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_rebuildcommand 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 |
| Use neon lighting flag | Allows addition of neon lamps on too dark sections | 0 / 1 | No | NL |
esrm_neon |
| 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 |
| Floors type | Sets the floors type for the map | 1 (single floor), 2 (balconies, no items), 3 (balconies, items), 4 (two separated floors) | Yes | TF |
esrm_floors_type |
| 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%, 5 = 25%) | 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 |