gzDoom

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

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
0
25
0
0
0
0
0

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.
25
0
0

WAD to play

Which WAD to generate for. This list is populated from the logic files built in to the apworld. If you want to generate a game for something else, see the 'new-wads.md' documentation file. If you select more than one WAD from this list, it will pick one for you at random.

Spawn filter

Tell the generator which spawn filter (information about what items and enemies spawn in each map) the game will use. You need to pick a setting here that matches the difficulty you will be playing on. In stock Doom, ITYTD and HNTR use "easy" spawns, HMP uses "medium", and UV and NM use "hard". If you are playing with a mod that changes this, make sure that you choose the filter appropriate to the difficulty level you are selecting. Many gameplay mods have custom difficulty settings that are not just simple reskins of the Doom ones.
This is a range option.

Accepted values:
Normal range: 1 - 3

The following values have special meanings, and may fall outside the normal range.
  • 1: Easy
  • 2: Medium
  • 3: Hard
0
25
0
0
0
0
0

Starting levels

Set of levels to begin with access to. If you select levels that aren't in the WAD you choose (e.g. E1M1 when you're generating for Doom 2) they will be safely ignored. You will start with the access codes for these levels; if start_with_keys is enabled, you will also start with all keys for them. If you are playing a multiworld game and want to start with nothing at all (i.e. Doom is not playable until another world unlocks it), set this to []. This option supports globbing expressions.
This option needs to be configured manually in the YAML file.

Included levels

Set of levels to include in randomization. It is safe to select levels not in the target WAD; they will be ignored. Selecting no levels is equivalent to selecting all levels. The default win condition is to complete all levels, so adding more levels will result in a longer game. If you want to play lots of levels but only beat some of them, you should also adjust the `win_conditions` option. This option supports globbing expressions.
This option needs to be configured manually in the YAML file.

Excluded levels

Set of levels to exclude from randomization. This takes precedence over included_levels, if a map appears in both. This option supports globbing expressions.
This option needs to be configured manually in the YAML file.

Level order bias

How closely the randomizer tries to follow the original level order of the WAD. Internally, this is the % of earlier levels you need to be able to beat before it will consider later levels in logic. This is primarily useful for enforcing at least a bit of difficulty progression rather than being dumped straight from MAP01 to MAP30. The default setting of 25% means it won't require you to go to (e.g.) MAP08 until after beating two of the preceding levels. Starting levels are exempt from this check.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

In-level weapon bias

How much the randomizer cares about making sure you have access to the weapons in a level before it considers that level to be in logic. Most Doom levels are possible to beat from a pistol start by finding weapons in the level itself, but in the randomizer there is no guarantee the level contains any weapons at all; this setting makes the randomizer ensure that some of the weapons you would normally find in the level are accessible before you enter it. The setting is a percentage; higher values mean the randomizer will try to make more of the weapons accessible before you need to enter the level. At 100% it will not consider a level to be in logic until all of the weapons normally found in it are accessible to you elsewhere. Starting levels are exempt from this check.
This is a range option.

Accepted values:
Normal range: 0 - 100
25
0
0
0
0
0

Carryover weapon bias

How much the randomizer cares about making sure you have access to the weapons you'd start a level with when not pistol-starting (i.e. weapons you'd carry over from earlier levels). This setting is somewhat conservative in that it doesn't take into account death exits. The setting is a percentage; higher values mean the randomizer will try to make more of the weapons accessible before you need to enter the level. At 100% it will not consider a level to be in logic until all of the weapons normally found before entering it are availalble to you elsewhere. Starting levels are exempt from this check.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Win conditions

Win conditions for the randomized game. If multiple conditions are enabled, the player is required to satisfy all of them! nrof-maps: (int, fraction, or "all") Require the player to finish this many levels. If "all", all levels included in randomization must be cleared. If set to an integer >= 1, that many levels must be cleared. If a fraction, that fraction of levels is required, e.g. 0.5 would require you to clear 16 of Doom 2's 32 levels. specific-maps: (list of map names) Require the player to finish these specific maps. Globbing expressions are supported, so `maps: ["E1M?" "E?M8"]` would require the player to beat all of episode 1 and all boss maps in Doom 1, for example. Maps listed here that don't exist in the selected WAD are ignored.
This option needs to be configured manually in the YAML file.

Included item/location categories

Which item categories to include in randomization. This controls both which items are replaced with checks, and what the item pool contains. Keys and weapons are always included and cannot be controlled with this option. You must enable at least one category here or generation is likely to fail. For each category, a setting of `1` enables full randomization, and a setting of `0` disables randomization completely. Values in between will randomize the given proportion, e.g. `"powerup": 0.5` will replace half of the powerups in the game with AP checks (and add the original items to the item pool) and leave the rest alone. See `glossary.md` for a description of the different categories and which items they cover. Enabling "medium" categories tends to more than double the number of checks. Enabling all categories tends to increase it by about 10x. Make sure you (and your co-op partners) are prepared for a game with thousands or tens of thousands of checks in Doom if you turn these on.
This option needs to be configured manually in the YAML file.

Allow secret progression items

Whether the randomizer will place progression items in locations flagged as secret. If disabled, secrets will still be randomized but only filler items will be placed there. NOTE: How well this works is extremely wad-dependent. Many wads contain well-hidden items that are not formally marked as secrets and will not be excluded by this setting. Others mark items that are out in the open or even mandatory to collect as secrets, which can excessively restrict item placement. NOTE: In wads where most of the items in the first level are secret -- including Doom 1 and 2 -- turning this off is likely to cause generation failures unless you also add more starting levels.
0
25
0

Start with Automaps

Give the player automaps for all levels from the start. Otherwise, they'll be in the pool as useful, but not required, items.
25
0
0

Start with keys

If enabled, you will start with all the keys for any starting level that has keys. This is on by default because turning it off will cause generation failures for newly-scanned wads, or wads where the default starting levels have very restrictive item access. For properly tuned wads where at least some checks are known to be reachable without keys, turning this off will allow the randomizer more freedom in item placement.
0
25
0

Max weapon copies

Applies a hard limit to the number of copies of each weapon in the item pool. Lower values mean you may have to wait longer before finding a given weapon, but also means more checks will contain health, powerups, etc. rather than duplicates of weapons you already have. Setting to 0 disables the limit entirely. How many copies of each weapon end up in the pool is limited by both this and 'Levels per weapon copy'; whichever is lower takes precedence. This is an upper bound: it will not add more weapons than actually exist in the WAD.
This is a range option.

Accepted values:
Normal range: 0 - 32
0
25
0
0
0
0
0

Levels per weapon copy

Applies a scaling limit to the number of copies of each weapon in the item pool based on how many levels are being played. The default (8) means that a "standard" 32-level megawad will be limited to at most 4 copies of each weapon. Lower values will increase the limit, higher levels will decrease it. Setting to 0 disables the limit entirely. How many copies of each weapon end up in the pool is limited by both this and 'Max weapon copies'; whichever is lower takes precedence. This is an upper bound: it will not add more weapons than actually exist in the WAD.
This is a range option.

Accepted values:
Normal range: 0 - 32
0
25
0
0
0
0
0

Allow Respawn

If enabled, the player will respawn at the start of the level on death. If disabled they must restore from an earlier save. NOTE: restoring from a save will restore the state of the world, but NOT the state of the randomizer -- checks already collected will remain collected and items used from the randomizer inventory will remain used.
0
25
0

Persistent Levels

If enabled, all levels will be fully persistent, in the same manner as Hexen hubclusters. Levels can be reset from the level select menu, but this is all or nothing: there is no way to reset individual levels. EXPERIMENTAL FEATURE - HANDLE WITH CARE
25
0
0

Pretuning Mode

This setting is for logic developers. If enabled, most other options are overridden; only selected_wad and spawn_filter remain functional. All checks contain their original items (i.e. there is no randomization) and you start with access to all levels, all automaps, and no keys. The intent of this mode is to let you play through the game, or specific levels, "normally", to generate a tuning file, even in cases where the initial scan is so conservative as to cause generation failures. If full_persistence is off, pretuning mode also disables automatic MAPINFO generation, so the game will retain its original episode divisions, intermission text, etc.
25
0
0
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"

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" 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.