ledge_sunken_universal_flipped from MAP04 in item/secret_ledge.wad
MAP18: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP18: Adding Pic_bookstore from MAP01 in picture/gtd_pic_urban_commercial_frontages.wad
MAP18: Adding Item_alcove_small_urban2 from MAP02 in item/alcove1.wad
MAP18: Adding Pic_septic_tank from MAP02 in picture/gtd_pic_rooftop_stuff.wad
MAP18: Adding Item_secret_cage2 from object in item/secret_cage.wad
MAP18: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP18: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP18: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP18: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP18: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP18: Adding Locked_huge3_red from MAP03 in joiner/key_huge.wad
Loading wad-fab decor/gtd_decor_urban.wad / MAP03
MAP18: Adding Decor_guardhouse from MAP03 in decor/gtd_decor_urban.wad
MAP18: Adding Decor_floor_decal_stripes from MAP08 in decor/gtd_decor.wad
MAP18: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
MAP18: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP18: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP18: Adding Decor_market_stall from MAP05 in decor/gtd_decor_urban.wad
MAP18: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP18: Adding Decor_sunkgrate from MAP02 in decor/carpets.wad
MAP18: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP18: Adding Pillar_gtd_generic3 from MAP03 in decor/gtd_pillar_generic.wad
MAP18: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP18: Adding Decor_sunkgrate from MAP02 in decor/carpets.wad
MAP18: Adding Decor_street_barrier from MAP06 in decor/gtd_decor_urban.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP18: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban2 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP18: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP18: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP18: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP18: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP18: Adding Item_cage_balcony_3 from MAP03 in item/gtd_item_cage_balcony.wad
MAP18: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP18: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP18: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP18: Adding Item_tech_window from MAP01 in item/gtd_item_tech_window.wad
MAP18: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP18: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP18: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP18: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP18: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP18: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP18: Adding lift_620_128 from object in stairs/frozsoul_620_lift_128.wad
Loading wad-fab decor/gtd_cars.wad / MAP01
MAP18: Adding Decor_sedan_blue from MAP01 in decor/gtd_cars.wad
MAP18: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP18: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP18: Adding Decor_ruins2 from MAP02 in decor/ruins.wad
MAP18: Adding Decor_cafe_table_set from MAP08 in decor/gtd_decor_urban.wad
MAP18: Adding Decor_sealed_storage_outdoor from MAP09 in decor/gtd_decor.wad
MAP18: Adding Decor_market_stall from MAP05 in decor/gtd_decor_urban.wad
MAP18: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP18: Adding Decor_cafe_table_set from MAP08 in decor/gtd_decor_urban.wad
MAP18: Adding Decor_basketball_hoop from MAP01 in decor/dem_props.wad
MAP18: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP18: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP18: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
Loading wad-fab picture/armaetus_pic_waterfountain.wad / MAP01
MAP18: Adding Pic_armaetus_waterfountain from MAP01 in picture/armaetus_pic_waterfountain.wad
MAP18: Adding Exit_armaetus_simple_exit from MAP01 in exit/armaetus_simple_exit.wad
MAP18: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP18: Adding Lift_64 from object in stairs/lift_64.wad
MAP18: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP18: Adding Switch_wall_box1 from object in switch/wall_box1.wad
Loading wad-fab window/gtd_window_arch_curved.wad / MAP02
Loading wad-fab window/barred.wad / MAP03
Loading wad-fab window/gtd_window_arch_curved.wad / MAP01
Loading wad-fab window/gtd_window_arch_curved.wad / MAP03
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP18: Adding Skybox_garrett_city from MAP01 in skybox/garrett_skybox_city.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: launch
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 70378 dead regions (of 96724)
Swallowed 15123 brushes (of 70381)
Filled 19 gaps (of 20635 total)
Lighting level...
Merged 6918 colinear lines
Rounded 6 square corners
Aligned 10024 textures
Level 19 title: Secure the Suburbs
~~~~~~| MAP19 |~~~~~~
Level seed: 18063242838
Styles =
{
ambushes = some
barrels = few
big_rooms = few
cages = rare
caves = none
cycles = some
dead_ends = some
doors = some
ex_floors = some
fences = heaps
hallways = few
islands = few
keys = few
lakes = few
liquids = some
outdoors = some
pictures = few
porches = some
secrets = some
steepness = heaps
switches = few
symmetry = heaps
teleporters = few
traps = some
windows = heaps
}
Liquid: slime (usage 50%)
Skybox: Skybox_garrett_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY_FORWARD
APPLIED rule: GROW_LIQUID_SCANAL_STRAIGHT_CROSSING
Shape group: single_canal
Shape count: 10
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_1 with [square_out x 10].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_2 with [grow x 30].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
'OH SHIT HERE WE GO AGAIN', says ROOM 2 before he was violently gunned down by the Linear Mode thugz...
Killing 2
Growing ROOM_3 with [grow x 30].....
Growing ROOM_3 with [grow x 20].....
APPLIED rule: GROW_SQUEEZE_DRAIN
APPLIED rule: GROW_3
APPLIED rule: GROW_INTO_CLIFF
Shape group: single_canal
Shape count: 0
APPLIED rule: GROW_LIQUID_FIGURE_CORRIDOR
Growing ROOM_3 with [sprout x 1].....
new room ROOM_4 : env = nil : parent = ROOM_3
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_4 with [grow x 20].....
Growing ROOM_4 with [grow x 10].....
Killing 4
Growing ROOM_5 with [grow x 20].....
Growing ROOM_5 with [grow x 20].....
Killing 5
Growing ROOM_3 with [sprout x 2].....
new room ROOM_6 : env = nil : parent = ROOM_3
new room ROOM_7 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x1
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 1
new room ROOM_8 : env = nil : parent = ROOM_3
new room ROOM_9 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_THIN_EMERGENCY
Emergency in ROOM_3 is resolved OMG AMAZING!!!!
3 Emergency Sprout attempts: 2
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_6 with [grow x 20].....
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_2
Growing ROOM_6 with [sprout x 1].....
new room ROOM_10 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_3x1
Growing ROOM_7 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_2
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_8 with [grow x 30].....
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_4
APPLIED rule: GROW_LIQUID_CANAL_ENTRY_B
APPLIED rule: GROW_BEND
APPLIED rule: GROW_LIQUID_CANAL_STRAIGHT
Shape group: canal
Shape count: 8
APPLIED rule: GROW_2
Growing ROOM_8 with [sprout x 2].....
new room ROOM_11 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_2x1
Growing ROOM_8 with [square_out x 9].....
Growing ROOM_9 with [grow x 20].....
APPLIED rule: GROW_INTO_CLIFF
Shape group: canal
Shape count: 0
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET
APPLIED rule: GROW_TRENCH_CURVE
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
APPLIED rule: GROW_4
APPLIED rule: GROW_ELEVATED_O_QUARTER
APPLIED rule: GROW_RAMP_THIN_RISE
APPLIED rule: GROW_4
Growing ROOM_9 with [sprout x 3].....
new room ROOM_12 : env = nil : parent = ROOM_9
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_13 : env = hallway : parent = ROOM_9
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_9 with [square_out x 27].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_10 with [grow x 20].....
APPLIED rule: GROW_2
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_11 with [grow x 10].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
Growing ROOM_11 with [sprout x 3].....
new room ROOM_14 : env = nil : parent = ROOM_11
new room ROOM_15 : env = nil : parent = ROOM_11
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_12 with [grow x 30].....
Growing ROOM_12 with [grow x 10].....
Killing 12
Growing HALLWAY_13 with [hall_2 x 4].....
Growing HALLWAY_13 with [hall_2_sprout x 3].....
Growing HALLWAY_13 with [hall_2_sprout x 2].....
Killing 13
Growing ROOM_14 with [grow x 30].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_14 with [sprout x 2].....
Growing ROOM_14 with [square_out x 4].....
Killing 15
Growing ROOM_10 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_10 with [cage_grow x 4].....
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
Growing ROOM_6 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_9 with [decorate x 10].....
APPLIED rule: DECORATE_LIQUID_POOL_PLACE_3x3
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_8 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_7 with [decorate x 6].....
Growing ROOM_3 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
3 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
3 Emergency Sprout attempts: 2
Growing ROOM_14 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_14 with [cage_grow x 1].....
Growing ROOM_11 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_3 with [filler x 30].....
Growing ROOM_11 with [filler x 30].....
APPLIED rule: FILLER_3
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
Growing ROOM_6 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
3 Emergency Sprout attempts: 2
Growing ROOM_11 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
Growing ROOM_6 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
HH
HH
kk HHHHH
kk /HHHHHHHHH
kkkkkkkkkkkkkkkkk /HHHHHHHHHHHHH
kkkkkkkkkkkkkkkkk HHHHcccHHHHHHH
NNNNNNNN kkkkkkkk\kkk HHHHcccccHHH
NNNNNNNNkkkkkkkkkkkkkHHHHHHccccHHH
NNNNNNNNkkkkkkkkkkkkkHHHHHHcccc
NNNNNNNNNNkkkkkkkk/kkk HHHHcccc
kkkkkkkkkkkkkkkkk GGGGGHHHHcccc
kkkkkkkkkkkkkkkkk GGGGGGGccccc/
kk AAAAAAAAAAAGGGGGGGccccc
kk AAAAAAAAAAAGGGGG cccc
A\A/AAA\A/AAAAccccccccc
AAAAAAAAAAAAAAccccccccc
AA AA AA AA fff ccccccc
AAAAAAAAAAA/ffffff cccc
AAAAAAA /fffffffccccc
AAAAAAA/ffffffffccccc\
fffffffffffff cccc II
fffffffffffff cccc II
ffffffff/ II cccc III
ff/fffffJJJ II cccc III
fffffffffJJJJ IIcccccIIIII
fffffffffJJJJ IIccc IIIII
fff\ffffJJJJ IIII IIIIII
\ffJJJ IIIIIIIII/I\
III IIIIIIIIIII/III
IIIIIIIIIII\IIIII/IIIII
IIIIIIIIIIIIIIIIII/IIII
IIII/IIIIIIIIIIIIIIIII
IIIIII/I\IIIII/IIIIIII
IIIIIIIIIIIIII IIIIII
IIII\I/III IIIIII
IIIIIIII
Connection: ROOM_1 --> ROOM_3 (via joiner)
Connection: ROOM_3 --> ROOM_6 (via joiner)
Connection: ROOM_3 --> ROOM_7 (via joiner)
Connection: ROOM_3 --> ROOM_8 (via edge)
Connection: ROOM_3 --> ROOM_9 (via edge)
Connection: ROOM_6 --> ROOM_10 (via joiner)
Connection: ROOM_8 --> ROOM_11 (via joiner)
Connection: ROOM_11 --> ROOM_14 (via edge)
--==| Make Quests |==--
Exit room: ROOM_9
Maximum of 0 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:756
Zone quota: 3
Zone list:
ZONE_1 : rooms:9 areas:82
Other Item quota : 8.00
--==| Build Rooms |==--
AREA_28 leads to nowhere. (7392, 6496)
--==| Auto Detail Report |==--
Total walkable volume: 756
Group walls tone down multiplier: 1
Total perimeter: 633
Plain walls tone down multiplier: 1
MAP19: Adding Decor_urban_newsstand from MAP01 in decor/gtd_decor_urban_newsstand.wad
MAP19: Adding Decor_urban_newsstand from MAP01 in decor/gtd_decor_urban_newsstand.wad
MAP19: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_tall_light_alt from MAP04 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Item_alcove_small_urban1 from MAP02 in item/alcove1.wad
MAP19: Adding Start_generic_open from MAP01 in start/gtd_generic_open_start.wad
MAP19: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP19: Adding Item_alcove_small_urban2 from MAP02 in item/alcove1.wad
MAP19: Adding Joiner_gtd_zigzag_small from MAP01 in joiner/gtd_zigzag_small.wad
MAP19: Adding Decor_marquee_sign from MAP04 in decor/gtd_decor_urban.wad
MAP19: Adding Decor_marquee_sign from MAP04 in decor/gtd_decor_urban.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP19: Adding Item_alcove_small_urban3 from MAP02 in item/alcove1.wad
MAP19: Adding Pic_urban_downtown_facade2_vanilla from MAP02 in picture/gtd_pic_urban_downtown_facades.wad
MAP19: Adding Pic_urban_downtown_facade1_vanilla from MAP01 in picture/gtd_pic_urban_downtown_facades.wad
MAP19: Adding Ladder_128_rustic from MAP01 in stairs/gtd_stair_ladder_128.wad
MAP19: Adding Ladder_128_rustic from MAP01 in stairs/gtd_stair_ladder_128.wad
MAP19: Adding Joiner_gtd_zigzag_small from MAP01 in joiner/gtd_zigzag_small.wad
Loading wad-fab joiner/mogwaltz_secret_eye.wad / MAP03
MAP19: Adding Joiner_secret_secret_shootable_eye_pick_one_b from MAP03 in joiner/mogwaltz_secret_eye.wad
MAP19: Adding Item_alcove_small_general2 from MAP02 in item/alcove1.wad
Loading wad-fab joiner/barred1.wad / *
MAP19: Adding Joiner_barred1_urban2 from object in joiner/barred1.wad
MAP19: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP19: Adding Decor_cafe_table_set from MAP08 in decor/gtd_decor_urban.wad
MAP19: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP19: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP19: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP19: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP19: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP19: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
MAP19: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP19: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP19: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP19: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP19: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
Loading wad-fab item/gtd_item_lockers.wad / MAP03
MAP19: Adding Item_locker_bars from MAP03 in item/gtd_item_lockers.wad
MAP19: Adding Decor_cafe_table_set from MAP08 in decor/gtd_decor_urban.wad
MAP19: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP19: Adding Decor_tech_point_HVAC_1 from MAP01 in decor/gtd_decor_outdoor_machines.wad
MAP19: Adding Decor_cafe_table_set from MAP08 in decor/gtd_decor_urban.wad
MAP19: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP19: Adding Decor_guardhouse from MAP03 in decor/gtd_decor_urban.wad
MAP19: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP19: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP19: Adding Pic_storefront_3x from MAP01 in picture/gtd_pic_urban_generic_frontages.wad
MAP19: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP19: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP19: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP19: Adding Exit_closet2 from object in exit/closet2.wad
MAP19: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP19: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP19: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
MAP19: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP19: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP19: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
MAP19: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP19: Adding Switch_wall_tight from MAP01 in switch/tight.wad
Loading wad-fab window/gtd_window_arch_curved.wad / MAP03
MAP19: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP19: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab wall/torches.wad / MAP02
Loading wad-fab door/secret.wad / MAP05
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP05
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP19: Adding Skybox_garrett_city from MAP01 in skybox/garrett_skybox_city.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: shotty
Giving weapon: bfg
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 66803 dead regions (of 91842)
Swallowed 15241 brushes (of 66808)
Filled 30 gaps (of 18554 total)
Lighting level...
Merged 6119 colinear lines
Rounded 6 square corners
Aligned 11168 textures
Level 20 title: Polar Workstation : The Return
~~~~~~| MAP20 |~~~~~~
Level seed: 18063242839
Styles =
{
ambushes = heaps
barrels = none
big_rooms = few
cages = rare
caves = none
cycles = none
dead_ends = some
doors = some
ex_floors = few
fences = few
hallways = few
islands = heaps
keys = some
lakes = few
liquids = none
outdoors = none
pictures = some
porches = some
secrets = some
steepness = heaps
switches = heaps
symmetry = none
teleporters = some
traps = few
windows = heaps
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_T2
Growing ROOM_1 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_1 with [grow x 20].....
APPLIED rule: GROW_BEND
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_HALF_SKILLET_SPIRAL
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_1 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_2 with [grow x 30].....
APPLIED rule: GROW_HALF_C_STAIR
APPLIED rule: GROW_36_DOUBLE_FORWARD_AREA
APPLIED rule: GROW_COLONNADE_1
Growing ROOM_2 with [sprout x 2].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_2 with [square_out x 14].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_3 with [grow x 10].....
APPLIED rule: GROW_L_STAIR
APPLIED rule: GROW_HALF_SKILLET_SPIRAL
APPLIED rule: GROW_36_SINGLE_FORWARD_AREA
APPLIED rule: GROW_CAGE_SIDEWAYS_BOTH_SIDES
Growing ROOM_3 with [sprout x 3].....
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_6 : env = hallway : parent = ROOM_3
APPLIED rule: SPROUT_narrow_hallway
new room ROOM_7 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_3 with [square_out x 20].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_4 with [grow x 20].....
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_SQUEEZE_EVEN_MORE_STAIRCASE
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Growing ROOM_4 with [sprout x 3].....
new room ROOM_8 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_4x1
new room ROOM_9 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_10 : env = hallway : parent = ROOM_4
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_5 with [grow x 20].....
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_EXTRUSION_SINK
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Shape group: cliff_x4
Shape count: 0
Growing ROOM_5 with [sprout x 3].....
new room ROOM_11 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_2x3
Growing HALLWAY_6 with [hall_1 x 14].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_6 with [hall_1_sprout x 3].....
Growing HALLWAY_6 with [hall_1_sprout x 2].....
Killing 6
Growing ROOM_7 with [grow x 30].....
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_AREA_1
Growing ROOM_7 with [sprout x 2].....
new room ROOM_12 : env = hallway : parent = ROOM_7
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_7 with [square_out x 2].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
Growing ROOM_8 with [grow x 10].....
APPLIED rule: GROW_SIDE_ON_RAMP
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_3
APPLIED rule: GROW_SQUIGGLE
Growing ROOM_8 with [sprout x 2].....
new room ROOM_13 : env = hallway : parent = ROOM_8
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_8 with [square_out x 6].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
Growing ROOM_9 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CURVE_1
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_9 with [square_out x 2].....
Growing HALLWAY_10 with [hall_1 x 14].....
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_10 with [hall_1_sprout x 3].....
Growing HALLWAY_10 with [hall_1_sprout x 2].....
Killing 10
Growing ROOM_11 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET_SOLID
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_BEND
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_SQUEEZE_STAIRCASE
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_STAIRPAIR_5E
APPLIED rule: GROW_3
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_11 with [square_out x 16].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Killing 12
Killing 13
Growing ROOM_9 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_2 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_5 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_3 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_11 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLIFF_CAGE
Growing ROOM_7 with [decorate x 6].....
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_7 with [cage_grow x 4].....
Growing ROOM_8 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Seed Map:
AA
AAAAAAAA
AAAAAAAAAA
AAA AAAAA
/A/AAAAAAA
AAAA/ AAAAAA
AAAA AAAAAA
BBB AA/AA AAAAAA
BBB AAAAAAA AAAA CC
BBBBAAAAAAAAAACCCC CCCCCC
BBBBAAAAAAAAAACCCC CC CCC
BBBBBB \AA/ CCCCCCCCCCCCC
BBBBBBBBBBAA CCCCCCCCCCCCCC
DDD BBBBBBBBBBBBBCCCCCCCCC CCC
DDD /BBBBB B BBBCCCCCCCCCCCCC
DDDBBBBBBBBBBBBBBB CCCCCC/CCCCCCC
DDDBBBBBBBBBBB B BBCCCCCC CCCCCCC
DDDBBBBBBBBB/BBBBBBCCCCCCCCCC
DDBBBBBBBBB BBBCCCCCCCCCCC
D BBBBBB\ BBBCCCCCCCCCC
D BBBBBBB GGCCCCCCCCCC
D BBBBBBBBB /G/ CCCCCCCCCC
DDDDDBB\BBBB/B /G/ /CCCCCCCCCC
DDDDDBBBBBBBBBGGGCCCCCCCCCC
DDDDDDDD BBBBGGGGCCCCCCCCCC
\DDDDDDDDD GGGGGCCCCCCCC EE EEE
III DDDDDDDDDHHGGCCC/CC\C EE EEE
/IIIDDDDDDDDDDDHHKK CCCCCCEEEEEEEEEE
IIIIIDDDDDDDDDDDHHKKEEEEEEE EEEEEEEEEE
IIIIII DDDDDDDDDHHKKEEEEEEE EEEEEEEE
\IIII DD HHHHHHKKKKKKKKEEEEEEEEEE
II DD HHHHH/KKKKKKKKEE EEE EEE
HHHHHHHHKKKKKKKKE EEE EEE
HHHHHHHHKKKKEEEEEEEEEEE
HHHHH/KKKKKKEEEEEEEEEEE
/H/ KKKKKKEEEEEEEEEEE
HHH/ KKKKKKKKKKKKKKKKK
HHHKK /\KKKKKKKKKKKKKKKK
HHKKKKK/KKKKKK/KKKKKKKKK
KK KK KKKKKKKKK KK
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via joiner)
Connection: ROOM_3 --> ROOM_5 (via edge)
Connection: ROOM_3 --> ROOM_7 (via joiner)
Connection: ROOM_4 --> ROOM_8 (via joiner)
Connection: ROOM_4 --> ROOM_9 (via joiner)
Connection: ROOM_5 --> ROOM_11 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_11
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_8 (ROOM_5 -- ROOM_11)
Dividing QUEST_2 @ CONN_3 (ROOM_2 -- ROOM_4)
Dividing QUEST_2 @ CONN_6 (ROOM_4 -- ROOM_8)
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
QUEST_3 : svolume:593
QUEST_4 : svolume:115
QUEST_2 : svolume:51
QUEST_1 : svolume:119
Zone quota: 4
Zone list:
ZONE_2 : rooms:5 areas:67
ZONE_4 : rooms:2 areas:22
ZONE_3 : rooms:1 areas:7
ZONE_1 : rooms:1 areas:21
Other Item quota : 8.00
--==| Build Rooms |==--
AREA_18 leads to nowhere. (7520, 5344)
AREA_90 leads to nowhere. (5472, 3424)
--==| Auto Detail Report |==--
Total walkable volume: 879.5
Group walls tone down multiplier: 1
Total perimeter: 823
Plain walls tone down multiplier: 1
MAP20: Adding Decor_marquee_sign from MAP04 in decor/gtd_decor_urban.wad
MAP20: Adding Decor_sealed_storage from MAP09 in decor/gtd_decor.wad
Loading wad-fab start/basic.wad / *
MAP20: Adding Start_basic from object in start/basic.wad
MAP20: Adding Decor_street_barrier from MAP06 in decor/gtd_decor_urban.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_urban_commercial_frontages.wad / MAP05
MAP20: Adding Pic_some_sort_of_thing_people_do_in_the_future from MAP05 in picture/gtd_pic_urban_commercial_frontages.wad
MAP20: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP20: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
MAP20: Adding Item_alcove_small_urban2 from MAP02 in item/alcove1.wad
MAP20: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP20: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP20: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP20: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP20: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab joiner/gtd_universal_joiners.wad / MAP04
MAP20: Adding Joiner_gtd_universal_wavy_staircase from MAP04 in joiner/gtd_universal_joiners.wad
MAP20: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP20: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP20: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP20: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP20: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP20: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
Loading wad-fab picture/gtd_pic_urban_commercial_frontages.wad / MAP02
MAP20: Adding Pic_lounge from MAP02 in picture/gtd_pic_urban_commercial_frontages.wad
MAP20: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP20: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP20: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP20: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP20: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP20: Adding Pic_electronics_store from MAP06 in picture/gtd_pic_urban_commercial_frontages.wad
MAP20: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP20: Adding Item_tech_window from MAP01 in item/gtd_item_tech_window.wad
MAP20: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab joiner/gtd_stair_swurve.wad / MAP01
MAP20: Adding Joiner_stairs_swurve_urban from MAP01 in joiner/gtd_stair_swurve.wad
Loading wad-fab joiner/key_2x2.wad / MAP01
MAP20: Adding Locked_2x2_blue_urban from MAP01 in joiner/key_2x2.wad
MAP20: Adding Decor_bench_n_trashcan from MAP01 in decor/gtd_decor_urban.wad
MAP20: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP20: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP20: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP20: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP20: Adding Pic_apartment_row_3x from MAP03 in picture/gtd_pic_urban_generic_frontages.wad
MAP20: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP20: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP20: Adding Pic_storefront_2x from MAP02 in picture/gtd_pic_urban_generic_frontages.wad
MAP20: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP20: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP20: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP20: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP20: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP20: Adding lift_620_128 from object in stairs/frozsoul_620_lift_128.wad
MAP20: Adding Joiner_stairs_swurve_urban from MAP01 in joiner/gtd_stair_swurve.wad
MAP20: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP20: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP20: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP20: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP20: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Trap_closet_urban from object in trap/gtd_trap_urban.wad
MAP20: Adding Pic_bookstore from MAP01 in picture/gtd_pic_urban_commercial_frontages.wad
Loading wad-fab trap/gtd_trap_tech.wad / MAP02
MAP20: Adding Trap_closet_tech_2 from MAP02 in trap/gtd_trap_tech.wad
Loading wad-fab item/alcove2.wad / *
MAP20: Adding Item_alcove_urban from object in item/alcove2.wad
MAP20: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP20: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP20: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP20: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP20: Adding Ladder_thin from MAP03 in stairs/gtd_stair_ladder_128.wad
MAP20: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP20: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/key_large.wad / *
MAP20: Adding Locked_joiner_yellow from object in joiner/key_large.wad
MAP20: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP20: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_tall_light from MAP04 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP20: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_round_alt from MAP03 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP20: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP20: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP20: Adding Item_closet_simple2 from MAP02 in item/gtd_item_closet_simple.wad
Loading wad-fab cage/wall_cage.wad / *
MAP20: Adding Cage_Wall_urban5 from object in cage/wall_cage.wad
MAP20: Adding Item_secret_niche1_urban from MAP01 in item/secret_niche.wad
MAP20: Adding Lift_gtd_disguised_128_2h from MAP02 in stairs/gtd_lift_disguised_128.wad
MAP20: Adding Stair_long_1x3_general from MAP01 in stairs/long_1x3.wad
MAP20: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP20: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
Loading wad-fab joiner/gtd_infestation_keyed.wad / MAP01
MAP20: Adding Locked_keyed_infestation_red from MAP01 in joiner/gtd_infestation_keyed.wad
MAP20: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
MAP20: Adding Item_tech_window from MAP01 in item/gtd_item_tech_window.wad
MAP20: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP20: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP20: Adding Item_closet_w_door from MAP01 in item/closet.wad
MAP20: Adding Decor_cafe_table_set from MAP08 in decor/gtd_decor_urban.wad
Loading wad-fab item/gtd_item_gameshow_doors.wad / MAP03
MAP20: Adding Item_gtd_gameshow_doors_3 from MAP03 in item/gtd_item_gameshow_doors.wad
MAP20: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP20: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP20: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP20: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP20: Adding Decor_round_planter from MAP02 in decor/gtd_decor_urban.wad
MAP20: Adding Crate_small_brown from MAP01 in decor/crates1.wad
Loading wad-fab cage/gtd_cage_sandbag.wad / MAP01
MAP20: Adding Cage_sandbag_fort from MAP01 in cage/gtd_cage_sandbag.wad
MAP20: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP20: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP20: Adding Decor_sunkgrate from MAP02 in decor/carpets.wad
MAP20: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP20: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP20: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP20: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP20: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP20: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP20: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP20: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP20: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP20: Adding Light_urban3 from MAP02 in decor/ceil_light.wad
MAP20: Adding Light_urban1 from MAP01 in decor/ceil_light.wad
Loading wad-fab exit/gtd_generic_immersive_exit.wad / MAP02
MAP20: Adding Exit_tech_immersive_exit_urban from MAP02 in exit/gtd_generic_immersive_exit.wad
Loading wad-fab cage/gtd_cage_d2_floor.wad / MAP01
MAP20: Adding Cage_gtd_D2_floor from MAP01 in cage/gtd_cage_d2_floor.wad
MAP20: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP20: Adding Pic_urban_mirrors_edge_wall from MAP01 in picture/gtd_pic_urban_mirrors_edge_wall.wad
MAP20: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP20: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
MAP20: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP20: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP20: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP20: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP20: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP20: Adding Stair_wide_3x1_torch from MAP02 in stairs/wide_3x1.wad
MAP20: Adding Switch_wall_box1 from object in switch/wall_box1.wad
Loading wad-fab window/tall.wad / MAP01
Loading wad-fab window/tall.wad / MAP02
Loading wad-fab wall/gtd_wall_hell.wad / MAP07
Loading wad-fab wall/garrett_wall_of_pain_diagonal.wad / MAP01
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP20: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: launch
Giving weapon: super
Giving weapon: shotty
Giving weapon: chain
Giving weapon: plasma
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 91156 dead regions (of 126217)
Swallowed 19672 brushes (of 91168)
Filled 1227 gaps (of 27580 total)
Lighting level...
Merged 9553 colinear lines
Rounded 6 square corners
Aligned 11021 textures
Level 21 title: Wasteland of Secularism
~~~~~~| MAP21 |~~~~~~
Level seed: 18063242840
Styles =
{
ambushes = some
barrels = some
big_rooms = none
cages = rare
caves = none
cycles = heaps
dead_ends = some
doors = heaps
ex_floors = some
fences = few
hallways = few
islands = heaps
keys = few
lakes = few
liquids = few
outdoors = heaps
pictures = heaps
porches = some
secrets = few
steepness = some
switches = few
symmetry = none
teleporters = some
traps = some
windows = some
}
Liquid: lava (usage 25%)
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_NARROW_CANAL_ENTRY_FROMSIDE
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_LIQUID_SIDE_POOL_THIN
APPLIED rule: GROW_LIQUID_CANAL_ENTRY_B
Growing ROOM_1 with [sprout x 3].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_1 with [square_out x 10].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_2 with [grow x 30].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
Growing ROOM_2 with [sprout x 3].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_5 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_3 with [grow x 20].....
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
Growing ROOM_3 with [sprout x 2].....
new room ROOM_6 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_7 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x1
Growing ROOM_4 with [grow x 20].....
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_36_SINGLE_FORWARD_AREA
Growing ROOM_4 with [sprout x 2].....
APPLIED rule: SPROUT_TELEPORTER_2x2
new room ROOM_8 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_2x3
new room ROOM_9 : env = nil : parent = nil
Growing ROOM_9 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_9 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_9 with [grow x 30].....
APPLIED rule: GROW_3
APPLIED rule: GROW_FUNNEL_2
APPLIED rule: GROW_TRENCH_CURVE
Growing ROOM_9 with [sprout x 3].....
new room ROOM_10 : env = nil : parent = ROOM_9
APPLIED rule: SPROUT_JOINER_2x1
APPLIED rule: SPROUT_TELEPORTER_2x2
new room ROOM_11 : env = nil : parent = ROOM_9
APPLIED rule: SPROUT_DIRECT_2
new room ROOM_12 : env = nil : parent = nil
Growing ROOM_12 with [root x 1].....
APPLIED rule: PARK_ROOT_3x3
Growing ROOM_12 with [grow x 20].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_5 with [grow x 10].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_6 with [grow x 10].....
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_TINY_U
APPLIED rule: GROW_CURVE_1
Growing ROOM_6 with [sprout x 3].....
Killing 7
Killing 8
Killing 10
Killing 11
Growing ROOM_1 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_LIQUID_MOAT_ROW
Growing ROOM_4 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_9 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_6 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_5 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_3 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_2 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_12 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_6 with [filler x 30].....
Growing ROOM_2 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_3
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
Growing ROOM_3 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
Growing ROOM_9 with [filler x 30].....
Growing ROOM_12 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
Growing ROOM_4 with [filler x 30].....
APPLIED rule: FILLER_1
Growing ROOM_1 with [filler x 30].....
Growing ROOM_5 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_3
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
Growing ROOM_6 with [smoother x 15].....
Growing ROOM_2 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_9 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
Growing ROOM_12 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_4 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_1 with [smoother x 15].....
Growing ROOM_5 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
ff\
fff\
iii ffffff
iiiiiii ffffff
iiiiii\ii fffff/
iiiii\iii ffffff/ cc
iiii ffffcc cc
\iii ffffcc /cc
/iiiii fffffffccc ccc
iiiiiii fffffffccccc /ccc\
iiiiiii ffffffffccccc /ccccc
\iii ffffffffccc\ /cccccc
aaiii ddddff ccccccccccccc
aaiii ddddff cccccccccccc/
aaaaaa dddd /ccccccccccc/
aaaaaa dddddddd/ccccccccccc/
ee aaaaaaaaddddddddccccccccccc/
/ee\eee aaaaaaaaaaddddddddccccccccccc
eeeeeee aaaaaaaaaa\ddddddcccccccccccc
eeeeeee aaaaaaaaaaa\dddddcccccccccccc
eeeeeee aaaaaabbaaa \ddddddbbbbbccc/
eeeeeeeeeeaaaabbaa/ ddddddbbbbbccccc
eeeeeeeeeeee aabbaabbbddddddbbbbb\cccc
eeeeeeeeeeeebbbbbbbbbbbbbb\ddbbbbb cccc
eeeeeeeeeeeebbbbbbbbbbbbbbbbbbbbbb cccc
eeeeeelllllllllbbbbbbbbbbbbbbbbbbb
eee/lllllllll\bbbbbbbbbbbbbbbbbb
\lllllll\ bbbbbbb/ \bbbbbb/
llllllll\bbbbbbbbb bbbbbb
llllllllllll \bbbb \bbb/
llllllllllll \bb
llllllllllll bb
\lllllll/ bb
llllll/
lll
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via edge)
Connection: ROOM_2 --> ROOM_4 (via edge)
Connection: ROOM_2 --> ROOM_5 (via joiner)
Connection: ROOM_3 --> ROOM_6 (via edge)
Teleporter connection: ROOM_4 --> ROOM_9
Teleporter connection: ROOM_9 --> ROOM_12
--==| Make Quests |==--
Exit room: ROOM_5
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_2 -- ROOM_5)
Dividing QUEST_2 @ CONN_2 (ROOM_2 -- ROOM_3)
Start room: ROOM_1
Quest list:
QUEST_3 : svolume:443
QUEST_2 : svolume:235
QUEST_1 : svolume:84
Zone quota: 3
Zone list:
ZONE_2 : rooms:3 areas:24
ZONE_1 : rooms:2 areas:12
ZONE_3 : rooms:3 areas:17
Other Item quota : 4.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 763
Group walls tone down multiplier: 1
Total perimeter: 406
Plain walls tone down multiplier: 1
Loading wad-fab decor/gtd_decor_hell.wad / MAP04
MAP21: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
Loading wad-fab decor/pillar1.wad / *
MAP21: Adding Pillar_round1_metal from object in decor/pillar1.wad
Loading wad-fab start/armaetus_start1.wad / MAP03
MAP21: Adding Start_armaetus_start_lift_hell_downwards from MAP03 in start/armaetus_start1.wad
Loading wad-fab item/gtd_item_closet_hell.wad / MAP02
MAP21: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
Loading wad-fab picture/gtd_pic_hell_alcoves.wad / MAP02
LACKING ENTITY : hang_arm_gone
MAP21: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP21: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
MAP21: Adding Decor_frozsoul_097_water_pond1 from MAP01 in decor/frozsoul_097_ponds.wad
Loading wad-fab decor/ruins.wad / MAP03
MAP21: Adding Decor_vineruins3 from MAP03 in decor/ruins.wad
Loading wad-fab trap/gtd_trap_hell.wad / *
MAP21: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP21: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP21: Adding Trap_simple1 from object in trap/trap1.wad
MAP21: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP21: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP21: Adding Locked_joiner_yellow from object in joiner/key_large.wad
MAP21: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
Loading wad-fab decor/hellgore.wad / MAP06
MAP21: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP21: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
Loading wad-fab picture/gtd_pic_hell_alcoves.wad / MAP01
MAP21: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP21: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP21: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
Loading wad-fab teleporter/scionox_middeco_teleport.wad / MAP01
MAP21: Adding Teleporter_scionox_middeco_teleport from MAP01 in teleporter/scionox_middeco_teleport.wad
MAP21: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab teleporter/scionox_trap_teleport.wad / MAP02
MAP21: Adding Teleporter_scionox_trap_teleport_2 from MAP02 in teleporter/scionox_trap_teleport.wad
MAP21: Adding Teleporter_scionox_trap_teleport_2 from MAP02 in teleporter/scionox_trap_teleport.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP21: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
Loading wad-fab item/secret_niche.wad / MAP01
MAP21: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
Loading wad-fab picture/gtd_pic_hell_alcoves.wad / MAP03
MAP21: Adding Pic_hell_alcove_window from MAP03 in picture/gtd_pic_hell_alcoves.wad
Loading wad-fab stairs/stair_32.wad / MAP02
MAP21: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
Loading wad-fab item/pentagram.wad / *
MAP21: Adding Item_pentagram from object in item/pentagram.wad
MAP21: Adding Decor_vineruins3 from MAP03 in decor/ruins.wad
MAP21: Adding Teleporter_Closet2 from MAP01 in teleporter/closet2.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP21: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP21: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
Loading wad-fab decor/armaetus_crucified.wad / MAP01
MAP21: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
Loading wad-fab decor/hell_gore.wad / MAP01
MAP21: Adding Decor_hellgore1 from MAP01 in decor/hell_gore.wad
Loading wad-fab decor/crates1.wad / MAP02
MAP21: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP21: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP21: Adding Decor_hellgore1 from MAP01 in decor/hell_gore.wad
MAP21: Adding Item_gtd_key_oh_he_ded from MAP04 in item/gtd_item_key_pedestal.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP01
MAP21: Adding Light_gtd_hell_lantern5 from MAP01 in decor/gtd_hell_ceil_light.wad
LACKING ENTITY : hang_arm_gone
MAP21: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP21: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP21: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
Loading wad-fab stairs/stair_32.wad / MAP02
MAP21: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP21: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP21: Adding Exit_immersive_point_exit2 from MAP02 in exit/gtd_generic_immersive_point_exit.wad
MAP21: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
Loading wad-fab wall/gtd_wall_hell.wad / MAP04
Loading wad-fab wall/gtd_wall_hell.wad / MAP07
Loading wad-fab wall/gtd_wall_hell_overhangs.wad / MAP01
Loading wad-fab wall/gtd_wall_hell.wad / MAP04
Loading wad-fab door/key_medium.wad / MAP01
Loading wad-fab wall/gtd_wall_hell_overhangs.wad / MAP03
Loading wad-fab wall/gtd_wall_hell_overhangs.wad / MAP02
Loading wad-fab wall/gtd_wall_hell.wad / MAP05
Loading wad-fab wall/gtd_wall_hell.wad / MAP04
Loading wad-fab wall/gtd_wall_hell.wad / MAP07
Loading wad-fab wall/garrett_wall_bloody_fountain.wad / MAP01
Loading wad-fab wall/gtd_wall_hell.wad / MAP02
MAP21: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
Loading wad-fab fence/posts.wad / MAP04
MAP21: Adding Post_gothic_2 from MAP04 in fence/posts.wad
MAP21: Adding Post_gothic_2 from MAP04 in fence/posts.wad
MAP21: Adding Post_gothic_2 from MAP04 in fence/posts.wad
MAP21: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP21: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP21: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP21: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
Loading wad-fab fence/posts.wad / MAP03
MAP21: Adding Post_gothic_1 from MAP03 in fence/posts.wad
MAP21: Adding Post_gothic_1 from MAP03 in fence/posts.wad
MAP21: Adding Post_gothic_1 from MAP03 in fence/posts.wad
MAP21: Adding Post_gothic_1 from MAP03 in fence/posts.wad
MAP21: Adding Post_gothic_1 from MAP03 in fence/posts.wad
MAP21: Adding Depot_raise from MAP01 in misc/depot.wad
MAP21: Adding Depot_raise from MAP01 in misc/depot.wad
MAP21: Adding Depot_raise from MAP01 in misc/depot.wad
MAP21: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: super
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: bfg
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 83647 dead regions (of 115310)
Swallowed 13953 brushes (of 83661)
Filled 19 gaps (of 26015 total)
Lighting level...
Merged 6778 colinear lines
Rounded 25 square corners
Aligned 10254 textures
Level 22 title: Eye for an Eye
~~~~~~| MAP22 |~~~~~~
Level seed: 18063242841
Styles =
{
ambushes = none
barrels = none
big_rooms = heaps
cages = rare
caves = none
cycles = none
dead_ends = some
doors = heaps
ex_floors = few
fences = some
hallways = none
islands = few
keys = some
lakes = few
liquids = some
outdoors = few
parks = none
pictures = heaps
porches = heaps
secrets = few
steepness = few
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = heaps
}
Liquid: blood (usage 50%)
Skybox: Skybox_garrett_hell
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_2
APPLIED rule: GROW_CANAL_DOUBLE_UNG
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_CANAL_SINGLE_CORNER_UNG
APPLIED rule: GROW_NARROW_CANAL_ENTRY
APPLIED rule: GROW_2
APPLIED rule: GROW_ELEVATED_PILLAR_U
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_1 with [square_out x 15].....
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_LIQUID_SLAB_ENTRY_2X
APPLIED rule: GROW_LIQUID_SLAB_CURVE
APPLIED rule: GROW_2
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY_FORWARD
APPLIED rule: GROW_REVERSE_FUNNEL
APPLIED rule: GROW_EXTRUSION_4X6
APPLIED rule: GROW_LIQUID_SLAB_ENTRY
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_LIQUID_SCANAL_STAIR
APPLIED rule: GROW_CAGE_DOOM_MAP01
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA_INWARD
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_2
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
Seed Map:
BBBBBBBBBB BBBBBBBBBB
BBBBBBBBBBB BBBBBBBBBBB
BBBBBBBBB BBBBBBBBB
BBBBBBBBB BBBBBBBBB
BBBBBBBBBB BBBBBBBBBB
BBBBBBBBBB BBBBBBBBBB
BBBBBB BBBBBB
BBBBBBBB BBBBBBBB
BB BBBBBB BBBBBB BB
BB BBBBBB BBBBBB BB
BB BBBBBBBBBB BBBBBBBBBB BB
BB BBBBBBBBBBBB BBBBBBBBBBBB BB
BBBBBBB/BBB\BBB BBB/BBB\BBBBBBB
BBBBBBBBBBBBB BBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBB BBBBBBBBBBBBBBBBBBBBB BBBBBBB
BBBBBBB BBBBBBBBBBBBBBBBBBBBB BBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBB BBBBBBB BBBBBBBBBBBB
BBBBBBB\BBBBBB BBBBBBB BBBBBB/BBBBBBB
BBBBBBB \BBBBB BBBBBBB BBBBB/ BBBBBBB
BBBBB BBBBBBBB BBBB BBBBBBBB BBBBB
/BBBB\ BBBBBBBB BBBB BBBBBBBB /BBBB\
BBBBBB BBBBBB AAAA BBBBBB BBBBBB
BBBBBB BBBBBB AAAA BBBBBB BBBBBB
\BBBB/\ BBBBAAAAAAAAAA BBBB /\BBBB/
BBBB\BBAAAA AAAAAAAAAA AAAA BB/BBBB
BBBBB BBAAAA AA AA AA AAAA BB BBBBB
BBBBB BBAAAAAAAAAAAAAAAAAAAA BB BBBBB
BBBBB BBAAAA AAAAAAAAAA AAAA BB BBBBB
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAAAA AAAAAAA AAAAAA AAAAAAA AAAAA
AAAAAAA AAAAAAAAAAAAAAAAAA AAAAAAA
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
AAA AAA\AAAAAAA AAAAAAA/AAA AAA
AA AAA AAA AA
AA AA AA AA
AA AA
Connection: ROOM_1 --> ROOM_2 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_2
Maximum of 3 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:975
Zone quota: 4
Zone list:
ZONE_1 : rooms:2 areas:98
Other Item quota : 6.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 975
Group walls tone down multiplier: 1
Total perimeter: 780
Plain walls tone down multiplier: 1
Loading wad-fab decor/helldecor.wad / MAP02
MAP22: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP22: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
Loading wad-fab decor/gtd_decor_hell.wad / MAP02
MAP22: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP22: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP22: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP22: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP22: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP22: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP22: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP22: Adding Pillar_round1 from object in decor/pillar1.wad
MAP22: Adding Pillar_round1 from object in decor/pillar1.wad
Loading wad-fab decor/gtd_decor_hell.wad / MAP09
MAP22: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP22: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
Loading wad-fab decor/gtd_decor_hell.wad / MAP08
MAP22: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_garrett_rotten_flesh from MAP01 in decor/garrett_decor_rotten_flesh.wad
MAP22: Adding Decor_garrett_rotten_flesh from MAP01 in decor/garrett_decor_rotten_flesh.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP03
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern5 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern5 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern5 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern5 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern5 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern5 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Light_gtd_hell_lantern_square6 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP22: Adding Start_armaetus_start_lift_hell_downwards from MAP03 in start/armaetus_start1.wad
Loading wad-fab item/gtd_item_closet_hell.wad / MAP01
MAP22: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP22: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP22: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP01
MAP22: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP22: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
Loading wad-fab item/gtd_item_closet_hell.wad / MAP03
MAP22: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP22: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP05
MAP22: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP05
MAP22: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP22: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP22: Adding Pic_hell_alcove_window from MAP03 in picture/gtd_pic_hell_alcoves.wad
MAP22: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP22: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP22: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP22: Adding Joiner_gtd_universal_funnel from MAP03 in joiner/gtd_universal_joiners.wad
MAP22: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP22: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP22: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP22: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP22: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP22: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP22: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP22: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP22: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP22: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP22: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP22: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP22: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP22: Adding Pillar_round1_metal from object in decor/pillar1.wad
MAP22: Adding Pillar_round1_metal from object in decor/pillar1.wad
MAP22: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
Loading wad-fab decor/gtd_pillar_generic.wad / MAP01
MAP22: Adding Pillar_gtd_generic1_hell from MAP01 in decor/gtd_pillar_generic.wad
MAP22: Adding Pillar_gtd_generic1_hell from MAP01 in decor/gtd_pillar_generic.wad
MAP22: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP22: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP22: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP22: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP22: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP22: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP22: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP22: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP22: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP22: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP22: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP06
MAP22: Adding Pic_crucified1 from MAP06 in picture/pic_box.wad
MAP22: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP22: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP22: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP22: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP22: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP22: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP22: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP22: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP22: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP22: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP22: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP22: Adding Exit_duke_nukem_exit from MAP01 in exit/gtd_duke_nukem_exit.wad
MAP22: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP22: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab stairs/stair_64.wad / MAP02
MAP22: Adding Stair_64_hell from MAP02 in stairs/stair_64.wad
MAP22: Adding Stair_64_hell from MAP02 in stairs/stair_64.wad
MAP22: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP22: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
Loading wad-fab stairs/long_1x2.wad / MAP02
MAP22: Adding Stair_long_1x2_hell3 from MAP02 in stairs/long_1x2.wad
MAP22: Adding Stair_long_1x2_hell3 from MAP02 in stairs/long_1x2.wad
MAP22: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP22: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
Loading wad-fab wall/runes.wad / MAP06
Loading wad-fab wall/runes.wad / MAP03
Loading wad-fab wall/runes.wad / MAP04
Loading wad-fab wall/runes.wad / MAP01
Loading wad-fab wall/garrett_wall_bloody_fountain.wad / MAP03
Loading wad-fab wall/garrett_wall_bloody_fountain.wad / MAP02
Loading wad-fab wall/runes.wad / MAP05
Loading wad-fab wall/runes.wad / MAP03
Loading wad-fab wall/runes.wad / MAP02
Loading wad-fab wall/runes.wad / MAP06
Loading wad-fab wall/runes.wad / MAP02
Loading wad-fab wall/runes.wad / MAP04
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP22: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
Loading wad-fab skybox/garrett_skybox_hell.wad / MAP01
MAP22: Adding Skybox_garrett_hell from MAP01 in skybox/garrett_skybox_hell.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: launch
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
Removed 102047 dead regions (of 137992)
Swallowed 25610 brushes (of 102065)
Filled 4 gaps (of 28965 total)
Lighting level...
Merged 8028 colinear lines
Rounded 17 square corners
Aligned 11910 textures
Level 23 title: Horrible Ramparts
~~~~~~| MAP23 |~~~~~~
Level seed: 18063242842
Styles =
{
ambushes = heaps
barrels = heaps
big_rooms = few
cages = rare
caves = none
cycles = heaps
dead_ends = some
doors = some
ex_floors = some
fences = heaps
hallways = few
islands = few
keys = some
lakes = few
liquids = heaps
outdoors = few
pictures = few
porches = heaps
secrets = few
steepness = some
switches = some
symmetry = none
teleporters = few
traps = few
windows = some
}
Liquid: lava (usage 90%)
Skybox: Skybox_garrett_hell
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 10].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
Growing ROOM_1 with [sprout x 3].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_1 with [square_out x 11].....
Growing ROOM_2 with [grow x 10].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_2 with [sprout x 2].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_4 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_3 with [grow x 10].....
APPLIED rule: GROW_3
APPLIED rule: GROW_CANAL_SINGLE_CORNER_UNG
APPLIED rule: GROW_NARROW_CANAL_ENTRY_FROMSIDE
APPLIED rule: GROW_NARROW_CANAL_STRAIGHT
APPLIED rule: GROW_NARROW_CANAL_OUTER_CURVE
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_3 with [square_out x 5].....
Growing HALLWAY_4 with [hall_2 x 6].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_P1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_I1
Growing HALLWAY_4 with [hall_2_sprout x 3].....
new room ROOM_5 : env = nil : parent = HALLWAY_4
APPLIED rule: HALL_2_SPROUT_A
new room ROOM_6 : env = nil : parent = HALLWAY_4
APPLIED rule: HALL_2_SPROUT_A
Growing ROOM_5 with [grow x 20].....
APPLIED rule: GROW_COLONNADE_TINY
APPLIED rule: GROW_STAIRPAIR_4
APPLIED rule: GROW_LIQUID_CANAL_ENTRY
Growing ROOM_5 with [sprout x 2].....
new room ROOM_7 : env = hallway : parent = ROOM_5
APPLIED rule: SPROUT_narrow_hallway
new room ROOM_8 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_5 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_6 with [grow x 30].....
APPLIED rule: GROW_36_TRIPLE_AREA
APPLIED rule: GROW_LIQUID_SLAB_ENTRY_2X
APPLIED rule: GROW_2
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_CLIFF_STRAIGHT_X4_BUMP
Growing ROOM_6 with [sprout x 1].....
new room ROOM_9 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_6 with [square_out x 21].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing HALLWAY_7 with [hall_1 x 9].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_7 with [hall_1_sprout x 2].....
new room ROOM_10 : env = nil : parent = HALLWAY_7
APPLIED rule: HALL_1_SPROUT_A
Growing ROOM_8 with [grow x 30].....
APPLIED rule: GROW_STAIRPAIR_5F
APPLIED rule: GROW_LIQUID_SLAB_ENTRY_2X
Shape group: cliff_x4
Shape count: 0
APPLIED rule: GROW_LIQUID_GUTTER_CORNER
Growing ROOM_8 with [sprout x 1].....
new room ROOM_11 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_L
Growing ROOM_8 with [square_out x 11].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_9 with [grow x 10].....
APPLIED rule: GROW_LIQUID_PILLAR
APPLIED rule: GROW_NARROW_CANAL_ENTRY_FROMSIDE
APPLIED rule: GROW_LIQUID_SCANAL_INNER_BEND
Growing ROOM_9 with [sprout x 3].....
new room ROOM_12 : env = nil : parent = ROOM_9
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_9 with [square_out x 4].....
Growing ROOM_10 with [grow x 10].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_11 with [grow x 10].....
APPLIED rule: GROW_BEND
APPLIED rule: GROW_2
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_11 with [square_out x 1].....
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_12 with [grow x 10].....
APPLIED rule: GROW_LIQUID_PILLAR
APPLIED rule: GROW_NARROW_CANAL_OUTER_CURVE
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_12 with [square_out x 2].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_5 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_6 with [sprout x 3].....
Growing ROOM_3 with [sprout x 3].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_10 with [sprout x 3].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_6 with [sprout x 3].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_11 with [sprout x 3].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_10 with [sprout x 1].....
Growing ROOM_1 with [sprout x 1].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_2 with [sprout x 1].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_1 with [sprout x 3].....
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_8 with [sprout x 3].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_9 with [sprout x 3].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_12 with [sprout x 2].....
Growing ROOM_3 with [sprout x 1].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_2 with [sprout x 3].....
Growing ROOM_8 with [sprout x 3].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_6 with [sprout x 1].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_2 with [sprout x 3].....
Growing ROOM_9 with [sprout x 1].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_9 with [sprout x 1].....
Growing ROOM_5 with [sprout x 3].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_8 with [sprout x 2].....
Growing ROOM_2 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_8 with [sprout x 1].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_5 with [sprout x 1].....
Growing ROOM_9 with [sprout x 1].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_6 with [decorate x 10].....
APPLIED rule: DECORATE_LIQUID_POOL_PLACE_3x6
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_5 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLIFF_CAGE
Growing ROOM_3 with [decorate x 6].....
APPLIED rule: DECORATE_CAGE_CANALS_STRAIGHT_3X
APPLIED rule: DECORATE_CAGE_CANALS_STRAIGHT_1X
Growing ROOM_10 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_8 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CAGE_CANALS_STRAIGHT_1X
Growing ROOM_2 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_12 with [decorate x 10].....
Growing ROOM_11 with [decorate x 6].....
Growing ROOM_9 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CAGE_CANALSWIDE_STRAIGHT_1X
APPLIED rule: DECORATE_CAGE_CANALS_STRAIGHT_1X
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_2 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
Growing ROOM_10 with [filler x 30].....
Growing ROOM_2 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_10 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
EE
EEEEEEHH FFF FF
\EEEE/HHHHHH FFF FF
EEEEEEEEEHH\HHH FFFFFFFF
EEEEEEEEEHHHHHHHHFFFF\FFF
EEEEEEEHHHHHHHFFFFFFFFF
EEEEEEEHHHHHHHF/F\FFFFF
EEEEEEEHHHHHHFFFFFF/FFFF
GEEE EE HHHHHHFFFFFFFFFFF
/jj GGGGGEEEEEHHHHHH FFFFFFFFFF
jjjj jjjjjjj G G E\EEEHHHH\HFF\F/FFFFFF
jjjj jjjjjjjGG EEEEEEEEHHHHHHFFFFFFFFFFF
jjjj\ jjjjjjjAA EEEEEEKKHHHHHHFFFFFFFFFFF
jjjjj \jjjAAAAAAA DDKKKHH HH FFFFFFFF/
jjjjjjjjjjjAAAAAAA DDKKKFFF FFFFFFF
jjjjjjjjjj/AAAAAAAA DD KKFFFFFFFFFFFF
jjjjjjjj AAAAAAAA DDDDDFFFFFFFFFFFF
jjjjjjjj AAAA DDDDDFFFFFFFFFF
jjjj CCCAAAAAAA DD FFFFFFFFFF
jjjj /CCCCAAAAAAA DD FFFFFFF\FFFFF
CCCCCCAAAAbbDDD FFFFFFFFFFFFF
/CCCCCCCCAAAbbDDD FFFFLLLLLLL
C/CCCCCCCAAAbbbbb FFFFLLLLL/L
CCCCCbbbbbbbbbbbb IIIIIL LL/
CCCbbbbbbbbbbb IIIIILLL
C bbbbbbbbbbb IIIIIIII
\bbbbbbb/ I IIIII
\bbbbb/ IIIIII
bbbbb IIIIII
bbbbbb IIII
bbbbbb \III
bbbbb I
bbb
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via edge)
Connection: ROOM_2 --> HALLWAY_4 (via terminator)
Connection: HALLWAY_4 --> ROOM_5 (via terminator)
Connection: HALLWAY_4 --> ROOM_6 (via terminator)
Connection: ROOM_5 --> HALLWAY_7 (via terminator)
Connection: ROOM_5 --> ROOM_8 (via joiner)
Connection: ROOM_6 --> ROOM_9 (via joiner)
Connection: HALLWAY_7 --> ROOM_10 (via terminator)
Connection: ROOM_8 --> ROOM_11 (via joiner)
Connection: ROOM_9 --> ROOM_12 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_10
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_5 -- HALLWAY_7)
Dividing QUEST_2 @ CONN_2 (ROOM_2 -- ROOM_3)
Dividing QUEST_3 @ CONN_10 (ROOM_8 -- ROOM_11)
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
QUEST_4 : svolume:595
QUEST_3 : svolume:10
QUEST_2 : svolume:40
QUEST_1 : svolume:100
Zone quota: 3
Zone list:
ZONE_2 : rooms:8 areas:68
ZONE_3 : rooms:2 areas:6
ZONE_1 : rooms:2 areas:16
Other Item quota : 8.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 745
Group walls tone down multiplier: 1
Total perimeter: 699
Plain walls tone down multiplier: 1
Loading wad-fab start/armaetus_start1.wad / MAP02
MAP23: Adding Start_armaetus_start_lift_hell from MAP02 in start/armaetus_start1.wad
MAP23: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP23: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP23: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP23: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP23: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP23: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP23: Adding Joiner_gtd_cageish_joiner_bunker from MAP01 in joiner/gtd_cageish_joiner.wad
MAP23: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP23: Adding Hallway_metro_term from MAP01 in hall/metro_j.wad
MAP23: Adding Hallway_metro_c from MAP01 in hall/metro_c.wad
MAP23: Adding Hallway_metro_i from MAP01 in hall/metro_i.wad
Loading wad-fab hall/metro_t.wad / MAP02
MAP23: Adding Hallway_metro_t_plain from MAP02 in hall/metro_t.wad
MAP23: Adding Hallway_metro_i from MAP01 in hall/metro_i.wad
MAP23: Adding Hallway_metro_term from MAP01 in hall/metro_j.wad
MAP23: Adding Hallway_metro_i_rise from MAP02 in hall/metro_i.wad
MAP23: Adding Hallway_metro_term from MAP01 in hall/metro_j.wad
MAP23: Adding Pillar_gtd_generic1_hell from MAP01 in decor/gtd_pillar_generic.wad
MAP23: Adding Pillar_gtd_generic1_hell from MAP01 in decor/gtd_pillar_generic.wad
Loading wad-fab decor/gtd_pillar_generic.wad / MAP02
MAP23: Adding Pillar_gtd_generic2_hell from MAP02 in decor/gtd_pillar_generic.wad
MAP23: Adding Pillar_gtd_generic1_hell from MAP01 in decor/gtd_pillar_generic.wad
MAP23: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
Loading wad-fab decor/gtd_decor_hell.wad / MAP05
MAP23: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
Loading wad-fab decor/pillar2.wad / MAP02
MAP23: Adding Pillar_fire1_A from MAP02 in decor/pillar2.wad
MAP23: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
Loading wad-fab decor/pillar2.wad / MAP02
MAP23: Adding Pillar_bodies1_A from MAP02 in decor/pillar2.wad
MAP23: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP23: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP23: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP23: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
Loading wad-fab decor/garrett_decor_hell_small_pillar.wad / MAP01
MAP23: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP23: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP23: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP23: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP23: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP23: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP23: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
Loading wad-fab picture/armaetus_pic_hell_cages.wad / MAP01
LACKING MATERIAL : FIREWALA
MAP23: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP23: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP23: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP23: Adding Pic_hell_alcove_window from MAP03 in picture/gtd_pic_hell_alcoves.wad
MAP23: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP23: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP23: Adding Joiner_gtd_cageish_joiner_bunker from MAP01 in joiner/gtd_cageish_joiner.wad
MAP23: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
Loading wad-fab item/closet.wad / MAP01
MAP23: Adding Item_closet_w_door_hell from MAP01 in item/closet.wad
MAP23: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
Loading wad-fab joiner/typh_joiner_classic_gothic.wad / *
MAP23: Adding Joiner_classic_gothic from object in joiner/typh_joiner_classic_gothic.wad
Loading wad-fab item/gtd_item_crates.wad / MAP02
MAP23: Adding Item_broken_crate from MAP02 in item/gtd_item_crates.wad
Loading wad-fab item/podium.wad / *
MAP23: Adding Item_podium from object in item/podium.wad
MAP23: Adding Pillar_gtd_generic2_hell from MAP02 in decor/gtd_pillar_generic.wad
Loading wad-fab decor/crates1.wad / MAP02
MAP23: Adding Hell_pillar from MAP02 in decor/crates1.wad
Loading wad-fab decor/pillar2.wad / MAP01
MAP23: Adding Pillar_fire1_B from MAP01 in decor/pillar2.wad
MAP23: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP03
MAP23: Adding Light_gtd_hell_lantern_square7 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square7 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square7 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square7 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square7 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square7 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square7 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square7 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Trap_simple1 from object in trap/trap1.wad
MAP23: Adding Trap_simple1 from object in trap/trap1.wad
MAP23: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
Loading wad-fab stairs/gtd_lift_disguised_64.wad / MAP02
MAP23: Adding Lift_gtd_disguised_64_2h from MAP02 in stairs/gtd_lift_disguised_64.wad
MAP23: Adding Lift_gtd_disguised_64_2h from MAP02 in stairs/gtd_lift_disguised_64.wad
MAP23: Adding Joiner_zigzag2 from MAP02 in joiner/zigzag.wad
MAP23: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP23: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP23: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP23: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP03
MAP23: Adding Light_gtd_hell_lantern_square4 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square4 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square4 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Light_gtd_hell_lantern_square4 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP23: Adding Trap_simple1 from object in trap/trap1.wad
MAP23: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP23: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
Loading wad-fab stairs/long_1x2.wad / MAP02
MAP23: Adding Stair_long_1x2_hell2 from MAP02 in stairs/long_1x2.wad
Loading wad-fab joiner/key_curve.wad / MAP01
MAP23: Adding Locked_curve_red from MAP01 in joiner/key_curve.wad
MAP23: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
Loading wad-fab item/gtd_item_key_pedestal.wad / MAP03
MAP23: Adding Item_gtd_key_pedestal_hell from MAP03 in item/gtd_item_key_pedestal.wad
MAP23: Adding Item_pedestal from object in item/pedestal.wad
MAP23: Adding Item_gtd_key_pedestal_hell from MAP03 in item/gtd_item_key_pedestal.wad
MAP23: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP23: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab hall/mineshaft_k.wad / MAP01
MAP23: Adding Hallway_mineshaft_locked_blue from MAP01 in hall/mineshaft_k.wad
MAP23: Adding Hallway_mineshaft_irise1 from MAP04 in hall/mineshaft_i.wad
Loading wad-fab hall/mineshaft_p.wad / MAP01
MAP23: Adding Hallway_mineshaft_p from MAP01 in hall/mineshaft_p.wad
Loading wad-fab hall/mineshaft_u.wad / MAP01
MAP23: Adding Hallway_mineshaft_u from MAP01 in hall/mineshaft_u.wad
MAP23: Adding Hallway_mineshaft_i2 from MAP02 in hall/mineshaft_i.wad
MAP23: Adding Hallway_mineshaft_c from MAP01 in hall/mineshaft_c.wad
MAP23: Adding Hallway_mineshaft_i2 from MAP02 in hall/mineshaft_i.wad
MAP23: Adding Hallway_mineshaft_c from MAP01 in hall/mineshaft_c.wad
MAP23: Adding Hallway_mineshaft_plain from MAP01 in hall/mineshaft_j.wad
MAP23: Adding Hallway_mineshaft_u from MAP01 in hall/mineshaft_u.wad
MAP23: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
Loading wad-fab exit/closet1.wad / *
MAP23: Adding Exit_closet1 from object in exit/closet1.wad
Loading wad-fab door/gtd_key_small.wad / MAP01
Loading wad-fab wall/gtd_wall_hell_vaults.wad / MAP01
Loading wad-fab wall/gtd_wall_hell_vaults.wad / MAP02
Loading wad-fab wall/gtd_wall_hell_vaults.wad / MAP03
Loading wad-fab wall/gtd_wall_furnace_set.wad / MAP01
MAP23: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP23: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP23: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP23: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP23: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP23: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP23: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP23: Adding Depot_raise from MAP01 in misc/depot.wad
MAP23: Adding Skybox_garrett_hell from MAP01 in skybox/garrett_skybox_hell.wad
--==| Make Battles |==--
Giving weapon: super
Giving weapon: chain
Giving weapon: shotty
WARNING: Using replacement boss: mancubus --> baron
WARNING: Using replacement boss: mancubus --> baron
Giving weapon: plasma
Giving weapon: bfg
--==| Item Pickups |==--
Unable to place items: cells x 2
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 74920 dead regions (of 103258)
Swallowed 17954 brushes (of 74933)
Filled 11 gaps (of 20813 total)
Lighting level...
Merged 6429 colinear lines
Rounded 7 square corners
Aligned 11071 textures
Level 24 title: Assault on the Church
~~~~~~| MAP24 |~~~~~~
Level seed: 18063242843
Styles =
{
ambushes = some
barrels = none
big_rooms = few
cages = rare
caves = few
cycles = none
dead_ends = some
doors = heaps
ex_floors = some
fences = few
hallways = some
islands = heaps
keys = some
lakes = heaps
liquids = few
outdoors = some
pictures = few
porches = few
secrets = heaps
steepness = some
switches = few
symmetry = none
teleporters = none
traps = heaps
windows = some
}
Liquid: skipped for level (by style).
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 20].....
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_HALF_SKILLET
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_1 with [square_out x 10].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_2 with [grow x 10].....
APPLIED rule: GROW_STAIR_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_BEND
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
Growing ROOM_2 with [sprout x 2].....
new room ROOM_3 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_wide_hallway
new room ROOM_4 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_2 with [square_out x 6].....
Growing HALLWAY_3 with [hall_2 x 7].....
APPLIED rule: HALL_2_GROW_T1
Growing HALLWAY_3 with [hall_2_sprout x 2].....
Growing HALLWAY_3 with [hall_2_sprout x 3].....
Killing 3
Growing HALLWAY_4 with [hall_1 x 12].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_4 with [hall_1_sprout x 3].....
new room ROOM_5 : env = nil : parent = HALLWAY_4
APPLIED rule: HALL_1_SPROUT_A
Growing ROOM_5 with [grow x 20].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_2
Growing ROOM_5 with [sprout x 2].....
new room ROOM_6 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_7 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_6 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_RAMP_THIN_SINK
APPLIED rule: GROW_RAMP_THIN_RISE
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_6 with [square_out x 6].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_7 with [grow x 20].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_7 with [sprout x 2].....
new room ROOM_8 : env = hallway : parent = ROOM_7
APPLIED rule: SPROUT_narrow_hallway
new room ROOM_9 : env = hallway : parent = ROOM_7
APPLIED rule: SPROUT_narrow_hallway
Growing HALLWAY_8 with [hall_1 x 15].....
Growing HALLWAY_8 with [hall_1_sprout x 3].....
Growing HALLWAY_8 with [hall_1_sprout x 3].....
Killing 8
Growing HALLWAY_9 with [hall_1 x 10].....
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_9 with [hall_1_sprout x 2].....
new room ROOM_10 : env = nil : parent = HALLWAY_9
APPLIED rule: HALL_1_SPROUT_A
Growing ROOM_10 with [grow x 10].....
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_CLIFF_EXTENSION
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_BEND
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CLIFF_EXTENSION
Growing ROOM_10 with [sprout x 2].....
new room ROOM_11 : env = nil : parent = ROOM_10
APPLIED rule: SPROUT_JOINER_2x3
new room ROOM_12 : env = hallway : parent = ROOM_10
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_11 with [grow x 20].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_11 with [sprout x 3].....
new room ROOM_13 : env = hallway : parent = ROOM_11
APPLIED rule: SPROUT_narrow_hallway
new room ROOM_14 : env = hallway : parent = ROOM_11
APPLIED rule: SPROUT_wide_hallway
Growing HALLWAY_12 with [hall_2 x 8].....
Growing HALLWAY_12 with [hall_2_sprout x 2].....
Growing HALLWAY_12 with [hall_2_sprout x 1].....
Killing 12
Growing HALLWAY_13 with [hall_1 x 11].....
Growing HALLWAY_13 with [hall_1_sprout x 3].....
Growing HALLWAY_13 with [hall_1_sprout x 3].....
Killing 13
Growing HALLWAY_14 with [hall_2 x 3].....
Growing HALLWAY_14 with [hall_2_sprout x 2].....
Growing HALLWAY_14 with [hall_2_sprout x 3].....
Killing 14
Growing ROOM_5 with [sprout x 3].....
new room ROOM_15 : env = hallway : parent = ROOM_5
APPLIED rule: SPROUT_narrow_hallway
Emergency in ROOM_5 is resolved OMG AMAZING!!!!
5 Emergency Sprout attempts: 1
new room ROOM_16 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_3x2
Emergency in ROOM_5 is resolved OMG AMAZING!!!!
5 Emergency Sprout attempts: 2
new room ROOM_17 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_DIRECT_THIN_EMERGENCY
Emergency in ROOM_5 is resolved OMG AMAZING!!!!
5 Emergency Sprout attempts: 3
Growing ROOM_2 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_6 with [sprout x 2].....
Growing HALLWAY_15 with [hall_1 x 9].....
Growing HALLWAY_15 with [hall_1_sprout x 2].....
Growing HALLWAY_15 with [hall_1_sprout x 2].....
Killing 15
Growing ROOM_16 with [grow x 30].....
APPLIED rule: GROW_DIAGONAL_L_CATWALK
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_DIAG_BLOB1
Growing ROOM_16 with [sprout x 2].....
new room ROOM_18 : env = hallway : parent = ROOM_16
APPLIED rule: SPROUT_wide_hallway
Killing 17
Killing 18
Growing ROOM_2 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_6 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_11 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_16 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_5 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x2
5 Emergency Sprout attempts: 3
APPLIED rule: DECORATE_CLOSET_2x2
5 Emergency Sprout attempts: 3
APPLIED rule: DECORATE_CLOSET_3x2
5 Emergency Sprout attempts: 3
Growing ROOM_7 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_10 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_5 with [filler x 30].....
APPLIED rule: FILLER_3
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_1
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_2
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_2
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_3
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_3
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_3
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_2
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_1
5 Emergency Sprout attempts: 3
APPLIED rule: FILLER_3
5 Emergency Sprout attempts: 3
Growing ROOM_2 with [filler x 30].....
Growing ROOM_7 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
Growing ROOM_11 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
Growing ROOM_6 with [filler x 30].....
Growing ROOM_5 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
5 Emergency Sprout attempts: 3
APPLIED rule: SMOOTHER_1
5 Emergency Sprout attempts: 3
APPLIED rule: SMOOTHER_1
5 Emergency Sprout attempts: 3
APPLIED rule: SMOOTHER_1
5 Emergency Sprout attempts: 3
Growing ROOM_2 with [smoother x 15].....
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
Growing ROOM_7 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_11 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_6 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
Seed Map:
kkk
kkk
/kkk /kkkkk
/kkkk\ /kkkkkk
kkkkkkkkkkkkkkkk
gggkkkkkkkkkkkkkkkk\
ggg \kkkkkkkkkkkkkk\
fff fff ggg\ kkkkkkkkkkkkkkkkkk
fff ff fff gggggg\/kkkkkkkkkkkkkkkkkk
/fffff/ff\fffffff gggggggkkkkkkkkkkkkkkkkkkk
fffffffffffffffff ggggggggkkkkk/ \kkkkJJJkkkk
ffffff\ff/fffffff ggggggggkkkk/ JJkkkJJJ
fff eeeeee \ggggggggkkkJJJJJ JJJ\
fff eeeeee gggggggggggkkJJJJJJJJJJJJ
eeeeee ggggggggggg IIJJJJJJJ
eeeeee\ ggggggggggg I JJJJJJJ
/eeeeeee gggggggg IIIIIJJJJJJJ
/eeeeeeee /gggggggg I JJJJJ
eeeeeeeeeee /gggggggggggggggJJJJJJJ
eeeeeeeeeeeeeggggggggggggggggJJJJJJJJJ
eeeeeeeeeeeeeggggggggggggggggJJJJJJJJJ
eeeeeeeeeeeee\ggggggggg/ ggg JJJJJJJJJ
eeeeeeeeeeeee gggggg/ ggg JJJJ
eeeeeeeeeeeeeeggggg/AAAAA JJJJ
eeeeeeeeeeee AAA AAAAA
eeeDeeeeAA AAAAAAAAAAAA
eeeD\eeeAAAAAAAAAAAAAAA
PPPPD eeeA/AAAAAAAAAAAAA
PPPPPPPD eeeAAAAAAAAA/ AA
PPP/PPPD AAbbbbbbbb AA
PPPPPPP/PDDDDDDDDbbbbbbbb
PPPPPP/P/PPP bbbb
PPPPP/PPPP \bbb
PP PP/ /b/
PP /bb\
bbbbbb
bbbbb/
bb
Connection: ROOM_1 --> ROOM_2 (via edge)
Connection: ROOM_2 --> HALLWAY_4 (via terminator)
Connection: HALLWAY_4 --> ROOM_5 (via terminator)
Connection: ROOM_5 --> ROOM_6 (via joiner)
Connection: ROOM_5 --> ROOM_7 (via joiner)
Connection: ROOM_7 --> HALLWAY_9 (via terminator)
Connection: HALLWAY_9 --> ROOM_10 (via terminator)
Connection: ROOM_10 --> ROOM_11 (via joiner)
Connection: ROOM_5 --> ROOM_16 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_11
Maximum of 1 key goals.
Dividing QUEST_1 @ CONN_8 (ROOM_10 -- ROOM_11)
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:680
QUEST_1 : svolume:156
Zone quota: 4
Zone list:
ZONE_2 : rooms:9 areas:84
ZONE_1 : rooms:1 areas:4
Other Item quota : 6.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 836
Group walls tone down multiplier: 1
Total perimeter: 622
Plain walls tone down multiplier: 1
MAP24: Adding Start_armaetus_start_lift_hell_downwards from MAP03 in start/armaetus_start1.wad
MAP24: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP24: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP24: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP24: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP24: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP24: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP24: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP24: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP24: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP24: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP24: Adding Trap_simple1 from object in trap/trap1.wad
MAP24: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
Loading wad-fab hall/vent_j.wad / MAP01
MAP24: Adding Hallway_vent_plain_hell from MAP01 in hall/vent_j.wad
MAP24: Adding Hallway_vent_i_lights from MAP03 in hall/vent_i.wad
MAP24: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP24: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP24: Adding Hallway_vent_i_rise from MAP02 in hall/vent_i.wad
MAP24: Adding Hallway_vent_i_lights from MAP03 in hall/vent_i.wad
MAP24: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
Loading wad-fab hall/vent_c.wad / MAP01
MAP24: Adding Hallway_vent_c1 from MAP01 in hall/vent_c.wad
MAP24: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP24: Adding Hallway_vent_i_rise from MAP02 in hall/vent_i.wad
MAP24: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP24: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP24: Adding Hallway_vent_plain_hell from MAP01 in hall/vent_j.wad
MAP24: Adding Trap_simple1 from object in trap/trap1.wad
MAP24: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP24: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
Loading wad-fab joiner/gtd_simple_one_pillar.wad / MAP01
MAP24: Adding Joiner_simple_one_pillar_hell from MAP01 in joiner/gtd_simple_one_pillar.wad
Loading wad-fab joiner/gtd_crushers.wad / MAP03
MAP24: Adding Joiner_tech_double_mega_crusher from MAP03 in joiner/gtd_crushers.wad
MAP24: Adding Joiner_secret_secret_shootable_eye_pick_one from MAP02 in joiner/mogwaltz_secret_eye.wad
MAP24: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP24: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP24: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP24: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP24: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP24: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP24: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP24: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
Loading wad-fab item/gtd_item_lockers_hell.wad / MAP03
MAP24: Adding Item_locker_cage from MAP03 in item/gtd_item_lockers_hell.wad
Loading wad-fab item/gothic1.wad / *
MAP24: Adding Item_gothic_balcony from object in item/gothic1.wad
MAP24: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP24: Adding Trap_simple1 from object in trap/trap1.wad
MAP24: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP24: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP24: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP24: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP24: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
Loading wad-fab hall/vent_k.wad / MAP03
MAP24: Adding Hallway_vent_barred from MAP03 in hall/vent_k.wad
MAP24: Adding Hallway_vent_t1 from MAP01 in hall/vent_t.wad
MAP24: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP24: Adding Hallway_vent_t1 from MAP01 in hall/vent_t.wad
MAP24: Adding Hallway_vent_i_lights from MAP03 in hall/vent_i.wad
MAP24: Adding Hallway_vent_c1 from MAP01 in hall/vent_c.wad
MAP24: Adding Hallway_vent_plain_hell from MAP01 in hall/vent_j.wad
Loading wad-fab hall/vent_u.wad / MAP01
MAP24: Adding Hallway_vent_u1 from MAP01 in hall/vent_u.wad
MAP24: Adding Hallway_vent_u1 from MAP01 in hall/vent_u.wad
MAP24: Adding Light_gtd_hell_lantern_square4 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_lantern_square4 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_lantern_square4 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_lantern_square4 from MAP03 in decor/gtd_hell_ceil_light.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP02
MAP24: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP24: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP24: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP24: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
Loading wad-fab item/secret_cage.wad / *
MAP24: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP24: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP24: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP24: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP24: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP24: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP24: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/key_large.wad / *
MAP24: Adding Locked_joiner_blue from object in joiner/key_large.wad
MAP24: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP24: Adding Exit_closet2 from object in exit/closet2.wad
MAP24: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
Loading wad-fab switch/armaetus_niche1.wad / *
MAP24: Adding Switch_armaetus_niche1_hell from object in switch/armaetus_niche1.wad
Loading wad-fab window/gtd_window_cage.wad / MAP01
Loading wad-fab wall/gtd_wall_ossuary_set.wad / MAP01
Loading wad-fab wall/gtd_wall_ossuary_set.wad / MAP02
Loading wad-fab window/gtd_window_cage.wad / MAP03
Loading wad-fab wall/gtd_wall_generic_beamed_inset.wad / MAP02
Loading wad-fab wall/low_gap.wad / MAP01
Loading wad-fab wall/low_gap.wad / MAP02
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP24: Adding Depot_raise from MAP01 in misc/depot.wad
MAP24: Adding Depot_raise from MAP01 in misc/depot.wad
MAP24: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: launch
Giving weapon: chain
Giving weapon: bfg
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 85073 dead regions (of 117628)
Swallowed 14865 brushes (of 85087)
Filled 36 gaps (of 26295 total)
Lighting level...
Merged 7454 colinear lines
Rounded 26 square corners
Aligned 11057 textures
Level 25 title: Pain from the Realm
~~~~~~| MAP25 |~~~~~~
Level seed: 18063242844
Styles =
{
ambushes = heaps
barrels = none
big_rooms = heaps
cages = rare
caves = few
cycles = heaps
dead_ends = some
doors = some
ex_floors = heaps
fences = some
hallways = few
islands = heaps
keys = none
lakes = few
liquids = few
outdoors = few
pictures = heaps
porches = some
secrets = few
steepness = few
switches = none
symmetry = none
teleporters = few
traps = few
windows = some
}
Liquid: skipped for level (by style).
Skybox: Skybox_garrett_hell
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_DIAGONAL_S
APPLIED rule: GROW_3
APPLIED rule: GROW_2
Growing ROOM_1 with [sprout x 1].....
new room ROOM_2 : env = hallway : parent = ROOM_1
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_1 with [square_out x 15].....
Growing HALLWAY_2 with [hall_1 x 7].....
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_2 with [hall_1_sprout x 1].....
new room ROOM_3 : env = nil : parent = HALLWAY_2
APPLIED rule: HALL_1_SPROUT_A
Growing ROOM_3 with [grow x 10].....
APPLIED rule: GROW_L
APPLIED rule: GROW_TRENCH_STRAIGHT
APPLIED rule: GROW_EXTRUSION_CORNER_4x4
Growing ROOM_3 with [sprout x 3].....
new room ROOM_4 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_6 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_3 with [square_out x 25].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_4 with [grow x 30].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
APPLIED rule: GROW_CLIFF_EXTENSION_UPPER_WE_GO
Shape group: cliff
Shape count: 8
APPLIED rule: GROW_BEND
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_WIDE_LOW_CEILING_SIDE
APPLIED rule: GROW_CLIFF_EXTENSION
Shape group: cliff
Shape count: 7
APPLIED rule: GROW_FUNNEL_2
APPLIED rule: GROW_2
APPLIED rule: GROW_NARROWSTAIR_2
APPLIED rule: GROW_EXTRUSION_CORNER_4x4
Growing ROOM_4 with [sprout x 3].....
new room ROOM_7 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_8 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_2x3
new room ROOM_9 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_3x1
Growing ROOM_4 with [square_out x 29].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_5 with [grow x 10].....
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_EXTRUSION_3X2
Growing ROOM_5 with [sprout x 2].....
new room ROOM_10 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_3x1
new room ROOM_11 : env = hallway : parent = ROOM_5
APPLIED rule: SPROUT_narrow_hallway
Growing ROOM_6 with [grow x 20].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_4
APPLIED rule: GROW_STAIRPAIR_5E
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_3
Growing ROOM_6 with [sprout x 1].....
new room ROOM_12 : env = hallway : parent = ROOM_6
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_6 with [square_out x 7].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
Growing ROOM_7 with [grow x 30].....
APPLIED rule: GROW_L
APPLIED rule: GROW_RAMP_THIN_SINK
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_CLIFF_EXTENSION_NEW_AREA_INWARD_X2
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
Shape group: cliff
Shape count: 11
APPLIED rule: GROW_36_TRIPLE_AREA
Growing ROOM_7 with [sprout x 1].....
Growing ROOM_7 with [square_out x 34].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_8 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_RAMP_THIN_SINK
APPLIED rule: GROW_2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET
APPLIED rule: GROW_3
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_36_SINGLE_AREA
Growing ROOM_8 with [sprout x 1].....
Killing 9
Killing 10
Killing 11
Killing 12
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [decorate x 10].....
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_4 with [cage_grow x 1].....
APPLIED rule: AUX_CAGE_GROW3
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_5 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_3 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_8 with [decorate x 10].....
APPLIED rule: DECORATE_CAGE_2
Growing ROOM_8 with [cage_grow x 3].....
APPLIED rule: AUX_CAGE_GROW1
APPLIED rule: AUX_CAGE_GROW2
APPLIED rule: AUX_CAGE_GROW1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_6 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLIFF_CAGE
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_7 with [decorate x 10].....
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Seed Map:
HHHH HHH HH HH HH
HHHHHHHH HHHHHHHHHHH HH\ HH /HH
HHHHHHHHH HHHHHHHHHHHHH \/HHHH\/
HHHHHHHHH HHHHHHHHHHHHH /HHHHHH
HHHHHHHHHHHHHGGGHH/ \H//HHHHHHH
HHHH HHHHHHHGGGHHH HHHHHHHHHH/
HHHH HHH\G/HHH HHHHHHHHH DD
GGGGGGG\HHHHH\ HH /DD\
/GGGGGGGGGGHHHHH DDDDDD
GGGGGGGGGGGGGHHHHHDDDDDDDD\
GGGGGGGGGGGGGHHHH/DDDDDDDDDDDD
GGGG\GG/GGGGGGGGHHHDDDDDDDDDDDDDD
GGGGGGGGGGGGGGGGHHHDDDDD\DDDDDDDD
GG GGGGGGGGGGGGGGGG DDDDDDDDDD
GGGGGGGGGG GGGGGGGGG DD/DDDDDDDD
GGGGGGGGGGGGGGGGGGGGDDDDD\/ DD AA AA
GG\GGG\GG/GGGGGGGGG DDDDDDDDAAAAAAAA
GGGGGGGGGGGGGGGGGGDDDDDDDDD/AAAAAAAA
GGGGGGG GGEEGGGGGDDDDDDDDDDAAAAAAAAAA
GGGGGGG /EE\ GGDDDDDDDDDDAAAAAAAAAA
EEEEE EEEEED/DDDDDDDDAAAAAA
EEEEEEEEEEEDDDDDDDD\DAAAAAA
EEEEEEEECCCDDDDDDDDDD/AAA
EEEEEEECCCDDDDDDDDD/AAA/
FFCCCCCCCCCCDDD/AAA/
FFFFCCCCCCCCCC B AAA/
FFFFFFFFCCCCCCCCC BBAAAA
/FFFFFFFFCCCCCCCCCCB AAAA
FFFFFFF CCCCCCCCCCB AAA
FFFF\FF CCCCCCCCCCCCCC
\FFFFFFFFCCCCCCCCCCCCCC
FFFFFFFF CCCCCCCCCCCC
FFF CCC\CCCCCCC
FFF CCCCCCCC
CCCC
CCC
CCCCCC
CCCCCC
CCC
Connection: ROOM_1 --> HALLWAY_2 (via terminator)
Connection: HALLWAY_2 --> ROOM_3 (via terminator)
Connection: ROOM_3 --> ROOM_4 (via edge)
Connection: ROOM_3 --> ROOM_5 (via joiner)
Connection: ROOM_3 --> ROOM_6 (via joiner)
Connection: ROOM_4 --> ROOM_7 (via joiner)
Connection: ROOM_4 --> ROOM_8 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_7
Maximum of 0 key goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:882
Zone quota: 4
Zone list:
ZONE_1 : rooms:8 areas:101
Other Item quota : 6.00
--==| Build Rooms |==--
AREA_37 leads to nowhere. (5728, 6240)
--==| Auto Detail Report |==--
Total walkable volume: 882.5
Group walls tone down multiplier: 1
Total perimeter: 777
Plain walls tone down multiplier: 1
MAP25: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP25: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP25: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
Loading wad-fab start/beed28_start_tunnel.wad / MAP02
MAP25: Adding Start_beed28_tunnel_hell from MAP02 in start/beed28_start_tunnel.wad
MAP25: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP25: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP25: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP25: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP25: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP25: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
Loading wad-fab hall/vent_j.wad / MAP02
MAP25: Adding Hallway_vent_door from MAP02 in hall/vent_j.wad
MAP25: Adding Hallway_vent_t1 from MAP01 in hall/vent_t.wad
Loading wad-fab hall/vent_u.wad / MAP03
MAP25: Adding Hallway_vent_u_lonely_ronery_grate from MAP03 in hall/vent_u.wad
MAP25: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP25: Adding Hallway_vent_plain_hell from MAP01 in hall/vent_j.wad
MAP25: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP25: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP25: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP25: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP25: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP02
MAP25: Adding Pic_crucified2 from MAP02 in picture/pic_box.wad
MAP25: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP25: Adding Pic_crucified2 from MAP02 in picture/pic_box.wad
MAP25: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP25: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP25: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP25: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP25: Adding Stair_long_1x2_hell2 from MAP02 in stairs/long_1x2.wad
MAP25: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
MAP25: Adding Joiner_simplest from MAP01 in joiner/gtd_simplest.wad
MAP25: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP25: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP25: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP25: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP25: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP25: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP25: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP25: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP25: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP25: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP25: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP25: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP25: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP25: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP25: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
Loading wad-fab decor/ceil_light.wad / MAP01
MAP25: Adding Light_basic from MAP01 in decor/ceil_light.wad
MAP25: Adding Light_basic from MAP01 in decor/ceil_light.wad
MAP25: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP25: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP25: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP25: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP25: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP25: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP25: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP25: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
MAP25: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP25: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/simple2.wad / MAP01
MAP25: Adding Joiner_simple2_general2 from MAP01 in joiner/simple2.wad
Loading wad-fab joiner/armaetus_joiner_hell1.wad / MAP01
MAP25: Adding Joiner_armaetus_hell_simple from MAP01 in joiner/armaetus_joiner_hell1.wad
Loading wad-fab decor/pillar3.wad / MAP01
MAP25: Adding Pillar3_hell2 from MAP01 in decor/pillar3.wad
MAP25: Adding Pillar3_hell2 from MAP01 in decor/pillar3.wad
MAP25: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP25: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP25: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP25: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP25: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP25: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP25: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP25: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP25: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP25: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP25: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP25: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP25: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP25: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP25: Adding Item_pedestal from object in item/pedestal.wad
MAP25: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP25: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_crucified2 from MAP02 in picture/pic_box.wad
MAP25: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP25: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP25: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP25: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP25: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP25: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP25: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP25: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP25: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP25: Adding Hell_pillar from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_decor_hell.wad / MAP06
MAP25: Adding Decor_vaulted_pillar from MAP06 in decor/gtd_decor_hell.wad
MAP25: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP25: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP25: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP25: Adding Pillar_round1 from object in decor/pillar1.wad
MAP25: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP25: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP25: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Light_gtd_hell_skylight4 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP25: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP25: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP25: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP25: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP25: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP25: Adding Exit_closet1 from object in exit/closet1.wad
MAP25: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP25: Adding Stair_long_1x2_hell2 from MAP02 in stairs/long_1x2.wad
MAP25: Adding Stair_long_1x2_hell2 from MAP02 in stairs/long_1x2.wad
Loading wad-fab wall/gtd_wall_marbface_set.wad / MAP01
Loading wad-fab wall/gtd_wall_marbface_set.wad / MAP02
Loading wad-fab wall/gtd_wall_tech_top_corner_light_set.wad / MAP01
Loading wad-fab wall/gtd_wall_furnace_set.wad / MAP02
Loading wad-fab wall/gtd_wall_writhing_mass_set.wad / MAP02
Loading wad-fab wall/gtd_wall_writhing_mass_set.wad / MAP01
Loading wad-fab wall/gtd_wall_writhing_mass_set.wad / MAP03
Loading wad-fab wall/runes.wad / MAP02
Loading wad-fab wall/runes.wad / MAP02
Loading wad-fab wall/runes.wad / MAP06
Loading wad-fab wall/runes.wad / MAP03
Loading wad-fab wall/runes.wad / MAP05
Loading wad-fab wall/runes.wad / MAP04
MAP25: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP25: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP25: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP25: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP25: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP25: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP25: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP25: Adding Skybox_garrett_hell from MAP01 in skybox/garrett_skybox_hell.wad
--==| Make Battles |==--
Giving weapon: launch
Giving weapon: chain
Giving weapon: bfg
Giving weapon: shotty
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 103791 dead regions (of 139775)
Swallowed 27219 brushes (of 103807)
Filled 2869 gaps (of 28714 total)
Lighting level...
Merged 8089 colinear lines
Rounded 8 square corners
Aligned 11690 textures
Level 26 title: Operation Decaying Community
~~~~~~| MAP26 |~~~~~~
Level seed: 18063242845
Styles =
{
ambushes = heaps
barrels = none
big_rooms = none
cages = rare
caves = none
cycles = some
dead_ends = some
doors = few
ex_floors = some
fences = few
hallways = none
islands = few
keys = some
lakes = few
liquids = none
outdoors = some
pictures = heaps
porches = some
secrets = heaps
steepness = some
switches = some
symmetry = none
teleporters = some
traps = some
windows = some
}
Liquid: skipped for level (by style).
The world has become dark...
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 20].....
APPLIED rule: GROW_3
APPLIED rule: GROW_36_TRIPLE_AREA
Growing ROOM_1 with [sprout x 3].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_3x1
Growing ROOM_2 with [grow x 30].....
APPLIED rule: GROW_STAIRPAIR_4
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_EXTRUSION_4X4
Growing ROOM_2 with [sprout x 1].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_2 with [square_out x 14].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_3 with [grow x 20].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
Growing ROOM_3 with [sprout x 3].....
new room ROOM_4 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_2x3
new room ROOM_5 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x2
APPLIED rule: SPROUT_TELEPORTER_2x2
new room ROOM_6 : env = nil : parent = nil
Growing ROOM_6 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_6 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_6 with [grow x 10].....
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_FUNNEL_2
APPLIED rule: GROW_BEND
Growing ROOM_6 with [sprout x 1].....
new room ROOM_7 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_2x1
Growing ROOM_6 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_4 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_TRENCH_CURVE_OUTER_SOLID
APPLIED rule: GROW_2
APPLIED rule: GROW_GATED_SIDE_RAMP
Growing ROOM_4 with [sprout x 3].....
new room ROOM_8 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_4x1
new room ROOM_9 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_DIRECT_3
new room ROOM_10 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_4 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_5 with [grow x 10].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_2
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_7 with [grow x 20].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_7 with [square_out x 2].....
Growing ROOM_8 with [grow x 30].....
APPLIED rule: GROW_RAMP_THIN_RISE
APPLIED rule: GROW_BEND
APPLIED rule: GROW_2
Growing ROOM_8 with [sprout x 3].....
new room ROOM_11 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_8 with [square_out x 4].....
Growing ROOM_9 with [grow x 10].....
APPLIED rule: GROW_STAIRED_L
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
Growing ROOM_9 with [sprout x 3].....
new room ROOM_12 : env = nil : parent = ROOM_9
APPLIED rule: SPROUT_JOINER_2x3
Growing ROOM_9 with [square_out x 11].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_10 with [grow x 10].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
Growing ROOM_10 with [sprout x 3].....
Growing ROOM_11 with [grow x 20].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_CURVE_1
Growing ROOM_11 with [sprout x 1].....
Growing ROOM_11 with [square_out x 5].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_12 with [grow x 30].....
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_2 with [sprout x 3].....
new room ROOM_13 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_L
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 1
Growing ROOM_8 with [sprout x 1].....
Growing ROOM_10 with [sprout x 2].....
Growing ROOM_6 with [sprout x 3].....
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Growing ROOM_12 with [sprout x 1].....
Growing ROOM_4 with [sprout x 2].....
Growing ROOM_9 with [sprout x 3].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_13 with [grow x 20].....
APPLIED rule: GROW_STAIR_2
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_WIDE_SPACE_2X8
Growing ROOM_13 with [sprout x 1].....
Growing ROOM_10 with [sprout x 3].....
new room ROOM_14 : env = nil : parent = ROOM_10
APPLIED rule: SPROUT_DIRECT_4
Emergency in ROOM_10 is resolved OMG AMAZING!!!!
10 Emergency Sprout attempts: 1
Growing ROOM_8 with [sprout x 1].....
Growing ROOM_13 with [sprout x 3].....
Growing ROOM_7 with [sprout x 2].....
Growing ROOM_9 with [sprout x 2].....
Growing ROOM_12 with [sprout x 3].....
Growing ROOM_6 with [sprout x 2].....
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_4 with [sprout x 3].....
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_2 with [sprout x 2].....
Growing ROOM_3 with [sprout x 2].....
Killing 14
Growing ROOM_11 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_10 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x2
10 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
10 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_3x2
10 Emergency Sprout attempts: 1
Growing ROOM_3 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_2 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 1
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 1
Growing ROOM_6 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_6 with [cage_grow x 2].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
Growing ROOM_9 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CAGE_2
Growing ROOM_9 with [cage_grow x 2].....
APPLIED rule: AUX_CAGE_GROW2
APPLIED rule: AUX_CAGE_GROW1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_4 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_13 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_12 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
Growing ROOM_5 with [decorate x 6].....
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_7 with [decorate x 3].....
Growing ROOM_8 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_3 with [filler x 30].....
Growing ROOM_7 with [filler x 30].....
Growing ROOM_12 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
Growing ROOM_13 with [filler x 30].....
Growing ROOM_10 with [filler x 30].....
APPLIED rule: FILLER_2
10 Emergency Sprout attempts: 1
APPLIED rule: FILLER_3
10 Emergency Sprout attempts: 1
APPLIED rule: FILLER_2
10 Emergency Sprout attempts: 1
APPLIED rule: FILLER_2
10 Emergency Sprout attempts: 1
APPLIED rule: FILLER_1
10 Emergency Sprout attempts: 1
Growing ROOM_9 with [filler x 30].....
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_7 with [smoother x 15].....
Growing ROOM_12 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_13 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_10 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
10 Emergency Sprout attempts: 1
APPLIED rule: SMOOTHER_1
10 Emergency Sprout attempts: 1
Growing ROOM_9 with [smoother x 15].....
Seed Map:
ccc BB
ccc BB
KK ccccc BBBBBBB
KK ccccc\ BBBBBBB
/KK\ ccccccBBBBBBBmm
KKKKKKKK ccccccBBBBBBBmmmm
KKKKKKKK ccccc/ /BBBBmmmm
KKKKKK DD ccccc /BBBBBmmmm
KKK/KK DDcccccc BBBBBBBmmmm
/HHHHKKKK DDcccccc BBBBBBBmmmm
HHH HHHHHHKKKDDDDcccccc BBBBBBBmmmm
HHH HHHDDDDD D/DDcccccc BBBBBBBmm /mmmmm
HHHHH/HHDDDDDD DDDgggccc /EBBBBBmmmmmmmmm
HHHHHHHHHHHDDD DDDDDDgggccc/EEAAABBmmmmmmmm/
HHHHHHHH\HHDDDDDD\D/DggEEEEE/ AAA mm \mmmm
iiHHHH iiiDDDDDDDD/ggEEEE/AAAAAAA \mm
ii/ii\iiiiDD D/DD FF EE AAAAAAAAAAAAA
/iiiiiiiiiiDDDD /FFFFFFFFFFAAAAAAAAAAAAA
iiiiiiiiiiiiiDDDDFFFFFFFFFFFF AAAAAAAAAAAA
iiiii\iiiiiiiDD FFFFFFFFFFFFF AA AA AAAA
iiiiiiiiiiiiiDD \FFFFFFFFFF AA AA AA
iiiiiiiiiiiijjjjjFFFFF FFF AA AA
iiiiiilllllljjjjjFF/FFFFFF
iiiiiilllllljjjjjjj FFFFFF
llllllllllll/jjjjjjj FF
llllllllllll jjjjjjj
llll lllllll\jjjjjjj
llllllllllllljjjjjjj
llllllllljjjjjj/
\lllllljjjjj/
\llljjjjjjj
\lljjjjjjj
jjjjj
jjj
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_3 --> ROOM_4 (via joiner)
Connection: ROOM_3 --> ROOM_5 (via joiner)
Connection: ROOM_6 --> ROOM_7 (via joiner)
Teleporter connection: ROOM_3 --> ROOM_6
Connection: ROOM_4 --> ROOM_8 (via joiner)
Connection: ROOM_4 --> ROOM_9 (via edge)
Connection: ROOM_4 --> ROOM_10 (via joiner)
Connection: ROOM_8 --> ROOM_11 (via joiner)
Connection: ROOM_9 --> ROOM_12 (via joiner)
Connection: ROOM_2 --> ROOM_13 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_12
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_11 (ROOM_9 -- ROOM_12)
Dividing QUEST_2 @ CONN_3 (ROOM_3 -- ROOM_4)
Maximum of 2 switch goals.
Dividing QUEST_2 @ CONN_7 (ROOM_4 -- ROOM_8)
Start room: ROOM_1
Quest list:
QUEST_3 : svolume:373
QUEST_4 : svolume:239
QUEST_2 : svolume:95
QUEST_1 : svolume:82
Zone quota: 3
Zone list:
ZONE_2 : rooms:8 areas:57
ZONE_3 : rooms:4 areas:28
ZONE_1 : rooms:1 areas:4
Other Item quota : 5.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 791
Group walls tone down multiplier: 1
Total perimeter: 792
Plain walls tone down multiplier: 1
MAP26: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP26: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP26: Adding Start_beed28_tunnel_hell from MAP02 in start/beed28_start_tunnel.wad
MAP26: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP26: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP26: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP26: Adding Pic_hell_alcove_window from MAP03 in picture/gtd_pic_hell_alcoves.wad
MAP26: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
Loading wad-fab joiner/simple2.wad / MAP01
MAP26: Adding Joiner_simple2_urban1 from MAP01 in joiner/simple2.wad
MAP26: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP26: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP26: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP26: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP26: Adding Pic_crucified1 from MAP06 in picture/pic_box.wad
Loading wad-fab stairs/long_1x2.wad / MAP02
MAP26: Adding Stair_long_1x2_hell1 from MAP02 in stairs/long_1x2.wad
MAP26: Adding Stair_long_1x2_hell1 from MAP02 in stairs/long_1x2.wad
Loading wad-fab joiner/gtd_universal_joiners.wad / MAP04
MAP26: Adding Joiner_gtd_universal_wavy_staircase_hell from MAP04 in joiner/gtd_universal_joiners.wad
Loading wad-fab joiner/curve1.wad / *
MAP26: Adding Joiner_curve1_hell2 from object in joiner/curve1.wad
MAP26: Adding Hell_pillar from MAP02 in decor/crates1.wad
Loading wad-fab decor/ruins.wad / MAP02
MAP26: Adding Decor_vineruins2 from MAP02 in decor/ruins.wad
MAP26: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
Loading wad-fab picture/armaetus_pic_hell_cages.wad / MAP02
MAP26: Adding Pic_armaetus_hell_cages2 from MAP02 in picture/armaetus_pic_hell_cages.wad
MAP26: Adding Item_cage_balcony_2 from MAP02 in item/gtd_item_cage_balcony.wad
MAP26: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP26: Adding Trap_simple1 from object in trap/trap1.wad
Loading wad-fab item/mogwaltz_item_lowering_pillar_cages.wad / MAP01
MAP26: Adding Item_mogwaltz_lowering_pillar_gothic from MAP01 in item/mogwaltz_item_lowering_pillar_cages.wad
Loading wad-fab teleporter/closet2.wad / MAP05
MAP26: Adding Teleporter_Closet_general from MAP05 in teleporter/closet2.wad
MAP26: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
Loading wad-fab joiner/armaetus_joiner_keyed_bars.wad / MAP01
MAP26: Adding Locked_armaetus_bars_blue_hell from MAP01 in joiner/armaetus_joiner_keyed_bars.wad
MAP26: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
MAP26: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
Loading wad-fab teleporter/scionox_big_teleport.wad / MAP03
MAP26: Adding Teleporter_scionox_big_teleport_4 from MAP03 in teleporter/scionox_big_teleport.wad
MAP26: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP26: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP26: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP26: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP26: Adding Stair_long_1x2_hell3 from MAP02 in stairs/long_1x2.wad
MAP26: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
MAP26: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP26: Adding Item_broken_crate from MAP02 in item/gtd_item_crates.wad
MAP26: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP26: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP26: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP26: Adding Joiner_remote_sw_metal from MAP01 in joiner/barred2.wad
MAP26: Adding Joiner_classic_gothic from object in joiner/typh_joiner_classic_gothic.wad
MAP26: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP26: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP26: Adding Decor_vineruins3 from MAP03 in decor/ruins.wad
MAP26: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
Loading wad-fab decor/ruins.wad / MAP03
MAP26: Adding Decor_hellruins3 from MAP03 in decor/ruins.wad
MAP26: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP26: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP26: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP26: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP26: Adding Stair_long_1x2_hell3 from MAP02 in stairs/long_1x2.wad
MAP26: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP26: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/armaetus_joiner_keyed_bars.wad / MAP01
MAP26: Adding Locked_armaetus_bars_yel_hell from MAP01 in joiner/armaetus_joiner_keyed_bars.wad
MAP26: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP26: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP26: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP26: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP26: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP26: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP26: Adding Joiner_gtd_cageish_joiner_2_standing from MAP03 in joiner/gtd_cageish_joiner.wad
MAP26: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab item/alcove2.wad / *
MAP26: Adding Item_alcove_hell from object in item/alcove2.wad
MAP26: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP26: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP26: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP26: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
Loading wad-fab exit/garrett_hell_exit.wad / MAP01
MAP26: Adding Hell_garrett_closet_exit from MAP01 in exit/garrett_hell_exit.wad
MAP26: Adding Switch_wall_box1 from object in switch/wall_box1.wad
MAP26: Adding Switch_portable_laptop from object in switch/gtd_laptop_switch.wad
Loading wad-fab window/tall.wad / MAP03
MAP26: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP26: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP26: Adding Post_metal from MAP01 in fence/posts.wad
MAP26: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP26: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP26: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP26: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP26: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP26: Adding Depot_raise from MAP01 in misc/depot.wad
MAP26: Adding Depot_raise from MAP01 in misc/depot.wad
MAP26: Adding Depot_raise from MAP01 in misc/depot.wad
MAP26: Adding Depot_raise from MAP01 in misc/depot.wad
MAP26: Adding Depot_raise from MAP01 in misc/depot.wad
MAP26: Adding Depot_raise from MAP01 in misc/depot.wad
MAP26: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: launch
Giving weapon: chain
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: bfg
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 76103 dead regions (of 105494)
Swallowed 15628 brushes (of 76113)
Filled 2564 gaps (of 21703 total)
Lighting level...
Merged 6822 colinear lines
Rounded 10 square corners
Aligned 9950 textures
Level 27 title: Meh, another Enshrined Presbytery
~~~~~~| MAP27 |~~~~~~
Level seed: 18063242846
Styles =
{
ambushes = few
barrels = none
big_rooms = few
cages = rare
caves = few
cycles = heaps
dead_ends = some
doors = heaps
ex_floors = some
fences = none
hallways = few
islands = few
keys = few
lakes = few
liquids = none
outdoors = some
pictures = few
porches = some
secrets = few
steepness = few
switches = few
symmetry = some
teleporters = some
traps = heaps
windows = heaps
}
Liquid: skipped for level (by style).
The world has become dark...
Skybox: Skybox_garrett_hell
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_4
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_TINY_U
Growing ROOM_1 with [sprout x 1].....
APPLIED rule: SPROUT_TELEPORTER_2x2
Growing ROOM_1 with [square_out x 13].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_1 with [sprout x 3].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_1 with [square_out x 19].....
Growing ROOM_2 with [grow x 10].....
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_CLIFF_EXTENSION_NEW_AREA_INWARD_X2
APPLIED rule: GROW_L
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
Shape group: cliff
Shape count: 12
Growing ROOM_2 with [sprout x 3].....
new room ROOM_3 : env = nil : parent = ROOM_2
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_4x2
new room ROOM_5 : env = nil : parent = ROOM_2
new room ROOM_6 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_7 : env = nil : parent = ROOM_2
new room ROOM_8 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_2 with [square_out x 39].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
new room ROOM_9 : env = nil : parent = nil
Growing ROOM_9 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_9 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_9 with [grow x 20].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_O_STAIR
APPLIED rule: GROW_2
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_EXTRUSION_4X4
Growing ROOM_9 with [sprout x 1].....
new room ROOM_10 : env = nil : parent = ROOM_9
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_9 with [square_out x 29].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_3 with [grow x 20].....
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_PILLAR_2X2
APPLIED rule: GROW_3
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_PILLAR_2X2
Growing ROOM_3 with [sprout x 2].....
new room ROOM_11 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_12 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_3 with [square_out x 13].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing ROOM_4 with [grow x 30].....
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_CLIFF_ENTRY_X4
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_2
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA
APPLIED rule: GROW_BLADED_CAP
Growing ROOM_4 with [sprout x 2].....
Growing ROOM_4 with [square_out x 22].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_BOTH_SIDES
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Killing 5
Killing 6
Killing 7
Killing 8
Killing 10
Killing 11
Killing 12
Growing ROOM_9 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_4 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_3 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_2 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_9 with [filler x 30].....
APPLIED rule: FILLER_3
Growing ROOM_9 with [smoother x 15].....
Seed Map:
iii
iiiiiiiii
AAA iiiiiiiiiii
AAAAAAAA iiiiiiiiiii iii
AAAAAAAAAAAiiiiiiiiiiii\ iii
AAAAAAAAAAAAAiiiiiiiiiiiii\iii
DDDDDD AAAAAAAAAAAAAi\iiiiiiiiiiii\ii
DDDDDD AAAAAAAAAAAAAiiiiiiiii iiiiiii
DDDDDDDD AAAAA\AAAA iiiiiiiii iiiiiii
DDDDDDDDDD\ AAAAAAAAAA iiiiiiiiiiiiiiiii
DDDDDDDDDDD AAAAAAA iiiiiiiiiii/iii
D\DDDDDDDDDD AAA iiiiiiiiii/
DDDDDDDDDD/ AAA iii
DDDDDDDDDDD BBBBBBBBB iii
\DDDDDDDDDD BBBBBBBBB CCC CCCCCCCCC
DDDDD\DDDDDDBBBBBBBBBBBBBBBCCCCCCCCCCCCCCC
DDDD DDDDDDBBBBBBBBBBBBBBBCCCCCCCCCCCCCCC
DDDDD/DDDDDDBBBBBBBBBBBBBBBCCC/CCCCCCCCCCC
/DDDDDDDDDDDDBBBBBBBBBBBBBBBCC/ CCCCCCCCCCC
DDDDDDDDDDD BBBBBBBBBBBBBBBCC CCCCCCCCCCC
DDDDDDDDDD\ BBB/BBBBBBB\BBBCC CC C/\CCC
D/DDDDDDDDDDBBBBBBB BBBBBBB CC CCCCCC
DDDDDDDDDDDBBBBBBB BBBBBBB CCCC
DDDDDDDDDD/BB BBBBB BBBBB BB CCCC
DDDDDDDDBB BBBBBBBBB BBBBBBBBB BB
DDDDDDBBBBBBBBBBBB BBBBBBBBBBBB
DDDDDDBBBBBBBBBBBB BBBBBBBBBBBB
BBBBBBBBBBBB BBBBBBBBBBBB
BBBBBBBBBBBB BBBBBBBBBBBB
BBBBBBBBBBBB BBBBBBBBBBBB
BB BB BBBB BBBB BB BB
BB BB
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via joiner)
Teleporter connection: ROOM_1 --> ROOM_9
--==| Make Quests |==--
Exit room: ROOM_4
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_3 (ROOM_2 -- ROOM_4)
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:679
QUEST_1 : svolume:206
Zone quota: 4
Zone list:
ZONE_2 : rooms:3 areas:47
ZONE_1 : rooms:2 areas:28
Other Item quota : 6.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 885.5
Group walls tone down multiplier: 1
Total perimeter: 807
Plain walls tone down multiplier: 1
Loading wad-fab teleporter/scionox_small_pillar_teleport.wad / MAP01
MAP27: Adding Teleporter_scionox_small_pillar_teleport_3 from MAP01 in teleporter/scionox_small_pillar_teleport.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP27: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP27: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP27: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP27: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
Loading wad-fab start/gtd_generic_open_start.wad / MAP02
MAP27: Adding Start_generic_open_hell from MAP02 in start/gtd_generic_open_start.wad
Loading wad-fab joiner/zigzag.wad / MAP04
MAP27: Adding Joiner_zigzag2_mirrored from MAP04 in joiner/zigzag.wad
MAP27: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP27: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
Loading wad-fab decor/gtd_decor_hell_monument.wad / MAP01
MAP27: Adding Decor_hell_monument from MAP01 in decor/gtd_decor_hell_monument.wad
MAP27: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP27: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP27: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP27: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
Loading wad-fab decor/gtd_generic_sunk_roof.wad / MAP03
MAP27: Adding Decor_generic_sunk_roof_octagon from MAP03 in decor/gtd_generic_sunk_roof.wad
MAP27: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_hellgore1 from MAP01 in decor/hell_gore.wad
MAP27: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP27: Adding Teleporter_scionox_small_pillar_teleport_3 from MAP01 in teleporter/scionox_small_pillar_teleport.wad
MAP27: Adding Item_gothic_balcony from object in item/gothic1.wad
Loading wad-fab picture/armaetus_pic_hell_impaled_guys.wad / MAP01
MAP27: Adding Pic_armaetus_hell_impaled_guys from MAP01 in picture/armaetus_pic_hell_impaled_guys.wad
LACKING ENTITY : hang_arm_gone
MAP27: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP27: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP27: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
Loading wad-fab stairs/wide_3x1.wad / MAP02
MAP27: Adding Stair_wide_3x1_torch_hell from MAP02 in stairs/wide_3x1.wad
MAP27: Adding Stair_wide_3x1_torch_hell from MAP02 in stairs/wide_3x1.wad
MAP27: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
Loading wad-fab decor/pillar1.wad / *
MAP27: Adding Pillar_round1_marble from object in decor/pillar1.wad
MAP27: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP27: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP27: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP27: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP27: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP27: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP27: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP27: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP27: Adding Trap_simple1 from object in trap/trap1.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Trap_simple1 from object in trap/trap1.wad
MAP27: Adding Trap_simple1 from object in trap/trap1.wad
MAP27: Adding Trap_simple1 from object in trap/trap1.wad
MAP27: Adding Trap_simple1 from object in trap/trap1.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Trap_simple1 from object in trap/trap1.wad
MAP27: Adding Trap_simple1 from object in trap/trap1.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP27: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP27: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP27: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP27: Adding Joiner_secret2_A from MAP01 in joiner/secret2.wad
MAP27: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP27: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP27: Adding Locked_armaetus_bars_yel_hell from MAP01 in joiner/armaetus_joiner_keyed_bars.wad
MAP27: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP27: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP27: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP27: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP27: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP27: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP27: Adding Lift_gtd_disguised_128_2h from MAP02 in stairs/gtd_lift_disguised_128.wad
MAP27: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP27: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP27: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP27: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP27: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP27: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP27: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP27: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP27: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP27: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP02
MAP27: Adding Light_gtd_hell_skylight2 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP27: Adding Light_gtd_hell_skylight2 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP27: Adding Light_gtd_hell_skylight2 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP27: Adding Light_gtd_hell_skylight2 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP27: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_hell_throne.wad / MAP01
MAP27: Adding Pic_hell_throne from MAP01 in picture/gtd_pic_hell_throne.wad
MAP27: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP27: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP27: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP27: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP27: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
Loading wad-fab exit/armaetus_chamber_exit.wad / MAP02
MAP27: Adding Exit_armaetus_chamber_exit4_gothic from MAP02 in exit/armaetus_chamber_exit.wad
MAP27: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP27: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP27: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP27: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
Loading wad-fab wall/gtd_wall_hell_bloodgutters.wad / MAP02
Loading wad-fab wall/gtd_wall_hell_bloodgutters.wad / MAP04
Loading wad-fab wall/gtd_wall_hell_bloodgutters.wad / MAP01
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP27: Adding Depot_raise from MAP01 in misc/depot.wad
MAP27: Adding Skybox_garrett_hell from MAP01 in skybox/garrett_skybox_hell.wad
--==| Make Battles |==--
Giving weapon: plasma
Giving weapon: super
Giving weapon: chain
Giving weapon: launch
Giving weapon: bfg
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 88380 dead regions (of 118944)
Swallowed 26303 brushes (of 88383)
Filled 9 gaps (of 23081 total)
Lighting level...
Merged 7654 colinear lines
Rounded 6 square corners
Aligned 8913 textures
Level 28 title: Ground Zero
~~~~~~| MAP28 |~~~~~~
Level seed: 18063242847
Styles =
{
ambushes = none
barrels = none
big_rooms = heaps
cages = rare
caves = none
cycles = none
dead_ends = some
doors = heaps
ex_floors = some
fences = heaps
hallways = none
islands = few
keys = some
lakes = heaps
liquids = few
outdoors = some
parks = none
pictures = few
porches = some
secrets = some
steepness = some
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = heaps
}
Liquid: lava (usage 25%)
Skybox: Skybox_hellish_city
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_2
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
APPLIED rule: GROW_LIQUID_GUTTER_CORNER
APPLIED rule: GROW_NARROW_CANAL_STAIRS
APPLIED rule: GROW_2
APPLIED rule: GROW_TRENCH_CURVE_INNER_SOLID
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_CANAL_SINGLE_CORNER_UNG
APPLIED rule: GROW_ELEVATED_PILLAR_U
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_CURVE_NEW_AREA
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_CLIFF_EXTENSION_NEW_AREA_X2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_TRENCH_STRAIGHT_LONG
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_ELEVATED_PILLAR_U
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_SIDE_ON_RAMP
APPLIED rule: GROW_CLIFF_EXTENSION_UP_WE_GO
APPLIED rule: GROW_DIAGONAL_L
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_4X6
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
APPLIED rule: GROW_SIDE_ON_RAMP
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_DIAG_BLOB1
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_2
APPLIED rule: GROW_CLIFF_EXTENSION_NEW_AREA_X2
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
APPLIED rule: GROW_DIAGONAL_L
APPLIED rule: GROW_DIAGONAL_SIDE_BLOB
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_ELEVATED_PILLAR_U_FULL
APPLIED rule: GROW_TRENCH_STRAIGHT
APPLIED rule: GROW_DIAG_BLOB1
APPLIED rule: GROW_LIQUID_SLAB_ENTRY
APPLIED rule: GROW_2
APPLIED rule: GROW_STAIRPAIR_5D
APPLIED rule: GROW_NARROW_CANAL_STAIRS
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_SIDE_ON_RAMP_TALL
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA_INWARD
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_BEND
'OH SHIT HERE WE GO AGAIN', says ROOM 2 before he was violently gunned down by the Linear Mode thugz...
Killing 2
Growing ROOM_3 with [grow x 50].....
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_CLIFF_EXTENSION_UP_WE_GO
APPLIED rule: GROW_SQUEEZE_CURVE_NEW_AREA
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_RAMP_THIN_RISE
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_36_TRIPLE_AREA
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_TINY_U
APPLIED rule: GROW_CLIFF_EXTENSION_UP_WE_GO
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_L
APPLIED rule: GROW_STAIRED_T
APPLIED rule: GROW_CLIFF_EXTENSION_WIDEN
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_LIQUID_CANAL_ENTRY_B
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_CLIFF_EXTENSION_UP_WE_GO
APPLIED rule: GROW_36_SINGLE_AREA
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_STAIRED_L
APPLIED rule: GROW_TRENCH_STRAIGHT
APPLIED rule: GROW_2
APPLIED rule: GROW_GATED_SIDE_RAMP
APPLIED rule: GROW_ELEVATED_PILLAR_U
APPLIED rule: GROW_CANAL_SINGLE_CORNER_UNG
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_2
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE_X2
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [square_out x 31].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_3 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
Seed Map:
CC
CC
CCCCCCCC
CCCCCCCC
CCCCC CC AA AA
CCCCCCCC AAAA AAAA
CCCCCCC AAAA AAAA
CCCCCCC AAAAAAAA AAAAAAAA
CCCCC AAAAAAAA AAAAAAAA
CCCCC AAAAAAAA AAAAAAAA
CCCCCCC AAAA AA AA AAAA
CCCCC AAAAA AAA AAAAA
CCCCCCCCC AAAAAAAA AAA AAAAAAAA
CCCCCCCCCCCCC AAAAAAAA AAAAAAA AAAAAAAA
CCCCCC\CCCC AAAA AAAAAAA AAAA
CCCCCCCCC AAAA AAAAAAA AAAA
CCCCCCCCC AAAAAAAAAAAAAAAAAAAAAAAAAAA
CC CCCCC AAA/AAAAAAAAAAAAAAAAAAA\AAA
CCCCCCCCC AAAA/ AAA\AAA/AAA \AAAA
CCCCCCCCC AAAAA AAAAAAA AAAAA
CCCCCCC AAAAAA AAA AAAAAA
CCCCC/ AAAAAA AAAA AAA AAAA AAAAAA
CCCCC AAAAAAA AAAA AAA AAAA AAAAAAA
CCCCCCC AAAAAAAAAAAAA AAAAAAAAAAAAA
CCCCCCC \AA AAAAAAAA AAAAAAAA AA/
CCCCCCCCC AAAAAAAAA AAAAAAAAA
CCCCCCCCCCCC AAAAAAAAACCCAAAAAAAAA
CCCCCCCCCCCC AACCCC CCC\AA AA
CCCCCCCCCCCC AACCCC CCCCCAA AA
\CC/CC CCCCC\ CCCC CCCCCCCCC
CCCCCCCCCCCCCC CCCC CCCCCCCCC
CCCCCCCCCCCCCCCCCC CCCC CCCCCCC CC
CCCC\CCCCCCCCCCCCC CCCCCCCCCC CC
CCCCCCCCCCCCCCCCCCCC CCCCCCCCCC\CCCCC
CCCCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC
CC/CCCCC CCCCCCCCC CCCC/CCCCC/CCCCC
CCCCCCCC CC\CCCC/CC\CCCCCCCCCCCC CCCC
CCCCCCCC/CCCCCCCCCCCCCCCCCCCCCCCC CCCC
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC CC
CCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCC CC CCCC CC CCCCCCCCCCCC
CC/CCCCCCCCCCC CC CC CCCCCCCCCC
CCCCCCCCCCCCC CCCCCC CCCCCCCCCC
CCCCCC \CCCC/ CC
Connection: ROOM_1 --> ROOM_3 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_3
Maximum of 1 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:1128
Zone quota: 4
Zone list:
ZONE_1 : rooms:2 areas:114
Other Item quota : 5.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 1128.5
Group walls tone down multiplier: 1
Total perimeter: 844
Plain walls tone down multiplier: 1
MAP28: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_vaulted_pillar from MAP06 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_vaulted_pillar from MAP06 in decor/gtd_decor_hell.wad
MAP28: Adding Pillar_round1_marble from object in decor/pillar1.wad
MAP28: Adding Pillar_round1_marble from object in decor/pillar1.wad
MAP28: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_tentaclepillar from MAP01 in decor/gtd_infestation_tentaclepillar.wad
MAP28: Adding Decor_tentaclepillar from MAP01 in decor/gtd_infestation_tentaclepillar.wad
MAP28: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP28: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP28: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP28: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP28: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP28: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Light_gtd_gothic_chandelier_alt_2 from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP28: Adding Start_generic_open_hell from MAP02 in start/gtd_generic_open_start.wad
MAP28: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP28: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_armaetus_hell_cages2 from MAP02 in picture/armaetus_pic_hell_cages.wad
MAP28: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP28: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP28: Adding Pic_crucified1 from MAP06 in picture/pic_box.wad
MAP28: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP28: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP28: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP28: Adding Pic_hell_alcove_window from MAP03 in picture/gtd_pic_hell_alcoves.wad
MAP28: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP28: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP28: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP28: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP28: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP28: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP28: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP28: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP28: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_armaetus_waterfountain from MAP01 in picture/armaetus_pic_waterfountain.wad
MAP28: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP28: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP28: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP28: Adding Stair_wide_3x1_torch_hell from MAP02 in stairs/wide_3x1.wad
MAP28: Adding Stair_wide_3x1_torch_hell from MAP02 in stairs/wide_3x1.wad
MAP28: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP28: Adding Lift_gtd_teleporter_128 from MAP01 in stairs/gtd_teleporter_128.wad
MAP28: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP28: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP28: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP28: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab stairs/gtd_stair_ladder_128.wad / MAP02
MAP28: Adding Ladder_128_rustic_2x from MAP02 in stairs/gtd_stair_ladder_128.wad
MAP28: Adding Ladder_128_rustic_2x from MAP02 in stairs/gtd_stair_ladder_128.wad
MAP28: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP28: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP28: Adding Joiner_gtd_universal_funnel from MAP03 in joiner/gtd_universal_joiners.wad
MAP28: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP28: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
Loading wad-fab decor/gtd_decor_hell.wad / MAP03
MAP28: Adding Decor_cage_n_corpses from MAP03 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP28: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_vaulted_pillar from MAP06 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_cage_n_corpses from MAP03 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP28: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP28: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP28: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP28: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP28: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP28: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP28: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP28: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP28: Adding Decor_vaulted_pillar from MAP06 in decor/gtd_decor_hell.wad
MAP28: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP28: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP28: Adding Decor_vaulted_pillar from MAP06 in decor/gtd_decor_hell.wad
MAP28: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP28: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP28: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP28: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP28: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP28: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_tentaclepillar from MAP01 in decor/gtd_infestation_tentaclepillar.wad
MAP28: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
Loading wad-fab decor/garrett_decor_altar_of_death.wad / MAP01
MAP28: Adding Decor_garrett_altar_of_death from MAP01 in decor/garrett_decor_altar_of_death.wad
MAP28: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
MAP28: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP28: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP28: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/pillar3.wad / MAP01
MAP28: Adding Pillar3_hell1 from MAP01 in decor/pillar3.wad
MAP28: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP28: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP28: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP28: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP28: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP01
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_lantern from MAP01 in decor/gtd_hell_ceil_light.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP02
MAP28: Adding Light_gtd_hell_skylight from MAP02 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_skylight from MAP02 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_skylight from MAP02 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_skylight from MAP02 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_skylight from MAP02 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_skylight from MAP02 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Light_gtd_hell_skylight from MAP02 in decor/gtd_hell_ceil_light.wad
MAP28: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP28: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP28: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP28: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP28: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
Loading wad-fab exit/beed28_exit_tunnel.wad / MAP02
MAP28: Adding Exit_beed28_tunnel_hell from MAP02 in exit/beed28_exit_tunnel.wad
MAP28: Adding Pic_crucified2 from MAP02 in picture/pic_box.wad
MAP28: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_armaetus_waterfountain from MAP01 in picture/armaetus_pic_waterfountain.wad
MAP28: Adding Pic_box_gargoyles from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP28: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP28: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP28: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP28: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP28: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP28: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
MAP28: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP28: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP28: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP28: Adding Stair_long_1x2_hell2 from MAP02 in stairs/long_1x2.wad
MAP28: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP28: Adding Lift_64_other from object in stairs/lift_64.wad
MAP28: Adding Lift_64_other from object in stairs/lift_64.wad
MAP28: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab wall/cross.wad / MAP01
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP02
Loading wad-fab wall/runes.wad / MAP05
Loading wad-fab wall/runes.wad / MAP02
Loading wad-fab wall/cross.wad / MAP01
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP28: Adding Skybox_hellish_city from MAP01 in skybox/gtd_skybox_hellish_city.wad
--==| Make Battles |==--
Giving weapon: launch
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: super
Giving weapon: chain
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 153092 dead regions (of 205258)
Swallowed 41673 brushes (of 153092)
Filled 10612 gaps (of 42573 total)
Lighting level...
Merged 11795 colinear lines
Rounded 0 square corners
Aligned 13738 textures
Level 29 title: Counterattack in the Tholos
~~~~~~| MAP29 |~~~~~~
Level seed: 18063242848
Styles =
{
ambushes = heaps
barrels = none
big_rooms = few
cages = rare
caves = few
cycles = some
dead_ends = some
doors = few
ex_floors = some
fences = few
hallways = few
islands = few
keys = few
lakes = few
liquids = few
outdoors = some
pictures = some
porches = some
secrets = some
steepness = some
switches = few
symmetry = some
teleporters = few
traps = few
windows = some
}
Liquid: slime (usage 25%)
The world has become dark...
Skybox: Skybox_garrett_hell
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 20].....
APPLIED rule: GROW_CANAL_DOUBLE_UNG
APPLIED rule: GROW_2
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_EXTRUSION_4X6
Growing ROOM_1 with [sprout x 3].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_1 with [square_out x 7].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
Growing ROOM_2 with [grow x 20].....
APPLIED rule: GROW_HALF_SKILLET_SPIRAL
APPLIED rule: GROW_PRIMITIVE_CIRCLE_3X
APPLIED rule: GROW_PILLAR_GATE
Growing ROOM_2 with [sprout x 3].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_4x2
new room ROOM_5 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_2 with [square_out x 26].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_3 with [grow x 10].....
APPLIED rule: GROW_O
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_ELEVATED_T_STALK_ENTRY
Growing ROOM_3 with [sprout x 2].....
new room ROOM_6 : env = cave : parent = ROOM_3
APPLIED rule: SPROUT_DIRECT_2_cave
new room ROOM_7 : env = nil : parent = ROOM_3
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_3 with [square_out x 34].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_4 with [grow x 20].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
Growing ROOM_4 with [sprout x 3].....
Growing ROOM_4 with [square_out x 2].....
Growing ROOM_5 with [grow x 20].....
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_36_SINGLE_AREA
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
Growing ROOM_5 with [sprout x 2].....
Growing ROOM_5 with [square_out x 24].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_6 with [grow x 30].....
APPLIED rule: CAVE_GROW_5x1
APPLIED rule: CAVE_GROW_3x1
APPLIED rule: CAVE_GROW_3x2
APPLIED rule: CAVE_GROW_3x1
APPLIED rule: CAVE_GROW_4x1
APPLIED rule: CAVE_GROW_3x2
APPLIED rule: CAVE_GROW_3x2
APPLIED rule: CAVE_GROW_4x2
APPLIED rule: CAVE_GROW_4x1
APPLIED rule: CAVE_GROW_5x2
APPLIED rule: CAVE_GROW_5x2
APPLIED rule: CAVE_GROW_5x1
APPLIED rule: CAVE_GROW_5x2
APPLIED rule: CAVE_GROW_5x1
APPLIED rule: CAVE_GROW_5x2
APPLIED rule: CAVE_GROW_3x1
APPLIED rule: CAVE_GROW_5x2
APPLIED rule: CAVE_GROW_4x2
APPLIED rule: CAVE_GROW_4x1
Growing ROOM_6 with [sprout x 2].....
new room ROOM_8 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_9 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_L
Killing 7
Killing 8
Killing 9
Growing ROOM_6 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
Growing ROOM_3 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_5 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_LIQUID_POOL_PLACE_3x3
APPLIED rule: DECORATE_LIQUID_MOAT_CORNER
Growing ROOM_1 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_2 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_LIQUID_POOL_PLACE_3x3
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_4 with [decorate x 3].....
Growing ROOM_1 with [filler x 30].....
Growing ROOM_4 with [filler x 30].....
Growing ROOM_1 with [smoother x 15].....
Growing ROOM_4 with [smoother x 15].....
Seed Map:
CCCCCCC FF
CCCCCCC FFFFFF
CCCCCCCCCCCC FFFFFF
CCCCCCCCCCCC FFFFFFFFFF
CCCCCCCCCCCC FFFFFFFFFFFFF
CCCCCCCCCC FFFFF FFFFFFFFF
CCCCCCCCCC FFFFF FFFFFFF
CCCCCCCCCCCC FFFFFFFFFFFFFF
CCCCCCCCCCCC FFFFFFFFFFFFFF
CCCCCCCCCCC FFFFFFFFFFFFFFF
CCCCCCCCCCC\ FFFFFFFFFFFFFFF
CCCCCCCCCCCCCFFFFFFFFFFFFFFF
CC\CCCCCCCCFFFFFFaaaaaaFF
/CCCCCCCCCCFFFFFFaaaaaa
EEE CCCCCCC//CCCFFFFFFaaaa
EEEECCC/CCCCCCCCFFFFFFaaaa
EEEEECCCCCCCCCCC/ddddddaaaaaa
EEEEEEE CCCCCCCCCCCddddddaaaaaa
EEEE EE CCCCCCCCCCCBBBBddaaaaa
EEEEEEEEEEEECCCCCCCBBBBddaa\aa
EEEEEEEE/E\E\BBBBBBBBBBB aaaaa
EEE\EE/EEEEEEBBBBBBB BBBBaaaaa
EE\EEEEE\E/EEBBBBBBBBBBBBaaaaa
EEEEEEEEEEEEEB BBBBBBBBBBaaaaa
EEEEEEEEEEEEEBBBB/BBB\ BBaaa
EE/EEEEE/E\EEBBB/BBBBB\BBaaa
EEE/EE\EEEEEEB BBB/B\BBB aaa
EEEEEEEE\E/E/BBBBBBBBBBBBB
EEEEEEEEEEEE BBBBB\B/BBBBB
EEEE EE \BBBBB/
EEEEEEE \BBB/
EEEEE BB
EEEE BB
EEE
Connection: ROOM_1 --> ROOM_2 (via edge)
Connection: ROOM_2 --> ROOM_3 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via joiner)
Connection: ROOM_2 --> ROOM_5 (via edge)
Connection: ROOM_3 --> ROOM_6 (via edge)
--==| Make Quests |==--
Exit room: ROOM_5
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_2 -- ROOM_5)
Dividing QUEST_2 @ CONN_2 (ROOM_2 -- ROOM_3)
Start room: ROOM_1
Quest list:
QUEST_3 : svolume:211
QUEST_2 : svolume:376
QUEST_1 : svolume:177
Zone quota: 3
Zone list:
ZONE_2 : rooms:3 areas:23
ZONE_3 : rooms:2 areas:20
ZONE_1 : rooms:1 areas:17
Other Item quota : 6.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 764.5
Group walls tone down multiplier: 1
Total perimeter: 560
Plain walls tone down multiplier: 1
MAP29: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
Loading wad-fab decor/ruins.wad / MAP01
MAP29: Adding Decor_vineruins1 from MAP01 in decor/ruins.wad
Loading wad-fab start/garrett_hell_start.wad / MAP01
LACKING MATERIAL : __
MAP29: Adding Start_garrett_hell_closet from MAP01 in start/garrett_hell_start.wad
MAP29: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP29: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP29: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP29: Adding Stair_long_1x2_hell3 from MAP02 in stairs/long_1x2.wad
MAP29: Adding Pillar_gtd_generic2_hell from MAP02 in decor/gtd_pillar_generic.wad
MAP29: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP29: Adding Light_basic from MAP01 in decor/ceil_light.wad
MAP29: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP29: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP29: Adding Item_secret_ledge_universal_flipped from MAP02 in item/secret_ledge.wad
MAP29: Adding Pic_crucified1 from MAP06 in picture/pic_box.wad
MAP29: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP29: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP29: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP29: Adding Locked_huge3_red from MAP03 in joiner/key_huge.wad
Loading wad-fab joiner/gtd_cageish_joiner.wad / MAP04
MAP29: Adding Joiner_gtd_cageish_joiner_4_standing from MAP04 in joiner/gtd_cageish_joiner.wad
MAP29: Adding Item_pedestal from object in item/pedestal.wad
MAP29: Adding Item_gtd_key_pedestal_hell from MAP03 in item/gtd_item_key_pedestal.wad
MAP29: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP29: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP29: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
Loading wad-fab cage/gtd_cage_bunker.wad / *
MAP29: Adding Cage_wall_bunker_hell from object in cage/gtd_cage_bunker.wad
MAP29: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP29: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP29: Adding Item_secret_ledge_universal from object in item/secret_ledge.wad
MAP29: Adding Trap_simple1 from object in trap/trap1.wad
MAP29: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP29: Adding Pic_armaetus_hell_impaled_guys from MAP01 in picture/armaetus_pic_hell_impaled_guys.wad
MAP29: Adding Cage_sandbag_inset from MAP03 in cage/gtd_cage_sandbag.wad
Loading wad-fab cage/wall_cage.wad / *
MAP29: Adding Cage_Wall_hell7 from object in cage/wall_cage.wad
MAP29: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
Loading wad-fab decor/stalag.wad / MAP01
MAP29: Adding Decor_stalag1 from MAP01 in decor/stalag.wad
Loading wad-fab item/pentagram.wad / *
MAP29: Adding Item_pentagram4 from object in item/pentagram.wad
Loading wad-fab cage/stand_cage.wad / MAP02
MAP29: Adding Cage_stand2 from MAP02 in cage/stand_cage.wad
Loading wad-fab item/gtd_item_lockers_hell.wad / MAP01
MAP29: Adding Item_locker_cross_lowering from MAP01 in item/gtd_item_lockers_hell.wad
Loading wad-fab decor/stalag.wad / MAP16
MAP29: Adding Decor_stalag1_alt2 from MAP16 in decor/stalag.wad
Loading wad-fab decor/stalag.wad / MAP22
MAP29: Adding Decor_stalag2_alt2 from MAP22 in decor/stalag.wad
Loading wad-fab decor/stalag.wad / MAP17
MAP29: Adding Decor_stalag1_alt3 from MAP17 in decor/stalag.wad
MAP29: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP29: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP29: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP29: Adding Decor_cage_n_corpses from MAP03 in decor/gtd_decor_hell.wad
MAP29: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP29: Adding Decor_blood_filling_casket from MAP05 in decor/gtd_decor_hell.wad
MAP29: Adding Pillar_round1 from object in decor/pillar1.wad
MAP29: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP29: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP29: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP29: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP29: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP29: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP29: Adding Exit_closet1 from object in exit/closet1.wad
MAP29: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP29: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP29: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP29: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP29: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP29: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP29: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP29: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP29: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP29: Adding Switch_wall_box1 from object in switch/wall_box1.wad
Loading wad-fab door/gtd_key_small.wad / MAP01
MAP29: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP29: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab window/gtd_window_cage.wad / MAP02
Loading wad-fab window/gtd_window_cage.wad / MAP01
Loading wad-fab wall/gtd_wall_hell_bloodgutters.wad / MAP03
Loading wad-fab wall/cavish.wad / MAP03
Loading wad-fab wall/cavish.wad / MAP02
Loading wad-fab wall/cavish.wad / MAP01
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP29: Adding Depot_raise from MAP01 in misc/depot.wad
MAP29: Adding Skybox_garrett_hell from MAP01 in skybox/garrett_skybox_hell.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: shotty
Giving weapon: launch
Giving weapon: super
Giving weapon: plasma
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 81617 dead regions (of 112641)
Swallowed 17666 brushes (of 81633)
Filled 5580 gaps (of 24312 total)
Lighting level...
Merged 5708 colinear lines
Rounded 0 square corners
Aligned 8146 textures
Level 30 title: The Ecomium of Terror
~~~~~~| MAP30 |~~~~~~
Level seed: 18063242849
Styles =
{
ambushes = none
barrels = none
big_rooms = few
cages = rare
caves = few
cycles = none
dead_ends = some
doors = none
ex_floors = some
fences = none
hallways = few
islands = heaps
keys = heaps
lakes = few
liquids = some
outdoors = some
pictures = heaps
porches = some
secrets = some
steepness = some
switches = few
symmetry = some
teleporters = few
traps = some
windows = few
}
Liquid: lava (usage 50%)
Skybox: Skybox_garrett_hell
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_4
Growing ROOM_1 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_1 with [grow x 30].....
APPLIED rule: GROW_NARROW_CANAL_ENTRY_FROMSIDE
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_NARROW_CANAL_STAIRS
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY
APPLIED rule: GROW_LIQUID_SCANAL_T_JUNCTION
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x1
Growing ROOM_1 with [square_out x 9].....
Growing ROOM_2 with [grow x 10].....
APPLIED rule: GROW_LIQUID_CANAL_ENTRY
APPLIED rule: GROW_LIQUID_CANAL_CURVE
Shape group: canal
Shape count: 9
APPLIED rule: GROW_STAIRED_L
APPLIED rule: GROW_TRENCH_CURVE_OUTER_SOLID
Growing ROOM_2 with [sprout x 2].....
new room ROOM_3 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_2 with [square_out x 17].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_3 with [grow x 30].....
Growing ROOM_3 with [grow x 30].....
Killing 3
Growing ROOM_2 with [sprout x 2].....
new room ROOM_4 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_wide_hallway
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 1
new room ROOM_5 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_narrow_hallway
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 2
Growing ROOM_1 with [sprout x 2].....
Growing HALLWAY_4 with [hall_2 x 6].....
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_4 with [hall_2_sprout x 3].....
Growing HALLWAY_4 with [hall_2_sprout x 2].....
Killing 4
Growing HALLWAY_5 with [hall_1 x 5].....
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_P1
APPLIED rule: HALL_1_GROW_I1
APPLIED rule: HALL_1_GROW_I1
Growing HALLWAY_5 with [hall_1_sprout x 3].....
new room ROOM_6 : env = nil : parent = HALLWAY_5
APPLIED rule: HALL_1_SPROUT_A
new room ROOM_7 : env = nil : parent = HALLWAY_5
APPLIED rule: HALL_1_SPROUT_A
Growing ROOM_6 with [grow x 30].....
APPLIED rule: GROW_WIDE_SPACE_CATWALK_PLAIN
Shape group: canal
Shape count: 0
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_STAIRED_L
Growing ROOM_6 with [sprout x 2].....
new room ROOM_8 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_3x2
new room ROOM_9 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_7 with [grow x 30].....
APPLIED rule: GROW_NARROWSTAIR_2
APPLIED rule: GROW_LIQUID_SLAB_ENTRY
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_SQUEEZE_LIQUID_BOTH_SIDES
APPLIED rule: GROW_STAIR_SIDE2
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_SQUEEZE_DRAIN_CURVE
Growing ROOM_7 with [sprout x 2].....
new room ROOM_10 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_JOINER_2x2
new room ROOM_11 : env = nil : parent = ROOM_7
APPLIED rule: SPROUT_DIRECT_4
Growing ROOM_7 with [square_out x 25].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_8 with [grow x 20].....
APPLIED rule: GROW_36_SINGLE_FORWARD_AREA
APPLIED rule: GROW_HALF_SKILLET_SPIRAL
APPLIED rule: GROW_LIQUID_BRIDGE_CORRIDOR
Growing ROOM_8 with [sprout x 3].....
new room ROOM_12 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_JOINER_L
new room ROOM_13 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_14 : env = nil : parent = ROOM_8
APPLIED rule: SPROUT_DIRECT_3
Growing ROOM_8 with [square_out x 9].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
Growing ROOM_9 with [grow x 10].....
Growing ROOM_9 with [grow x 20].....
Killing 9
Growing ROOM_10 with [grow x 30].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE_X2
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY_FORWARD
APPLIED rule: GROW_3
APPLIED rule: GROW_LIQUID_WATERFALL_SIDES
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_NARROWSTAIR_2
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET_SOLID
Growing ROOM_10 with [sprout x 2].....
new room ROOM_15 : env = hallway : parent = ROOM_10
APPLIED rule: SPROUT_wide_hallway
Killing 11
Killing 12
Killing 13
Killing 14
Killing 15
Growing ROOM_8 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_7 with [decorate x 5].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
Growing ROOM_10 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_1 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_2 with [decorate x 10].....
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_LIQUID_MOAT_CORNER
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x2
2 Emergency Sprout attempts: 2
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 2
Growing ROOM_6 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_7 with [filler x 30].....
Growing ROOM_1 with [filler x 30].....
Growing ROOM_7 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
Growing ROOM_1 with [smoother x 15].....
Seed Map:
BB
BBBBBBBBBBBBB
BBB/BBBBBBBBB
BBB\BBB\BBB
BBB\BBBB\BBBB
BBBBBBBBBBB
ggg ggg BB BBBBBBB
gggg ggg/ggggg BB BBBBBBB
gggg ggggggggggBBBBBB\BBBBBBB
JJJggg /ggggggggggBBBB\BBBBBBBBB
JJJggg\gggggggggg BBBBBBBBBBaaaaa
JJJJJgg\ggggggggggg BB\BBBBBBBaaaaa
JJJJJg\ggggggggg BBBBBBB E /aa\
JJJJ\gggggggggg \BBBBB/ E aaaaaa
JJJJ JJJgg\ggggggggggggg E aaaaaa aa
JJJJ JJJJgg gggggggggggggEEE \aa/ aaaa
JJJ JJJJJJ gggggggggggggFFE aaaaaaaaaaa
JJJJJJJJJJJJgggg ggggggggFFE aaaaaaaaaaa
JJJJJJJJJJJJgggg ggggFFFFF aaaaaa\aa/a
JJJ/JJJJJJJgggg ggggFFFFFFF\ aaaaaaa
JJJJJJJJJJJJgggg FFFFFFFF
JJJJJJJJJJJJ FF FFF FFFFFFF
JJJJ JJJJ HH FF FFF FFFFFF/
JJJ HHHJJHHHHH FFFFFFFFFFF
JJJJ\H/JJHHHHHHH FFFFFFFFF/F
JJJJHHH H\HHHHHFFFF\FFFFFFFF
JJJ /H\ HHHHHHHFFFFFFFFFFFFF
JJJJHHHHHHHHHHHHHFFFFFFFFFFFFF
JJJJHHHHHHH/HHHHH FFFF
JJHHHHHHHHHHHHHHH FFFF
HHHHHHHHH HHH
HH HHH
HH
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> HALLWAY_5 (via terminator)
Connection: HALLWAY_5 --> ROOM_6 (via terminator)
Connection: HALLWAY_5 --> ROOM_7 (via terminator)
Connection: ROOM_6 --> ROOM_8 (via joiner)
Connection: ROOM_7 --> ROOM_10 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_10
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_7 -- ROOM_10)
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_2 : svolume:611
QUEST_1 : svolume:139
Zone quota: 3
Zone list:
ZONE_2 : rooms:6 areas:80
ZONE_1 : rooms:1 areas:20
Other Item quota : 4.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 750
Group walls tone down multiplier: 1
Total perimeter: 690
Plain walls tone down multiplier: 1
MAP30: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
Loading wad-fab start/armaetus_start1.wad / MAP01
MAP30: Adding Start_armaetus_start_center_pillar_hell from MAP01 in start/armaetus_start1.wad
MAP30: Adding Pic_hell_alcove_window from MAP03 in picture/gtd_pic_hell_alcoves.wad
MAP30: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP30: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP30: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP30: Adding Joiner_gtd_cageish_joiner_bunker from MAP01 in joiner/gtd_cageish_joiner.wad
MAP30: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP30: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP30: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP30: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP30: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP30: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP30: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP30: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP30: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
MAP30: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP30: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP30: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP30: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP30: Adding Hallway_vent_plain_hell from MAP01 in hall/vent_j.wad
MAP30: Adding Hallway_vent_i_lights from MAP03 in hall/vent_i.wad
MAP30: Adding Hallway_vent_i_lights from MAP03 in hall/vent_i.wad
MAP30: Adding Hallway_vent_t1 from MAP01 in hall/vent_t.wad
MAP30: Adding Hallway_vent_i_rise from MAP02 in hall/vent_i.wad
MAP30: Adding Hallway_vent_plain_hell from MAP01 in hall/vent_j.wad
MAP30: Adding Hallway_vent_i1 from MAP01 in hall/vent_i.wad
MAP30: Adding Hallway_vent_plain_hell from MAP01 in hall/vent_j.wad
MAP30: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP30: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP30: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP30: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP30: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP30: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP30: Adding Item_secret_cage3 from object in item/secret_cage.wad
MAP30: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP30: Adding Trap_simple1 from object in trap/trap1.wad
MAP30: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP30: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP30: Adding Joiner_gtd_universal_staircase from MAP02 in joiner/gtd_universal_joiners.wad
MAP30: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP30: Adding Decor_road_clutter_boxes_alt from MAP03 in decor/gtd_decor_road_clutter.wad
MAP30: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP30: Adding Decor_blood_drip_pool from MAP02 in decor/gtd_decor_hell.wad
MAP30: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP30: Adding Pillar_round1_metal from object in decor/pillar1.wad
MAP30: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP30: Adding Pic_crucified1 from MAP06 in picture/pic_box.wad
MAP30: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP30: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP30: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP30: Adding Item_cage_balcony from MAP01 in item/gtd_item_cage_balcony.wad
MAP30: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP30: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
MAP30: Adding Pillar_round1_metal from object in decor/pillar1.wad
MAP30: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP30: Adding Decor_vineruins3 from MAP03 in decor/ruins.wad
Loading wad-fab decor/ruins.wad / MAP02
MAP30: Adding Decor_hellruins2 from MAP02 in decor/ruins.wad
MAP30: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP30: Adding Decor_frozsoul_097_water_pond1 from MAP01 in decor/frozsoul_097_ponds.wad
MAP30: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP30: Adding Pillar_round1 from object in decor/pillar1.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP01
MAP30: Adding Light_gtd_hell_lantern4 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP30: Adding Light_gtd_hell_lantern4 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP30: Adding Light_gtd_hell_lantern4 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP30: Adding Light_gtd_hell_lantern4 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP30: Adding Light_gtd_hell_lantern4 from MAP01 in decor/gtd_hell_ceil_light.wad
MAP30: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP30: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP30: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP30: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP30: Adding Pic_hell_throne from MAP01 in picture/gtd_pic_hell_throne.wad
MAP30: Adding Stair_long_1x2_hell3 from MAP02 in stairs/long_1x2.wad
MAP30: Adding Stair_long_1x2_hell1 from MAP02 in stairs/long_1x2.wad
MAP30: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP30: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP30: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP30: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP30: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/key_2x2.wad / MAP01
MAP30: Adding Locked_2x2_yellow_hell from MAP01 in joiner/key_2x2.wad
Loading wad-fab item/secret_ledge.wad / MAP03
MAP30: Adding Item_secret_ledge_sunken_universal_hell from MAP03 in item/secret_ledge.wad
MAP30: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP30: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP30: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP30: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP30: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP30: Adding Pic_box_big_faces from MAP06 in picture/pic_box.wad
MAP30: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP30: Adding Pic_armaetus_waterfountain from MAP01 in picture/armaetus_pic_waterfountain.wad
MAP30: Adding Exit_duke_nukem_exit from MAP01 in exit/gtd_duke_nukem_exit.wad
MAP30: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP30: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP30: Adding Stair_long_1x2_hell1 from MAP02 in stairs/long_1x2.wad
Loading wad-fab window/round.wad / MAP01
Loading wad-fab window/round.wad / MAP02
Loading wad-fab window/round.wad / MAP03
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP01
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP30: Adding Skybox_garrett_hell from MAP01 in skybox/garrett_skybox_hell.wad
--==| Make Battles |==--
Giving weapon: plasma
Giving weapon: chain
Giving weapon: shotty
Giving weapon: launch
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 79785 dead regions (of 109385)
Swallowed 17968 brushes (of 79797)
WARNING: entity '43' is inside solid @ (5248,8000,117)
WARNING: entity '43' is inside solid @ (3392,8768,352)
Filled 37 gaps (of 22975 total)
WARNING: entity '43' is inside solid @ (5248,8000,117)
WARNING: entity '43' is inside solid @ (3392,8768,352)
Lighting level...
Merged 7033 colinear lines
Rounded 8 square corners
Aligned 10802 textures
Level 31 title: Objective: Tomb
~~~~~~| MAP31 |~~~~~~
Level seed: 18063242850
Styles =
{
ambushes = some
barrels = none
big_rooms = none
cages = rare
caves = few
cycles = some
dead_ends = some
doors = some
ex_floors = some
fences = some
hallways = few
islands = few
keys = some
lakes = heaps
liquids = none
outdoors = some
pictures = few
porches = some
secrets = heaps
steepness = some
switches = some
symmetry = few
teleporters = some
traps = heaps
windows = some
}
Liquid: skipped for level (by style).
The world has become dark...
Skybox: Skybox_garrett_hell
--==| Creating Rooms |==--
Map size target: 30x25 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 4 .. 12
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_4
Growing ROOM_1 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_1 with [grow x 10].....
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_INTO_CLIFF
Growing ROOM_1 with [sprout x 2].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_1 with [square_out x 15].....
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
Growing ROOM_2 with [grow x 30].....
APPLIED rule: GROW_SQUIGGLE
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_2
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_2
Growing ROOM_2 with [sprout x 1].....
new room ROOM_3 : env = hallway : parent = ROOM_2
APPLIED rule: SPROUT_wide_hallway
Growing ROOM_2 with [square_out x 6].....
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
Growing HALLWAY_3 with [hall_2 x 4].....
APPLIED rule: HALL_2_GROW_I1
APPLIED rule: HALL_2_GROW_L1
Growing HALLWAY_3 with [hall_2_sprout x 2].....
Growing HALLWAY_3 with [hall_2_sprout x 3].....
Killing 3
Growing ROOM_1 with [sprout x 2].....
Growing ROOM_2 with [sprout x 3].....
new room ROOM_4 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_DIRECT_2_EMERGENCY
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 1
new room ROOM_5 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 2
new room ROOM_6 : env = nil : parent = ROOM_2
APPLIED rule: SPROUT_JOINER_2x2
Emergency in ROOM_2 is resolved OMG AMAZING!!!!
2 Emergency Sprout attempts: 3
Growing ROOM_4 with [grow x 10].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Growing ROOM_4 with [sprout x 2].....
new room ROOM_7 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_DIRECT_4
new room ROOM_8 : env = nil : parent = ROOM_4
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_4 with [square_out x 12].....
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_5 with [grow x 30].....
APPLIED rule: GROW_STAIRPAIR_5E
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
Shape group: cliff_x4
Shape count: 0
APPLIED rule: GROW_2
APPLIED rule: GROW_4
APPLIED rule: GROW_3
Growing ROOM_5 with [sprout x 2].....
new room ROOM_9 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_2x3
new room ROOM_10 : env = nil : parent = ROOM_5
APPLIED rule: SPROUT_JOINER_4x1
Growing ROOM_5 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_FROM_CORNER
Growing ROOM_6 with [grow x 30].....
APPLIED rule: GROW_36_DOUBLE_FORWARD_AREA
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_ELEVATED_PILLAR_U
Growing ROOM_6 with [sprout x 3].....
new room ROOM_11 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_2x1
new room ROOM_12 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_3x1
new room ROOM_13 : env = nil : parent = ROOM_6
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_7 with [grow x 10].....
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_STAIRCASE
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_2
APPLIED rule: GROW_WIDE_SPACE_2X8
APPLIED rule: GROW_3
Growing ROOM_7 with [sprout x 3].....
Growing ROOM_7 with [square_out x 8].....
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
Growing ROOM_8 with [grow x 10].....
Growing ROOM_8 with [grow x 30].....
Killing 8
Growing ROOM_9 with [grow x 10].....
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_1
Growing ROOM_9 with [sprout x 3].....
APPLIED rule: SPROUT_TELEPORTER_2x2
new room ROOM_14 : env = nil : parent = ROOM_9
APPLIED rule: SPROUT_JOINER_2x3
new room ROOM_15 : env = nil : parent = nil
Growing ROOM_15 with [root x 1].....
APPLIED rule: PARK_ROOT_3x3
Growing ROOM_15 with [grow x 30].....
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_2
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_1
APPLIED rule: PARK_GROW_3
APPLIED rule: PARK_GROW_3
Growing ROOM_15 with [sprout x 2].....
Growing ROOM_10 with [grow x 20].....
Growing ROOM_10 with [sprout x 1].....
Growing ROOM_10 with [square_out x 2].....
Growing ROOM_11 with [grow x 20].....
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_CLIFF_EXTENSION_X2
Shape group: cliff
Shape count: 6
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_11 with [sprout x 2].....
Growing ROOM_12 with [grow x 30].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_INTO_CLIFF_TALL
Shape group: cliff
Shape count: 0
APPLIED rule: GROW_EXTRUSION_4X4
Growing ROOM_12 with [sprout x 2].....
Killing 13
Killing 14
Growing ROOM_4 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_1 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_9 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_7 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_11 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_5 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_15 with [decorate x 3].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_2 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
2 Emergency Sprout attempts: 3
Growing ROOM_10 with [decorate x 6].....
APPLIED rule: DECORATE_CAGE_1
Growing ROOM_10 with [cage_grow x 1].....
Growing ROOM_12 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_6 with [decorate x 6].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_9 with [filler x 30].....
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_3
Growing ROOM_11 with [filler x 30].....
Growing ROOM_15 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_3
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
Growing ROOM_9 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_11 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Growing ROOM_15 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
DDD DDD
DDDDDDDDDD
DDDDDDDDDD GG
DDDDDDDDDDDD GG
DDDDDDDDDDGG GG
DDDDDDDDDDGGGGGGGG
DDDDDDDDDDGGGGGGGG
DDDDDDDDGGGGGGGG
DDDDDDDDGG\GGGGG
DDDDDGGGGGGGGGGGGGG
DDDDDGGGGGGGGGGGGGG
FFFFF /BBBBEEEEEEJJGGGG
FFFFFFF /BBBBBEEEEEEJJJGG
/FFFFFF /BBBBBBEEEEEEJJiii\
FFFFFFFFFBBBBBBBBBEEEEEEJJiiii\
FFFFFFFFFBBBBBBB /BEEEEEEEiiiii
\FFFFFF BBBB/BBEEEEEEEiiiii
FFFFFFFFF FFBBBBB/EEEEEE /iiiiiiii
FFFFFFFFFFFFBBBB/ EEEEEE/iiiiiiiii
kkkFFFFFFAAAAAAAEEEEiiiiiiiiiiiiii
kkk\FFFAAAAAAAAAEEEEiiiiiiiiiiiiii
kkkkLLLAAAAAAAAAEEEEiiiiiiiiiiiii
kkkkLLLA\AAA/AAAooo\ \iiiiiiiiii
/kkkkLLAAAAAAAAAAoooo\ \ii
kkkkkkLLAAAAAAAAAAooooo
kkkkkkLLAAAAAAAAAAooooo
kkkkkLLLL /AA\AA /ooooo
kkkLLLLAAAAAAA/oooooo\
kkkLLLLAAAAAAAoooooooo\
LLLL \AA/ ooooooooo\
LLLLL AA oooooooooo
LLLLL ooo\oooooo\
LLLLLL oo \oooooo\
LLLLLL \oooooo
LLLL oooooo
LL ooo/ooooooo
oooooooooooo
oooooooooooo
oooooooooooo
\oooooooooo
\ooooooo
Connection: ROOM_1 --> ROOM_2 (via joiner)
Connection: ROOM_2 --> ROOM_4 (via edge)
Connection: ROOM_2 --> ROOM_5 (via joiner)
Connection: ROOM_2 --> ROOM_6 (via joiner)
Connection: ROOM_4 --> ROOM_7 (via edge)
Connection: ROOM_5 --> ROOM_9 (via joiner)
Connection: ROOM_5 --> ROOM_10 (via joiner)
Connection: ROOM_6 --> ROOM_11 (via joiner)
Connection: ROOM_6 --> ROOM_12 (via joiner)
Teleporter connection: ROOM_9 --> ROOM_15
--==| Make Quests |==--
Exit room: ROOM_7
Secret Exit: ROOM_10
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_5 (ROOM_4 -- ROOM_7)
Dividing QUEST_2 @ CONN_3 (ROOM_2 -- ROOM_5)
Dividing QUEST_3 @ CONN_2 (ROOM_2 -- ROOM_4)
Maximum of 3 switch goals.
Dividing QUEST_4 @ CONN_9 (ROOM_6 -- ROOM_12)
Start room: ROOM_1
Quest list:
QUEST_5 : svolume:255
QUEST_4 : svolume:56
QUEST_3 : svolume:94
QUEST_2 : svolume:315
QUEST_1 : svolume:74
Zone quota: 3
Zone list:
ZONE_2 : rooms:5 areas:39
ZONE_3 : rooms:3 areas:22
ZONE_1 : rooms:3 areas:24
Other Item quota : 4.00
--==| Build Rooms |==--
AREA_6 leads to nowhere. (6112, 5216)
--==| Auto Detail Report |==--
Total walkable volume: 795
Group walls tone down multiplier: 1
Total perimeter: 658
Plain walls tone down multiplier: 1
Loading wad-fab start/armaetus_v5_start1.wad / MAP01
MAP31: Adding Start_armaetus_v5_start1_hell from MAP01 in start/armaetus_v5_start1.wad
MAP31: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP31: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP31: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP31: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP31: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP31: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP31: Adding Stair_32_hell2 from MAP02 in stairs/stair_32.wad
MAP31: Adding Completely_nothing from MAP01 in misc/completely_nothing.wad
Loading wad-fab joiner/simple1.wad / MAP03
MAP31: Adding Joiner_simple1_wide_hell from MAP03 in joiner/simple1.wad
MAP31: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP31: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
Loading wad-fab joiner/key_2x2.wad / MAP01
MAP31: Adding Locked_2x2_red_hell from MAP01 in joiner/key_2x2.wad
MAP31: Adding Joiner_leap from MAP01 in joiner/gtd_leap_joiner.wad
MAP31: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP31: Adding Decor_pool_of_guts from MAP08 in decor/gtd_decor_hell.wad
MAP31: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP31: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP31: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP31: Adding Trap_simple1 from object in trap/trap1.wad
MAP31: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP31: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP31: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
Loading wad-fab joiner/gtd_fake_switch.wad / MAP02
MAP31: Adding Joiner_fake_switch_joiner_hell_trapped from MAP02 in joiner/gtd_fake_switch.wad
MAP31: Adding Joiner_remote_sw_metal from MAP01 in joiner/barred2.wad
MAP31: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP31: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP31: Adding Trap_simple1 from object in trap/trap1.wad
MAP31: Adding Stair_32_hell1 from MAP02 in stairs/stair_32.wad
MAP31: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP31: Adding Crate_small_wood3 from MAP10 in decor/crates2.wad
MAP31: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP31: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP31: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP31: Adding Pic_box_sp_face1 from MAP05 in picture/pic_box.wad
MAP31: Adding Item_cage_balcony from MAP01 in item/gtd_item_cage_balcony.wad
MAP31: Adding Stair_64_hell from MAP02 in stairs/stair_64.wad
MAP31: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Light_gtd_gothic_chandelier_alt from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Pic_box_marbfac4 from MAP01 in picture/pic_box.wad
MAP31: Adding Pic_box_woodskull from MAP04 in picture/pic_box.wad
MAP31: Adding Item_closet_guts from MAP01 in item/gtd_item_closet_hell.wad
MAP31: Adding Pic_crucified2 from MAP02 in picture/pic_box.wad
MAP31: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP31: Adding Item_secret_ledge_universal_flipped from MAP02 in item/secret_ledge.wad
MAP31: Adding Stair_32_hell3 from MAP02 in stairs/stair_32.wad
MAP31: Adding Ladder_thin from MAP03 in stairs/gtd_stair_ladder_128.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP02
MAP31: Adding Light_gtd_hell_skylight6 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP31: Adding Light_gtd_hell_skylight6 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP31: Adding Light_gtd_hell_skylight6 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP31: Adding Light_gtd_hell_skylight6 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP31: Adding Light_gtd_hell_skylight6 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP31: Adding Light_gtd_hell_skylight6 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP31: Adding Light_gtd_hell_skylight6 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP31: Adding Light_gtd_hell_skylight6 from MAP02 in decor/gtd_hell_ceil_light.wad
MAP31: Adding Trap_simple1 from object in trap/trap1.wad
MAP31: Adding Item_alcove_small_hell3 from MAP02 in item/alcove1.wad
MAP31: Adding Stair_long_1x2_hell1 from MAP02 in stairs/long_1x2.wad
MAP31: Adding Stair_long_1x2_hell1 from MAP02 in stairs/long_1x2.wad
MAP31: Adding Joiner_simplest from MAP01 in joiner/gtd_simplest.wad
Loading wad-fab joiner/secret2.wad / MAP03
MAP31: Adding Joiner_secret2_C2 from MAP03 in joiner/secret2.wad
Loading wad-fab exit/pillar2.wad / *
MAP31: Adding Exit_pillar2_secret from object in exit/pillar2.wad
MAP31: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Light_gtd_gothic_chandelier from MAP01 in decor/gtd_ceil_light_gothic.wad
MAP31: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
Loading wad-fab teleporter/sky_pad.wad / MAP01
MAP31: Adding Teleporter_sky_pad from MAP01 in teleporter/sky_pad.wad
MAP31: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP31: Adding Item_alcove_small_hell1 from MAP02 in item/alcove1.wad
MAP31: Adding Decor_water_fountain from MAP01 in decor/fountain.wad
Loading wad-fab decor/fountain.wad / MAP02
MAP31: Adding Decor_blood_fountain from MAP02 in decor/fountain.wad
MAP31: Adding Item_gtd_key_pedestal_hell from MAP03 in item/gtd_item_key_pedestal.wad
Loading wad-fab decor/ruins.wad / MAP01
MAP31: Adding Decor_hellruins1 from MAP01 in decor/ruins.wad
MAP31: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP31: Adding Trap_closet_hell from object in trap/gtd_trap_hell.wad
MAP31: Adding Teleporter_scionox_middeco_teleport from MAP01 in teleporter/scionox_middeco_teleport.wad
MAP31: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP31: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP31: Adding Decor_cage_n_corpses from MAP03 in decor/gtd_decor_hell.wad
MAP31: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP31: Adding Item_secret_niche1_hell from MAP01 in item/secret_niche.wad
MAP31: Adding Pic_box_gargoyles2 from MAP01 in picture/pic_box.wad
Loading wad-fab exit/closet1.wad / MAP02
MAP31: Adding Exit_closet1_trap from MAP02 in exit/closet1.wad
MAP31: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP31: Adding Pic_box_skinface from MAP05 in picture/pic_box.wad
MAP31: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
Loading wad-fab switch/niche2.wad / MAP02
MAP31: Adding Switch_niche22 from MAP02 in switch/niche2.wad
Loading wad-fab wall/torches.wad / MAP02
Loading wad-fab door/key_medium.wad / MAP01
Loading wad-fab door/key_medium.wad / MAP01
MAP31: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP31: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab window/gtd_window_cage.wad / MAP03
Loading wad-fab wall/cross.wad / MAP01
MAP31: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP31: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP31: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP31: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP31: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP31: Adding Depot_raise from MAP01 in misc/depot.wad
MAP31: Adding Depot_raise from MAP01 in misc/depot.wad
MAP31: Adding Depot_raise from MAP01 in misc/depot.wad
MAP31: Adding Skybox_garrett_hell from MAP01 in skybox/garrett_skybox_hell.wad
--==| Make Battles |==--
Giving weapon: launch
Giving weapon: chain
Giving weapon: shotty
Giving weapon: super
--==| Item Pickups |==--
DOOM CSG...
Removed 85139 dead regions (of 117199)
Swallowed 18081 brushes (of 85157)
WARNING: entity '43' is inside solid @ (4544,7552,144)
Filled 2926 gaps (of 24798 total)
WARNING: entity '43' is inside solid @ (4544,7552,144)
Lighting level...
Merged 6634 colinear lines
Rounded 10 square corners
Aligned 9523 textures
Level 32 title: Blast Through
~~~~~~| MAP32 |~~~~~~
Level seed: 18063242851
Styles =
{
ambushes = none
barrels = few
big_rooms = heaps
cages = rare
caves = none
cycles = heaps
dead_ends = some
doors = heaps
ex_floors = few
fences = none
hallways = none
islands = few
keys = heaps
lakes = few
liquids = few
outdoors = heaps
parks = none
pictures = few
porches = heaps
secrets = few
steepness = heaps
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = some
}
Liquid: lava (usage 25%)
Skybox: Skybox_garrett_hell
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_3
Growing ROOM_1 with [start_closet4 x 1].....
APPLIED rule: START_CLOSET_4x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_DIAGONAL_SIDE_BLOB
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET_SOLID
APPLIED rule: GROW_STAIRPAIR_5E
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_BLADED_CAP
APPLIED rule: GROW_2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_3
APPLIED rule: GROW_2
APPLIED rule: GROW_2
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_4x1
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_36_SINGLE_FORWARD_AREA
APPLIED rule: GROW_STAIRED_T
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_STAIR_2
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_2
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_LIQUID_ONE_SIDE
APPLIED rule: GROW_STAIR_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_LIQUID_MOAT_CORNER
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
Growing ROOM_2 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
Growing ROOM_1 with [filler x 30].....
Growing ROOM_2 with [smoother x 15].....
Growing ROOM_1 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
bbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbb
bbbbb/bb\bbbbbb/bb\bbbbb
bbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbb\/bbbbbbbbbbb
bbbbb\bbbbbbbbbbbb/bbbbb
bb bbbbbbbbbbbbbbbbbb bb
bbbb/bbbbbb/\bbbbbb\bbbb
bbbbb/bbbbbbbbbbbb\bbbbb
bb bbbbbbbbbbbbbbbbbb bb
bbbbbbbbbbbbbbbbbbbbbbbb
bb bbbbbbbbbbbbbbbbbb bb
bbbbbbbbbbbbbbbbbbbbbbbb
bbbbbbbbbbbbbbbbbbbbbbbb
aaaaaaaaabbbb
aaaaaaaaaaaaa
/aaaa aaaaaaaa
aaaaaaaaaaaaaaaaaa
aaaaaaa/aaaaaaaaaa
\aaa/aaaaaaaaaaa
aa/\aaaaaaaaaaa
aa \aaaaaaaaaa
aaaaaaaaaa
aaaaaaaaaa
/aaaaaaaaaa\
/aaaa/aaaaaaaaa
aaaaaa/ aaaaaaaaa
aaaaaa aaaaaaa/
aaaa aaaa/aa
aa aa/ aa
aa
Connection: ROOM_1 --> ROOM_2 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_2
Maximum of 3 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:535
Zone quota: 2
Zone list:
ZONE_1 : rooms:2 areas:63
Other Item quota : 6.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 535.5
Group walls tone down multiplier: 1
Total perimeter: 521
Plain walls tone down multiplier: 1
MAP32: Adding Decor_hellruins1 from MAP01 in decor/ruins.wad
MAP32: Adding Decor_frozsoul_097_water_pond1 from MAP01 in decor/frozsoul_097_ponds.wad
MAP32: Adding Decor_triple_bone_thing from MAP01 in decor/gtd_decor_hell.wad
MAP32: Adding Crate_small_woodmet from MAP11 in decor/crates2.wad
MAP32: Adding Decor_hellruins2 from MAP02 in decor/ruins.wad
MAP32: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP32: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP32: Adding Hell_pillar from MAP02 in decor/crates1.wad
MAP32: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP32: Adding Decor_blood_fountain from MAP02 in decor/fountain.wad
MAP32: Adding Start_armaetus_start_center_pillar_hell from MAP01 in start/armaetus_start1.wad
MAP32: Adding Item_closet_hellish_alcove from MAP02 in item/gtd_item_closet_hell.wad
MAP32: Adding Pic_armaetus_hell_impaled_guys from MAP01 in picture/armaetus_pic_hell_impaled_guys.wad
MAP32: Adding Item_closet_hellish_furnace from MAP03 in item/gtd_item_closet_hell.wad
MAP32: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP32: Adding Pic_armaetus_waterfountain from MAP01 in picture/armaetus_pic_waterfountain.wad
MAP32: Adding Pic_armaetus_hell_impaled_guys from MAP01 in picture/armaetus_pic_hell_impaled_guys.wad
MAP32: Adding Pic_armaetus_hell_cages2 from MAP02 in picture/armaetus_pic_hell_cages.wad
MAP32: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP32: Adding Item_alcove_small_hell2 from MAP02 in item/alcove1.wad
MAP32: Adding Pic_armaetus_hell_cages2 from MAP02 in picture/armaetus_pic_hell_cages.wad
MAP32: Adding Pic_armaetus_waterfountain from MAP01 in picture/armaetus_pic_waterfountain.wad
MAP32: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP32: Adding Pic_hell_alcove_window from MAP03 in picture/gtd_pic_hell_alcoves.wad
MAP32: Adding Stair_long_1x2_hell1 from MAP02 in stairs/long_1x2.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP32: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP32: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP32: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP32: Adding Joiner_simple1_wide_hell from MAP03 in joiner/simple1.wad
MAP32: Adding Decor_pentagram_pedestal from MAP07 in decor/gtd_decor_hell.wad
MAP32: Adding Decor_garrett_hell_small_pillar from MAP01 in decor/garrett_decor_hell_small_pillar.wad
MAP32: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP32: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
Loading wad-fab decor/armaetus_hell_puddle.wad / MAP01
MAP32: Adding Decor_armaetus_hell_puddle from MAP01 in decor/armaetus_hell_puddle.wad
MAP32: Adding Decor_armaetus_hell_puddle from MAP01 in decor/armaetus_hell_puddle.wad
MAP32: Adding Decor_vineruins1 from MAP01 in decor/ruins.wad
MAP32: Adding Decor_vineruins1 from MAP01 in decor/ruins.wad
MAP32: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP32: Adding Decor_hell_gazebo from MAP04 in decor/gtd_decor_hell.wad
MAP32: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP32: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP32: Adding Decor_hellruins3 from MAP03 in decor/ruins.wad
MAP32: Adding Decor_hellruins3 from MAP03 in decor/ruins.wad
Loading wad-fab decor/gtd_hell_ceil_light.wad / MAP03
MAP32: Adding Light_gtd_hell_lantern_square5 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP32: Adding Light_gtd_hell_lantern_square5 from MAP03 in decor/gtd_hell_ceil_light.wad
MAP32: Adding Decor_vineruins1 from MAP01 in decor/ruins.wad
MAP32: Adding Decor_vineruins1 from MAP01 in decor/ruins.wad
MAP32: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP32: Adding Hell_small_bodies1 from MAP02 in decor/helldecor.wad
MAP32: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP32: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP32: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP32: Adding Decor_hellgore6 from MAP06 in decor/hellgore.wad
MAP32: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP32: Adding Exit_immersive_point_exit2 from MAP02 in exit/gtd_generic_immersive_point_exit.wad
MAP32: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP32: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP32: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP32: Adding Item_weapon_case from MAP01 in item/gtd_item_crates.wad
MAP32: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP32: Adding Hell_pillar2 from MAP02 in decor/crates1.wad
MAP32: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP32: Adding Decor_candle_altar from MAP09 in decor/gtd_decor_hell.wad
MAP32: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP32: Adding Decor_armaetus_crufiied_pillar_1 from MAP01 in decor/armaetus_crucified.wad
MAP32: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP32: Adding Pic_armaetus_waterfountain from MAP01 in picture/armaetus_pic_waterfountain.wad
MAP32: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP32: Adding Item_closet_w_door_hell from MAP01 in item/closet.wad
MAP32: Adding Pic_hell_alcove_window from MAP03 in picture/gtd_pic_hell_alcoves.wad
MAP32: Adding Pic_hell_alcove_furnace from MAP02 in picture/gtd_pic_hell_alcoves.wad
MAP32: Adding Pic_hell_alcove_tomb from MAP01 in picture/gtd_pic_hell_alcoves.wad
MAP32: Adding Pic_armaetus_hell_cages from MAP01 in picture/armaetus_pic_hell_cages.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP32: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
MAP32: Adding Sidewalk_16_gothic from MAP01 in stairs/sidewalk_16.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab stairs/wide_3x1.wad / MAP02
MAP32: Adding Stair_wide_3x1_torch_eye from MAP02 in stairs/wide_3x1.wad
MAP32: Adding Stair_wide_3x1_torch_eye from MAP02 in stairs/wide_3x1.wad
MAP32: Adding Stair_wide_3x1_torch_eye from MAP02 in stairs/wide_3x1.wad
MAP32: Adding Stair_wide_3x1_torch_eye from MAP02 in stairs/wide_3x1.wad
MAP32: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP32: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP32: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Post_gothic_1 from MAP03 in fence/posts.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Post_gothic_1 from MAP03 in fence/posts.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Fence_pillar from MAP01 in fence/gtd_pillar.wad
MAP32: Adding Skybox_garrett_hell from MAP01 in skybox/garrett_skybox_hell.wad
--==| Make Battles |==--
Giving weapon: plasma
Giving weapon: bfg
Giving weapon: launch
Giving weapon: chain
Giving weapon: shotty
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 45386 dead regions (of 64039)
Swallowed 8831 brushes (of 45402)
Filled 4 gaps (of 11846 total)
Lighting level...
Merged 4026 colinear lines
Rounded 0 square corners
Aligned 5443 textures
Merging WAD sections from: games/doom/data/doom_falls.wad
Opened WAD file: games/doom/data/doom_falls.wad
Closed WAD file
Merging WAD sections from: games/doom/data/lift_flat.wad
Opened WAD file: games/doom/data/lift_flat.wad
Closed WAD file
Merging WAD sections from: games/doom/data/metal_step.wad
Opened WAD file: games/doom/data/metal_step.wad
Closed WAD file
Merging WAD sections from: games/doom/data/vine_dude.wad
Opened WAD file: games/doom/data/vine_dude.wad
Closed WAD file
Merging WAD sections from: games/doom/data/logos.wad
Opened WAD file: games/doom/data/logos.wad
Closed WAD file
Merging WAD sections from: games/doom/data/invisible_wall.wad
Opened WAD file: games/doom/data/invisible_wall.wad
Closed WAD file
Merging WAD sections from: games/doom/data/freedoom_face.wad
Opened WAD file: games/doom/data/freedoom_face.wad
Closed WAD file
--== ZDoom: Story generator ==--
You are slowly drawn to a mysterious source of energy
as you progress and notice the continued flow of demons
into the fray. There must be an entrance to hell nearby...
Hell's commanders went through great efforts to guard this portal
to hell. You slip through to find yourself in a new place, in which
the source of the demonic invasion seems to originate from...
The wind blows by with a scent of sulfur. Ahead, you spot
something terrifying: an effigy of hell. The monument is of
twisted human corpses, sewn together to create a totem. It
suddenly catches a blue fire and you hear a voice.
_SPACE
'I am Elku the Fanatic. We are legion. We do not forgive.'
The voice disappears as with the totem.
As a critical hit falls upon the demon's body, Elku
stutters. 'This is not how it ends, mortal! I will return
and feast upon your soul!'
_SPACE
The creature quickly steps into a newly opened portal behind
it, and dissipates.
Elku escapes your grasp, but it is scarred forever.
The wind blows by with a scent of sulfur. Ahead, you spot
something terrifying: an effigy of hell. The monument is of
twisted human corpses, sewn together to create a totem. It
suddenly catches a blue fire and you hear a voice.
_SPACE
'I am Medusa the Breaker. We are legion. We do not forgive.'
The voice disappears as with the totem.
As a critical hit falls upon the demon's body, Medusa
stutters. 'This is not how it ends, mortal! I will return
and feast upon your soul!'
_SPACE
The creature quickly steps into a newly opened portal behind
it, and dissipates.
Medusa escapes your grasp, but it is scarred forever.
You tirelessly battle against waves upon waves of
seemingly infinite hellspawn.
_SPACE
Your tracker informs you a secret point of interest
may exist nearby...
You have found a secret zone!
It seems the hellspawn have barricaded
themselves within its confines
with the expectation of safety.
_SPACE
You are about to prove them otherwise.
It seems this secret trail goes further than expected.
It is time to finish this once and for all and eradicate
this hidden pocket of hellish infestation.
Let's be serious, are you really exiting already?
There's always more where this comes from! ObAddon never forgets!
You may be leaving but Hell's legions will never rest. You'll be back.
Maybe you should hit Escape before I put this shotgun barrel where the sun don't shine.
Just leave. This is just more monsters and levels here. What a heap of shit.
Don't quit just yet, we're just wasting your time with this quit message!
THIS IS A MESSAGE! Not intentionally left blank.
Are you kidding me? Get the fuck out already.
Come on already, there's plenty more to do in this generated mapset!
The Randomly Generated Beast will come back for more, namely you.
Bricks, Tech Bases, Hellfire, we have it all!
Why would you ever want to exit out of here?
Doomguy loves his coffee like he likes his metal: Black and harsh.
A bat? Nah, I'd think a chainsaw would fare better nowadays.
In a perfect world.. Oh wait, no there is no perfect world with sunshine and unicorn farts.
Subscribe to... no, I am not going to do that here too.
Oblige is love, Oblige is life.
Are you sure you want to exit out of the game?
Press Y to burn bridges, press N to maintain relations.
When you return, a gang of Imps and Barons are going to take turns on your ass.
Do you really wish to leave the world at the mercy of Hellspawn?
Catch me if you can, I'm the quit message man!
So, is this a joke? Are you staying or leaving?
Oh, is that all? I guess I'll just throw more monsters at you when you return.
Doom is like a box of crackers, you get to add things to suit your tastes or just have it plain.
The Icon of Sin will always be your source of misery.
Hold up, are you just going to leave like this?
We're still going to be here, just go. It may not be as nice when you come back.
There's a special place in Hell for those that quit too soon.
Sgt. Shooter and Vanth the Anathema thought that you'd be just as weak as anticipated to quit so soon.
That's too bad, perhaps Vanth the Anathema should make you their bitch for considering quitting?
Sgt. Shooter is disappointed in you. Hit N now or face retribution.
He who is not bold enough to be stared at from across the abyss is not bold enough to stare into it himself.
Is that a a MAPINFO lump in your possession? I'm pretty sure that's for Doomguy..
That an inscripted bust of Razorfist isn't going to do you any good. It's destined for Doomguy if he finds it.
Maybe you should be dumped off in Collection of Corpses, see how you fare.
In the end, there is only death, chaos and more death. And cookies.
Remember, a good demon is a dead one. Make that happen!
Heroes, press N. Wimps, press Y.
Go ahead, leave. Oblige will be back with even more demons...
Sgt. Shooter is not pleased.
There's a lot of bullshit going on these days. Don't just add to the pile and quit like this.
Meh, is that it? Am I supposed to appease you with something?
There just isn't anything to keep you from hitting Y, is there?
ObAddon demands the purging of more demons!
The will to survive is as long as you do not quit out of the game.
Vanth needs another hobby than to torture your dumb ass from quitting.
Are you quitting because you realized no matter how much hellspawn you mow down, Oblige will just give you more?
Sgt. Shooter wants to know you're quitting from an Oblige map. :( Unless you just finished it all. :D
The price of freedom is eternal vigilance. The price of Oblige is eternal demonic invasions. And you're giving up?
You wouldn't download a car, but you would quit a demonic invasion?
Never gonna give you up, never gonna let you down, never gonna run and leave you without a fresh new megawad.
At least when the demons slaughter anyone, it's regardless of gender, race, or creed.
You can win Oblige, you just have to defeat a 64-bit permutation of maps and each variation per seed by changed setting to do so.
You want demons? We can give you more demons than there are stars in the observable universe.
Don't worry about infinite hellspawn. Do what you love, and you'll never work a day in your life.
A dimensional shambler is, indeed, waiting in your operating system. It was ObAddon all along.
My map generator brings all the linedefs to the yard.
'You shouldn't stop playing Doom.' definitely said by Voltaire.
Are you taking the blue pill?
The prophet Nostradamus predicted the dead would rise when there is no more room in hell. He didn't predict Oblige would be generating new rooms.
You probably noticed by now that every time quit messages show up, you're forced to agree with the statement when you quit by choosing 'yes'.
Thanos needs two fingers to erase half the universe. Oblige builds a whole with only one.
ObAddon is always improving. Stop by our Discord server, talk to the denizens and report bugs to us there!
Visit https://caligari87.github.io/ObAddon/ for updates!
If you're quitting because something might be broken, please supply screenshots and preferably your LOG file when reporting.
ObAddon is for the adventurous. Are you? Join us and contribute ideas and works! ObAddon is a community project!
Was this not big enough? Try jacking up the Max Level Size or Upper Bound in settings to Colossal, Gargantuan or Transcendent.
If you are reporting an error and already closed OBLIGE, do NOT reopen the program as it will wipe the LOGS.TXT file clean! Open it via a text editor.
Map sizes too big? Reduce the Map Size or Upper Bound size if using Mix It Up.
Gargantuan or Transcendent maps looking like Minecraft Far Lands? Please keep Auto Detail on, not much else can be done about that, stupid Doom Engine limits.
In 1998, the Undertaker threw Mankind off Hell in a Cell and plummeted 16ft. through an announcer's table.
By exiting, you are agreeing to subscribe to Cat Facts.
Sewerage is important but HVAC systems is importanter.
Merging WAD sections from: data/loading/loading_screens.wad
Opened WAD file: data/loading/loading_screens.wad
Closed WAD file
--==| Script Manager |==--
~~~~~~ Finished Making Levels ~~~~~~
Writing WAD directory
Closed WAD file
GLBSP: Opened PWAD file : G:\doom\wads\2019-10-1-call_of_slime.tmp
GLBSP:
GLBSP: Building normal and GL nodes on MAP01
GLBSP: Building normal and GL nodes on MAP02
GLBSP: Building normal and GL nodes on MAP03
GLBSP: Building normal and GL nodes on MAP04
GLBSP: Building normal and GL nodes on MAP05
GLBSP: Building normal and GL nodes on MAP06
GLBSP: Building normal and GL nodes on MAP07
GLBSP: Building normal and GL nodes on MAP08
GLBSP: Building normal and GL nodes on MAP09
GLBSP: Building normal and GL nodes on MAP10
GLBSP: Building normal and GL nodes on MAP11
GLBSP: Building normal and GL nodes on MAP12
GLBSP: Building normal and GL nodes on MAP13
GLBSP: Building normal and GL nodes on MAP14
GLBSP: Building normal and GL nodes on MAP15
GLBSP: Building normal and GL nodes on MAP16
GLBSP: Building normal and GL nodes on MAP17
GLBSP: Building normal and GL nodes on MAP18
GLBSP: Building normal and GL nodes on MAP19
GLBSP: Building normal and GL nodes on MAP20
GLBSP: Building normal and GL nodes on MAP21
GLBSP: Building normal and GL nodes on MAP22
GLBSP: Building normal and GL nodes on MAP23
GLBSP: Building normal and GL nodes on MAP24
GLBSP: Building normal and GL nodes on MAP25
GLBSP: Building normal and GL nodes on MAP26
GLBSP: Building normal and GL nodes on MAP27
GLBSP: Building normal and GL nodes on MAP28
GLBSP: Building normal and GL nodes on MAP29
GLBSP: Building normal and GL nodes on MAP30
GLBSP: Building normal and GL nodes on MAP31
GLBSP: Building normal and GL nodes on MAP32
GLBSP:
GLBSP: Saving WAD as G:\doom\wads\2019-10-1-call_of_slime.wad
GLBSP:
GLBSP: Total serious warnings: 0
GLBSP: Total minor warnings: 49
GLBSP:
GLBSP: *** Problem Report ***
GLBSP: POTENTIAL FAILURES. The following levels should work in a
modern Doom port, but may fail (or even crash) in older ports.
GLBSP: MAP02 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP03 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP04 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP06 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP07 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP08 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP08 : GLBSP: Number of Segs overflowed the original limit.
GLBSP: MAP10 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP11 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP12 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP13 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP14 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP15 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP16 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP17 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP18 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP19 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP20 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP21 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP22 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP22 : GLBSP: Number of Segs overflowed the original limit.
GLBSP: MAP22 : GLBSP: Number of Sidedefs overflowed the original limit
GLBSP: MAP23 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP24 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP25 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP25 : GLBSP: Number of Segs overflowed the original limit.
GLBSP: MAP26 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP27 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP28 : GLBSP: Number of Sidedefs overflowed the original limit
GLBSP: MAP29 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP30 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP: MAP31 : GLBSP: Number of GL segs overflowed the original limit.
GLBSP:
GLBSP: V5 FORMAT UPGRADES. The following levels require a Doom port
which supports V5 GL-Nodes, otherwise they will fail (or crash).
GLBSP: ZDBSP FORMAT has also been used for regular nodes.
GLBSP: MAP28 : Number of GL segs overflowed the limit.
GLBSP:
End of problem report.
Saving options file...
DONE.
TOTAL TIME: 363.16 seconds
Saving config file...
DONE.
Created WAD file: G:\doom\wads\2019-10-1-the_broken_plateau.wad
~~~~~~~ Making Levels ~~~~~~~
-- ObAddon (C) 2018-2019
-- MsrSgtShooterPerson
-- Armaetus
-- Garrett
-- Caligari87
-- Frozsoul
-- Simon-v
-- Beed28
-- Craneo
-- MogWaltz
-- EpicTyphlosion
-- Tapwave
-- Swedra
-- Demios
-- https://github.com/caligari87/ObAddon/
seed = 766032241
---- Game Settings ----
game = doom2
engine = gzdoom
length = game
theme = original
---- Architecture ----
size = small
streets_mode = no
linear_mode = none
outdoors = mixed
caves = mixed
liquids = mixed
hallways = mixed
teleporters = mixed
steepness = mixed
prebuilt_levels = no
procedural_gotchas = all
layout_absurdity = none
zdoom_vista = enable
zdoom_skybox = themed
---- Monsters ----
mons = scarce
mix_it_up_upper_range = heaps
mix_it_up_lower_range = scarce
strength = medium
ramp_up = medium
mon_variety = mixed
bosses = medium
traps = mixed
trap_style = default
trap_strength = normal
cages = rare
secret_monsters = no
quiet_start = no
---- Pickups ----
health = heaps
ammo = heaps
weapons = normal
items = heaps
secrets = mixed
---- Other Modules ----
@armaetus_epic_textures = 0
@debugger = 0
@doom_mon_control = 0
@doom_weapon_control = 0
@export_map = 0
@fireblu_mode = 0
@harder_enemy = 0
@level_control = 1
mixin_type = normal
level_upper_bound = small
level_lower_bound = micro
level_size_ramp_factor = 1
@megawad_swapper = 0
@misc = 1
pistol_starts = yes
alt_starts = no
big_rooms = mixed
room_heights = mixed
parks = mixed
natural_parks = mixed
park_detail = mixed
windows = mixed
passable_windows = not_on_vistas
symmetry = mixed
beams = mixed
fences = mixed
porches = mixed
scenics = mixed
corner_style = random
liquid_sinks = not_damaging
darkness = mixed
brightness_offset = +1
barrels = mixed
doors = mixed
keys = mixed
switches = mixed
road_markings = yes
street_traffic = mixed
exit_signs = yes
linear_start = yes
dead_ends = some
live_minimap = room
@modded_game_extras = 0
@music_swapper = 0
@prefab_control = 1
autodetail = on
point_prob = fab_default
wall_prob = fab_default
@procedural_gotcha = 1
gotcha_strength = none
gotcha_qty = 50
@sky_generator = 1
force_hill_params = hp_random
influence_map_darkness = no
force_hills = hs_random
force_sky = sky_day
@small_spiderdemon = 1
@stealth_mons = 0
@universal_intermissions = 1
@zdoom_marines = 0
@zdoom_specials = 1
generic_intermusic = $MUSIC_READ_M
fog_generator = per_sky_gen
dynamic_lights = yes
fog_env = outdoor
custom_quit_messages = yes
no_intermission = no
episode_selection = no
fog_affects_sky = yes
story_generator = proc
mapinfo_music_shuffler = yes
fog_intensity = subtle
-- END --
Merging WAD sections from: uidata/graphics.wad
Opened WAD file: uidata/graphics.wad
Closed WAD file
--== ZDoom Special Addons module active ==--
Loading prefabs from: 'games/doom/fabs'
OK
Grower_preprocess_grammar...
414 rules loaded!
Sky generator:
Forced sky: sky_day
1 = BROWNISH_CLOUDS
+ BROWN_HILLS
Forced sky: sky_day
2 = ORANGE_CLOUDS
+ DARKBROWN_HILLS
Forced sky: sky_day
3 = GREEN_CLOUDS
+ HELL_HILLS
Theme for level MAP01 = tech
Theme for level MAP02 = tech
Theme for level MAP03 = tech
Theme for level MAP04 = tech
Theme for level MAP05 = tech
Theme for level MAP06 = tech
Theme for level MAP07 = tech
Theme for level MAP08 = tech
Theme for level MAP09 = tech
Theme for level MAP10 = tech
Theme for level MAP11 = tech
Theme for level MAP12 = urban
Theme for level MAP13 = urban
Theme for level MAP14 = urban
Theme for level MAP15 = urban
Theme for level MAP16 = urban
Theme for level MAP17 = urban
Theme for level MAP18 = urban
Theme for level MAP19 = urban
Theme for level MAP20 = urban
Theme for level MAP21 = hell
Theme for level MAP22 = hell
Theme for level MAP23 = hell
Theme for level MAP24 = hell
Theme for level MAP25 = hell
Theme for level MAP26 = hell
Theme for level MAP27 = hell
Theme for level MAP28 = hell
Theme for level MAP29 = hell
Theme for level MAP30 = hell
Theme for level MAP31 = hell
Theme for level MAP32 = hell
Special levels:
none
Initial size for MAP01: 30
Initial size for MAP02: 30
Initial size for MAP03: 30
Initial size for MAP04: 30
Initial size for MAP05: 30
Initial size for MAP06: 30
Initial size for MAP07: 30
Initial size for MAP08: 30
Initial size for MAP09: 30
Initial size for MAP10: 30
Initial size for MAP11: 30
Initial size for MAP12: 30
Initial size for MAP13: 30
Initial size for MAP14: 30
Initial size for MAP15: 30
Initial size for MAP16: 30
Initial size for MAP17: 30
Initial size for MAP18: 30
Initial size for MAP19: 30
Initial size for MAP20: 30
Initial size for MAP21: 30
Initial size for MAP22: 30
Initial size for MAP23: 30
Initial size for MAP24: 30
Initial size for MAP25: 30
Initial size for MAP26: 30
Initial size for MAP27: 30
Initial size for MAP28: 30
Initial size for MAP29: 30
Initial size for MAP30: 30
Initial size for MAP31: 30
Initial size for MAP32: 30
Game title: The Broken Plateau
Game sub-title: Not Your Typical Doomworld WAD
Episode 1 title: The Desert of Bourratar
Episode 2 title: Attack on Moundbeach
Episode 3 title: Drowning in Adversity
Level 1 title: Do Panic
~~~~~~| MAP01 |~~~~~~
Level seed: 27577160676
Styles =
{
ambushes = none
barrels = some
big_rooms = heaps
cages = rare
caves = none
cycles = some
dead_ends = some
doors = heaps
ex_floors = some
fences = few
hallways = none
islands = few
keys = none
lakes = few
liquids = none
outdoors = some
parks = none
pictures = some
porches = some
secrets = some
steepness = some
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = heaps
}
Liquid: skipped for level (by style).
Skybox: Skybox_generic
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_3
APPLIED rule: GROW_2
APPLIED rule: GROW_4
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_3x2
Growing ROOM_1 with [square_out x 4].....
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET_SOLID
APPLIED rule: GROW_4
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_36_DOUBLE_AREA
APPLIED rule: GROW_WIDE_SPACE_DEPRESSION
APPLIED rule: GROW_HALF_C_STAIR
APPLIED rule: GROW_3
APPLIED rule: GROW_BEND
APPLIED rule: GROW_2
APPLIED rule: GROW_WIDE_SPACE_2X12_SIDEWAYS
APPLIED rule: GROW_36_SINGLE_AREA
APPLIED rule: GROW_EXTRUSION_4X4
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_DIAGONAL_STALK
APPLIED rule: GROW_GATED_RAMP
APPLIED rule: GROW_EXTRUSION_SINK
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_2 with [sprout x 50].....
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_2 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
Seed Map:
BB BB BBB BBB BB BB
BBBBBBBBBB BBBBBBBBBB
BBBBB\BBBB BBBB/BBBBB
BBBBB \BBB\ /BBB/ BBBBB
BBBBB \BBB\ /BBB/ BBBBB
BBBBBBB BBBB\ /BBBB BBBBBBB
BBBBBBBBBBBBBB BBBBBBBBBBBBBB
BBBBBBBBBBBBBB BBBBBBBBBBBBBB
BBBBBBBBBBBBBBB BBBBBBBBBBBBBBB
BBBBBBBBBBBBBBB BBBBBBBBBBBBBBB
BBB AAAAAAA AAAAAAA AAAAAAA BBB
BBAAAAAAAAAAAAAAAAAAAAAAAAABB
BBBAAAAAAAAAAAAAAAAAAAAAAAAABBB
BBBAAAAAAAA AAAAAAA AAAAAAAABBB
BBBBAAAAAAAAAAAAAAAAAAAAAAABBBB
BBBAABBBBBBAAAAAAABBBBBBAABBB
BBBAABBBBBBAAAAAAABBBBBBAABBB
BB BB BBBBAAAAAAABBBB BB BB
BBBBBBBBBBBBBAAABBBBBBBBBBBBB
BBBBBBBBBBBBBAAABBBBBBBBBBBBB
BBBBBBBBBBBBBAAABBBBBBBBBBBBB
BBBB\BBBBBBBBBBBBBBBBBBB/BBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBB
/BBBBBB BB BBBBB BB BBBBBB\
/BBBBBBBBBBBBBBBBBBBBBBBBBBB\
BBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBBBBBBBBBBBBBBBBBBBBBBBBBBB
BBBB/BBBBBBBBB BBBBBBBBB\BBBB
BBBB BBBBBB BBBBBB BBBB
BBBBB BBBBBB BBBBBB BBBBB
BBBBB BBB BB B B BB BBB BBBBB
BBB BBBBBBBB BBBBBBBB BBB
BB BBBBBBBB BBBBBBBB BB
BB BBBB BBBB BB
BBBB BBBB
Connection: ROOM_1 --> ROOM_2 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_2
Maximum of 0 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:861
Zone quota: 4
Zone list:
ZONE_1 : rooms:2 areas:80
Other Item quota : 8.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 861
Group walls tone down multiplier: 1
Total perimeter: 557
Plain walls tone down multiplier: 1
Loading wad-fab decor/crates1.wad / MAP02
MAP01: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP01: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP01: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech_red from MAP02 in decor/ceil_light.wad
Loading wad-fab picture/pic_box.wad / MAP09
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab start/gtd_generic_immersive_start.wad / MAP01
MAP01: Adding Start_generic_immersive_start from MAP01 in start/gtd_generic_immersive_start.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP13
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP13
MAP01: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/beed28_broken_door.wad / MAP02
MAP01: Adding Pic_beed28_broken_door2 from MAP02 in picture/beed28_broken_door.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP01: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
Loading wad-fab item/gtd_item_closet_simple.wad / MAP03
MAP01: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP01: Adding Item_alcove_small_general3 from MAP02 in item/alcove1.wad
MAP01: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP01: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_tech_wallmachines.wad / MAP03
MAP01: Adding Pic_computer_pull_rack_thingies from MAP03 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab stairs/sidewalk_8.wad / MAP01
MAP01: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP01: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
MAP01: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP01: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
Loading wad-fab decor/exit_sign.wad / MAP01
MAP01: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP01: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/gtd_3d_joiners.wad / MAP02
MAP01: Adding Joiner_gtd_3D_joiner_side_lift_1 from MAP02 in joiner/gtd_3d_joiners.wad
Loading wad-fab decor/crates1.wad / MAP02
MAP01: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP01: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_decor_outdoor_machines.wad / MAP03
MAP01: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP01: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP01: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP01: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_tech_complockers.wad / MAP01
MAP01: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP01: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP01: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP01: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
Loading wad-fab decor/gtd_decor.wad / MAP05
MAP01: Adding Decor_computer_tall from MAP05 in decor/gtd_decor.wad
MAP01: Adding Decor_computer_tall from MAP05 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor.wad / MAP07
MAP01: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
MAP01: Adding Decor_open_pipe from MAP07 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor.wad / MAP04
MAP01: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
MAP01: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
Loading wad-fab decor/crates1.wad / MAP03
MAP01: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP01: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
Loading wad-fab decor/carpets.wad / MAP01
MAP01: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP01: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
Loading wad-fab decor/gtd_decor.wad / MAP06
MAP01: Adding Decor_server_rack from MAP06 in decor/gtd_decor.wad
MAP01: Adding Decor_server_rack from MAP06 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP02
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP01: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP01: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
Loading wad-fab item/secret_niche.wad / MAP01
MAP01: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
Loading wad-fab picture/gtd_pic_tech_wallmachines.wad / MAP02
MAP01: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_rooftop_stuff.wad / MAP01
MAP01: Adding Pic_HVAC_unit from MAP01 in picture/gtd_pic_rooftop_stuff.wad
Loading wad-fab picture/pic_box.wad / MAP12
MAP01: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
Loading wad-fab picture/pic_box.wad / MAP10
MAP01: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_tech_controlroom.wad / MAP01
MAP01: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
Loading wad-fab picture/gtd_pic_tech_wallmachines.wad / MAP01
MAP01: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP01: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP01: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP01: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab picture/gtd_pic_tech_controlroom.wad / MAP01
MAP01: Adding Pic_control_room_small_monitors from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP01: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP01: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
MAP01: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
Loading wad-fab item/secret_cage.wad / *
MAP01: Adding Item_secret_cage from object in item/secret_cage.wad
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP01: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP01: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP01: Adding Pic_box_silver3 from MAP12 in picture/pic_box.wad
Loading wad-fab exit/closet2.wad / *
MAP01: Adding Exit_closet2 from object in exit/closet2.wad
Loading wad-fab picture/pic_box.wad / MAP11
MAP01: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
MAP01: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP01: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP01: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab stairs/gtd_lift_disguised_128.wad / MAP01
LACKING MATERIAL : SW1STARG
MAP01: Adding Lift_gtd_disguised_128 from MAP01 in stairs/gtd_lift_disguised_128.wad
MAP01: Adding Lift_gtd_disguised_128 from MAP01 in stairs/gtd_lift_disguised_128.wad
Loading wad-fab stairs/wide_3x1.wad / MAP02
MAP01: Adding Stair_wide_3x1_torch_tech from MAP02 in stairs/wide_3x1.wad
MAP01: Adding Stair_wide_3x1_torch_tech from MAP02 in stairs/wide_3x1.wad
MAP01: Adding Stair_wide_3x1_torch_tech from MAP02 in stairs/wide_3x1.wad
MAP01: Adding Stair_wide_3x1_torch_tech from MAP02 in stairs/wide_3x1.wad
Loading wad-fab stairs/sidewalk_16.wad / MAP01
MAP01: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP01: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP01: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP01: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP01: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP01: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP01: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP01: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
Loading wad-fab wall/gtd_wall.wad / MAP03
Loading wad-fab wall/gtd_wall.wad / MAP08
Loading wad-fab fence/beam.wad / MAP03
Loading wad-fab wall/gtd_wall.wad / MAP02
Loading wad-fab wall/gtd_wall.wad / MAP04
Loading wad-fab wall/gtd_wall.wad / MAP09
Loading wad-fab wall/wall_16.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP01
Loading wad-fab wall/gtd_wall_ribbed_light_set.wad / MAP01
Loading wad-fab wall/gtd_wall.wad / MAP01
Loading wad-fab fence/beam_quakeish.wad / MAP01
Loading wad-fab wall/gtd_wall.wad / MAP05
Loading wad-fab wall/gtd_wall.wad / MAP06
Loading wad-fab fence/fence_16.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP03
Loading wad-fab wall/gtd_wall_infestation.wad / MAP01
Loading wad-fab wall/torches.wad / MAP02
Loading wad-fab wall/gtd_wall_infestation.wad / MAP03
Loading wad-fab wall/gtd_wall_infestation.wad / MAP02
Loading wad-fab wall/gtd_wall_generic_beamed_inset.wad / MAP01
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP03
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP01
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP02
Loading wad-fab wall/gtd_wall_sewer_set.wad / MAP04
Loading wad-fab wall/gtd_outwall_tech.wad / MAP03
Loading wad-fab wall/gtd_outwall_tech.wad / MAP02
Loading wad-fab wall/gtd_outwall_tech.wad / MAP04
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP04
Loading wad-fab wall/gtd_outwall_tech.wad / MAP01
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP01
Loading wad-fab wall/gtd_wall_set2.wad / MAP06
Loading wad-fab wall/gtd_wall_set2.wad / MAP05
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP03
Loading wad-fab wall/gtd_wall_tech_overhangs.wad / MAP02
Loading wad-fab wall/wall_16.wad / MAP02
Loading wad-fab fence/gtd_pillar.wad / MAP02
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP01: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
Loading wad-fab skybox/gtd_generic_sky.wad / MAP01
MAP01: Adding Skybox_generic from MAP01 in skybox/gtd_generic_sky.wad
--==| Make Battles |==--
Giving weapon: shotty
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
Removed 82720 dead regions (of 113628)
Swallowed 19016 brushes (of 82728)
Filled 12815 gaps (of 25761 total)
Lighting level...
Merged 6209 colinear lines
Rounded 0 square corners
Aligned 7149 textures
Level 2 title: Screamin' Marines
~~~~~~| MAP02 |~~~~~~
Level seed: 27577160677
Styles =
{
ambushes = none
barrels = some
big_rooms = heaps
cages = rare
caves = none
cycles = some
dead_ends = some
doors = heaps
ex_floors = some
fences = none
hallways = none
islands = few
keys = few
lakes = few
liquids = none
outdoors = few
parks = none
pictures = few
porches = some
secrets = heaps
steepness = some
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = heaps
}
Liquid: skipped for level (by style).
Skybox: Skybox_generic
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_4x2
Growing ROOM_1 with [square_out x 3].....
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_STAIRED_L
APPLIED rule: GROW_CAGE_DOOM_MAP01
APPLIED rule: GROW_HALF_C
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_3
APPLIED rule: GROW_3
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_3
APPLIED rule: GROW_3
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA
APPLIED rule: GROW_STAIR_2
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_BEND
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_2
APPLIED rule: GROW_3
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_2
APPLIED rule: GROW_BEND
APPLIED rule: GROW_SQUEEZE_EVEN_MORE_STAIRCASE
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_STAIRCASE
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_INTO_CLIFF_TALL
APPLIED rule: GROW_STAIR_3
'OH SHIT HERE WE GO AGAIN', says ROOM 2 before he was violently gunned down by the Linear Mode thugz...
Killing 2
Growing ROOM_3 with [grow x 50].....
APPLIED rule: GROW_3
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_EVEN_MORE_STAIRCASE
APPLIED rule: GROW_EXTRUSION_4X6
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_CLIFF_EXTENSION_UP_WE_GO
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2
APPLIED rule: GROW_2
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_DIAGONAL_L_CATWALK
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_3
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_BLOB_1
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_EVEN_MORE_STAIRCASE
APPLIED rule: GROW_PILLAR_BEAN
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [square_out x 38].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
Growing ROOM_3 with [decorate x 15].....
APPLIED rule: DECORATE_CAGE_2
Growing ROOM_3 with [cage_grow x 1].....
APPLIED rule: AUX_CAGE_GROW1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x2
Seed Map:
CCC CCCCCCCC CCCCCCCC CCC
CCCC CCCC CCC \CCC CCC/ CCC CCCC CCCC
CCCC CCCC CCC\ CCC CCC /CCC CCCC CCCC
CCCC CC CCCCCCCCCCCCCCCCC CC CCCC
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCC CCCCCCCCCCCCC CCCCCCCCCCC
CCCCCCCC CC CCCCC CC CCCCCCCC
CCCCCCCCCCCCCCC CCCCCCCCCCCCCCC
CCCCCCCCCCCCCCC CCCCCCCCCCCCCCC
CCCCCCCCCCCCCC CCCCCCCCCCCCCC
CCCCCCCCCCCCCC CC CC CCCCCCCCCCCCCC
CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC
CCCCCC CCCCCC CCCCC CCCCCC CCCCCC
CC/CCCCCCCCCCCC CCCC CCCCCCCCCCCC\CC
C/CCCCCCCCCCCCC CCCC CCCCCCCCCCCCC\C
CCC/CCCCCCCCCCC AAAA CCCCCCCCCCC\CCC
CCC CC\CC/CC AAAAAAA CC\CC/CC CCC
CC AAAAAAAAAAAAAAA CC
CC AAAAAAAAAAAAAAA CC
AAAAAAAAAAAAAAA
AAAAAAAAAAAAAAA
AAAAAAAAAAAAAAA
AAAAAAA AAAAAAA
AAAAAAA AAAAAAA
AAAAA AAAAA
AAAA AAAA
AAAA AAAA
Connection: ROOM_1 --> ROOM_3 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_3
Maximum of 1 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:896
Zone quota: 4
Zone list:
ZONE_1 : rooms:2 areas:96
Other Item quota : 5.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 896
Group walls tone down multiplier: 1
Total perimeter: 780
Plain walls tone down multiplier: 1
Loading wad-fab start/armaetus_start1.wad / MAP01
MAP02: Adding Start_armaetus_start_center_pillar from MAP01 in start/armaetus_start1.wad
MAP02: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP02: Adding Item_alcove_small_tech1 from MAP02 in item/alcove1.wad
MAP02: Adding Pic_control_room from MAP01 in picture/gtd_pic_tech_controlroom.wad
MAP02: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP02: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP02: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
Loading wad-fab picture/beed28_broken_door.wad / MAP01
MAP02: Adding Pic_beed28_broken_door from MAP01 in picture/beed28_broken_door.wad
MAP02: Adding Item_secret_cage from object in item/secret_cage.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab stairs/gtd_stair_zdoomslope_64.wad / MAP01
MAP02: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP02: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/zigzag.wad / MAP04
MAP02: Adding Joiner_zigzag2_mirrored from MAP04 in joiner/zigzag.wad
Loading wad-fab decor/gtd_decor_outdoor_machines.wad / MAP02
MAP02: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP02: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
Loading wad-fab decor/gtd_pillar_generic.wad / MAP01
MAP02: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
MAP02: Adding Pillar_gtd_generic1 from MAP01 in decor/gtd_pillar_generic.wad
Loading wad-fab decor/pillar2.wad / MAP02
MAP02: Adding Pillar_tech2_A from MAP02 in decor/pillar2.wad
MAP02: Adding Pillar_tech2_A from MAP02 in decor/pillar2.wad
Loading wad-fab decor/crates1.wad / MAP01
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP02: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_decor.wad / MAP03
MAP02: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
MAP02: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor_outdoor_machines.wad / MAP01
MAP02: Adding Decor_tech_point_HVAC_1 from MAP01 in decor/gtd_decor_outdoor_machines.wad
MAP02: Adding Decor_tech_point_HVAC_1 from MAP01 in decor/gtd_decor_outdoor_machines.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP03
MAP02: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP02: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP02: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP02: Adding Crate_tall_computers from MAP02 in decor/crates1.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
Loading wad-fab decor/crates1.wad / MAP01
MAP02: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_gray from MAP01 in decor/crates1.wad
Loading wad-fab decor/crates1.wad / MAP13
MAP02: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP02: Adding Small_Computer1 from MAP13 in decor/crates1.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP02: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/crates1.wad / MAP14
MAP02: Adding Small_Computer2 from MAP14 in decor/crates1.wad
MAP02: Adding Small_Computer2 from MAP14 in decor/crates1.wad
Loading wad-fab decor/gtd_decor.wad / MAP11
LACKING MATERIAL : CEMENT3
MAP02: Adding Decor_fuel_rods from MAP11 in decor/gtd_decor.wad
MAP02: Adding Decor_fuel_rods from MAP11 in decor/gtd_decor.wad
MAP02: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
MAP02: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor.wad / MAP02
MAP02: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP02: Adding Decor_light_pillar_core from MAP02 in decor/gtd_decor.wad
MAP02: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP02: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP02: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP02: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP02: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP02: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP02: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP02: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP02: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP02: Adding Decor_tech_complockers from MAP01 in decor/gtd_tech_complockers.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP02: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
MAP02: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor.wad / MAP09
MAP02: Adding Decor_sealed_storage from MAP09 in decor/gtd_decor.wad
MAP02: Adding Decor_sealed_storage from MAP09 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_infestation_crackofdoom.wad / MAP01
MAP02: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
MAP02: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
Loading wad-fab item/pedestal.wad / *
MAP02: Adding Item_pedestal_tech from object in item/pedestal.wad
Loading wad-fab exit/gtd_generic_immersive_point_exit.wad / MAP02
MAP02: Adding Exit_immersive_point_exit2 from MAP02 in exit/gtd_generic_immersive_point_exit.wad
MAP02: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP02: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP03
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP01
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP02
MAP02: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_flourescent_lamp_alt from MAP02 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/ceil_light.wad / MAP02
MAP02: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/ceil_light.wad / MAP01
MAP02: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP02: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP02: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP02: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_round from MAP03 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP02: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP02: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab picture/gtd_pic_rooftop_stuff.wad / MAP03
MAP02: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
MAP02: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP02: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP02: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP02: Adding Pic_pipagery from MAP02 in picture/gtd_pic_tech_wallmachines.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP02: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP02: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP02: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_box_liteblu1 from MAP13 in picture/pic_box.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_beed28_broken_door2 from MAP02 in picture/beed28_broken_door.wad
MAP02: Adding Pic_computer_pull_rack_thingies from MAP03 in picture/gtd_pic_tech_wallmachines.wad
MAP02: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP02: Adding Pic_box_silver2 from MAP11 in picture/pic_box.wad
Loading wad-fab stairs/long_1x3.wad / MAP01
MAP02: Adding Stair_long_1x3_tech3 from MAP01 in stairs/long_1x3.wad
MAP02: Adding Stair_long_1x3_tech3 from MAP01 in stairs/long_1x3.wad
MAP02: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP02: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
Loading wad-fab stairs/gtd_stairs_128.wad / MAP02
MAP02: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP02: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/gtd_stairs_128.wad / MAP01
MAP02: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
MAP02: Adding Stairs_128 from MAP01 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/gtd_lift_disguised_64.wad / MAP01
MAP02: Adding Lift_gtd_disguised_64 from MAP01 in stairs/gtd_lift_disguised_64.wad
MAP02: Adding Lift_gtd_disguised_64 from MAP01 in stairs/gtd_lift_disguised_64.wad
Loading wad-fab stairs/frozsoul_620_lift_128.wad / *
MAP02: Adding lift_620_128 from object in stairs/frozsoul_620_lift_128.wad
MAP02: Adding lift_620_128 from object in stairs/frozsoul_620_lift_128.wad
Loading wad-fab stairs/stair_32.wad / MAP01
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab stairs/gtd_stair_zdoomslope_64.wad / MAP02
MAP02: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
MAP02: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP02: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP02: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab stairs/gtd_stairs_128.wad / MAP03
MAP02: Adding Stairs_128_3X from MAP03 in stairs/gtd_stairs_128.wad
MAP02: Adding Stairs_128_3X from MAP03 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/lift_64.wad / *
MAP02: Adding Lift_64 from object in stairs/lift_64.wad
MAP02: Adding Lift_64 from object in stairs/lift_64.wad
Loading wad-fab wall/gtd_wall_infestation.wad / MAP04
Loading wad-fab fence/beam_lights.wad / MAP01
Loading wad-fab window/gtd_window_full_open.wad / MAP01
Loading wad-fab window/gtd_window_full_open.wad / MAP03
Loading wad-fab wall/gtd_wall_tech_octagon_insets.wad / MAP01
Loading wad-fab wall/gtd_wall_tech_octagon_insets.wad / MAP02
Loading wad-fab wall/lite_2.wad / MAP01
Loading wad-fab wall/gtd_wall_tech_grated_machines.wad / MAP01
Loading wad-fab fence/beam_lights.wad / MAP02
Loading wad-fab wall/gtd_wall_tech_octagon_insets.wad / MAP03
Loading wad-fab wall/gtd_diagonal_urban.wad / MAP03
Loading wad-fab wall/garrett_wall_tech_diagonals.wad / MAP01
Loading wad-fab wall/garrett_wall_tech_diagonals.wad / MAP01
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP02: Adding Skybox_generic from MAP01 in skybox/gtd_generic_sky.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: shotty
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
Removed 81258 dead regions (of 111318)
Swallowed 19721 brushes (of 81251)
Filled 22 gaps (of 22795 total)
Lighting level...
Merged 8582 colinear lines
Rounded 8 square corners
Aligned 8601 textures
Level 3 title: You May Not Pass!
~~~~~~| MAP03 |~~~~~~
Level seed: 27577160678
Styles =
{
ambushes = none
barrels = some
big_rooms = heaps
cages = rare
caves = none
cycles = some
dead_ends = some
doors = heaps
ex_floors = few
fences = heaps
hallways = none
islands = few
keys = few
lakes = few
liquids = few
outdoors = some
parks = none
pictures = few
porches = some
secrets = some
steepness = some
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = some
}
Liquid: nukage (usage 25%)
Skybox: Skybox_generic
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_4
Growing ROOM_1 with [start_closet2 x 1].....
APPLIED rule: START_CLOSET_2x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_DIAG_WING
APPLIED rule: GROW_LIQUID_SCANAL_ENTRY_FORWARD
APPLIED rule: GROW_2
APPLIED rule: GROW_4
APPLIED rule: GROW_LIQUID_SIDE_POOL_THIN
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_1 with [square_out x 3].....
Growing ROOM_2 with [grow x 50].....
Growing ROOM_2 with [grow x 50].....
Killing 2
Growing ROOM_3 with [grow x 50].....
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_ELEVATED_T_STALK_ENTRY
APPLIED rule: GROW_CATWALK_U
APPLIED rule: GROW_EXTRUSION_SINK
APPLIED rule: GROW_FUNNEL_2
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SIDEWAYS
APPLIED rule: GROW_STAIRPAIR_5D
APPLIED rule: GROW_CLIFF_EXTENSION_X2
APPLIED rule: GROW_DIAG_BLOB1
APPLIED rule: GROW_STAIR_SIDE3
APPLIED rule: GROW_L
APPLIED rule: GROW_NARROW_CANAL_ENTRY
APPLIED rule: GROW_DIAG_BLOB1
APPLIED rule: GROW_WIDE_SPACE_CATWALK_TALL_PLAIN
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_CANAL_DOUBLE_CORNER_UNG
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_EXTRUSION_STAIRCASE_4x2_SMALL_SIDEWAYS
APPLIED rule: GROW_LIQUID_BRIDGE_CORRIDOR
APPLIED rule: GROW_INTO_CLIFF
APPLIED rule: GROW_REVERSE_FUNNEL
APPLIED rule: GROW_SIDE_ON_RAMP
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE
APPLIED rule: GROW_CLIFF_ENTRY_SIDEWAYS_X4
APPLIED rule: GROW_CLIFF_EXTENSION_CURVE_X2
APPLIED rule: GROW_DIAGONAL_L
APPLIED rule: GROW_36_SINGLE_AREA
APPLIED rule: GROW_36_DOUBLE_FORWARD_AREA
APPLIED rule: GROW_NARROWSTAIR_1
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_CLIFF_EXTENSION_NEW_AREA_X2
APPLIED rule: GROW_ROUNDED_CAP
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_3 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_LIQUID_POOL_PLACE_3x6
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_LIQUID_MOAT_CORNER
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_3 with [filler x 30].....
APPLIED rule: FILLER_2
APPLIED rule: FILLER_3
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
/cc\cc cc ccccc\
ccccccccc ccc ccc ccccc cccccc
cccccccc ccc ccc c\ccccccccccccc
cccccccc cccccccccccccc ccccccccccccccc
cc cccccccccccccccccccccccc ccccccccccccc
ccccccccccccccccccccccccccc cccccccccc
cccccccccccc ccccccccccccccc\ c/ccc\cccc
cccccccccccc ccccccc/ccccccccccccccccc
cccccccc cccccc/ccccccccccc\ccc/ccc
cccccccccc\ c/cc/cccccc/ ccccccccc
cccccccccccccc\c/cc/cc ccc \cc/cc
\ccccc\cccccccccccc cccccccccccccc
\ccc\cccccc/c\cc\cccccccccccccccccc\
\ccccccccc\ c\cc\cccccccccccccccccc
\cccccccccc\cccccccccccccccccccc
\ccccccc\cc\cccccccccccc cccccc
/cc\ccc/c/AA\ cccccccccc \ccccc
cccccccccAAAAAAccccccccccccc cc
cccccccccAAAAAAccccccccccccc cc
cc AA /\AA/\ AA ccccc
/cc AAAAAA/AA\AAAAAA cccc/
ccccccccAAAAAA AA AAAAAA ccc/
cccccccccAAAAAAA AAAAAAA
cccccccccAAAAAAA AAAAAAA
ccccccccc \AA/ \AA/
ccccc/
cccc/
Connection: ROOM_1 --> ROOM_3 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_3
Maximum of 1 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:731
Zone quota: 3
Zone list:
ZONE_1 : rooms:2 areas:70
Other Item quota : 5.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 731.5
Group walls tone down multiplier: 1
Total perimeter: 631
Plain walls tone down multiplier: 1
Loading wad-fab decor/dh_comp.wad / MAP01
MAP03: Adding Decor_dittohead_computer from MAP01 in decor/dh_comp.wad
MAP03: Adding Decor_dittohead_computer from MAP01 in decor/dh_comp.wad
MAP03: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP03: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP03: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP03: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP03: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP03: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP03: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP03: Adding Light_tech_blue from MAP01 in decor/ceil_light.wad
MAP03: Adding Start_generic_immersive_start from MAP01 in start/gtd_generic_immersive_start.wad
MAP03: Adding Pic_box_UAC from MAP10 in picture/pic_box.wad
MAP03: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP03: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP03: Adding Item_alcove_small_tech3 from MAP02 in item/alcove1.wad
Loading wad-fab item/gtd_item_closet_simple.wad / MAP01
MAP03: Adding Item_closet_simple1 from MAP01 in item/gtd_item_closet_simple.wad
MAP03: Adding Item_closet_simple3 from MAP03 in item/gtd_item_closet_simple.wad
MAP03: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP03: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/gtd_simplest.wad / MAP01
MAP03: Adding Joiner_simplest from MAP01 in joiner/gtd_simplest.wad
Loading wad-fab decor/gtd_decor_uac_signboard.wad / *
MAP03: Adding Decor_UAC_signboard from object in decor/gtd_decor_uac_signboard.wad
Loading wad-fab decor/gtd_decor_huge_generator_turbine.wad / MAP01
MAP03: Adding Huge_generator_turbine from MAP01 in decor/gtd_decor_huge_generator_turbine.wad
Loading wad-fab decor/crates1.wad / MAP04
MAP03: Adding Crate_group_medium from MAP04 in decor/crates1.wad
Loading wad-fab decor/craneo_decor_dumpster.wad / MAP01
LACKING ENTITY :
MAP03: Adding Item_decor_dumpster from MAP01 in decor/craneo_decor_dumpster.wad
Loading wad-fab decor/fountain.wad / MAP01
MAP03: Adding Decor_water_fountain from MAP01 in decor/fountain.wad
Loading wad-fab decor/gtd_decor.wad / MAP03
MAP03: Adding Decor_light_pillar_core2_outdoor from MAP03 in decor/gtd_decor.wad
MAP03: Adding Decor_light_pillar_core2_outdoor from MAP03 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP04
MAP03: Adding Decor_road_clutter_concrete_barrier from MAP04 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/gtd_decor.wad / MAP09
MAP03: Adding Decor_sealed_storage_outdoor from MAP09 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_generic_sunk_roof.wad / MAP01
MAP03: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP03: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP03: Adding Decor_light_pillar_core2_outdoor from MAP03 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP02
MAP03: Adding Decor_road_clutter_one_cone from MAP02 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Decor_road_clutter_one_cone from MAP02 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Decor_tech_point_HVAC_2 from MAP02 in decor/gtd_decor_outdoor_machines.wad
MAP03: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP03: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_decor_outdoor_billboards.wad / MAP01
MAP03: Adding Decor_outdoor_billboard_UAC from MAP01 in decor/gtd_decor_outdoor_billboards.wad
Loading wad-fab decor/dh_lamp.wad / *
MAP03: Adding Decor_dittohead_lamp from object in decor/dh_lamp.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP05
MAP03: Adding Decor_road_clutter_concrete_barrier_striped from MAP05 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Decor_road_clutter_concrete_barrier_striped from MAP05 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Decor_dittohead_lamp from object in decor/dh_lamp.wad
MAP03: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP06
MAP03: Adding Decor_road_clutter_concrete_barrier_striped_double from MAP06 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Crate_tall_brown from MAP02 in decor/crates1.wad
MAP03: Adding Decor_road_clutter_concrete_barrier_striped from MAP05 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
Loading wad-fab decor/gtd_decor_road_clutter.wad / MAP01
MAP03: Adding Decor_road_clutter_three_cones from MAP01 in decor/gtd_decor_road_clutter.wad
Loading wad-fab decor/frozsoul_097_ponds.wad / MAP01
MAP03: Adding Decor_frozsoul_097_water_pond1 from MAP01 in decor/frozsoul_097_ponds.wad
Loading wad-fab decor/garrett_decor_rotten_flesh.wad / MAP01
MAP03: Adding Decor_garrett_rotten_flesh from MAP01 in decor/garrett_decor_rotten_flesh.wad
MAP03: Adding Light_tech_green from MAP02 in decor/ceil_light.wad
MAP03: Adding Crate_small_gray from MAP01 in decor/crates1.wad
Loading wad-fab decor/dem_props.wad / MAP02
MAP03: Adding Decor_trash_bin from MAP02 in decor/dem_props.wad
MAP03: Adding Decor_data_pillar from MAP04 in decor/gtd_decor.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP01
MAP03: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
MAP03: Adding Light_gtd_detailed_alt from MAP01 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/gtd_decor_water_tower.wad / MAP01
MAP03: Adding Decor_water_tower from MAP01 in decor/gtd_decor_water_tower.wad
Loading wad-fab decor/gtd_decor.wad / MAP10
MAP03: Adding Decor_sealed_storage_large_outdoor from MAP10 in decor/gtd_decor.wad
MAP03: Adding Decor_road_clutter_concrete_barrier from MAP04 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Decor_light_pillar_core2 from MAP03 in decor/gtd_decor.wad
Loading wad-fab decor/garrett_decor_hanging_framework.wad / *
MAP03: Adding Decor_garrett_hanging_framework from object in decor/garrett_decor_hanging_framework.wad
MAP03: Adding Crate_small_gray from MAP01 in decor/crates1.wad
MAP03: Adding Decor_sealed_storage_large_outdoor from MAP10 in decor/gtd_decor.wad
MAP03: Adding Decor_crackofdoom from MAP01 in decor/gtd_infestation_crackofdoom.wad
MAP03: Adding Crate_small_brown from MAP01 in decor/crates1.wad
MAP03: Adding Decor_light_pillar_core2_outdoor from MAP03 in decor/gtd_decor.wad
MAP03: Adding Decor_road_clutter_concrete_barrier_striped_double from MAP06 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP03: Adding Decor_dittohead_lamp from object in decor/dh_lamp.wad
MAP03: Adding Decor_dittohead_lamp from object in decor/dh_lamp.wad
Loading wad-fab decor/armaetus_decor_lifted_crate.wad / MAP01
MAP03: Adding Decor_lifted_crate from MAP01 in decor/armaetus_decor_lifted_crate.wad
Loading wad-fab decor/pillar1.wad / *
MAP03: Adding Pillar_round1_tech from object in decor/pillar1.wad
Loading wad-fab exit/gtd_generic_immersive_point_exit.wad / MAP01
MAP03: Adding Exit_immersive_point_exit1 from MAP01 in exit/gtd_generic_immersive_point_exit.wad
Loading wad-fab item/gtd_item_lockers.wad / MAP03
MAP03: Adding Item_locker_bars from MAP03 in item/gtd_item_lockers.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab picture/gtd_pic_rooftop_stuff.wad / MAP02
MAP03: Adding Pic_septic_tank from MAP02 in picture/gtd_pic_rooftop_stuff.wad
MAP03: Adding Pic_HVAC_unit from MAP01 in picture/gtd_pic_rooftop_stuff.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP03: Adding Item_secret_niche1 from MAP01 in item/secret_niche.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
Loading wad-fab item/alcove1.wad / MAP02
MAP03: Adding Item_alcove_small_tech2 from MAP02 in item/alcove1.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP03: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP03: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP03: Adding Stair_long_1x2_general from MAP01 in stairs/long_1x2.wad
MAP03: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
MAP03: Adding Sidewalk_16_tech from MAP01 in stairs/sidewalk_16.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
MAP03: Adding Stair_long_1x2_tech3 from MAP01 in stairs/long_1x2.wad
MAP03: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
MAP03: Adding Stairs_128_2X from MAP02 in stairs/gtd_stairs_128.wad
Loading wad-fab stairs/long_1x3.wad / MAP01
MAP03: Adding Stair_long_1x3_tech2 from MAP01 in stairs/long_1x3.wad
Loading wad-fab stairs/long_1x2.wad / MAP01
MAP03: Adding Stair_long_1x2_general2 from MAP01 in stairs/long_1x2.wad
Loading wad-fab stairs/gtd_stair_ladder_128.wad / MAP03
MAP03: Adding Ladder_thin from MAP03 in stairs/gtd_stair_ladder_128.wad
MAP03: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP03: Adding lift_620_128 from object in stairs/frozsoul_620_lift_128.wad
MAP03: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
MAP03: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
Loading wad-fab stairs/gtd_stair_ladder_128.wad / MAP01
MAP03: Adding Ladder_128_rustic from MAP01 in stairs/gtd_stair_ladder_128.wad
MAP03: Adding Sidewalk_8 from MAP01 in stairs/sidewalk_8.wad
Loading wad-fab window/gtd_window_absurdly_open.wad / MAP02
Loading wad-fab fence/beam.wad / MAP04
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP03
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP02
Loading wad-fab wall/gtd_wall_generic_high_gap_set.wad / MAP01
Loading wad-fab window/gtd_window_absurdly_open.wad / MAP01
Loading wad-fab window/gtd_window_absurdly_open.wad / MAP03
Loading wad-fab wall/gtd_wall_set2.wad / MAP02
Loading wad-fab wall/gtd_wall_set2.wad / MAP04
Loading wad-fab wall/gtd_wall.wad / MAP07
Loading wad-fab wall/gtd_wall_generic_liquids_only.wad / MAP03
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
Loading wad-fab fence/posts.wad / MAP01
MAP03: Adding Post_metal from MAP01 in fence/posts.wad
MAP03: Adding Post_metal from MAP01 in fence/posts.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Post_metal from MAP01 in fence/posts.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Post_metal from MAP01 in fence/posts.wad
MAP03: Adding Post_metal from MAP01 in fence/posts.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP03: Adding Skybox_generic from MAP01 in skybox/gtd_generic_sky.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: super
Giving weapon: shotty
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 53864 dead regions (of 74545)
Swallowed 11748 brushes (of 53860)
Filled 9 gaps (of 13693 total)
Lighting level...
Merged 5920 colinear lines
Rounded 0 square corners
Aligned 7456 textures
Level 4 title: Ground Zero
~~~~~~| MAP04 |~~~~~~
Level seed: 27577160679
Styles =
{
ambushes = none
barrels = some
big_rooms = heaps
cages = rare
caves = none
cycles = some
dead_ends = some
doors = heaps
ex_floors = some
fences = none
hallways = none
islands = few
keys = few
lakes = few
liquids = few
outdoors = some
parks = none
pictures = heaps
porches = some
secrets = some
steepness = few
switches = heaps
symmetry = more
teleporters = none
traps = none
windows = some
}
Liquid: skipped for level (by style).
Skybox: Skybox_generic
--==| Creating Rooms |==--
Map size target: 30x30 seeds
--== Layout Absurdity Module ==--
This level is not absurd...
Target # of rooms : 2 .. 2
new room ROOM_1 : env = nil : parent = nil
Growing ROOM_1 with [root x 1].....
APPLIED rule: ROOT_1
Growing ROOM_1 with [start_closet3 x 1].....
APPLIED rule: START_CLOSET_3x2
Growing ROOM_1 with [grow x 50].....
APPLIED rule: GROW_2
APPLIED rule: GROW_SQUEEZE_STRAIGHT_NEW_AREA
APPLIED rule: GROW_2
APPLIED rule: GROW_AREA_2
APPLIED rule: GROW_3
APPLIED rule: GROW_WIDE_SPACE_CATWALK_STRAIGHT_3X
APPLIED rule: GROW_AREA_1
APPLIED rule: GROW_BEND
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_CURVE_1
Growing ROOM_1 with [sprout x 50].....
new room ROOM_2 : env = nil : parent = ROOM_1
new room ROOM_3 : env = nil : parent = ROOM_1
APPLIED rule: SPROUT_JOINER_2x2
Growing ROOM_2 with [grow x 50].....
APPLIED rule: GROW_STAIR_2
APPLIED rule: GROW_EXTRUSION_4X6
APPLIED rule: GROW_3
APPLIED rule: GROW_SQUEEZE_CURVE_NEW_AREA
APPLIED rule: GROW_DIAGONAL_STALK
APPLIED rule: GROW_ELEVATED_PILLAR_ROUND
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_WIDE_SPACE_PLATFORM_TINY
APPLIED rule: GROW_HALF_C_STAIR
APPLIED rule: GROW_EXTRUSION_CORNER_4x4
APPLIED rule: GROW_36_TRIPLE_AREA
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_COLONNADE_TINY
APPLIED rule: GROW_36_DOUBLE_AREA
APPLIED rule: GROW_36_QUAD_FORWARD_AREA
APPLIED rule: GROW_CAGE_ROUND_ARENA
APPLIED rule: GROW_PRIMITIVE_CIRCLE_2X
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_TRENCH_CURVE
APPLIED rule: GROW_L
APPLIED rule: GROW_STAIRPAIR_4
APPLIED rule: GROW_L
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_ROUNDED_CAP
APPLIED rule: GROW_3
APPLIED rule: GROW_TRENCH_STRAIGHT
'OH SHIT HERE WE GO AGAIN', says ROOM 2 before he was violently gunned down by the Linear Mode thugz...
Killing 2
Growing ROOM_3 with [grow x 50].....
APPLIED rule: GROW_CHAMFER_WIDE_ROOM_CORNER_OUTLET
APPLIED rule: GROW_L_STAIR
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_HALF_C
APPLIED rule: GROW_HALF_C
APPLIED rule: GROW_36_SINGLE_AREA
APPLIED rule: GROW_ELEVATED_PILLAR_U
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_L
APPLIED rule: GROW_EXTRUSION_NEW_AREA_4x2
APPLIED rule: GROW_EXTRUSION_3X4
APPLIED rule: GROW_CLIFF_EXTENSION_X2_UP_WE_GO
APPLIED rule: GROW_BEND
APPLIED rule: GROW_CLIFF_EXTENSON_NEW_AREA_INWARD
APPLIED rule: GROW_EXTRUSION_SINK
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_CLIFF_ENTRY_X4
APPLIED rule: GROW_STAIRED_L
APPLIED rule: GROW_HALF_C
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_CLIFF_STRAIGHT_X4
APPLIED rule: GROW_L
APPLIED rule: GROW_HALF_C
APPLIED rule: GROW_CLIFF_EXTENSION
APPLIED rule: GROW_CURVE_1
APPLIED rule: GROW_2
APPLIED rule: GROW_EXTRUSION_3X2
APPLIED rule: GROW_DIAGONAL_L_CATWALK
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [square_out x 22].....
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_REMOVE_TRIANGLE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_THICKEN_CLIFF_ONE_SIDE
APPLIED rule: SQUARE_OUT_FROM_CORNER
APPLIED rule: SQUARE_OUT_SMOOTH_PLATFORM
APPLIED rule: SQUARE_OUT_SMOOTH_EDGE
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_EXTEND_AREA_BORDER
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
APPLIED rule: SQUARE_OUT_FROM_CORNER_2X
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_1 with [sprout x 50].....
Growing ROOM_3 with [sprout x 50].....
Growing ROOM_3 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_4x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x2
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CLOSET_2x1
Growing ROOM_1 with [decorate x 15].....
APPLIED rule: DECORATE_CLOSET_3x1
APPLIED rule: DECORATE_CLOSET_2x2
APPLIED rule: DECORATE_CLOSET_2x1
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
APPLIED rule: DECORATE_CATWALK_SUPPORT_PILLAR_OUTER
Growing ROOM_3 with [filler x 30].....
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
APPLIED rule: FILLER_1
APPLIED rule: FILLER_1
APPLIED rule: FILLER_2
APPLIED rule: FILLER_2
Growing ROOM_3 with [smoother x 15].....
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SERRATED_EDGE_SMOOTHER
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
APPLIED rule: SMOOTHER_1
Seed Map:
ccccc
ccccc cc
cc\cc /ccc\
ccccccc cccccc\ ccc
ccccccc cccccccccc ccc
ccccccc cccccccccccccc cccc
ccccccc cccccccccccccc /cccc
cccccccc /cccccc\cc/ccccccc /ccccc
ccccc /c/cccccccccccccccc\ cccccc
ccccc\ c/cccccccccccccccccccccccccc
/cc\ccc cccccccccccccccccccccccccccc
ccccccc ccc/ccccccccc \cccccccccccc
cccccc/ ccccccccc cccccccccccc
\cc/cc ccccccccccccc cccc/ \cc/
ccccccc\ ccccccccccccc ccccc cc
ccccccccccccccccccccc ccccc cc
cccccccccccccccc cccccccc\
cccccccccccccccccccccccccccccccc
ccccc \ccccccccccccccccccccccccc
ccccc ccccccc ccccccccccc\ccccc
cccc cccccc/ ccccccccc \cccc
cccc ccccc /AAA\ccc cc cc
cccc cccccAAAAAAA
cccc /cccccAAAAAAA
ccccccccccc \AAA/
cccc/cccccc AAA
cc cccc/ AAA AAA
cc /cccc AAAAAAA
ccccc AAAAAAA
cccccc\ AAA
ccccccccAAA
cccccccccAAA
ccccccccAA A AA
ccccccccAAAAAAA
\ccc AAAAAAAAA
cccc AAA A AAA
cccc AAAAAAAAA
cccc AAAAA
ccccccccAA AA
ccccccccccccA/ \A
cccccccccccc
cccccccccccc
cccccccc
ccc
Connection: ROOM_1 --> ROOM_3 (via joiner)
--==| Make Quests |==--
Exit room: ROOM_3
Maximum of 2 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
QUEST_1 : svolume:804
Zone quota: 4
Zone list:
ZONE_1 : rooms:2 areas:50
Other Item quota : 6.00
--==| Build Rooms |==--
--==| Auto Detail Report |==--
Total walkable volume: 804.5
Group walls tone down multiplier: 1
Total perimeter: 430
Plain walls tone down multiplier: 1
MAP04: Adding Decor_road_clutter_boxes from MAP03 in decor/gtd_decor_road_clutter.wad
MAP04: Adding Decor_techfloor1 from MAP01 in decor/carpets.wad
MAP04: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP04: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
Loading wad-fab decor/gtd_ceil_light_tech.wad / MAP01
MAP04: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_detailed_alt2 from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_gtd_flourescent_lamp from MAP02 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
Loading wad-fab start/armaetus_v5_start1.wad / MAP01
MAP04: Adding Start_armaetus_v5_start1 from MAP01 in start/armaetus_v5_start1.wad
MAP04: Adding Item_alcove_small_tech2 from MAP02 in item/alcove1.wad
Loading wad-fab item/alcove1.wad / MAP01
MAP04: Adding Item_alcove_small from MAP01 in item/alcove1.wad
MAP04: Adding Pic_beed28_broken_door from MAP01 in picture/beed28_broken_door.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP04: Adding Pic_box_shawn3 from MAP13 in picture/pic_box.wad
MAP04: Adding Pic_box_computer from MAP09 in picture/pic_box.wad
MAP04: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
MAP04: Adding Decor_exit_sign from MAP01 in decor/exit_sign.wad
Loading wad-fab joiner/gtd_cageish_joiner.wad / MAP01
LACKING MATERIAL : SW1BRN1
MAP04: Adding Joiner_gtd_cageish_joiner_bunker from MAP01 in joiner/gtd_cageish_joiner.wad
MAP04: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
MAP04: Adding Decor_trash_bin from MAP02 in decor/dem_props.wad
Loading wad-fab cage/stand_cage.wad / MAP01
MAP04: Adding Cage_stand1 from MAP01 in cage/stand_cage.wad
MAP04: Adding Decor_outdoor_billboard_UAC from MAP01 in decor/gtd_decor_outdoor_billboards.wad
MAP04: Adding Decor_sealed_storage_outdoor from MAP09 in decor/gtd_decor.wad
MAP04: Adding Decor_generic_sunk_roof from MAP01 in decor/gtd_generic_sunk_roof.wad
Loading wad-fab decor/gtd_decor_tech_helipad.wad / MAP01
MAP04: Adding Tech_helipad_H from MAP01 in decor/gtd_decor_tech_helipad.wad
MAP04: Adding Decor_dittohead_lamp from object in decor/dh_lamp.wad
MAP04: Adding Decor_road_clutter_concrete_barrier_striped_double from MAP06 in decor/gtd_decor_road_clutter.wad
MAP04: Adding Decor_road_clutter_concrete_barrier_striped from MAP05 in decor/gtd_decor_road_clutter.wad
MAP04: Adding Decor_light_pillar_core2_outdoor from MAP03 in decor/gtd_decor.wad
MAP04: Adding Decor_road_clutter_concrete_barrier_striped from MAP05 in decor/gtd_decor_road_clutter.wad
Loading wad-fab cage/gtd_cage_d2_computer.wad / MAP05
MAP04: Adding Cage_freestanding_d2_computer_tech from MAP05 in cage/gtd_cage_d2_computer.wad
MAP04: Adding Crate_small_gray from MAP01 in decor/crates1.wad
Loading wad-fab decor/gtd_decor.wad / MAP02
MAP04: Adding Decor_light_pillar_core_outdoor from MAP02 in decor/gtd_decor.wad
MAP04: Adding Decor_light_pillar_core_outdoor from MAP02 in decor/gtd_decor.wad
MAP04: Adding Decor_road_clutter_concrete_barrier_striped_double from MAP06 in decor/gtd_decor_road_clutter.wad
MAP04: Adding Crate_small_gray from MAP01 in decor/crates1.wad
Loading wad-fab decor/pillar1.wad / *
MAP04: Adding Pillar_round1_tech2 from object in decor/pillar1.wad
MAP04: Adding Crate_medium_gray from MAP03 in decor/crates1.wad
MAP04: Adding Tech_helipad_H from MAP01 in decor/gtd_decor_tech_helipad.wad
MAP04: Adding Decor_road_clutter_concrete_barrier from MAP04 in decor/gtd_decor_road_clutter.wad
MAP04: Adding Decor_tech_point_HVAC_3 from MAP03 in decor/gtd_decor_outdoor_machines.wad
MAP04: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
Loading wad-fab decor/pillar2.wad / MAP02
MAP04: Adding Pillar_tech3_A from MAP02 in decor/pillar2.wad
MAP04: Adding Light_gtd_detailed from MAP01 in decor/gtd_ceil_light_tech.wad
MAP04: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP04: Adding Light_tech1 from MAP02 in decor/ceil_light.wad
MAP04: Adding Decor_light_pillar_core_outdoor from MAP02 in decor/gtd_decor.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_septic_tank from MAP02 in picture/gtd_pic_rooftop_stuff.wad
MAP04: Adding Pic_air_filter from MAP03 in picture/gtd_pic_rooftop_stuff.wad
Loading wad-fab exit/mogwaltz_pentagram_platform_exit.wad / MAP01
MAP04: Adding Exit_mogwaltz_pentagram_platform from MAP01 in exit/mogwaltz_pentagram_platform_exit.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Item_alcove_small_general1 from MAP02 in item/alcove1.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Pic_techy_vats from MAP01 in picture/gtd_pic_tech_wallmachines.wad
MAP04: Adding Stair_slope_2 from MAP02 in stairs/gtd_stair_zdoomslope_64.wad
MAP04: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP04: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP04: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP04: Adding Stair_slope from MAP01 in stairs/gtd_stair_zdoomslope_64.wad
MAP04: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP04: Adding Stair_long_1x2 from MAP01 in stairs/long_1x2.wad
MAP04: Adding Stair_32 from MAP01 in stairs/stair_32.wad
MAP04: Adding Stair_32 from MAP01 in stairs/stair_32.wad
Loading wad-fab wall/gtd_wall_set2.wad / MAP05
Loading wad-fab window/supertall.wad / MAP02
Loading wad-fab wall/gtd_wall_set2.wad / MAP06
Loading wad-fab window/supertall.wad / MAP03
Loading wad-fab window/supertall.wad / MAP01
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Fence_pillar_tech from MAP02 in fence/gtd_pillar.wad
MAP04: Adding Skybox_generic from MAP01 in skybox/gtd_generic_sky.wad
--==| Make Battles |==--
Giving weapon: chain
Giving weapon: launch
--==| Item Pickups |==--
DOOM CSG...
WARNING: region degenera
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