DOOM II (Beta)

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a multiworld.

A list of all games you have generated can be found on the User Content page.


Game Options

Allow Collecting

If other players are allowed to '!collect' items from your world.
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Episodes to Play

Episode 1

Subterranean Outpost. This episode includes the following levels: - Entryway (MAP01) - Underhalls (MAP02) - The Gantlet (MAP03) - The Focus (MAP04) - The Waste Tunnels (MAP05) - The Crusher (MAP06) - Dead Simple (MAP07) - Tricks and Traps (MAP08) - The Pit (MAP09) - Refueling Base (MAP10) - Circle of Death (MAP11)
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Episode 2

The City. This episode includes the following levels: - The Factory (MAP12) - Downtown (MAP13) - The Inmost Dens (MAP14) - Industrial Zone (MAP15) - Suburbs (MAP16) - Tenements (MAP17) - The Courtyard (MAP18) - The Citadel (MAP19) - Gotcha! (MAP20)
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Episode 3

Hell. This episode includes the following levels: - Nirvana (MAP21) - The Catacombs (MAP22) - Barrels o' Fun (MAP23) - The Chasm (MAP24) - Bloodfalls (MAP25) - The Abandoned Mines (MAP26) - Monster Condo (MAP27) - The Spirit World (MAP28) - The Living End (MAP29) - Icon of Sin (MAP30)
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Episode 4

Secret Levels. This is a minor episode. Another episode must be played alongside this one. This episode includes the following levels: - Wolfenstein (MAP31) - Grosse (MAP32)
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Goal Options

Goal

Choose the goal of the game. - **Complete All Levels**: Complete every level to win. - **Complete Some Levels**: Complete some number of total levels to win. - **Complete Random Levels**: Complete a set of randomly chosen levels to win. - **Complete Specific Levels**: Complete a specific set of levels to win. - **Complete Some And Specific Levels**: Complete some number of total levels, as well as specifically chosen ones, to win.
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Goal: Number of Levels

If the goal is 'Complete Some Levels', 'Complete Random Levels', or 'Complete Some And Specific Levels', this is how many levels must be completed.
This is a range option.

Accepted values:
Normal range: 1 - 32
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Goal: Specific Levels

If the goal is 'Complete Specific Levels', or 'Complete Some And Specific Levels', all levels chosen here must be completed.
Difficulty Options

Difficulty

Choose the game difficulty (skill level). - **Baby**: (I'm too young to die.) - Damage taken is halved. Ammo received from pickups is doubled. - **Easy**: (Hey, not too rough.) - Lesser number or strength of monsters, and more pickups. - **Medium**: (Hurt me plenty.) - The default skill. Balanced monsters and pickups. - **Hard**: (Ultra-Violence.) - Greater number or strength of monsters, and less pickups. - **Nightmare**: (Nightmare!) - Monsters are faster, more aggressive, and respawn.
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Trick Difficulty

Choose which tricks, if any, can be logically expected. - **None**: Assumes vanilla progression through levels. - **Basic**: Some minor unintended strategies may be required. - **Pro**: More advanced speedrunning strategies like wallruns, SR40/SR50 straferunning, and exploiting the Z axis may be required. - **Extreme**: If it's feasible in real time, it's in logic. Includes tricks that require enabling vertical mouse movement, tricks that punish failure with death, or out-of-bounds movement.
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Allow Death Logic

Allow or disallow death logic locations and tricks. Some locations can only be attempted once, and can become unreachable if the player fails to get them. Once this has happened, the player must die or otherwise reset the level to attempt to reach the location again. If death logic is disabled, these locations will never contain any progression items. On higher trick difficulty settings, this setting may also enable some tricks that put the player in a position where they are stuck and must die/reset the map afterwards.
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Reset Level on Death

If enabled, when the player dies, the level is reset, respawning all pickups and monsters. Turning this setting off is considered easy mode. Good for new players that don't know the levels well. Note that regardless of this setting, your inventory and checks made are never lost on death.
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Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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Energy Link

Enables using the server's EnergyLink pool to obtain powerups. When enabled, items sent to you that would have no mechanical effect are instead converted into energy. You can then spend that energy at any later time to refill your ammo or give yourself powerups. Optionally, you can set this option to an arbitrary string. This will restict your EnergyLink pool to only other players that use the same string.
Custom values are also allowed for this option. To create one, enter it into the input box below.
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Randomizer Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
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Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
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Random Monsters

Choose how monsters are randomized. - **Off**: Monsters are left unchanged. - **Shuffle**: Monsters in the level are shuffled around. - **Same Type**: Each "small" monster in the level is replaced with a different "small" monster; same for "medium" and "big" monsters. - **Balanced**: All monsters in the level are randomized. The ratio of "small", "medium", and "big" monsters in the level will be preserved. - **Chaotic**: All monsters in the level are completely randomized. This can make levels *significantly* harder!
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Random Pickups

Choose how pickups (medkits, ammo, etc.) are randomized. - **Off**: Pickups are left unchanged. - **Shuffle**: Pickups in the level are shuffled around. - **Same Type**: Each "small" pickup in the level is replaced with a different "small" pickup; same for "medium" and "big" pickups. - **Balanced**: All pickups in the level are randomized. The ratio of "small", "medium", and "big" pickups in the level will be preserved. - **Chaotic**: All pickups in the level are completely randomized.
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Random Music

Choose how music will be randomized. - **Off**: The music tracks will be left unchanged. - **Shuffle Selected**: All music tracks within the episodes you have selected will be shuffled together. - **Shuffle Game**: All music in the entire game will be shuffled together.
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Flip Levels

Choose if levels should be randomly flipped (mirrored). - **Off**: Levels won't be flipped. - **On**: All levels will be flipped. - **Random Mix**: Each level has a random chance of being flipped.
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Start With Computer Area Maps

If enabled, all Computer Area Maps will be given to the player from the start.
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Partial Invisibility as Trap

If enabled, Partial invisibility will be classified as a trap, rather than just filler. This does not change how the item behaves, only how Archipelago sees it.
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Split Backpack

Split the Backpack into four individual items, each one increasing ammo capacity for one type of weapon only.
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Backpack Count

How many Backpacks will be available. If Split Backpack is set, this will be the number of each capacity upgrade available.
This is a range option.

Accepted values:
Normal range: 0 - 10
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Ammo Capacity

Max Ammo - Bullets

Set the starting capacity for Bullets. Setting this below the default of 200 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 20 - 999
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Max Ammo - Shells

Set the starting capacity for Shells. Setting this below the default of 50 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 5 - 999
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Max Ammo - Energy Cells

Set the starting capacity for Energy Cells. Setting this below the default of 300 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 30 - 999
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Max Ammo - Rockets

Set the starting capacity for Rockets. Setting this below the default of 50 is allowed, but may be logically unsafe.
This is a range option.

Accepted values:
Normal range: 5 - 999
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Added Ammo - Bullets

Set how much capacity for Bullets will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 20 - 999
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Added Ammo - Shells

Set how much capacity for Shells will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 5 - 999
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Added Ammo - Energy Cells

Set how much capacity for Energy Cells will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 30 - 999
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Added Ammo - Rockets

Set how much capacity for Rockets will be added when a capacity upgrade is obtained.
This is a range option.

Accepted values:
Normal range: 5 - 999
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Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option needs to be configured manually in the YAML file.