RjRandom2 - Random Rocket Jumping 2

RjRandom2 - Random Rocket Jumping 2

RjRandom2 - Random Rocket Jumping 2 - rjrandom2_v19.wad (Doom II) is a PWAD featuring 1 map (MAP02)

Filenames
rjrandom2_v19.wad
Size
10.27 MB
MD5
2161025a05c275b7e16889cf93567d1d
SHA-1
1f0816de1f859c0fd31bf906ca43c429ba1fa5af
SHA-256
d7670446ceb7dca26b49e7ab152e382184433492530e3d605fcc40feb35e8feb
WAD Type
PWAD
IWAD
Doom II
Engines
ZDaemon
Lumps
613
Maps
MAP02

Read Me

===========================================================================
Archive Maintainer      : n/a
Update to               : rjrandom2_v18.wad
Advanced engine needed  : ZDaemon 1.09.01
Primary purpose         : Single+Coop rocket jumping
===========================================================================
Title                   : RjRandom2 - Random Rocket Jumping 2
Filename                : rjrandom2_v19.wad
Release date            : 09.03.2013
Author                  : worst-vd-plas
Other Files By Author : 
                                   wsnakes_v15
                                   rjmazev3
                                   rjrandom_v6
                                   ..
                          
Description             : A rocketjump map, with a-mazing rocket jump layout.
                          Change the seed, for a different challenge each time :P

Additional Credits to   : id Software - Doom
                          Action Forms Ltd. - A bunch of Chasm: the Rift Textures
                          Raven Software - Some hexen 2 textures
                          'Ambrozia' track by Jogeir Liljedahl & Scorpik Pulse / Noiseless
                          Nick Baker - Some textures from 'Recoloured Doom and Doom 2 textures v2' and 
                                       'NiGHTMARE texture WAD 1' texture packs.
                          EarthQuake - A whole lot of great textures for the Funkflux and RJSpace theme,
                                       Designed an awesome statistics screen for this, and came up with
                                       two hundred words for the new seed names. Also made an epic title/interpic!
                          Krawa - Hosting a server for the wad, thanks! :D
                          AF-Domains - Hosting another server for the wad, thanks! :D
                          Scuba Steve - Some textures from Ghostbusters TC, downloaded from Realm 667
                          3D Realms - Some Duke Nukem 3D textures
                          TeamTNT - Some plutonia textures
===========================================================================
* What is included *

New levels              : 1
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : Yes
Other files required    : Nope


* Play Information *

Game                    : DOOM2
Map #                   : Map02
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Not implemented
Other game styles       : Just rocket jumping.
Difficulty Settings     : Affects some stuff, scroll down for more info.


* Construction *

Base                    : Based on my old rjrandom.
Build Time              : Around 2½ years so far..
Editor(s) used          : Slade3, (Slumped), Doombuilder, notepad++..
Known Bugs              : None yet for this version!
May Not Run With        : non-biased ports
Tested With             : ZDaemon 1.09.01


* More Information *

v19 !!!1!:
- Fixed a severe bug in layout scaling code, that could result in broken layouts.
- Added angled jumps, wall jumps, and wall jumps where you need to wall jump to reach a platform behind a wall.
- Got rid of something I forgot to document. :P
- As a result of the new maze generation logic, old seed numbers no longer produce the same layouts.
- Secret features++
- Redid the exit switches, and added a map reset switch near the start. There are 2 new cvars: 'rjr_reset_min' and
  'rjr_exit_min' which specify the percentage (0-100) of how many players must hit the switches to reset/exit the map.
  If the cvars are 0 or not set, the default values will be used: '100' and '60' (reset and exit).
- 3 New themes.
- Remade the starting area
- Added a rocketjumping guide to the training area


v18: 
- Greatly reduced amount of things in the map: from 2142 to 59 things. 
  Triggers, teleport destinations and mapspots, etc. are now spawned on the fly, and only where needed.
- Made it possible to reset to a previous checkpoint, by pressing use next to one.
- Cleaned the code somewhat, but kept the old layouts still working the same for this version.
- Partial scripted inventory reset when entering the map. This allows disabling the inventory reset dmflag, 
  while still possibly keeping some items from the last map. (Items that are removed: PlasmaRifle, GreenCard, Points).

v17: On easier skill levels, some layouts had more checkpoints than the code supported, resulting in broken checkpoints. This shouldn't happen anymore, as I increased the checkpoint limit. Implemented an awesome statistic display designed by EarthQuake, which is at the end of the map.

v16: Some huge layouts could reach the height limit on the map too early and produce rather broken flat tops. Now any map that goes past the height limit, will get scaled down to fit within the limit.

v15: New version for ZDaemon 1.09 beta. 
   
-The maximum grid size has been doubled; Layouts can now be as big as 32x32 cells.
-The size of each layout is randomized based on the seed. 

-Mode switch is gone, and the mode is based on the seed aswell now.
-The Grid is made of totally square sectors now; Less funny random bumps in this version.

-The theme is also based on the seed now. 
-A new 'RJSpace' theme by EarthQuake!
-There's new lighting code for the layouts, which is randomized a bit, and also based on the seed.

-change in the maze generation jump logic, now a jump might not lead you to a higher block, but a lower one.
-Due to too many changes to list, old seed values no longer produce the same layouts in this version as they did in the previous one.

v14: added a new theme with some plutonia textures. Rocket explosion thrust should now work normally in zdoom/st.

v13: added 'scaled' mode, makes shorter, more flat maps. tweaked around the thing numbers.. might reduce issues online. Added a city theme.

v12: added skill settings that affect exiting & checkpoints.

v11: fixed selecting a random theme. Added skulltag/zdoom support.  

v10: fixed flats on reconnect. Added a hexen2 theme. Placed a limit on repeated directions when carving the maze.

v9: reduced amount of things.. hopefully themes work online now.

v8: major changes in maze generation logic (As a result old seed values no longer work..). Includes diagonal steps/jumps now. A new random theme system has been added, includes a awesome theme by EarthQuake :P

v7: added training area, extra area, and two exit switches.

v6: changed checkpoints to only trigger when they're further than your latest checkpoint. Made exiting the map easier, depending on the skill level. Added armorbonuses.

v5: added checkpoints!

v4: changed some stuff... seems to work ok on lan. hopefully no problems will arise :S

v3: reduced thingcount from 1822 to 543.. hopefully this helps with the texture issue.

v2: fixed texture problem for players that connect later.

v1: this version was never released, but worked fine except for issue that has been fixed in v2.

in-progress:
-bonuses
-extra areas
-more themes
-skill settings

to-do:
-more different type of jumps
-etc.

other stuff:
puke 500 x  <- sets the skybox (x = 0-4)
puke 550 x  <- forces a theme (must be set before generating the layout) (x = 1-8)
puke 600 <- toggle debug display when generating the layout.

Theme numbers are:
1 - mish-mash Theme
2 - Funkflux Theme
3 - Hell Theme
4 - Iceberg Theme
5 - Island Ruins Theme
6 - Skyscraper city Theme
7 - Plutonia Theme
8 - RJSpace Theme
9 - ???
10 - ???
11 - ???

Skill levels affect how many checkpoints the map will have.

0 - I'm too young to die - Checkpoints very very often.
1 - Hey, not too rough  - Checkpoints very often.
2 - Hurt me plenty         - Checkpoints rather often.
3 - Ultra-Violence           - Checkpoints less often.
4 - Nightmare!               - Checkpoints a little rarely.

rjr_reset_min <percent> The % of the players that need to hit the reset switch for the map to reset. Default 100.
rjr_exit_min <percent> The % of the players that need to hit the exit switch for the map to exit. Default 60.
note: both switches work pretty much the same, only difference is that the reset switch is located right at the start.

skulltag/zdoom:
in the control setup, there's a unstuck button, that will teleport you to the beginning, if you get stuck inside another player.
sv_rocket_rate <tics> (default:70) -how many tics it takes to 'regenerate' 1 rocket.
sv_rocket_limit <amount> (default:2) -how many rockets the player will get at most through 'regeneration'

* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original 
authors for any of their resources modified or included in this file.


You MAY distribute this file, provided you include this text file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 
intact.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.


* Where to get the file that this text file describes *

Web sites: http://wadhost.fathax.com/files/
===========================================================================
Archive Maintainer      : n/a
Update to               : rjrandom2_v18.wad
Advanced engine needed  : ZDaemon 1.09.01
Primary purpose         : Single+Coop rocket jumping
===========================================================================
Title                   : RjRandom2 - Random Rocket Jumping 2
Filename                : rjrandom2_v19.wad
Release date            : 09.03.2013
Author                  : worst-vd-plas
Other Files By Author : 
                                   wsnakes_v15
                                   rjmazev3
                                   rjrandom_v6
                                   ..
                          
Description             : A rocketjump map, with a-mazing rocket jump layout.
                          Change the seed, for a different challenge each time :P

Additional Credits to   : id Software - Doom
                          Action Forms Ltd. - A bunch of Chasm: the Rift Textures
                          Raven Software - Some hexen 2 textures
                          'Ambrozia' track by Jogeir Liljedahl & Scorpik Pulse / Noiseless
                          Nick Baker - Some textures from 'Recoloured Doom and Doom 2 textures v2' and 
                                       'NiGHTMARE texture WAD 1' texture packs.
                          EarthQuake - A whole lot of great textures for the Funkflux and RJSpace theme,
                                       Designed an awesome statistics screen for this, and came up with
                                       two hundred words for the new seed names. Also made an epic title/interpic!
                          Krawa - Hosting a server for the wad, thanks! :D
                          AF-Domains - Hosting another server for the wad, thanks! :D
                          Scuba Steve - Some textures from Ghostbusters TC, downloaded from Realm 667
                          3D Realms - Some Duke Nukem 3D textures
                          TeamTNT - Some plutonia textures
===========================================================================
* What is included *

New levels              : 1
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : No
Other                   : Yes
Other files required    : Nope


* Play Information *

Game                    : DOOM2
Map #                   : Map02
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Not implemented
Other game styles       : Just rocket jumping.
Difficulty Settings     : Affects some stuff, scroll down for more info.


* Construction *

Base                    : Based on my old rjrandom.
Build Time              : Around 2½ years so far..
Editor(s) used          : Slade3, (Slumped), Doombuilder, notepad++..
Known Bugs              : None yet for this version!
May Not Run With        : non-biased ports
Tested With             : ZDaemon 1.09.01


* More Information *

v19 !!!1!:
- Fixed a severe bug in layout scaling code, that could result in broken layouts.
- Added angled jumps, wall jumps, and wall jumps where you need to wall jump to reach a platform behind a wall.
- Got rid of something I forgot to document. :P
- As a result of the new maze generation logic, old seed numbers no longer produce the same layouts.
- Secret features++
- Redid the exit switches, and added a map reset switch near the start. There are 2 new cvars: 'rjr_reset_min' and
  'rjr_exit_min' which specify the percentage (0-100) of how many players must hit the switches to reset/exit the map.
  If the cvars are 0 or not set, the default values will be used: '100' and '60' (reset and exit).
- 3 New themes.
- Remade the starting area
- Added a rocketjumping guide to the training area


v18: 
- Greatly reduced amount of things in the map: from 2142 to 59 things. 
  Triggers, teleport destinations and mapspots, etc. are now spawned on the fly, and only where needed.
- Made it possible to reset to a previous checkpoint, by pressing use next to one.
- Cleaned the code somewhat, but kept the old layouts still working the same for this version.
- Partial scripted inventory reset when entering the map. This allows disabling the inventory reset dmflag, 
  while still possibly keeping some items from the last map. (Items that are removed: PlasmaRifle, GreenCard, Points).

v17: On easier skill levels, some layouts had more checkpoints than the code supported, resulting in broken checkpoints. This shouldn't happen anymore, as I increased the checkpoint limit. Implemented an awesome statistic display designed by EarthQuake, which is at the end of the map.

v16: Some huge layouts could reach the height limit on the map too early and produce rather broken flat tops. Now any map that goes past the height limit, will get scaled down to fit within the limit.

v15: New version for ZDaemon 1.09 beta. 
   
-The maximum grid size has been doubled; Layouts can now be as big as 32x32 cells.
-The size of each layout is randomized based on the seed. 

-Mode switch is gone, and the mode is based on the seed aswell now.
-The Grid is made of totally square sectors now; Less funny random bumps in this version.

-The theme is also based on the seed now. 
-A new 'RJSpace' theme by EarthQuake!
-There's new lighting code for the layouts, which is randomized a bit, and also based on the seed.

-change in the maze generation jump logic, now a jump might not lead you to a higher block, but a lower one.
-Due to too many changes to list, old seed values no longer produce the same layouts in this version as they did in the previous one.

v14: added a new theme with some plutonia textures. Rocket explosion thrust should now work normally in zdoom/st.

v13: added 'scaled' mode, makes shorter, more flat maps. tweaked around the thing numbers.. might reduce issues online. Added a city theme.

v12: added skill settings that affect exiting & checkpoints.

v11: fixed selecting a random theme. Added skulltag/zdoom support.  

v10: fixed flats on reconnect. Added a hexen2 theme. Placed a limit on repeated directions when carving the maze.

v9: reduced amount of things.. hopefully themes work online now.

v8: major changes in maze generation logic (As a result old seed values no longer work..). Includes diagonal steps/jumps now. A new random theme system has been added, includes a awesome theme by EarthQuake :P

v7: added training area, extra area, and two exit switches.

v6: changed checkpoints to only trigger when they're further than your latest checkpoint. Made exiting the map easier, depending on the skill level. Added armorbonuses.

v5: added checkpoints!

v4: changed some stuff... seems to work ok on lan. hopefully no problems will arise :S

v3: reduced thingcount from 1822 to 543.. hopefully this helps with the texture issue.

v2: fixed texture problem for players that connect later.

v1: this version was never released, but worked fine except for issue that has been fixed in v2.

in-progress:
-bonuses
-extra areas
-more themes
-skill settings

to-do:
-more different type of jumps
-etc.

other stuff:
puke 500 x  <- sets the skybox (x = 0-4)
puke 550 x  <- forces a theme (must be set before generating the layout) (x = 1-8)
puke 600 <- toggle debug display when generating the layout.

Theme numbers are:
1 - mish-mash Theme
2 - Funkflux Theme
3 - Hell Theme
4 - Iceberg Theme
5 - Island Ruins Theme
6 - Skyscraper city Theme
7 - Plutonia Theme
8 - RJSpace Theme
9 - ???
10 - ???
11 - ???

Skill levels affect how many checkpoints the map will have.

0 - I'm too young to die - Checkpoints very very often.
1 - Hey, not too rough  - Checkpoints very often.
2 - Hurt me plenty         - Checkpoints rather often.
3 - Ultra-Violence           - Checkpoints less often.
4 - Nightmare!               - Checkpoints a little rarely.

rjr_reset_min <percent> The % of the players that need to hit the reset switch for the map to reset. Default 100.
rjr_exit_min <percent> The % of the players that need to hit the exit switch for the map to exit. Default 60.
note: both switches work pretty much the same, only difference is that the reset switch is located right at the start.

skulltag/zdoom:
in the control setup, there's a unstuck button, that will teleport you to the beginning, if you get stuck inside another player.
sv_rocket_rate <tics> (default:70) -how many tics it takes to 'regenerate' 1 rocket.
sv_rocket_limit <amount> (default:2) -how many rockets the player will get at most through 'regeneration'

* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original 
authors for any of their resources modified or included in this file.


You MAY distribute this file, provided you include this text file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file 
intact.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.


* Where to get the file that this text file describes *

Web sites: http://wadhost.fathax.com/files/

Maps

MAP02

MAP02

Deathmatch Spawns
0
Co-op Spawns
5

Graphics