ES: Randomaze: user guide
ƒ RD AAOW FDL; 23.09.2024; 21:58
Page contents
General information
ES: Randomaze is the maps generator for the mod with the same name. It was the child project of the ESHQ mod for Half-Life part 1. Now it is stand-alone project.
This tool will be started by the game engine automatically, every time it will need a new map.
Environment
The tool requires next compilation tools, directories and files for work:
.\hlcsg.exe
;.\hlbsp.exe
;.\hlvis.exe
;.\rlrad.exe
;.\maps
(directory);..\valve\eshq.wad
.
Available settings
From the command line
-x <map_name>
: compares specified map (currently saved map expected) with the last created one.-s <property_alias> <property_value>
: sets the specified property to the value without starting the interface.-r
: requests the immediate recompilation of the next map (after the saved one). It corresponds toesrm_rebuild
command in the game console.
From the settings window and game console
Random flag (here and below) initiates the random selection.
Property | Description | Range | Supports random flag | Alias | Game console command |
---|---|---|---|---|---|
Maze size coefficient | Sets the size of the map | 1 – 8 | No | MS |
esrm_size |
Enemies density coefficient | Sets the enemies density | 1 – 8 | Yes | DF |
esrm_enemies |
Items density coefficient | Affects quantity of collectable items / weapons | 1 – 8 | Yes | ID |
esrm_items |
Walls density coefficient | The larger the value, the fewer “branches” the maze will have | 1 – 12 | No | WD |
esrm_walls |
Lamps lighting coefficient | Affects quantity of enabled lamp lights | 1 – 10 | Yes | LI |
esrm_inlight |
Sun lighting coefficient | Affects outdoor brightness and the type of sky | 1 – 6 | Yes | LO |
esrm_outlight |
Crates density coefficient | Describes, how much enemies will be replaced with crates with bugs or explosives | 0 – 5 | Yes | CD |
esrm_crates |
Gravity coefficient | Affects the gravity percentage for all objects on the map | 1 – 20 (10 = 100%) | Yes | GR |
esrm_gravity |
Button mode | Adds the button(s) that should be found and pressed to open the exit gate | Quantity, 1 / 2 / 3 | No | BM |
esrm_button |
Map section types | Sets allowed types of map sections (all, only under sky or only inside) | 1 / 2 / 3 | No | ST |
esrm_sections |
Two floors flag | Adds the second floor to the map with some balconies and enemies | 0 / 1 | Yes | TF |
esrm_two_floors |
Allow items on the second floor | Permits the generation of items for balconies | 0 / 1 | Yes | TF |
esrm_two_floors |
Allow monster makers flag | Allows replacement of some monsters with monster makers | 0 / 1 | No | MM |
esrm_makers |
Map barrier types | Sets allowed types of barriers between map sections (glass, fabric or both) | 1 / 2 / 3 | No | BT |
esrm_barriers |
Fog coefficient | Affects the fog density percentage on the map | 0 – 10 (0 = 0%, 10 = 100%) | Yes | FC |
esrm_fog |
Water level | Affects the water level on the map | 0 – 9 (0 = 0%, 9 = 45%) | Yes | WL |
esrm_water |
Enemies permissions list | Consists of probabilities for monsters on maps | (the line of probabilities (0 – 5) for assassins, bullchickens, controllers, houndeyes, human grunts, headcrabs, tripmines, barnacles, alien grunts, alien slaves, turrets and zombies) | No | EP |
esrm_enemies_list |
Items permissions list | Consists of probabilities for weapons and items that will be allowed on maps (both on floors and in crates) | (the line of probabilities (0 – 5) for healthkits, batteries, grenades, 9mm handguns, satchels, .357 pythons, crossbows, gauss, crowbars, hornetguns, 9mm ARs, shotguns, RPGs, tripmines, snarks, egons and axes) | No | IP |
esrm_items_list |