Difference between revisions of "Monster Generation"
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Revision as of 04:21, 15 July 2011
Technical | |
This article discusses technical aspects of DoomRL and will be of limited interest to most players. |
Each monster has a minimum dlevel, a maximum dlevel, a weight, and a danger rating. Minimum level and maximum level determine whether the monster can appear on a floor at all. Weight indicates relative likelihood of appearing. Danger indicates (inversely) how many can be generated.
For the more all enemies that can normally spawn, here are the values.
Monster Generation Parameters | ||||
Monster | Minimum | Maximum | Weight | Danger |
Former Human | 0 | 12 | 10 | 1 |
Former Sergeant | 2 | 15 | 10 | 2 |
Former Captain | 8 | 15 | 10 | 3 |
Imp | 0 | 17 | 8 | 2 |
Demon | 4 | 20 | 6 | 4 |
Lost Soul | 6 | 16 | 10 | 3 |
Hell Knight | 9 | 15 | 6 | 6 |
Cacodemon | 10 | 50 | 6 | 6 |
Former Commando | 12 | 17 | 6 | 7 |
Pain Elemental | 12 | 20 | 2 | 6 |
Baron of Hell | 12 | N/A | 6 | 10 |
Arachnotron | 13 | N/A | 4 | 9 |
Revenant | 13 | N/A | 5 | 12 |
Mancubus | 15 | N/A | 7 | 12 |
Arch-vile | 16 | N/A | 4 | 14 |
Nightmare Imp | 30 | 60 | 8 | 6 |
Nightmare Demon | 40 | N/A | 6 | 5 |
Nightmare Cacodemon | 51 | N/A | 6 | 10 |
Nightmare Arachnotron | 50 | N/A | 4 | 12 |
Nightmare Arch-vile | 90 | N/A | 3 | 20 |
Bruiser Brother | 50 | N/A | 6 | 14 |
Lava Elemental | 70 | N/A | 1 | 16 |
Shambler | 80 | N/A | 3 | 14 |
Agony Elemental | 80 | N/A | 1 | 20 |
Cyberdemon | 80 | N/A | 1 | 30 |
Additionally, the are monster groups. Monsters groups have their own minimum and maximum levels and weights that are used instead of the values for the the individual monsters. The effective danger of a group is the sum of the dangers of its monsters.
Monster Groups | |||
Monsters | Minimum | Maximum | Weight |
1 × former sergeant, 2-6 × former human | 7 | 16 | 10 |
5-8 × imp | 5 | 8 | 10 |
1 × hell knight, 2-6 × imp | 9 | 12 | 10 |
1 × baron of hell, 4-9 × imp | 13 | 21 | 10 |
1 × former commando, 2-6 × former sergeant | 15 | 21 | 10 |
1 × pain elemental, 3-8 × lost soul | 13 | 21 | 8 |
4-9 × demon | 10 | 22 | 4 |
1 × baron of hell, 2-4 × hell knight | 20 | N/A | 4 |
3-6 × arachnotron | 20 | N/A | 3 |
2 × arch-vile, 4 × former captain, 4 × former sergeant, 3-6 × former human | 20 | N/A | 2 |
2 × baron of hell, 2-3 × former captain, 2-3 × former sergeant | 20 | N/A | 5 |
2 × arch-vile, 2-5 × mancubus | 20 | N/A | 4 |
2 × arch-vile, 2-5 × revenant | 20 | N/A | 4 |
2 × arch-vile, 3-9 × baron of hell | 25 | N/A | 4 |
2 × arch-vile, 2-8 × former captain, 2-3 × mancubus | 25 | N/A | 2 |
Notice that monster groups are the only way for some enemies to appear on very deep levels.
The minimum level of monsters and monster groups is modified according to difficulty level. (Other numbers are not changed.)
Difficulty | Modifier |
I'm Too Young to Die | -0 |
Hey, Not Too Rough | -0 |
Hurt Me Plenty | -3 |
Ultra-Violence | -6 |
Nightmare! | -6 |
Each level is given a total danger rating depending on depth and difficulty level. Monster placement usually proceeds as follows: while the total danger of enemies placed so far is less than the danger rating of the level, pick a new monster or monster group and add it (entirely) to the level. Picking a monster or group is done using the weights as relative probabilities for all the monsters and groups with a valid dlevel range. When a monster group is picked, all its ranges are resolved uniformly and independently. Each monster is added to a random empty tile; for monster groups, each monster is added separately.
The total danger level is calculated from dlevel as follows:
Difficulty | Danger |
I'm Too Young to Die | 6 + 2.2 × dlevel |
Hey, Not Too Rough | 0.6 × sqrt(500 × dlevel) = 13.4 × sqrt(dlevel) |
Hurt Me Plenty | 20 × sqrt(dlevel) |
Ultra-Violence | 32 × sqrt(dlevel) |
Nightmare! | 40 × sqrt(devel) |
In addition to these monsters, certain level features (e.g. vaults) may cause additional monsters to spawn on the level without counting against this limit.