Difference between revisions of "Levels"

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m (fuel fuel fuel -> fuel acid napalm)
m (Special levels)
 
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==Basic Objects==
 
==Basic Objects==
 
All levels are made of basic objects like floors, walls, and doors.
 
All levels are made of basic objects like floors, walls, and doors.
*'''HP''': This is one of the parameters that governs how difficulty the object is to destroy. Whenever an object takes damage, it's HP is decreased. Once its HP falls to 0, it changes to a floor tile. Some objects cannot be destroyed; these are indicated as "none". Also, some objects have two versions: one that can be destroyed and one that can't.
+
*'''HP''': This is one of the parameters that governs how difficult the object is to destroy. Whenever an object takes damage, its HP is decreased. Once its HP falls to 0, it changes to a floor tile. Some objects cannot be destroyed; these are indicated as "none". Also, some objects have two versions: one that can be destroyed and one that can't.
*'''Armor''': This also makes objects harder to destroy. Whenever an object takes damage, the object's armor is subtracted from the damage before the damage is subtracted from HP. Unlike the armor of the player and his enemies, objects' armor may reduce damage to 0.
+
*'''Armor''': This also makes objects harder to destroy. Whenever an object takes damage, the object's armor is subtracted from the damage before the damage is subtracted from HP. Unlike the armor of the player and enemies, objects' armor can reduce damage to 0.
 
*'''Fragile''': Objects can usually only be damaged by [[Damage type#plasma|plasma]], [[Damage type#fire|fire]], or [[Damage type#acid|acid]] damage. Fragile objects can be damaged by any damage type.
 
*'''Fragile''': Objects can usually only be damaged by [[Damage type#plasma|plasma]], [[Damage type#fire|fire]], or [[Damage type#acid|acid]] damage. Fragile objects can be damaged by any damage type.
  
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|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|N/A
 
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|N/A
 
|- style="background: #333;"
 
|- style="background: #333;"
 +
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|ammo crate, armor crate, blooded crate
 +
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|<span style="color:yellow;">'''#'''</span>, <span style="color:olive;">'''#'''</span>, <span style="color:maroon;">'''#'''</span>
 +
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|5
 +
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|5
 +
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
 +
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|When destroyed, sometimes leaves behind ammo, armor, boots or medpacks depending on the crate type and seed. Note that walls have HP, a wall's hp can be downgraded to 1HP and still be standing.
 +
|-
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|closed door
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|closed door
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|<span style="color:olive;">'''+'''</span>
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|<span style="color:olive;">'''+'''</span>
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|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
 
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|Can be opened.
 
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|Can be opened.
|-
+
|-style="background: #333;"
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|locked door
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|locked door
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|<span style="color:olive;">'''+'''</span>
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|<span style="color:olive;">'''+'''</span>
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|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
 
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|N/A
 
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|N/A
|- style="background: #333;"
+
|-
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|open door
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|open door
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|<span style="color:olive;">'''/'''</span>
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|<span style="color:olive;">'''/'''</span>
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|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|N/A
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|N/A
 
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|Can be closed.
 
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|Can be closed.
 +
|- style="background: #333;"
 +
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|[[lever]]
 +
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|<span style="color:white;">'''&'''</span>
 +
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|10
 +
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|0
 +
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|no
 +
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|see link in name for details
 
|-
 
|-
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|barrel of fuel
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|barrel of fuel
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|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|4
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|4
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 6d6 [[Damage type#acid|acid damage]], sometimes leaving behind acid tiles.
+
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|Can be pushed. When destroyed, creates a radius 3 [[explosions|explosion]] dealing 6d6 [[Damage type#acid|acid damage]], sometimes leaving behind acid tiles.
 
|-
 
|-
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|barrel of napalm
 
|style="text-align: left; padding-right: 1ex; border: solid darkred; border-width: 0 1px 0 0"|barrel of napalm
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|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|5
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|5
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
 
|style="text-align: center; border: solid darkred; border-width: 0 1px 0 1px"|yes
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|Can be pushed. When destroyed, creates a radius 4 [[explosions|explosion]] dealing 7d7 [[Damage type#fire|fire damage]], sometimes leaving behind lava tiles.
+
|style="text-align: center; border: solid darkred; border-width: 0 0 0 1px"|Can be pushed. When destroyed, creates a radius 2 [[explosions|explosion]] dealing 7d7 [[Damage type#fire|fire damage]], sometimes (often) leaving behind lava tiles.
 
|}
 
|}
 
  
 
==Random levels==
 
==Random levels==
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== Special levels ==
 
== Special levels ==
In stark contrast to random levels, special levels are constant and many of them appear every game. As you gain more experience playing DoomRL, these become stepping stones used as a grip against the turbulent flow of random levels.
+
In stark contrast to random levels, special levels are constant and many of them appear every game. A few are static levels you must always go through on their designated floors (with the exception of certain challenges disabling them), while the rest are optional levels you may enter inbetween floors if you find the stairs to them (the entry to which are highlighted by red stairs). Each special level tends to have a gimmick to it, and completing them without the right equipment and plan can be very difficult, especially so on harder difficulties, but they offer great rewards that you will have a hard time procuring normally (or even be unable to obtain at all otherwise), as well as substantial EXP to level you up to a greater degree.
  
 
For obvious reasons, all of these pages are considered spoilers if you wish to learn how to beat them yourself. Some are particularly spoiler-heavy, though, and are indicated as such here.
 
For obvious reasons, all of these pages are considered spoilers if you wish to learn how to beat them yourself. Some are particularly spoiler-heavy, though, and are indicated as such here.
Line 136: Line 149:
 
* [[Phobos Base Entry]]
 
* [[Phobos Base Entry]]
 
* [[Hell's Arena]]
 
* [[Hell's Arena]]
* [[Chained Court]]
+
* [[The Chained Court]]
* [[The Wall]]
+
* [[Military Base]]
 +
* [[Phobos Lab]]
 +
* [[Phobos Anomaly]]
 
* [[Hell's Armory]]
 
* [[Hell's Armory]]
* [[Halls of Carnage]]
+
* [[Deimos Lab]]
* [[Hellgate]]
+
* [[The Wall]]
* [[Unholy Cathedral]] <font color="#FFFF50">(SPOILERS!!!)</font>
+
* [[Containment Area]]
 +
* [[Abyssal Plains]]
 
* [[City of Skulls]]
 
* [[City of Skulls]]
 +
* [[Halls of Carnage]]
 
* [[Spider's Lair]]
 
* [[Spider's Lair]]
 +
* [[Tower of Babel]]
 
* [[The Vaults]]
 
* [[The Vaults]]
* [[The Mortuary]] <font color="#FFFF50">(SPOILERS!!!)</font>
+
* [[House of Pain]]
 +
* [[Unholy Cathedral]] <font color="#FFFF50">(Spoilers!)</font>
 +
* [[The Mortuary]] <font color="#FFFF50">(Spoilers!)</font>
 +
* [[Limbo]] <font color="#FFFF50">(Spoilers!)</font>
 
* [[The Lava Pits]]
 
* [[The Lava Pits]]
* [[Phobos Arena]] <font color="#FFFF50">(MAJOR SPOILERS!!!)</font>
+
* [[Mt. Erebus]]
* [[Hell Fortress|HF]] <font color="#FFFF50">(MAJOR SPOILERS!!!)</font>
+
* [[Dis]] <font color="#FFFF50">(Spoilers!)</font>
 +
* [[Hell Fortress]] <font color="#FFFF50">(MAJOR SPOILERS!)</font>
  
  
 
===Special level placement===
 
===Special level placement===
 +
Some levels don't spawn on I'm Too Young To Die: Hell's Armory/Deimos Lab, The Vaults/House of Pain, Unholy Cathedral, and The Mortuary/Limbo.
  
{{Technical}}
+
Special stairs are always placed on a random empty tile.
  
Special levels (besides Phobos Base Entry, Hellgate, Phobos Arena, and Hell Fortress) each have a dlevel range and a probability of appearing. When a new game starts, the program iterates through the special levels. For each, it rolls to determine if the level spawns, then, if so, chooses a dlevel from the range and places the special level there. If another special level later chooses the same dlevel, then the first special level is overwritten. Thus, the order of iteration is important. The order is: The Wall, The Lava Pits, City of Skulls, The Mortuary, The Vaults, Hell's Arena, Unholy Cathedral, Spider's Lair, Hell's Armory, Halls of Carnage, The Chained Court.
+
Special level pairs are chosen randomly - exactly one from each pair appears per game.
  
The following table summarizes the probabilities and dlevel ranges, with a separate column for the probability one overwriting is accounted for (which is what players will observe).
 
 
{|
 
{|
 
|'''Level'''
 
|'''Level'''
|'''Range'''
+
|'''Depth'''
|'''Probability (base)'''
+
|'''Probability (actual)'''
+
 
|-
 
|-
 
|Hell's Arena
 
|Hell's Arena
|2-3
+
|2 (Phobos 2)
|100%
+
|100%
+
 
|-
 
|-
 
|The Chained Court
 
|The Chained Court
|4-6
+
|5 (Phobos 5)
|100%
+
|100%
+
 
|-
 
|-
|The Wall
+
|Phobos Lab/Military Base
|7-13
+
|7 (Phobos 7)
|100%
+
|11/28 = 39.3%
+
 
|-
 
|-
|Hell's Armory
+
|Hell's Armory/Deimos Lab
|9-10
+
|9 (Deimos 1)
|100%
+
|100%
+
 
|-
 
|-
|Halls of Carnage
+
|The Wall/Containment Area
|11-14
+
|11 (Deimos 3)
|100%
+
|100%
+
 
|-
 
|-
|Unholy Cathedral
+
|City of Skulls/Abyssal Plains
|16
+
|12 (Deimos 4)
|100%
+
|100%
+
 
|-
 
|-
|City of Skulls
+
|Spider's Lair/Halls of Carnage
|17
+
|14 (Deimos 6)
|40%
+
|40%
+
 
|-
 
|-
|Spider's Lair
+
|The Vaults/House of Pain
|18-19
+
|17 (Hell 1)
|40%
+
|40%
+
 
|-
 
|-
|The Vaults
+
|Unholy Cathedral
|18-21
+
|19 (Hell 3)
|100%
+
|90%
+
 
|-
 
|-
|The Mortuary
+
|The Mortuary/Limbo
|22
+
|20 (Hell 4)
|100%
+
|100%
+
 
|-
 
|-
|The Lava Pits
+
|The Lava Pits/Mt. Erebus
|23
+
|22 (Hell 6)
|100%
+
|100%
+
 
|}
 
|}
 
Additionally, some levels don't spawn on I'm Too Young To Die: Hell's Armory, Unholy Cathedral, The Vaults, and The Mortuary. This means that The Wall is more common on that difficulty level: 19/28 = 67.9%.
 
 
Also, for those levels that get overridden, the likelihood of appearing on different levels is skewed.
 
 
Here is a table showing the distribution of which specials stairs are likely to be on each level assuming there are stairs and that none of the possible levels have been encountered previously.
 
{|
 
|'''Level'''
 
|'''Special Level'''
 
|-
 
|1
 
|N/A
 
|-
 
|2-3
 
|always Hell's Arena
 
|-
 
|4-6
 
|always Chained Court
 
|-
 
|7-8
 
|always The Wall
 
|-
 
|9-10
 
|always The Armory (on I'm Too Young To Die, always The Wall)
 
|-
 
|11
 
|5/8 Halls of Carnage, 3/8 The Wall (on I'm Too Young To Die, 1/2 Halls of Carnage, 1/2 The Wall)
 
|-
 
|12
 
|2/3 Halls of Carnage, 1/3 The Wall (on I'm Too Young To Die, 1/2 Halls of Carnage, 1/2 The Wall)
 
|-
 
|13
 
|3/4 Halls of Carnage, 1/4 The Wall (on I'm Too Young To Die, 1/2 Halls of Carnage, 1/2 The Wall)
 
|-
 
|14
 
|always Halls of Carnage
 
|-
 
|15
 
|N/A
 
|-
 
|16
 
|always Unholy Cathedral
 
|-
 
|17
 
|always City of Skulls
 
|-
 
|18-19
 
|1/2 The Vaults, 1/2 Spider's Lair (on I'm Too Young To Die, always Spider's Lair)
 
|-
 
|20-21
 
|always The Vaults
 
|-
 
|22
 
|always The Mortuary
 
|-
 
|23
 
|always The Lava Pits
 
|-
 
|>23
 
|N/A
 
|}
 
 
Special stairs are always placed on a random empty tile.
 

Latest revision as of 04:04, 8 August 2024

Levels are the heart of DoomRL, and without them there would be no game. It is where the player explores, where enemies roam, where special items lie in wait. They are filled with either fortune or your own personal doom.

Basic Objects

All levels are made of basic objects like floors, walls, and doors.

  • HP: This is one of the parameters that governs how difficult the object is to destroy. Whenever an object takes damage, its HP is decreased. Once its HP falls to 0, it changes to a floor tile. Some objects cannot be destroyed; these are indicated as "none". Also, some objects have two versions: one that can be destroyed and one that can't.
  • Armor: This also makes objects harder to destroy. Whenever an object takes damage, the object's armor is subtracted from the damage before the damage is subtracted from HP. Unlike the armor of the player and enemies, objects' armor can reduce damage to 0.
  • Fragile: Objects can usually only be damaged by plasma, fire, or acid damage. Fragile objects can be damaged by any damage type.
Basic Objects
Name Appearance HP Armor Fragile Special
floor · none N/A N/A N/A
blood · none N/A N/A N/A
pool of blood none N/A N/A N/A
Phobos rock . none N/A N/A N/A
wall, blooded wall #, # 10 10 no N/A
bloodstone, blooded wall #, # 15 10 no N/A
green wall # 15 10 no N/A
crate, blooded crate #, #, # 5 5 no N/A
ammo crate, armor crate, blooded crate #, #, # 5 5 yes When destroyed, sometimes leaves behind ammo, armor, boots or medpacks depending on the crate type and seed. Note that walls have HP, a wall's hp can be downgraded to 1HP and still be standing.
closed door + 6 4 yes Can be opened.
locked door + 6 6 yes N/A
open door / none N/A N/A Can be closed.
lever & 10 0 no see link in name for details
barrel of fuel 0 2 3 yes Can be pushed. When destroyed, creates a radius 4 explosion dealing 5d5 fire damage.
barrel of acid 0 2 4 yes Can be pushed. When destroyed, creates a radius 3 explosion dealing 6d6 acid damage, sometimes leaving behind acid tiles.
barrel of napalm 0 2 5 yes Can be pushed. When destroyed, creates a radius 2 explosion dealing 7d7 fire damage, sometimes (often) leaving behind lava tiles.

Random levels

The archetypical level in DoomRL is a randomly-generated one. It is produced in such a way that no two games are particularly alike. There are many special considerations within the game engine, although many of these are technical and unimportant from a gameplay perspective.

Special levels

In stark contrast to random levels, special levels are constant and many of them appear every game. A few are static levels you must always go through on their designated floors (with the exception of certain challenges disabling them), while the rest are optional levels you may enter inbetween floors if you find the stairs to them (the entry to which are highlighted by red stairs). Each special level tends to have a gimmick to it, and completing them without the right equipment and plan can be very difficult, especially so on harder difficulties, but they offer great rewards that you will have a hard time procuring normally (or even be unable to obtain at all otherwise), as well as substantial EXP to level you up to a greater degree.

For obvious reasons, all of these pages are considered spoilers if you wish to learn how to beat them yourself. Some are particularly spoiler-heavy, though, and are indicated as such here.


Special level placement

Some levels don't spawn on I'm Too Young To Die: Hell's Armory/Deimos Lab, The Vaults/House of Pain, Unholy Cathedral, and The Mortuary/Limbo.

Special stairs are always placed on a random empty tile.

Special level pairs are chosen randomly - exactly one from each pair appears per game.

Level Depth
Hell's Arena 2 (Phobos 2)
The Chained Court 5 (Phobos 5)
Phobos Lab/Military Base 7 (Phobos 7)
Hell's Armory/Deimos Lab 9 (Deimos 1)
The Wall/Containment Area 11 (Deimos 3)
City of Skulls/Abyssal Plains 12 (Deimos 4)
Spider's Lair/Halls of Carnage 14 (Deimos 6)
The Vaults/House of Pain 17 (Hell 1)
Unholy Cathedral 19 (Hell 3)
The Mortuary/Limbo 20 (Hell 4)
The Lava Pits/Mt. Erebus 22 (Hell 6)
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