====== START OF OBSIDIAN LOGS ======

Initialized on Thu Dec  1 18:38:33 2022

********************************************************
** OBSIDIAN Level Maker 20 "Unstable" **
** Build 2022.11.23 **
********************************************************

Library versions: FLTK 1.4.0

home_dir: /home/linuxmintguy/.config/obsidian
install_dir: .
config_file: /home/linuxmintguy/.config/obsidian/CONFIG.txt

Loading language list: ./language/LANGS.txt
DONE.

Loading theme file: /home/linuxmintguy/.config/obsidian/THEME.txt
DONE.

Detected user language: 'en_US'
Using the default language (English)

Initializing VFS...
DONE.

Scanning for addons....
  found: ./addons/addon_room_theme_shuffle.pk3 (Disabled)
  found: ./addons/addon_delta_resource_pack.pk3 (Disabled)
DONE


--- OPENING LUA VM ---

Loading initial script: init.lua
Loading main script: obsidian.lua
DONE.

****************************
** Obsidian (C) 2018-2022 **
****************************
|    A Creation of the     |
|        Community         |
\__________________________/

    MsrSgtShooterPerson
          Armaetus
          Garrett
         Caligari87
          Frozsoul
          Simon-v
           Beed28
          Craneo
          MogWaltz
      EpicTyphlosion
          Tapwave
          Swedra
          Demios
          Scionox
          josh771
        dashodanger
        Phytolizer
    And All of Our Fans!

--------------------------------------------
-- https://github.com/dashodanger/Obsidian/ --
--------------------------------------------

~~ Obsidian Lua initialization begun ~~

Loading all engines...
Loading all games...
Loading all ports...
Loading all modules...

~~ Completed Lua initialization ~~

Loading config file: /home/linuxmintguy/.config/obsidian/CONFIG.txt
DONE.

Created WAD file: /home/linuxmintguy/games/Delta/mods/obsidian/doom 2/2022-12-01-1839_as_the_ancients_gather.wad


~~~~~~~ Making Levels ~~~~~~~

-- CONFIG FILE : OBSIDIAN Beta

-- Obsidian (C) 2018-2022
-- MsrSgtShooterPerson
-- Armaetus
-- Garrett
-- Caligari87
-- Frozsoul
-- Simon-v
-- Beed28
-- Craneo
-- MogWaltz
-- EpicTyphlosion
-- Tapwave
-- Swedra
-- Demios
-- Scionox
-- josh771
-- dashodanger
-- Phytolizer
-- https://github.com/dashodanger/Obsidian/

seed = 3584801919709081757                               

---- Game Settings ----

engine = idtech_1
game = doom2
port = zdoom
length = game
theme = epi

---- Architecture ----

float_size = 30
float_level_upper_bound = 36
float_level_lower_bound = 16
level_size_ramp_factor = 0.66
level_size_bias = large
mixin_type = normal
bool_prebuilt_levels = 0
float_overall_lighting_mult = 1
outdoors = less
caves = heaps
liquids = few
hallways = mixed
teleporters = heaps
steepness = more
zdoom_vista = disable
zdoom_skybox = disable

---- Architecture ----

float_size_wolf_3d = 36
float_level_upper_bound_wolf_3d = 75
float_level_lower_bound_wolf_3d = 10
level_size_ramp_factor_wolf_3d = 0.66
level_size_bias_wolf_3d = default

---- Combat ----

float_mons = 2
float_mix_it_up_upper_range = 10
float_mix_it_up_lower_range = 0
float_strength = 1
float_ramp_up = 1
bool_pistol_starts = 1
bool_quiet_start = 0
mon_variety = mixed
mon_variety_jumpstart = default
bosses = medium
bossesnormal = no
traps = mixed
trap_style = default
trap_qty = default
cages = mixed
cage_qty = default
secret_monsters = no

---- Combat ----

float_mons_wolf_3d = 1
float_mix_it_up_upper_range_wolf_3d = 10
float_mix_it_up_lower_range_wolf_3d = 0

---- Pickups ----

health = more
ammo = heaps
weapons = very_soon
items = heaps
secrets = heaps
secrets_bonus = heapsest

---- Map Build Options ----

bool_build_reject = 0

---- Architecture ----

float_minrooms_slump = 15

---- Combat ----

slump_mons = normal
bool_quiet_start_slump = 1

---- Map Build Options ----

map_format = udmf

---- Map Build Options ----

bool_build_nodes_zdoom = 1
map_format_zdoom = udmf

---- Other Modules ----

@alt_shape_grammars = 1
  float_grammar_boxes_of_death = 0
  float_grammar_oblige_v5 = 0

@armaetus_epic_textures = 0

@debugger = 1
  title_screen_source = titlegen
  bool_sub_titles = 0
  bool_scale_items_with_map_size = 0
  bool_print_fab_materials = 0
  missing_material_behavior = ignore
  bool_non_vanilla_as_missing = 0
  bool_whole_names_only = 0
  bool_shape_rule_stats = 0
  bool_save_svg = 0
  bool_save_gif = 0
  bool_suppress_nolimit_warning = 0
  bool_experimental_games = 0
  bool_custom_error_texture = 0
  live_minimap = room

@doom_item_control = 0

@doom_mon_control = 0

@doom_weapon_control = 0

@fauna_module = 0

@gzdoom_marine_closets = 0

@historical_versions = 0

@iwad_mode = 0

@jokewad_module = 0

@misc = 1
  float_layout_absurdity = 0
  float_linear_mode = 0
  float_nature_mode = 0
  float_streets_mode = 100
  bool_appropriate_street_themes = 1
  room_size_multiplier = 1.5
  room_area_multiplier = mixed
  room_size_consistency = mixed
  room_size_mix_type = normal
  room_area_mix_type = normal
  big_rooms = mixed
  big_outdoor_rooms = rare
  sub_rooms = mixed
  room_heights = mixed
  parks = mixed
  natural_parks = none
  park_detail = mixed
  windows = mixed
  passable_windows = not_on_vistas
  passable_railings = never
  symmetry = mixed
  beams = mixed
  fences = mixed
  porches = mixed
  pictures = heaps
  scenics = mixed
  corner_style = themed
  liquid_sinks = yes
  darkness = none
  bool_outdoor_shadows = 1
  float_minimum_brightness = 0
  float_maximum_brightness = 256
  barrels = heaps
  doors = mixed
  keys = mixed
  trikeys = none
  switches = mixed
  local_switches = mixed
  bool_road_markings = 1
  street_traffic = mixed
  bool_exit_signs = 1
  linear_start = default
  dead_ends = heaps

@modded_game_extras = 1
  bool_hn_markers = 1
  hn_info_type = hn_info_quest
  bool_custom_actor_names = 0
  bool_qcde_lootboxes = 0
  bool_d4t_ents = 0
  bool_trailblazer = 0
  bool_complex_doom = 0

@prefab_control = 1
  bool_alt_starts = 0
  bool_foreshadowing_exit = 1
  bool_autodetail = 1
  point_prob = fab_heaps
  wall_prob = fab_default
  group_wall_prob = fab_heaps
  float_single_room_theme = 50
  float_limit_wall_groups = 100
  bool_peered_exits = 1
  steppy_caves = yes
  pf_crushers = 1
  pf_dexterity = 0
  pf_gamble = 8
  pf_sight_ambushes = 1
  pf_mirror_mazes = 1
  pf_dark_mazes = 0
  pf_stair_ladders = 0
  bool_jump_crouch = 1
  pf_damaging_halls = default
  bool_fab_match_theme = 1

@procedural_gotcha_zdoom = 1
  gotcha_frequency = final
  bool_gotcha_boss_fight = 1
  float_gotcha_qty = 1.2
  float_gotcha_strength = 4
  gotcha_map_size = small
  bool_boss_gen = 1
  boss_gen_steepness = none
  boss_gen_diff = default
  boss_trait_diff = default
  boss_gen_health = default
  boss_gen_hitscan = default
  bool_boss_gen_hpbar = 1
  bool_boss_gen_music = 0
  boss_gen_reinforce = default
  boss_gen_reinforcerate = default
  bool_boss_gen_types = 0
  boss_gen_typelimit = softlimit
  boss_gen_weap = scatter
  boss_gen_exit = default
  float_boss_gen_ammo = 3
  float_boss_gen_heal = 3

@sky_generator = 0

@stealth_mon_control = 0

@stealth_mons = 0

@theme_ctl_doom2 = 1
  episode1 = tech
  episode2 = urban
  episode3 = hell
  secret = minisodic

@zdoom_ambient_sound = 1
  snd_start_id = 20000

@zdoom_marine_control = 0

@zdoom_marines = 0

@zdoom_specials = 1
  fog_generator = no
  fog_env = all
  fog_intensity = mixed
  bool_fog_affects_sky = 0
  bool_dynamic_lights = 1
  bool_glowing_flats = 1
  mapinfo_music_shuffler = no
  story_generator = proc
  bool_custom_quit_messages = 1
  generic_intermusic = $MUSIC_READ_M
  bool_episode_selection = 1
  bool_no_intermission = 0

-- END --

--== ZDoom Special Addons module active ==--


--== Ambient Sound Addons module active ==--

Keys 1, Switches 0, Weapons 1, Items 4
Keys 1, Switches 1, Weapons 1, Items 0
Keys 2, Switches 2, Weapons 2, Items 0
Keys 2, Switches 0, Weapons 3, Items 1
Keys 1, Switches 1, Weapons 1, Items 3
Keys 2, Switches 0, Weapons 2, Items 1
Keys 1, Switches 1, Weapons 2, Items 2
Keys 1, Switches 0, Weapons 4, Items 1
Keys 1, Switches 2, Weapons 1, Items 2
Keys 2, Switches 0, Weapons 1, Items 2
Keys 1, Switches 2, Weapons 1, Items 2
Keys 1, Switches 0, Weapons 2, Items 0
Keys 1, Switches 0, Weapons 4, Items 0
Keys 2, Switches 1, Weapons 2, Items 1
Keys 1, Switches 3, Weapons 2, Items 0
Keys 1, Switches 0, Weapons 4, Items 1
Keys 1, Switches 2, Weapons 3, Items 0
Keys 2, Switches 0, Weapons 3, Items 0
Keys 1, Switches 0, Weapons 1, Items 1
Keys 1, Switches 0, Weapons 2, Items 2
Keys 3, Switches 1, Weapons 2, Items 0
Keys 2, Switches 0, Weapons 1, Items 1
Keys 1, Switches 2, Weapons 2, Items 1
Keys 1, Switches 0, Weapons 1, Items 3
Keys 2, Switches 0, Weapons 1, Items 0
Keys 1, Switches 1, Weapons 2, Items 0
Keys 2, Switches 0, Weapons 2, Items 0
Keys 1, Switches 0, Weapons 3, Items 1
Keys 3, Switches 1, Weapons 1, Items 1
Keys 1, Switches 0, Weapons 1, Items 1
Keys 1, Switches 0, Weapons 3, Items 0
Keys 1, Switches 1, Weapons 1, Items 0
Loading prefabs from: 'games/doom/fabs'
OK
3241 prefabs loaded and usable!

Preprocess shape grammars...
718 rules loaded!
Preprocess shape grammars...
114 rules loaded!
Preprocess shape grammars...
145 rules loaded!

Theme for level MAP01 = tech
Theme for level MAP02 = tech
Theme for level MAP03 = tech
Theme for level MAP04 = tech
Theme for level MAP05 = tech
Theme for level MAP06 = tech
Theme for level MAP07 = tech
Theme for level MAP08 = tech
Theme for level MAP09 = tech
Theme for level MAP10 = tech
Theme for level MAP11 = tech
Theme for level MAP12 = urban
Theme for level MAP13 = urban
Theme for level MAP14 = urban
Theme for level MAP15 = urban
Theme for level MAP16 = urban
Theme for level MAP17 = urban
Theme for level MAP18 = urban
Theme for level MAP19 = urban
Theme for level MAP20 = urban
Theme for level MAP21 = hell
Theme for level MAP22 = hell
Theme for level MAP23 = hell
Theme for level MAP24 = hell
Theme for level MAP25 = hell
Theme for level MAP26 = hell
Theme for level MAP27 = hell
Theme for level MAP28 = hell
Theme for level MAP29 = hell
Theme for level MAP30 = hell
Theme for level MAP31 = urban
Theme for level MAP32 = urban

Special levels:
  none
Initial size for MAP01: 30
size_multiplier: 1.5
area_multiplier: 2
size_consistency: normal

Initial size for MAP02: 30
size_multiplier: 1.5
area_multiplier: 1.5
size_consistency: normal

Initial size for MAP03: 30
size_multiplier: 1.5
area_multiplier: 0.75
size_consistency: normal

Initial size for MAP04: 30
size_multiplier: 1.5
area_multiplier: 1
size_consistency: bounded

Initial size for MAP05: 30
size_multiplier: 1.5
area_multiplier: 0.75
size_consistency: strict

Initial size for MAP06: 30
size_multiplier: 1.5
area_multiplier: 0.15
size_consistency: normal

Initial size for MAP07: 30
size_multiplier: 1.5
area_multiplier: 2
size_consistency: bounded

Initial size for MAP08: 30
size_multiplier: 1.5
area_multiplier: 2
size_consistency: strict

Initial size for MAP09: 30
size_multiplier: 1.5
area_multiplier: 4
size_consistency: normal

Initial size for MAP10: 30
size_multiplier: 1.5
area_multiplier: 0.5
size_consistency: normal

Initial size for MAP11: 30
size_multiplier: 1.5
area_multiplier: 0.5
size_consistency: strict

Initial size for MAP12: 30
size_multiplier: 1.5
area_multiplier: 4
size_consistency: normal

Initial size for MAP13: 30
size_multiplier: 1.5
area_multiplier: 1
size_consistency: normal

Initial size for MAP14: 30
size_multiplier: 1.5
area_multiplier: 1.5
size_consistency: strict

Initial size for MAP15: 30
size_multiplier: 1.5
area_multiplier: 0.5
size_consistency: strict

Initial size for MAP16: 30
size_multiplier: 1.5
area_multiplier: 1.5
size_consistency: normal

Initial size for MAP17: 30
size_multiplier: 1.5
area_multiplier: 0.75
size_consistency: normal

Initial size for MAP18: 30
size_multiplier: 1.5
area_multiplier: 2
size_consistency: normal

Initial size for MAP19: 30
size_multiplier: 1.5
area_multiplier: 1
size_consistency: strict

Initial size for MAP20: 30
size_multiplier: 1.5
area_multiplier: 1
size_consistency: normal

Initial size for MAP21: 30
size_multiplier: 1.5
area_multiplier: 1.5
size_consistency: normal

Initial size for MAP22: 30
size_multiplier: 1.5
area_multiplier: 1
size_consistency: strict

Initial size for MAP23: 30
size_multiplier: 1.5
area_multiplier: 0.75
size_consistency: bounded

Initial size for MAP24: 30
size_multiplier: 1.5
area_multiplier: 0.75
size_consistency: normal

Initial size for MAP25: 30
size_multiplier: 1.5
area_multiplier: 1
size_consistency: normal

Initial size for MAP26: 30
size_multiplier: 1.5
area_multiplier: 1
size_consistency: strict

Initial size for MAP27: 30
size_multiplier: 1.5
area_multiplier: 4
size_consistency: bounded

Initial size for MAP28: 30
size_multiplier: 1.5
area_multiplier: 0.75
size_consistency: normal

Initial size for MAP29: 30
size_multiplier: 1.5
area_multiplier: 0.5
size_consistency: normal

Initial size for MAP30: 30
size_multiplier: 1.5
area_multiplier: 0.75
size_consistency: normal

Initial size for MAP31: 30
size_multiplier: 1.5
area_multiplier: 4
size_consistency: normal

Initial size for MAP32: 30
size_multiplier: 1.5
area_multiplier: 0.5
size_consistency: normal

Game title: As The Ancients Gather

Game sub-title: A Developed Hellscape

Episode 1 title: Apocalyptic Inverted Star

Episode 2 title: A Minute to Midnight

Episode 3 title: The Archaic Shores

Level 1 title: Subterrestrial Annex

~~~~~~| MAP01 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = few
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = few
  hallways = few
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = some
  scenics = few
  secrets = heaps
  steepness = more
  switches = few
  symmetry = some
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: water, usage: 25%

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 333 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:



























                                          ##EE←←EEEEEEEE
                                          ##EE←←EEEEEEEE
                                          ##EEEEEEEE←←EEEEEEEEEE
                                          ##EEEEEEEE←←EEEEEEEEEE
                                          ##EE←←EEEEEEEEEEEEEEEE
                                          ##EE←←EEEEEEEEEEEEEEEE
                                            ##  ######  EEEEEEEE
                                            ##  ######  EEEEEEEE
                                  ###                   EEEEEEEE
                                  DDD   ###             EEEEEEEE
                              ##DDDDD   ###  DD←←D D→DD►FFFFFFEEEE
                              ##DD↑D↑DD←DDDDDDDDDDDD DD►FFFFFFEEEE
                               #DD↑D↑DD←DDDDDDDDDDDD→DD►FFFFFFE←←E
                               #DDDDDDDDD D D  DDDDD DD►FFFFFFE←←E
                               #DD/D\DDDDDDDDGGDDDDD→DDEEEEEE   EE
                                  DDDDDDDDDDDGGDDDDD DDEEEEEEEEEEEEEE
                                  DDD###  CC GGDDDDD→DDEEEEEEEE→EE←EE
                           #CC←←CCCC  ##CCCCCC ▲▲▲▲    ### ##EEEEEEEE
                           #CC←←CCCC\ ##C/CCCC ▲▲▲▲    ### ##EEEEEEEE
                          ##CCCC←←CCCC CCCC CC→CCCCCC      ##EE→EE←EE
                          ##CCCC←←CCCC CCC /CC→CCCCCC      ##EEEEEEEE
                          ##CCCC  ## C  CCCC/  CCCCCC        ###EE
                          ##CCCC  ## CCCC↑   II    ↑↑        ###
                          CCCCC/     C  CCC /II\ ##CC
                        CCCCCCAA←←A\CC  CCCIIIIII##CC
                        CCCCCCAA←←AACC  ▲▲▲IIIIII   ###
                        CCCCCC####AAA►BB▲▲▲         ###  ###
                        CCCCCC####AAA►BBBBBBBBBBBB→→BBBB ###
                        CCCCCC####AAA►BBBBBBBBBBBB→→BBBB JJJ
                        ##### AA←←AA  ##↓  ↓↓  ↓BBBBB\BB JJJ
                           ## AA←←A/  ##BBBBBBBBBBBBBBBB JJJ
                                      ##BBBBBBBBBB##BBBB ###
                                        \B/##\B/####     ###
                                           ##   ##






























Teleporter connection: ROOM_2 --> ROOM_9
Teleporter connection: ROOM_3 --> ROOM_10

--==| Make Quests |==--

Exit room: ROOM_5
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_4 -- ROOM_5)
Dividing QUEST_2 @ CONN_2 (ROOM_2 -- ROOM_3)
Maximum of 0 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:172
  QUEST_2 : svolume:400
  QUEST_1 : svolume:270
Zone quota: 3
Zone list:
  ZONE_2 : rooms:2 areas:20
  ZONE_1 : rooms:3 areas:26
  ZONE_3 : rooms:4 areas:40

Level light group: single
+ light_color: red
Other Item quota : 6.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 842
Group walls tone down multiplier: 1
Total perimeter: 739
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: shotty
Giving weapon: super
Giving weapon: super
Giving weapon: chain
Giving weapon: plasma
172 hostile entities detected.

--==| Item Pickups |==--

Unable to place items: shells x 5
--==| Hellscape Navigator Support |==--

ZONE_2 name: Djiacro Storehouse 3-91
ZONE_1 name: Infested Station
ZONE_3 name: A Jaunt to the Energy Workshop
DOOM CSG...
Removed 78531 dead regions (of 105476)
Filled 1 gaps (of 19213 total)
Lighting level...
Merged 8134 colinear lines
Rounded 1 square corners
Aligned 12129 textures
Level 2 title: Destroy the I/O Base

~~~~~~| MAP02 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = none
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = few
  fences = some
  hallways = some
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = none
  scenics = few
  secrets = heaps
  steepness = more
  switches = some
  symmetry = none
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: slime, usage: 25%

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 382 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:

























                                                  GG GG
                              ##                 /GG GG
                            ####               ##GG//GG
                            iiii               ##GGGGGG
                            iiii               ##GGGGGG
                          ##iii/               ##GGGGGG
                          ##iii#               ##GGGGGG\
                          ##iii#                 \GGGGGG
                           #iii#    ######        GGGGGG##
                           #iiiii ########    ##  GGGGG/##
                           #iiiiii##hhhhhh##  ##  ##/GGGGGG
                            iii/iiiihhhhhh## /jj\ ##GGGGGGG\
                            iiiiiiiii\hh/   #jjjj## GGGGGGGG
                            iiiiiiiiiihh    #jjjj## GGGGG\GG
                            iiiiiiiiii▼▼     \jj/ ##\GGGGG↓↓
                            iiiiiiiiii▼▼      ##  ##GGGGGGGG
                            iiiii/ii↓↓▼▼ ### #### GGGGGGGGG/
                            iiiiiiiiiiii CCC #### GGGGGGG/
                            \iiiiii/\iii CCC FFFF►GG\GGGG
                             #########↓↓#CCC FFFF►GGGGGGG
                          ############ii#CCC FFFF►GGGGGGG
                          EEEEEEEEEEEEE #CCC FFFF►GG/GGGG
                          EEEEEEE\EEEEE◄CCCC #### ## GGGG
                          ↑↑EE/EEEE↓EEE◄CCCCC####    GGGG
                          EEEEEEEEEEEEE◄CCCCCC       ▼▼▼
                          EEEEEEEEEEE###CCCCCC      LLLLL#
                          ##    EEEEE###CCCCCC    ##LLLLL#
                                EEEEEAAA►CCCCC    ##LLLLL#
                                   ##AAA►CCCCC    ##LLLLL##
                                   ##AAA►CCCCC    ##LLLLL##
                                   AA←ACCCCCCC##    #####
                                 ##AAAACCCCCCC##    ##
                                 ##AAAACCCCCC
                                 ##AAAACCCCCC##
                                 ######CCCCCC##
                               ##CCC###CCCCC##
                               ##CCCCCCCCCCC##
                               ##CCCCCCCCCCC##
                               ##CCCCCCCCCC
                               ##CCCCCCCCCC##
                               ##CCCCCCCCCC##

























Teleporter connection: ROOM_3 --> ROOM_6
Teleporter connection: ROOM_6 --> ROOM_8
Teleporter connection: ROOM_8 --> ROOM_10

--==| Make Quests |==--

Exit room: ROOM_9
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_5 (ROOM_8 -- ROOM_9)
Dividing QUEST_2 @ CONN_2 (ROOM_3 -- ROOM_5)
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:569
  QUEST_2 : svolume:96
  QUEST_1 : svolume:137
Zone quota: 3
Zone list:
  ZONE_2 : rooms:3 areas:26
  ZONE_3 : rooms:4 areas:36
  ZONE_1 : rooms:2 areas:18

Level light group: single
+ light_color: green
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 803
Group walls tone down multiplier: 1
Total perimeter: 743
Plain walls tone down multiplier: 0

LACKING ENTITY : 


--==| Make Battles |==--

Giving weapon: shotty
Giving weapon: super
Giving weapon: launch
Giving weapon: chain
154 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Superluminal Circle
ZONE_3 name: Irrigation Satellite
ZONE_1 name: Development Facility
DOOM CSG...
Removed 92983 dead regions (of 124372)
WARNING: entity '20016' is inside solid @ (-1000,-3000,200)
WARNING: entity '15010' is inside solid @ (-900,-1000,200)
WARNING: entity '20016' is inside solid @ (-200,-700,200)
Filled 428 gaps (of 24480 total)
WARNING: entity '20016' is inside solid @ (-1000,-3000,200)
WARNING: entity '15010' is inside solid @ (-900,-1000,200)
WARNING: entity '20016' is inside solid @ (-200,-700,200)
Lighting level...
Merged 8457 colinear lines
Rounded 10 square corners
Aligned 12895 textures
Level 3 title: Secure the Primary Plant

~~~~~~| MAP03 |~~~~~~

Styles = 
{
  ambushes = few
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = few
  fences = none
  hallways = none
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = some
  scenics = some
  secrets = heaps
  steepness = more
  switches = few
  symmetry = few
  teleporters = heaps
  traps = few
  trikeys = none
  windows = heaps
}

Liquid: skipped for level (by style).

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 445 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 10

Seed Map:
































                              ##G→GG
                              ##G→GG#
                            ###/G GG# GGG
                           #GGGGGGGG#/GGG\
                           #GGGGGGGG/GGGGG\
                         ## ▲▲▲▲G GGGGGGGGG##
                         ## ▲▲▲▲G→GGGGGGGGG##
                         CCCCCCCG→GGGGGGGGG##
                         CCCCCCC    GGGGGG/
                        #CCCCCCCCC   \GGG/
                        #CCCCCCCCC##  GGG
                        #CCCCCCCCC##
                        #CCCCCCCCCCCC                    ####
                        CCCCCCCCCCCCC##                  ####
                        CCCCCCCCCCCCC####              ##IIIII##
                        CCCCCCCCCCCCCC #### ##         ##IIIIIII
                        CCCCCCCCCCCCCCCCCFF\##       ####IIIIIII##
                         CCCCCCCCCCCCCCCCFFFFF       ##IIIIIIIII##
                        #CCCCCCCCCCCCCCCCFFFF/      #IIIIIIIIIII##
                        #CCCCCCCCCCCCCCCCFF/HHH  ## #IIIIIIIIIII##
                         ######   ▲▲▲  #EE#HHHHH ## #IIIIIIIIII##
                         ###### ##AAA###EE#HHHHH◄DD##DDIIIIIIIIII##
                                ##AAA##/EE\HHHHH◄DD##DDD IIIIIIII##
                                ##AAA##EEEEHHHHH◄DD   DDIIIIIIIIIIIII
                             ## ##▼▼▼  EEEEHHHHH DD\ /D IIIIIIIIIIIIII
                           #### BBBBBBBBBBBBBBBBDDDD D/#IIIIIIIIIIIIII
                           ##BBBBBBBBBBBBBBBBBBBDDDD#D #IIIII▲▲▲IIIIII
                           BBBBBBBBBBBBBBBBBBBBB►DD/#D\     /DDDIIIIII
                          #BBBBBBBBBBBBBBBBBBBBB►DDDDDDD\ /DDDDDIIIII
                          #BBBBBBBBBBBBBBBBBBBBB►DDDD/ \DDDDD/##/DD\##
                           ###########                    DDD\##DDDDDD
                              ########                     DDDDDDDDDDD
                                                            \DDDDDDDDD
                                                             ###DDDDDD


























--==| Make Quests |==--

Exit room: ROOM_7
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_3 -- ROOM_7)
Dividing QUEST_2 @ CONN_1 (ROOM_1 -- ROOM_2)
Maximum of 0 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:247
  QUEST_2 : svolume:481
  QUEST_1 : svolume:104
Zone quota: 3
Zone list:
  ZONE_2 : rooms:3 areas:19
  ZONE_3 : rooms:5 areas:35
  ZONE_1 : rooms:1 areas:9

Level light group: single
+ light_color: red
Other Item quota : 4.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 833
Group walls tone down multiplier: 1
Total perimeter: 696
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: chain
WARNING: Using replacement boss: mancubus --> baron
WARNING!! Cannot place boss monster: 
mancubus
Giving weapon: shotty
Giving weapon: bfg
Giving weapon: plasma
154 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Subverted Laser Dock 7-W36
ZONE_3 name: Venus Tower
ZONE_1 name: Subverted Laser Dock 7-W36 (single exit, borrows prior connecting zone's name)
DOOM CSG...
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 40157 dead regions (of 58921)
WARNING: entity '20016' is inside solid @ (-2000,900,200)
WARNING: entity '20016' is inside solid @ (-1000,-2000,200)
WARNING: entity '20016' is inside solid @ (2000,-500,200)
WARNING: entity '20016' is inside solid @ (2000,-500,200)
WARNING: entity '20016' is inside solid @ (2000,-1000,200)
WARNING: entity '15025' is inside solid @ (2000,-900,200)
WARNING: entity '20016' is inside solid @ (2000,-700,200)
WARNING: entity '20016' is inside solid @ (-2000,-2000,200)
WARNING: entity '20016' is inside solid @ (-3000,400,200)
Filled 3077 gaps (of 12340 total)
WARNING: entity '20016' is inside solid @ (-2000,900,200)
WARNING: entity '20016' is inside solid @ (-1000,-2000,200)
WARNING: entity '20016' is inside solid @ (2000,-500,200)
WARNING: entity '20016' is inside solid @ (2000,-500,200)
WARNING: entity '20016' is inside solid @ (2000,-1000,200)
WARNING: entity '15025' is inside solid @ (2000,-900,200)
WARNING: entity '20016' is inside solid @ (2000,-700,200)
WARNING: entity '20016' is inside solid @ (-2000,-2000,200)
WARNING: entity '20016' is inside solid @ (-3000,400,200)
Lighting level...
Merged 2827 colinear lines
Rounded 6 square corners
Aligned 6776 textures
Level 4 title: The Tertiary Warehouse

~~~~~~| MAP04 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = some
  hallways = few
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = some
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = some
  symmetry = heaps
  teleporters = heaps
  traps = few
  trikeys = none
  windows = some
}

Liquid: slime, usage: 25%

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 364 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:



























                                                              ##
                                                             /KK\
                                                           KKKKKK ##
                                                           KKKKKK#KK##
                                                           KKKKKK#KK##
                                           ##              KKKKKKKKK##
                                           ####            KKKKKKKKK##
                                    ## ####CCCCC   ###     KKKKKKKKKK
                                    ## ####CCCCC   ###      KKK   KKK
                                   #DD DD# CCCCC►►►JJJJ      KKKKKKK#
                                   #DDDDD#CCCCCC►►►JJJJKKKKKKKK   KK#
                                    DDDDDDCCCCCC       KKKK←KKKKKKKK
                                    DDDDDDCCCCCCCCCC   KKKKKKKK   KK#
                                    DDDDDDCCCCCCCCCC##  KKK  KKKKKKK#
                                    DDDDDDCCCCCCCCCC##  KKK KKK   KKK
                                   EEEE◄◄CCCCCCCCCCC##  KKKKKKKKKKKKK
                                   EEEE◄◄CCCCCCCCCCCC## ▲▲▲KKKKKKKKK##
                               ##BBBBBBB►CCCCCCCCCCCC## ▲▲▲KKKKKKKKK##
                               ##BBBBBBB►CCCCCCCCCCCCCC GGGKKKKKK#KK##
                               ##BBBBBBB►CCCCCCCCCCCCCC GGGKKKKKK#KK##
                                  BBBB CCCCCCCCCCCCCCCC GGGKKKKKK ##
                                  BBBB#CCCCCCCCCCC▼▼▼## GGGGG\KK/
                                  BBBB#CCCCCCC    ▼▼▼GGGGGGGG ##
                                  ▲▲▲▲  CCCCC     FFFGGGGGGGGGGGG#####
                                ##AAAA##CCCCC##   FFFGGGGGGGGGGGG#####
                                ##AAAA##CCCC ##   FFFGGGGGGGGGGGGGGGGG
                                ##AAAA##CCCCCCCC##FFFFF►GGGGGGGGGGGGGG
                                ##AAAA##CCCCCCCC##FFFFF►GGGGGGGGGGGGGG
                                  #### #CCCCCCCC##FFFFF►GGGGGGGGGGGGGG
                                  #### #CCC       ##LL◄◄GGGGGGGGGGGGGG
                                        ##        ##LL◄◄GGGGGGGG##
                                        ##          ##  GGGGGGGG##
                                                       GGGGG####
                                                       GGGGG####
                                                       GGGGG
                                                      #GGGGG##
                                                      #GGGGG##
                                                     ##GGGGG##
                                                     ##GGGGG##


























--==| Make Quests |==--

Exit room: ROOM_11
Maximum of 1 key goals.
Dividing QUEST_1 @ CONN_8 (ROOM_7 -- ROOM_11)
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:657
  QUEST_1 : svolume:206
Zone quota: 4
Zone list:
  ZONE_2 : rooms:9 areas:50
  ZONE_1 : rooms:1 areas:18

Level light group: plain
+ light_color: beige
Other Item quota : 5.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 863
Group walls tone down multiplier: 1
Total perimeter: 670
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: shotty
WARNING!! Cannot place boss monster: 
revenant
Giving weapon: bfg
Giving weapon: launch
Giving weapon: super
Giving weapon: chain
124 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Singularity Range
ZONE_1 name: Singularity Range (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 38371 dead regions (of 56195)
WARNING: entity '20016' is inside solid @ (-700,-2000,500)
WARNING: entity '20002' is inside solid @ (2000,900,-30)
WARNING: entity '20016' is inside solid @ (-200,-200,200)
WARNING: entity '15029' is inside solid @ (-30,-30,200)
WARNING: entity '20016' is inside solid @ (-30,1000,200)
WARNING: entity '20016' is inside solid @ (100,-200,200)
WARNING: entity '20016' is inside solid @ (2000,-1000,60)
WARNING: entity '15034' is inside solid @ (2000,-1000,60)
WARNING: entity '20016' is inside solid @ (3000,-1000,60)
WARNING: entity '20016' is inside solid @ (2000,-2000,500)
WARNING: entity '20016' is inside solid @ (2000,-2000,60)
WARNING: entity '20016' is inside solid @ (500,-500,500)
WARNING: entity '20016' is inside solid @ (600,700,200)
WARNING: entity '20016' is inside solid @ (-400,-1000,200)
WARNING: entity '20016' is inside solid @ (-500,-30,200)
Filled 0 gaps (of 10159 total)
WARNING: entity '20016' is inside solid @ (-700,-2000,500)
WARNING: entity '20002' is inside solid @ (2000,900,-30)
WARNING: entity '20016' is inside solid @ (-200,-200,200)
WARNING: entity '15029' is inside solid @ (-30,-30,200)
WARNING: entity '20016' is inside solid @ (-30,1000,200)
WARNING: entity '20016' is inside solid @ (100,-200,200)
WARNING: entity '20016' is inside solid @ (2000,-1000,60)
WARNING: entity '15034' is inside solid @ (2000,-1000,60)
WARNING: entity '20016' is inside solid @ (3000,-1000,60)
WARNING: entity '20016' is inside solid @ (2000,-2000,500)
WARNING: entity '20016' is inside solid @ (2000,-2000,60)
WARNING: entity '20016' is inside solid @ (500,-500,500)
WARNING: entity '20016' is inside solid @ (600,700,200)
WARNING: entity '20016' is inside solid @ (-400,-1000,200)
WARNING: entity '20016' is inside solid @ (-500,-30,200)
Lighting level...
Merged 3216 colinear lines
Rounded 0 square corners
Aligned 8591 textures
Level 5 title: The Chemical Depository

~~~~~~| MAP05 |~~~~~~

Styles = 
{
  ambushes = few
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = none
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = heaps
  hallways = none
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = some
  scenics = some
  secrets = heaps
  steepness = more
  switches = few
  symmetry = heaps
  teleporters = heaps
  traps = few
  trikeys = none
  windows = some
}

Liquid: skipped for level (by style).

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 454 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 10

Seed Map:

























                                 ###
                                 JJJ
                              JJJJJJ
                              J ####   /M\
                              J ####   MMM
                        ##   JJ◄EEEE►►MMMM
                        JJ\ JJJ◄EEEE►►MMMM
                        JJJ\JJJ◄EEEEE##MMM
                        JJJJJ\J◄EEEEE#####
                        JJJJJJJEEEEEEE#GGG#
                        JJJJJJJEEEEEEE#GGG#
                        JJJJ EEEEEEEEE#GGG#
                        JJJJ#EEEEEEEEEGGGGG
                        JJJJ#EEEEEEEEEGGGGG
                        JJJJ#EEEE ▲▲▲  ###
                        JJJJ KKK##CCC#####
                        \JJ/ KKK##CCC##
                         JJ  KKK##CCC##
                         JJ##KKKKK###
                         JJ##KKKKK BB
                         JJJJKKKKK/BB\  ##
                         JJJJJJ ##BBBB# ##    /H\
                         JJJJJJ ##BBBB#/FF\   HHH
                         JJJ JJ   \BB/ FFFF►►HHHH
                         JJ /JJ    BB  FFFF►►HHHH
                         JJJJJ/   #### \FF/  /H H\
                         JJJJJ##  ####  ##  /H/ \H\
                         JJJJJ## /AAAA\ ##HHH/   \HHH
                         JJJJJ##/AAAAAA\  HH       HH
                         JJJJJ##AAAAAAAA  ##       ##
                         JJJJJ##AAAAAAAA####       ##
                         JJJJJ##AAIIIIAA##
                        LLL▼▼▼  ##IIII##   ###
                        LLLLLLL ##IIII##   ###
                        LLLLLLLLLLIIII►►OOOOOO
                        LLLLLLLLLLIIII►►OOOOOO
                        LLLLLLLLLLIIII►►OOOOOO
                        LLLLLLLLLL##
                        LLLLLLLLLLLL►►NNNNNN
                        LLLLLLLLLLLL►►NNNNNN
                        LLLLLLLLLLLL►►NNNNNN

























Teleporter connection: ROOM_1 --> ROOM_2
Teleporter connection: ROOM_1 --> ROOM_3
Teleporter connection: ROOM_1 --> ROOM_6
Teleporter connection: ROOM_1 --> ROOM_7

--==| Make Quests |==--

Exit room: ROOM_8
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_6 -- ROOM_8)
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:615
  QUEST_1 : svolume:39
Zone quota: 2
Zone list:
  ZONE_2 : rooms:3 areas:10
  ZONE_1 : rooms:11 areas:40

Level light group: plain
+ light_color: white
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 654
Group walls tone down multiplier: 1
Total perimeter: 623
Plain walls tone down multiplier: 0


PREFAB DOES NOT FIT!!!
(on z axis)
Fab info:
{
  bbox = table: 0x7fae1d47c958
  bound_z1 = 0
  bound_z2 = 130
  brushes = table: 0x7fae1ed684e8
  deep = 16
  dir_name = games/doom/fabs
  entities = table: 0x7fae1d47cd68
  fields = table: 0x7fae1e817f78
  file = door/gtd_beed28_doors.wad
  jump_crouch = true
  kind = arch
  map = MAP01
  models = table: 0x7fae1e818498
  name = Arch_gtd_beed28_door_crouch
  over = 16
  port = zdoom
  prob = 150
  seed_w = 2
  state = transform_z
  style = table: 0x7fae1d47cc58
  theme = !hell
  use_prob = 150
  where = edge
  x_fit = frame
  z_fit = top
}
Required: 128 Prefab has: 130


--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: launch
Giving weapon: shotty
Giving weapon: chain
Giving weapon: bfg
98 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Gigantic Triangle
ZONE_1 name: The Noxious Node
DOOM CSG...
Removed 82739 dead regions (of 112753)
WARNING: entity '20016' is inside solid @ (-2000,2000,200)
WARNING: entity '43' is inside solid @ (2000,-3000,20)
WARNING: entity '20016' is inside solid @ (-2000,-2000,100)
WARNING: entity '20016' is inside solid @ (-2000,700,200)
Filled 7503 gaps (of 23321 total)
WARNING: entity '20016' is inside solid @ (-2000,2000,200)
WARNING: entity '43' is inside solid @ (2000,-3000,20)
WARNING: entity '20016' is inside solid @ (-2000,-2000,100)
WARNING: entity '20016' is inside solid @ (-2000,700,200)
Lighting level...
Merged 5987 colinear lines
Rounded 0 square corners
Aligned 9577 textures
Level 6 title: Mars Center

~~~~~~| MAP06 |~~~~~~

Styles = 
{
  ambushes = few
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = none
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = few
  hallways = few
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = few
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = few
  symmetry = none
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: nukage, usage: 25%

-- Alternating Outdoors! --

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 367 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 14

Seed Map:



























                                    gggg
                                    gggg
                                ### gggg
                          ggg   ###/gggg
                          ggg  /gggggggg
                          gg  gggggggggg##
                          gg\/gggggggggg##
                          gggggggggggggg##
                          gggg/
                          gggg\
                          ggggg\  #HH####      /kk        ##
                          gg ggg###HH####  ##kkkkkIIIII   ######
                        ##gggggg###HH◄ccc\ ##kkkkkIIIII   mm####
                        ##gggggggg#HH◄c ccc\   \kk IIIIIIImmmmmmmm
                        ##gggggggg#HH◄cccccc    ee IIIIIIImmmmmmmm
                        ##gggg g g#HH◄cccccc   /eeIII ##  mmmmmmmm
                         ggg→ggggggg /ccccc/ ##eeeIII ## ## mmmmmm
                         ggg→ggggggg ccc###  ##eeeeII ll►NN #####
                         ### g    ▲▲ ccc###    \eeeII ll►NN #####
                         ### g    ▲▲  ▲▲##      ▲▲ IIIll►NN/NN\
                         ggggg  ##FFF ▲▲##    ##▲▲ IIIlllNNNNNNN
                         gg/    ##FFF#AAAAA## ##▲▲    lll↑ ↑ ↑ ↑
                         ##     ##FFF#AA→→A## BBBBB######NNNNNNN##
                         ##       ### AAAAAAA BBBBB######NNNNNNN##
                                  ###/AAAAAA/ BBBBBBBBB##\NNN/NN\
                                  ##AAAA AAAA►BBBBBBBBBBB   /NNNN\
                                  ##AAAA AAAA►BBBBBBBBBBBBB NN/\NN
                                     \AA AAAA►BBBBBBBBBBBBB#NN  NN
                                      AA/AAAA BBBBBBBBBBBBB#\NNNN/
                                     ##AAAAAA BBBBBBBBBB### /NNNN\
                                     ##AAAAAA BBBB#BBBBB    NN  NN
                                     ##AAAAA/ BBBB#####     NN\/NN
                                     ##AAAA/##BBB######     \NNNN/
                                       ###  ##BBB#####       \NN/
                                       ###    ###  ###  ###   NNN
                                              ###  NNNN/NNN\ /NNN
                                                  #NNNNNNNNNNNNN/
                                                  #NNNNNNNNNNNN/
                                                  #NNNN \NNNNN/

























Teleporter connection: ROOM_2 --> ROOM_6

--==| Make Quests |==--

Exit room: ROOM_7
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_6 -- ROOM_7)
Dividing QUEST_2 @ CONN_3 (ROOM_2 -- ROOM_5)
Dividing QUEST_3 @ CONN_1 (ROOM_1 -- ROOM_2)
Start room: ROOM_1
Quest list:
  QUEST_4 : svolume:176
  QUEST_3 : svolume:176
  QUEST_2 : svolume:303
  QUEST_1 : svolume:183
Zone quota: 4
Zone list:
  ZONE_2 : rooms:4 areas:23
  ZONE_4 : rooms:1 areas:12
  ZONE_3 : rooms:6 areas:37
  ZONE_1 : rooms:1 areas:10

Level light group: bichrome
+ light_color: white
+ light_color: green
+ light_color: green
Other Item quota : 6.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 838
Group walls tone down multiplier: 1
Total perimeter: 755
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: chain
Giving weapon: plasma
Giving weapon: launch
Giving weapon: shotty
WARNING: Using replacement boss: mancubus --> baron
Giving weapon: super
Giving weapon: bfg
196 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Reserve Tributary 0C6-26
ZONE_4 name: Toroidal Adjunct
ZONE_3 name: Backup Colony
ZONE_1 name: Reserve Tributary 0C6-26 (single exit, borrows prior connecting zone's name)
DOOM CSG...
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 94209 dead regions (of 128425)
WARNING: entity '20016' is inside solid @ (600,-700,300)
WARNING: entity '20016' is inside solid @ (2000,-1000,300)
Filled 0 gaps (of 25099 total)
WARNING: entity '20016' is inside solid @ (600,-700,300)
WARNING: entity '20016' is inside solid @ (2000,-1000,300)
Lighting level...
Merged 8571 colinear lines
Rounded 7 square corners
Aligned 16549 textures
Level 7 title: Plague of the Outpost

~~~~~~| MAP07 |~~~~~~

Styles = 
{
  ambushes = heaps
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = some
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = few
  hallways = few
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = some
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = few
  symmetry = some
  teleporters = heaps
  traps = few
  trikeys = none
  windows = some
}

Liquid: skipped for level (by style).

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 442 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:



























                                              ##
                                              ##
                                             /DD
                                             DDD/DD\
                                            /DDDDDDDDD
                                            DDDDDDDDDD\
                                            DD↑↑DDDDDDD←DD
                                          ##DD↑↑DDDDDDD←DD##
                                          ##DDDDDDD D DDDD##
                                            /DDDD\DDDDDDDD##
                                      ###   DDDDDDDDDDDDDD##
                                    ##CCCC##DDDDDDDDDDD###
                                    ##CCCC##DDDDDDDDDD
                                     #CCCCC DDDDDD####
                                     #CCCCC \DDDD/######DD
                                     #CCCCCC►►DD\###  ##DD
                               #######CCCCCC►►DDDDDDDD\ DD##
                               #######CCCCCC►►DDDDDDDDD\DD##
                             ##BBBBBBBCCCCCCCC  ▼▼##\DDDDD ######
                             ##BBBBBBB►CCCCCCCCC▼▼## \DDDD ######
                             BB←←BBBBB►CCCCCCCCCEE←←EE▼▼▼▼ FFFFFFFFFFF
                             BB←←BBBBB►CCCCCCCCCEE←←EEFFFF\FFFFFF/FFFF
                             ##BBBB##  CCCCCCCCC EEEEEFFFFFFFFFF←FFFFF
                             ##BBB ## AACCCCCC ###EEEEFFFFFFFFFF←FFFFF
                               ##     AACCCCCC/EEEEE##FFFFF↑FFFF←FFFFF
                                     /AA\CCCCCEEE EE##FFFFFFF/FF←FFFFF
                                   ##AAAA#####\EE EE /FFFFFFFFFFF\FFFF
                                   ##AAAA##  ##EEEEE FFFF\FFFFFFFFFFFF
                                     \AA/    ##EEEEEFF\F/FFF\  FF
                                      ##      /EE EEF→→F←←FFF  FF  FF
                                      ##      EEE EEFF/F\FFFF  FF  FF
                                              \EEEEEFFFFFF/FF←FFFFFFF
                                               #### FFFFF  FF←FFFFFFF
                                               #### ↑↑#####FF  FF  FF
                                                  ##FFFF ##FF\ FF /FF#
                                                  ##FFFF ##FFFFFFFFFF#
                                                    ↓↓   ##FFFFFFFFFF#
                                                   #FFFFFF #####
                                                   #FFFFFF #####

























Teleporter connection: ROOM_1 --> ROOM_2

--==| Make Quests |==--

Exit room: ROOM_6
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_5 (ROOM_4 -- ROOM_6)
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:516
  QUEST_1 : svolume:290
Zone quota: 3
Zone list:
  ZONE_2 : rooms:1 areas:5
  ZONE_1 : rooms:5 areas:69

Level light group: single
+ light_color: yellow
Other Item quota : 4.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 806.5
Group walls tone down multiplier: 1
Total perimeter: 710
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: chain
Giving weapon: shotty
WARNING: Using replacement boss: arach --> revenant
WARNING!! Cannot place boss monster: 
arach
Giving weapon: super
Giving weapon: launch
207 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Electronics Site
ZONE_1 name: Prodigious Dome
DOOM CSG...
Removed 57857 dead regions (of 79441)
WARNING: entity '15065' is inside solid @ (-500,-30,200)
WARNING: entity '20016' is inside solid @ (-500,-900,200)
Filled 0 gaps (of 14697 total)
WARNING: entity '15065' is inside solid @ (-500,-30,200)
WARNING: entity '20016' is inside solid @ (-500,-900,200)
Lighting level...
Merged 5826 colinear lines
Rounded 4 square corners
Aligned 9906 textures
Level 8 title: The Processing Logistics

~~~~~~| MAP08 |~~~~~~

Styles = 
{
  ambushes = few
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = none
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = some
  hallways = some
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = some
  scenics = some
  secrets = heaps
  steepness = more
  switches = heaps
  symmetry = few
  teleporters = heaps
  traps = few
  trikeys = none
  windows = heaps
}

Liquid: water, usage: 25%

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 366 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:

























                         ##ee→→eeeeeeeeeeeeeeeeeeee←←ee##
                         ##ee→→eeeeeeeeeeeeeeeeeeee←←ee##
                         ##eeeeeeee→→eeeeeeee←←eeeeeeee##
                         ##eeeeeeee→→eeeeeeee←←eeeeeeee##
                         ##ee→→eeeeeeeeeeeeeeeeeeee←←ee##
                         ##ee→→eeeeeeeeeeeeeeeeeeee←←ee##
                               ###    \eeee/    ###
                                       eeee  ###
                                       eeee  DDDD
                                       eeee #DDDD##
                                       eeee #DDDD##
                                    BBBeeee #DDDD##
                               #BBB BBBBBBBBBDDDDDD
                               #BBBBBBBBBBBBB►DDDDDccccc
                               #BBBBBBBBBBBBB►DDDDDccccc
                             ###BB↓↓BBBBBBBBB►DDDDD\cccc
                             ###BB↓↓BBB#### ##DDDDD \ccc
                             BBBBBBBBBB#### ##DDDD   \cc##
                             BB↓BBBBBB/       ### ccc←cc##
                            #BBBB\BB    ####   cccccc←cc##
                            #BBBBBBBBB  ##cccccccccccccc##
                             ## BB←BBB►►ccc cc ccccccccc##
                            ##  BBBBBB►►ccccccccc   ▼▼▼
                            aaaaBBBBBB►►ccccccccc→cFFFFF
                            \aaa←←a\▲▲  ##c cc cc→cFFFFF
                            /aaa←←aa▲▲  ##ccccccc→cFFFFFF
                            aa####aaaa##  ###  ####FFFFFF
                            ######aaaa## gggg####FFFFFFFF
                            ##  ##aaaa###gggg##FFFFFFFFF
                                ##aaaa###gggg##FFFFFFFFF
                                  ###   #gggg##FFFFFFFF
                                  ###    ####FFFFFFFFFF
                                         ##  FFFFFFFF
                                        ####FFFFFFF
                                   ##   ####FFFFFFF##
                                   #####FFFFFFFFFFF##
                                  #FFFFFFFFFFFFFFFF##
                                  #FFFFFFFFFFFFFF
                                  #FFFFFFFFFFFF##
                                 ##FFFFFFFFFFF ##
                                 ##FFFFFFF###

























Teleporter connection: ROOM_3 --> ROOM_7

--==| Make Quests |==--

Exit room: ROOM_5
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_2 -- ROOM_5)
Dividing QUEST_2 @ CONN_2 (ROOM_2 -- ROOM_3)
Maximum of 2 switch goals.
Dividing QUEST_2 @ CONN_5 (ROOM_3 -- ROOM_6)
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:282
  QUEST_4 : svolume:162
  QUEST_2 : svolume:196
  QUEST_1 : svolume:223
Zone quota: 4
Zone list:
  ZONE_2 : rooms:3 areas:32
  ZONE_4 : rooms:1 areas:15
  ZONE_1 : rooms:2 areas:21
  ZONE_3 : rooms:1 areas:11

Level light group: single
+ light_color: orange
Other Item quota : 4.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 863.5
Group walls tone down multiplier: 1
Total perimeter: 635
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: launch
Giving weapon: shotty
Giving weapon: chain
Giving weapon: super
160 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Subterrestrial Flux Project
ZONE_4 name: Dormant Silos
ZONE_1 name: Weapons Shaft
ZONE_3 name: Main Yard
DOOM CSG...
Removed 71161 dead regions (of 98795)
WARNING: entity '20016' is inside solid @ (400,1000,20)
WARNING: entity '20016' is inside solid @ (-700,-2000,300)
WARNING: entity '15074' is inside solid @ (-200,-1000,300)
WARNING: entity '20016' is inside solid @ (700,-2000,300)
WARNING: entity '20016' is inside solid @ (-30,-2000,300)
Filled 0 gaps (of 21132 total)
WARNING: entity '20016' is inside solid @ (400,1000,20)
WARNING: entity '20016' is inside solid @ (-700,-2000,300)
WARNING: entity '15074' is inside solid @ (-200,-1000,300)
WARNING: entity '20016' is inside solid @ (700,-2000,300)
WARNING: entity '20016' is inside solid @ (-30,-2000,300)
Lighting level...
Merged 6526 colinear lines
Rounded 41 square corners
Aligned 13298 textures
Level 9 title: Universal Toxicity Armory

~~~~~~| MAP09 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = some
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = none
  hallways = heaps
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = heaps
  scenics = none
  secrets = heaps
  steepness = more
  switches = few
  symmetry = few
  teleporters = heaps
  traps = few
  trikeys = none
  windows = some
}

Liquid: skipped for level (by style).

-- Alternating Outdoors! --

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 441 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:





























                                         DDDDDDD           fff
                                         DDD DDD           fff
                                       ##DDDDDDD           fff
                                 ####  ##DDD DDD          #f↓f##
                                 ####  ##DDDDDDD          #f↓f##
                                 bbbbbb##DDD DDD       ## #fff##
                                 bbbbbb##DDDDDDDDDDD   ## /ffff\
                               ##b↑bb↑b  #####DDDDDDD►►gg ffffff
                               ##bbbbbb       DDDDDDD►►gg#↓↓  ↓↓
                               ##bbbbbb      /\DDDDDD►►gg#fff ff
                               ##bb←bb      /DD\DDDDD►►gg#fff ff
                            bbbbbbb←bb ##DDD\DD/DDDDffffff### ↑↑
                          ##bb→bbbbbbb ##DDDD\/ ffffffffffffffff
                          ##bbbbbbbbbb►►DD↓##   fffffffffffffff/
                          ##bbbbbbb/bb►►DD↓     ↑↑##ffffff#####
                        ##bbbb→bbbbbbb►►DD↓    #ffffffffffff ##
                        ##bbbbbbbbbbbb►►DDD    #fffff↓fffffffffff
                         #b↓bb#####bbCC DD     #fffff↓fffffffffff
                         #b↓bb   ##bbCCCCCCC    ff ffffffffff←←ff
                         #bbbb     bbCCCCCCC##  ff ffffffffff←←ff
                        bbbbbb     bbCCCCCCC## CC  ##CC###\ffffff
                        bbb→bb#    ▲▲##CCCCCCCCCCCC##CC  CCffffff
                        bbbbbb#    ▲▲      ▼▼▼▼CCCC  CC  CCfffff/
                        bbbbbb#   /AA\     eeeee CC←CCCCCCCffff/
                        #### AA   AAAA   AAeeeee CC←CCCCCCC  ##
                        ##   AA←←←AAAA→→→AAe↑eeeeCC  CC  CC####
                             ##   \AA/   ##e↑eeeeCC\ CC /CC##
                                   ##      eeeeeeCCCCCCCCCC##
                                   ##      ## eeeCCCCCCCCCC##
                                             /eee ###### ####
                                             eeee ###### ####
                                             eeee→eeeeeeeeeeeeeee→→ee
                                             eeeeeeeeeeeeeeeeeeee→→ee
                                             ####eeeee↓eeee→→eeeeeeee
                                             ####eeeeeeeeee→→eeeeeeee
                                                 ###\eeeeeeeeeeee→→ee
                                                     eeeeeeeeeeee→→ee


























--==| Make Quests |==--

Exit room: ROOM_6
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_5 (ROOM_4 -- ROOM_6)
Dividing QUEST_2 @ CONN_2 (ROOM_2 -- ROOM_3)
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:390
  QUEST_2 : svolume:314
  QUEST_1 : svolume:226
Zone quota: 4
Zone list:
  ZONE_2 : rooms:4 areas:48
  ZONE_3 : rooms:2 areas:33
  ZONE_1 : rooms:1 areas:26

Level light group: bichrome
+ light_color: white
+ light_color: green
+ light_color: orange
Other Item quota : 6.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 930
Group walls tone down multiplier: 1
Total perimeter: 868
Plain walls tone down multiplier: 0


PREFAB DOES NOT FIT!!!
(on y axis)
Fab info:
{
  bbox = table: 0x7fae20138a28
  brushes = table: 0x7fae1c260e28
  deep = 16
  dir_name = games/doom/fabs
  entities = table: 0x7fae1f4bce30
  fields = table: 0x7fae1c857ae0
  file = start/beed28_fireblu_start.wad
  kind = start
  models = table: 0x7fae1e5b0820
  name = Start_beed28_fireblu_exit_tech
  over = -16
  prob = 250
  seed_h = 2
  seed_w = 2
  state = transform_xy
  theme = tech
  use_prob = 250
  where = seeds
  x_fit = frame
}
Required: 256 Prefab has: 272


--==| Make Battles |==--

Giving weapon: launch
Giving weapon: super
Giving weapon: bfg
Giving weapon: chain
246 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Phased Dome
ZONE_3 name: Leobanplu Warehouse 34E71
ZONE_1 name: Phased Dome (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 65827 dead regions (of 90149)
Filled 0 gaps (of 16727 total)
Lighting level...
Merged 7158 colinear lines
Rounded 0 square corners
Aligned 8391 textures
Level 10 title: Transmission Unsent

~~~~~~| MAP10 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = some
  cages = some
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = few
  fences = some
  hallways = few
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = few
  parks = none
  pictures = heaps
  porches = some
  scenics = some
  secrets = heaps
  steepness = more
  switches = some
  symmetry = some
  teleporters = heaps
  traps = few
  trikeys = none
  windows = some
}

Liquid: skipped for level (by style).

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 444 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:


























                         #####
                         #####                   ##
                         EEEEE   ############  ####
                         EEEEE###############  HHHHH#
                        /E/ \EEEEEEEEEEEEEEEEE►HHHHH#
                        EE   EEEEEEEEEEEEEEEEE►HHHHH##
                        EE\ /EEEEEEEEEEEEEEEEE►HHHHH##
                        EEEEEEEEEEEEEEEEEEEEEE HHHHH##
                         EE\EE/EE EEEEEEEEEEEE►GGGGGG#
                         /EEEEEEEEEEEEE ##EEEE►GGGGGG#
                         EEE↓↓EEEEEEEEE ##EEEE►GGGGGG##
                         EEE↓↓EEEEEEEEDDD EEEE►GGGGGG##
                         \EEEEEEEEE###DDDD  DD #####
                           EEE\EE/ ###DDDDDDDD #####
                            EE ##     DDDDDDDD
                            ▲▲ ##     DDDD▲▲DD
                         ##BBB\       DDD/BBB##
                         ##BBBBB        BBBBB##
                           BBBBB\      /BBBBB
                         ##BBBBBB##  ##BBBBBB##
                         ##BBBBBB######BBBBBB##
                         ##BBBBBBBB##BBBBBBBB##
                          BBBBBBBBBBBBBBBBBBBB
                        ##BBBBBBBBBBBBBBBBBBBB##
                        ##BBBBBB  /AA\  BBBBBB##
                         #BBBB↓↓##AAAA##↓↓BBBB#
                         #BBBBBB##AAAA##BBBBBB#
                         #BBB/BB#AAAAA##BB\BBB#
                        ##BBBBBB#AAAAA##BBBBBB##
                        ##BBBBB/#AA▼▼▼  \BBBBB##
                           #### ##CCCCCCC       ###
                        ####### ##CCCCCCC       ###
                        ###CCCC#CCCCCCCCCCC►►FFFFFF
                        CCCCCCC#CCCCCCCCCCC►►FFFFFF
                        CCCCCCCCCCCCCCCCCCC►►FFFFFF
                        CCCCCCCCCCCCCCCCC##     ###
                        CCCCCCCCCCCCCCCCC##     ###
                        CCCCCCCCCCCCCC##
                        CCCCCCCCCCCCCC##
                        CCCC##


























--==| Make Quests |==--

Exit room: ROOM_7
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_5 -- ROOM_7)
Dividing QUEST_2 @ CONN_4 (ROOM_2 -- ROOM_5)
Dividing QUEST_3 @ CONN_1 (ROOM_1 -- ROOM_2)
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_4 : svolume:239
  QUEST_3 : svolume:271
  QUEST_2 : svolume:277
  QUEST_1 : svolume:40
Zone quota: 4
Zone list:
  ZONE_2 : rooms:3 areas:17
  ZONE_4 : rooms:2 areas:21
  ZONE_3 : rooms:2 areas:19
  ZONE_1 : rooms:1 areas:5

Level light group: monochrome
+ light_color: white
+ light_color: green
Other Item quota : 6.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 827.5
Group walls tone down multiplier: 1
Total perimeter: 735
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: shotty
Giving weapon: chain
Giving weapon: super
Giving weapon: launch
Giving weapon: plasma
152 hostile entities detected.

--==| Item Pickups |==--

Unable to place items: shells x 2
--==| Hellscape Navigator Support |==--

ZONE_2 name: Jupiter Tributary
ZONE_4 name: Beyond Northern Waves
ZONE_3 name: Diffusion Basin
ZONE_1 name: Diffusion Basin (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 45357 dead regions (of 63390)
WARNING: entity '20016' is inside solid @ (-2000,-2000,300)
Filled 0 gaps (of 11234 total)
WARNING: entity '20016' is inside solid @ (-2000,-2000,300)
Lighting level...
Merged 4341 colinear lines
Rounded 9 square corners
Aligned 6431 textures
Level 11 title: The Authorization Workshop

~~~~~~| MAP11 |~~~~~~

Styles = 
{
  ambushes = heaps
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = none
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = few
  hallways = few
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = few
  pictures = heaps
  porches = few
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = few
  symmetry = none
  teleporters = heaps
  traps = heaps
  trikeys = none
  windows = heaps
}

Liquid: skipped for level (by style).

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 471 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:

























                                           ###LLLLL
                                           ###LLLLL##
                                           LLLLLLLL##
                                         ##LLLLLLLLLLL
                                         ##LLLLLLLLLLL##
                                         ##LLLLLLLLLLL##
                                         ##LLLLLLLLLLL##
                                       ####DDDD#LLLLLL##
                                       ####DDDD#LLLLLLL
                                       CCCCDDDD#LLLLLLL
                                     ##CCCCDDDDDLLLLLLL####  ##
                                     ##CCCCDDDDDLLLLLLL########
                                     ##CCCCDDDDDLLLLLLLHHHHHHHH
                                        CC DDDDDLLLLLLLHHHHHHHH#
                                        CC DDDDDLLLLLLLHHHHHHHH#
                                     BBBCC►DDDDDLLLLLLLHHHHHHHH#
                                     BBBCC►DDDDDLLLLLLLHHHH/##
                                     BB CC►DDDDDLLLLLLLHHHH
                                     AAAA  DDDDDLLLLLLLHHHH
                                    #AAAAGGDDDDDLLL▲▲▲ HHHH\
                                    #AAAAGGDDDDDLLLHHHH\HHHH##
                                    #AAAAGGDDDDDLLLHHHHHHHHH##
                                   ##AAAAGGDDDDHHHHH→→HHHHHH##
                                   ##AAAA▲▲DDDDHHHHH→→H/HHHH####
                                   ##AAAA▲▲DDD#▲▲▲▲IIIII▼▼▼▼  ##
                                   ##AAAA▲▲DDD#FFFFIIII/▼▼▼▼JJJJ
                                   ##AA↑↑EEDDD#FFFFF▲▲ KKKKKJJJJ
                                   ##AAAAEEDDD►FFFFF▲▲KKKKKKJJJJ
                                   ##AAAAEEDDD►FFFFFFFKKKKK JJJJ
                                   ##AAA#EEDDD►FFFFFFF►JJJJJJJJ
                                   ##AAA#EE #FFFFFFFFF►JJ→JJJ\J
                                     ###EEEE#FFFFFFFFF JJ J \JJ ###
                                     ###EEEEFFFFFFFFFF ## JJ JJ ###
                                        \EE/FFFFFF#### ## \JJJJ JJJJJJ
                                         EE FFFFFF####     JJJJJJJJJJJ
                                         ###FFFFF          JJJJJJJJJJJ
                                         ###FFFF##          JJJJJJJJJJ
                                           #FFFF##          ##########
                                            ###                #######
                                            ###



























--==| Make Quests |==--

Exit room: ROOM_10
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_9 (ROOM_6 -- ROOM_10)
Dividing QUEST_2 @ CONN_7 (ROOM_6 -- ROOM_8)
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:401
  QUEST_2 : svolume:326
  QUEST_1 : svolume:115
Zone quota: 4
Zone list:
  ZONE_2 : rooms:8 areas:36
  ZONE_3 : rooms:3 areas:18
  ZONE_1 : rooms:1 areas:9

Level light group: monochrome
+ light_color: white
+ light_color: purple
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 842.5
Group walls tone down multiplier: 1
Total perimeter: 684
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: shotty
Giving weapon: super
Giving weapon: plasma
Giving weapon: bfg
Giving weapon: chain
Giving weapon: launch
213 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Internecine Factory 743KA
ZONE_3 name: Saturn Containment
ZONE_1 name: Internecine Factory 743KA (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 49374 dead regions (of 70304)
WARNING: entity '20016' is inside solid @ (500,100,200)
WARNING: entity '20016' is inside solid @ (500,700,200)
WARNING: entity '20016' is inside solid @ (-300,-1000,200)
WARNING: entity '15100' is inside solid @ (200,1000,200)
WARNING: entity '20016' is inside solid @ (1000,2000,200)
WARNING: entity '20016' is inside solid @ (200,2000,200)
WARNING: entity '20016' is inside solid @ (200,2000,200)
Filled 0 gaps (of 13298 total)
WARNING: entity '20016' is inside solid @ (500,100,200)
WARNING: entity '20016' is inside solid @ (500,700,200)
WARNING: entity '20016' is inside solid @ (-300,-1000,200)
WARNING: entity '15100' is inside solid @ (200,1000,200)
WARNING: entity '20016' is inside solid @ (1000,2000,200)
WARNING: entity '20016' is inside solid @ (200,2000,200)
WARNING: entity '20016' is inside solid @ (200,2000,200)
Lighting level...
Merged 4128 colinear lines
Rounded 0 square corners
Aligned 8562 textures
Level 12 title: Warmack Rd.

~~~~~~| MAP12 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = some
  hallways = few
  keys = none
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = some
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = some
  symmetry = some
  teleporters = heaps
  traps = some
  trikeys = none
  windows = heaps
}

Liquid: slime, usage: 25%

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 337 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Road volume: 123
Seed Map:

























                                        /dd\
                                      /ddddddd
                                      dddddddd
                                      dddddddd
                                      dddddddd
                                      ddddddd\
                          ####        dddddddd    dd  ###
                          ####    ddd dddddddd##  dd  ###
                          ddddddddddd \ddddddd##  dd►►GGGGGG
                          dddddddddd/ddddddddd##  dd►►GGGGGG
                          ###     dddddddddddddddddd►►GGGGGG##
                        dddddddddddddddddddddddddddd►►GGGGGG##
                        ddddddddddddddd/ddddd/   ▼▼▼  ######
                        dddddddddddddddddddd#   HHHHH    ###
                        dddddddddddddddddddd# ##HHHHH##
                        dddddddddddddddddddd# ##HHHHH##
                        ddddddddddddddddddd/ ###HHHHH##
                        ## ↑↑↑↑    ▲▲▲####   BBBHHHHH##
                        dddddddd   ▲▲▲####   BBB####
                        dddddddd##AAAAAAAAAA BBBB      ####
                        dddd    ##AAAAAAAAAA BBBBB## ######
                        dddd    ##A AAAAAA A►BBBBB## FFCCCCCC##
                                 #A\\AAAA//A►BBBBBBB#FFCCCCCC##
                                 #AA\ ↓↓ /AA►BBBBBBB#FFCCCCCC##
                                  \AAAAAAAA/ BBBBBBB#FFCCCCCC##
                                   \AAAAAA/  BBBB    ##↑↑  ↑↑
                                  ##AAA###  BBBBBBB# ##CCCCCCC\
                                  ##AAA###  BBBBBBB#   \CCCC/CC
                                    ↑AAA##BBBBBBBBB#### \CC/ CC
                                    ↑AAA##BBBBBBBB  ### /CC\ ↑↑
                                    AAAA##BBBBBBBB►CCCCCCCCC\↑↑
                                     ### BBBBBBBBB►CC←←CC \CCCC
                                     ### BBBBBBBBB►CCCCCC /CCC/
                                         BBBBBB##  ## CCCCCC/
                                        #BBBBBB##  ## ##\CCC
                                        #BBB###       ## ###
                                         ## ###          ###
                                         ##





























--==| Make Quests |==--

Exit room: ROOM_7
Maximum of 0 key goals.
Maximum of 1 switch goals.
Dividing QUEST_1 @ CONN_5 (ROOM_4 -- ROOM_7)
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:774
  QUEST_1 : svolume:43
Zone quota: 4
Zone list:
  ZONE_2 : rooms:6 areas:68
  ZONE_1 : rooms:1 areas:5

Level light group: single
+ light_color: green
Other Item quota : 5.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 817
Group walls tone down multiplier: 1
Total perimeter: 806
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 125
Road mark spots found: 26
Road dead ends: 1
Road segments: 25
10 cars parked.

LACKING ENTITY : 


--==| Make Battles |==--

Giving weapon: chain
Giving weapon: launch
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: super
160 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: 6621 Medegium St.
ZONE_1 name: 6621 Medegium St. (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 80923 dead regions (of 110244)
WARNING: entity '20016' is inside solid @ (200,-2000,300)
WARNING: entity '20016' is inside solid @ (-700,-1000,300)
WARNING: entity '20016' is inside solid @ (-30,-1000,300)
WARNING: entity '15104' is inside solid @ (-30,-900,300)
WARNING: entity '20016' is inside solid @ (100,-1000,300)
WARNING: entity '15108' is inside solid @ (500,600,8)
WARNING: entity '20016' is inside solid @ (-700,-2000,300)
WARNING: entity '20016' is inside solid @ (-800,-2000,300)
WARNING: entity '20016' is inside solid @ (-30,600,300)
Filled 0 gaps (of 21826 total)
WARNING: entity '20016' is inside solid @ (200,-2000,300)
WARNING: entity '20016' is inside solid @ (-700,-1000,300)
WARNING: entity '20016' is inside solid @ (-30,-1000,300)
WARNING: entity '15104' is inside solid @ (-30,-900,300)
WARNING: entity '20016' is inside solid @ (100,-1000,300)
WARNING: entity '15108' is inside solid @ (500,600,8)
WARNING: entity '20016' is inside solid @ (-700,-2000,300)
WARNING: entity '20016' is inside solid @ (-800,-2000,300)
WARNING: entity '20016' is inside solid @ (-30,600,300)
Lighting level...
Merged 6972 colinear lines
Rounded 1 square corners
Aligned 13894 textures
Level 13 title: Slaughter Gardens

~~~~~~| MAP13 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = few
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = some
  hallways = few
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = few
  parks = heaps
  pictures = heaps
  porches = some
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = heaps
  symmetry = heaps
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: blood, usage: 25%

Level is dark.
Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 344 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Road volume: 142
Seed Map:






























                              #####  ###  #####
                             #LLLLL  ##########             /hhhhh
                             #LLLLL##hhhhhhhhhh\     hhhhhhhhhhhhh
                             #LLLLL##hhhhhhhhhhh\    hhhhhhhhhhhhh
                            ##LLLLL##hh/hhhh\hhhhhhhhhhhhhhhhh→→hh
                            ##LLLLL##hhhh  hhhhhhhhhhhhhhhhhhh→→hh
                               ▲▲▲###hhhh  hhhhhhhhhhhhhhhhhhhhhhh
                               hhhhhhhh\hhhh/hhhh\hhhhh↑↑↑↑hhhhhhh
                               hh/h\hhhhhhhhhhhhhhh←hhhhhhhhhhhhhh
                               hhhhhhhhhhhhhhhhhhhh←hhhhhhhhh\
                               hh\h/h###    #DDDDGGGGG#  \hhhhhhh\
                               hhhhhh###    #DDDDGGG→G#   hhhhhhhh
                              /hhh### ##    #DDDDGGGGG#   hhhhhhhh
                             /hhhh\   ##      DDDGGG      ↓↓hhhh↓↓
                             hh/\hh  /KK\     DDDGGG##EEEEhhhhhhhh
                             hh  hh##KKKK##   DDDGGG##EEEEhhhhhhhh
                             \hhhh/##KKKK##   ▲▲▲▲▲▲  EEEEhhhII##
                             /↓hh↓\  \KK/     ▲▲▲▲▲▲##EEEEhh#II##
                           ##hh  hh## ##    ##bbbbbb##EEEE▲▲#II##
                           ##hh\/hh## ##    ##bbbbbb  EEEE▲▲#II##
                             \hhhh/   ##     /bbbbbb\/bbbbbb\▲▲
                              \hh/   /AA\  ##bbbbbbbbbbbbbbbb▲▲  jj
                                   /AAAAAA\bbbbbbbbbbbbbbbbbbbb  jj
                                   AAAAAAAAbbbbbbbbbbbbbbbbbbbb# jj
                                   ▼▼\AA/▼▼↓↓              bbbb# jj
                                   ▼▼bbbb▼▼bbbbbbbbbbbbbbbbbbbb# ▲▲
                                   ▼▼bbbb▼▼bbbbbbbbbbbbbbbb      ▲▲
                                   CCbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb\
                                   CCbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                                   CCbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                                   CCbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb/bb
                                   ##bbbbbbbbbbbbbbbbbb bbbb   ff##bbb
                                   ##bbbbbbbbbbbbbbbbb↓ bbbbb►►ffffbbb
                                     \bb/bb ###  ##bb/bb##bbb►►ffff ##
                                     #bbbbbb###  ##b→bbb##bbff←ffff→ff
                                     #bbbbbb         bbb##  ff←f/\f→ff

























Teleporter connection: ROOM_2 --> ROOM_11

--==| Make Quests |==--

Exit room: ROOM_6
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_5 (ROOM_2 -- ROOM_6)
Dividing QUEST_2 @ CONN_7 (ROOM_2 -- ROOM_8)
Dividing QUEST_3 @ CONN_6 (ROOM_2 -- ROOM_7)
Maximum of 3 switch goals.
Dividing QUEST_4 @ CONN_1 (ROOM_1 -- ROOM_2)
Dividing QUEST_4 @ CONN_3 (ROOM_2 -- ROOM_4)
Start room: ROOM_1
Quest list:
  QUEST_5 : svolume:45
  QUEST_6 : svolume:491
  QUEST_4 : svolume:24
  QUEST_3 : svolume:27
  QUEST_2 : svolume:432
  QUEST_1 : svolume:33
Zone quota: 4
Zone list:
  ZONE_2 : rooms:2 areas:5
  ZONE_4 : rooms:4 areas:42
  ZONE_3 : rooms:2 areas:7
  ZONE_1 : rooms:4 areas:46

Level light group: plain
+ light_color: white
Other Item quota : 5.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 1053
Group walls tone down multiplier: 1
Total perimeter: 685
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 144
Road mark spots found: 30
Road dead ends: 1
Road segments: 29
19 cars parked.

--==| Make Battles |==--

Giving weapon: chain
Giving weapon: launch
Giving weapon: bfg
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: super
153 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Destroy the Imbroglio
ZONE_4 name: Ominous Shops
ZONE_3 name: Lush Park
ZONE_1 name: Bickeast Stacks
DOOM CSG...
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 93616 dead regions (of 127000)
WARNING: entity '20016' is inside solid @ (-2000,2000,300)
WARNING: entity '20016' is inside solid @ (-2000,2000,300)
Filled 0 gaps (of 26729 total)
WARNING: entity '20016' is inside solid @ (-2000,2000,300)
WARNING: entity '20016' is inside solid @ (-2000,2000,300)
Lighting level...
Merged 8354 colinear lines
Rounded 6 square corners
Aligned 14765 textures
Level 14 title: 3 Waddar Ave.

~~~~~~| MAP14 |~~~~~~

Styles = 
{
  ambushes = heaps
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = none
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = heaps
  hallways = some
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = some
  pictures = heaps
  porches = none
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = few
  symmetry = few
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: blood, usage: 25%

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 365 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Road volume: 242
Seed Map:

























                              ##EEEEE ###   ffff##ffffffffff
                              ##EEEEE#ffffffffff##ffffffffff    /ff\
                              ##EEEEE#fffffff↓↓fffffffffffffff  ffff
                              ##EEEEE  ↑↑↑↑ f↓↓fffffffffffffff  ffffff
                              ##EEEEE►ffffffffffffffffffffffffffffffff
                              ##EEEEE►ffffffffffffffffffffffffffffffff
                              ##EEEEE►ffffffffffffffffffffffffffffff←f
                              ##EEEEE►ffffffffffffffffffffffffffffff#
                              EEEEEEEEE###ffffffffffffffff      ffff#
                            ##EEEEEEEEEEEEffffffffffffffff    ##ffff#
                            ##EEEEEEEEEEEE########ffffffff    ##ffffff
                            ##EEEEEEEEEEEE##      \ffffff/    ##ffffff
                            ##EEEEEEEEEEEE##       ▼▼▼▼        #ffffff
                              ## ▲▲▲### ##         ▼▼▼▼        #ffff←f
                              ## CCCC←C\##         KKKK        #ffff#
                               CCCCCC←CC\          KKKK        #ffff#
                              CCCCCCCC\CC\          ###        #ffff#
                            ##CCCCCCCCC\CC          ###        #ffff#
                            ##CCCCC##CCC↓↓               ff    #ffff#
                            ##CCCCC ##CCCC               ff    #ffff#
                            ######  ##CCCC               ↑↑    #ffff#
                            ddd###  ##CCCC##         ffffffff  #ffff#
                            dddddd  ##CCCC##     ### ffffffff  #ffff#
                            dddddd   #C←←C##     ###     ffff  #ffff#
                          ##dddddd ###C←←C##     ffffffffffff  #ffff#
                          dd→d▲▲dd ###CC▲▲ ###   ffffffffffff  #ffff#
                          dddd▲▲dd/AA\CC▲▲ ###    ff ffffffff  /ffff#
                        ##ddddAA  AAAA  AA#GGG►►II## ffffff/ffffffff#
                        ddddddAA→AAAAAA←AA#GGG►►II##  ff  #fffffffff#
                        dddddd##  \AA/  ###GGG►►II##      #fffffffff#
                        dd↓↓dd##   ##   ## ▼▼▼  ##      #ff\fffffff/
                        dd↓↓dd             ▼▼▼  ##      #ffffffffffff
                        dddd##             hhh          #ffffffffffff
                        ##dd##             hhh           ffffff    ff
                         dd/d##                          ffffff    ff
                         dddd##                            ff jjjj ff
                         dddd ##                           ff jjjj ff
                          ↓dd→dd##                         ff ▲▲▲▲ ff
                          ↓dd→dd##                       ##ff ▲▲▲▲ ff
                          ddd→dd##                       ##ffffffffff
                          ddd→dd##                       ##ffffffffff

























Teleporter connection: ROOM_5 --> ROOM_7

--==| Make Quests |==--

Exit room: ROOM_4
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_2 (ROOM_1 -- ROOM_4)
Dividing QUEST_2 @ CONN_6 (ROOM_7 -- ROOM_9)
Dividing QUEST_3 @ CONN_4 (ROOM_5 -- ROOM_6)
Start room: ROOM_1
Quest list:
  QUEST_4 : svolume:339
  QUEST_3 : svolume:643
  QUEST_2 : svolume:16
  QUEST_1 : svolume:136
Zone quota: 5
Zone list:
  ZONE_2 : rooms:3 areas:33
  ZONE_4 : rooms:3 areas:9
  ZONE_3 : rooms:3 areas:44
  ZONE_1 : rooms:1 areas:19

Level light group: monochrome
+ light_color: white
+ light_color: green
Other Item quota : 4.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 1134.5
Group walls tone down multiplier: 1
Total perimeter: 732
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 245
Road mark spots found: 49
Road dead ends: 2
Road segments: 47
21 cars parked.

--==| Make Battles |==--

Giving weapon: launch
Giving weapon: shotty
Giving weapon: super
Giving weapon: plasma
Giving weapon: bfg
Giving weapon: chain
180 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Scourge of the Menacing Bazaar
ZONE_4 name: Serpentine Ward
ZONE_3 name: Brigheye Backstreets
ZONE_1 name: Scourge of the Menacing Bazaar (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 95121 dead regions (of 129593)
WARNING: entity '20016' is inside solid @ (-2000,700,300)
WARNING: entity '20016' is inside solid @ (-2000,2000,100)
Filled 0 gaps (of 27781 total)
WARNING: entity '20016' is inside solid @ (-2000,700,300)
WARNING: entity '20016' is inside solid @ (-2000,2000,100)
Lighting level...
Merged 9373 colinear lines
Rounded 15 square corners
Aligned 15569 textures
Level 15 title: Hub of the Pests

~~~~~~| MAP15 |~~~~~~

Styles = 
{
  ambushes = few
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = none
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = none
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = none
  scenics = few
  secrets = heaps
  steepness = more
  switches = few
  symmetry = none
  teleporters = heaps
  traps = some
  trikeys = none
  windows = few
}

Liquid: water, usage: 25%

Level is dark.
Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 354 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Road volume: 151
Seed Map:

























                                                 #######   jjjjjjjjjj
                                        bb       #######   jjjjjjjjjj
                                        bb\   jj jjjjjjjj\ jjjjjjjjjj
                        ##              \bb\ /jj jjjjjjjjj\j  j  j  j
                        bbb              \bb jj/ jjjjjjjjjjj  j  j  j
                        bbb               bb jj\ ↑↑jjjjjjjjjjjjjjjjjj
                        bbb               bb jjj←jj#  \jjjjjjjjjjjjjj
                        bbb               bb jjj←jj#   jjjjjjjjjjjjjj
                        bbb               bb CCCCjj#   jjjjjjjjj/
                        bbb               bb CCCCjj#   ↓/jjjjj\↓
                        bbb               bb CCCCjj#   jjj j jjj
                        bbb               bb►►CCCjj#   ↑\jjjjj/↑
                        bb\           ##  bb►►CCCjjj## jjjjjjjjj##
                        bbb\          ##  bb►►CCCjjj## jjjjjjjjj##
                         \bb##      ##II◄◄bbb ###jjj## ###
                          bb##      ##II◄◄bbb ###      ###     bb
                          bb\         ##  bbb  ###             bb\
                          bbb\      ######bbb  ######          \bb\
                         bb\bb###   bbbbbbbbbb/bbbbbb\          \bb
                        bbb bb######bbbbbbbbbbbbbbbbbb###########bb
                        bbb/bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                         bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                         bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                         bb\bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                         bbbbbbbbb   ▲▲##   ▼▼▼  ▼▼▼  ▼▼▼
                         bbbbbbbbb   ▲▲##  EEEEEFFFFFGGGGG#
                          bbbbbbbbbb aaaa##EEEEEFFFFFGGGGG#
                          bbbbbbbbbb aaaa##EEEEEFFFFFGGGGG##
                        bbbbbbbbbbbb#aaaa##EEEEEFFFFFGGGGG##
                        bbbbbbbbbbbb#aaaa##EEEEEFFFFFGGGGG##
                        bb↑bbb       ###   #### #########
                        bb↑bbb       ###     ## #########
                        bbbbbb
                        bbbbbb
































Teleporter connection: ROOM_2 --> ROOM_10

--==| Make Quests |==--

Exit room: ROOM_3
Secret Exit: ROOM_9
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_2 (ROOM_2 -- ROOM_3)
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:854
  QUEST_1 : svolume:27
Zone quota: 4
Zone list:
  ZONE_2 : rooms:5 areas:54
  ZONE_1 : rooms:3 areas:23

Level light group: single
+ light_color: beige
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 881
Group walls tone down multiplier: 1
Total perimeter: 646
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 152
Road mark spots found: 37
Road dead ends: 1
Road segments: 36
15 cars parked.

--==| Make Battles |==--

Giving weapon: launch
WARNING!! Cannot place boss monster: 
revenant
Giving weapon: plasma
Giving weapon: chain
Giving weapon: bfg
Giving weapon: super
154 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Invaded Seabed
ZONE_1 name: Mysterious Fields
DOOM CSG...
Removed 70613 dead regions (of 96149)
WARNING: entity '20016' is inside solid @ (1000,-1000,300)
WARNING: entity '20016' is inside solid @ (900,-700,300)
Filled 0 gaps (of 18835 total)
WARNING: entity '20016' is inside solid @ (1000,-1000,300)
WARNING: entity '20016' is inside solid @ (900,-700,300)
Lighting level...
Merged 6773 colinear lines
Rounded 19 square corners
Aligned 10834 textures
Level 16 title: Srirunicro Dr.

~~~~~~| MAP16 |~~~~~~

Styles = 
{
  ambushes = few
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = some
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = some
  hallways = some
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = heaps
  pictures = heaps
  porches = heaps
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = some
  symmetry = heaps
  teleporters = heaps
  traps = few
  trikeys = none
  windows = few
}

Liquid: skipped for level (by style).

Level is dark.
Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 435 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Seed Map:






























                                           ####
                                  #######  ####
                                  #######  bbbbbbbbbb
                                  bbbbbbbbbb\bbbbbbbb##
                                  bbbbbbbbbbbbbbbbbbb##
                                  bbb↑↑bbbbb/bbbbb/bb##
                                  bbbbbbb→→bbbbb→bbbb##
                                  bb bbbb→→bbbbb→bbb/
                                  bbbbbbb\          #CC CC#
                                  bb bbbbbbbbbbbbbbb#CC CC#
                               ###bbbbbbbbbbbbbbbbbbCCCCCC
                               ###↓↓bbbbbb→→bbbbbbbbCCCCCC
                               bbbbbbbbbbb→→bbbbb/bbCCCCCC
                               bbbbbb ↑ \bbbbbb→bbbbCCCCCC
                               bbbbbb ↑  bbbbbb→bbb/  ▼▼▼
                                      ↑               ▼▼▼
                                     bbb##            GGG
                                     bbb##            GGG
                                 ####bbb##            GGG
                                 ####                 GGG##
                               ##AAAA ##              GGG##
                               ##AAAA/AA\             GGG##
                               ##AAAAAAAA##
                               ##AAA→AAAA## fff##
                         ##### ##AAA→AAAA## fff##
                         ##### ##AAAAAAAA## fff##
                         fffff ##AAAA\AA/   ff##
                         fffff ##AAAA ##    ff##
                         ↓f↓f↓   ####       ff##
                        fffffff\ ####       ↓f##
                        fffffffffffffff##   ↓f\ ffffff##
                        fffffffffffffff## fff\f\ffffff##
                        fffffff/f→→fffffffffff\fffffffffffffffff
                        ffffffff/fffffffffff ffffff/ffffffffffff##
                        fffffff/f/ \fffffffffffff→fffffffffff←ff##
                        ffffffff/   \ffff←fffffff→fff/fffffff←ff##

























Teleporter connection: ROOM_1 --> ROOM_2
Teleporter connection: ROOM_1 --> ROOM_6

--==| Make Quests |==--

Exit room: ROOM_7
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_3 -- ROOM_7)
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:692
  QUEST_1 : svolume:24
Zone quota: 3
Zone list:
  ZONE_2 : rooms:1 areas:14
  ZONE_1 : rooms:4 areas:51

Level light group: all
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 716.5
Group walls tone down multiplier: 1
Total perimeter: 440
Plain walls tone down multiplier: 0


PREFAB DOES NOT FIT!!!
(on y axis)
Fab info:
{
  bbox = table: 0x7fae1e3b3568
  brushes = table: 0x7fae1cddd258
  deep = 16
  dir_name = games/doom/fabs
  entities = table: 0x7fae1d362380
  fields = table: 0x7fae1c669288
  file = start/beed28_fireblu_start.wad
  kind = start
  models = table: 0x7fae20455f90
  name = Start_beed28_fireblu_exit
  over = -16
  prob = 250
  seed_h = 2
  seed_w = 2
  state = transform_xy
  theme = !tech
  use_prob = 250
  where = seeds
  x_fit = frame
}
Required: 256 Prefab has: 272

--== Render street markings ==--
Total road tile/seed count: 0
Road mark spots found: 0
Road dead ends: 0
Road segments: 0
0 cars parked.

--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: super
Giving weapon: shotty
Giving weapon: bfg
Giving weapon: chain
138 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Embassy of Dreams
ZONE_1 name: The Burghcal Slums
DOOM CSG...
Removed 72801 dead regions (of 100134)
Filled 530 gaps (of 23010 total)
Lighting level...
Merged 6571 colinear lines
Rounded 7 square corners
Aligned 9634 textures
Level 17 title: 1 Granddar Lane

~~~~~~| MAP17 |~~~~~~

Styles = 
{
  ambushes = heaps
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = few
  fences = some
  hallways = few
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = heaps
  pictures = heaps
  porches = some
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = few
  symmetry = few
  teleporters = heaps
  traps = some
  trikeys = none
  windows = heaps
}

Liquid: skipped for level (by style).

Level is dark.
Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 432 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 10

--==| Streets Mode activated! |==--

Road volume: 235
Seed Map:

























                        #eeeeeeeeeee##        ff
                        #eeeeeeeeeee##/eeeff ffffffff
                        #eeeeeeeeeeeeeeeeefffffffffff
                          DDDDDD\eeeeeeeeefff   #ffff
                         #DDDDDD#eeeeeeeee##    #ffff
                         #DDDDDD#ee###eeee##   /ff\ff
                         #DDDDDD#eeeeeeeee     ffff#
                         DDDDDDDDeeeeeeeee    #ffff#  ###
                        DDDDDDDDD\eeeeeeee##  #ffff#  #####
                        DDDDDDDDDDeeeeeeee##  #ffff#  GGGGG
                        DDDDDDDDDDeeeeeeeeee  #ffff###GGGGG##
                        DDDDDDDDDDDeeeeeeeee  #ffff###GGGGG##
                        ####DDDDDDD\eeeeeeee  #ffff###GGGGG##
                           #DDDDDDD eeee###ffffffff###GGGGG##
                        ##DDDDDDDDD eeee###ff→→ffffff##▲▲▲
                        ##DDDDDDDDDD▲▲▲▲  #ff→→ffffffIIffff
                        DDDDDDDDDDDD▲▲▲▲  #ffffffffffIIffff
                        DDDDDDDDDDDDDDDD /ff\  ffffffIIffffff
                        DDDDDDDDDDDDDDDD ffff##ffffffIIffffff
                        DDDbbb DDDDDDDDD►ffff##ffffff##ffffff
                        DDDbbb DDDDDDDDD►ffff##ffffff##ffffff
                        DDDbbb DDDDDDDDD►ffff##ffffff##ff←←ff
                         bbbbb ##▲▲▲DDDD►ffff##fffff\  ffffff
                         bbbbb\##bbbbb## ffff##ffffffffffffff
                         bbbbbbbbbbbbb/ffffffffffffffffffffff
                        /bbbbbbbbbbb▲▲fffffffffffffff ff ff
                        bbbbbbbbbbbb▲▲fffffffffffffff##  ff\
                        bbbbbbbbbbb/AA\ffffffffffffff##  \ff\
                        bbbbbbbbbb//AA\ ffff ##ffffff##   \ff
                        bbbbbbbbbbAAAAAAffff ##fffff/      ff
                        bbbbbbbbbbAAAAAA↑↑  /ffffffffffff\
                        bbbbbbbbbb#### #ff #ffffffffffffff
                        bbbbbbbbbb#### #ff #ffffffffffffff
                        bbbbbbbbb##      #ff\fffffffffffff
                        bbbbbbbbb##      #fffffffffff\ffff
                        bbbbbbbbb##      #ffffffffffffffff
                        ###bbbbb/         ## #f↑↑fffffffff
                         bbbbbbb##        ## #f↑↑f\fffffff
                         bbbbbbb##           #ffff ↑↑ \ff/
                         bbbbbbb##           #ffff#ff
                                                  #ff


























--==| Make Quests |==--

Exit room: ROOM_5
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_3 (ROOM_4 -- ROOM_5)
Dividing QUEST_2 @ CONN_5 (ROOM_6 -- ROOM_7)
Maximum of 0 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:986
  QUEST_2 : svolume:49
  QUEST_1 : svolume:158
Zone quota: 5
Zone list:
  ZONE_2 : rooms:5 areas:64
  ZONE_3 : rooms:1 areas:5
  ZONE_1 : rooms:1 areas:7

Level light group: monochrome
+ light_color: white
+ light_color: beige
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 1193.5
Group walls tone down multiplier: 1
Total perimeter: 585
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 241
Road mark spots found: 39
Road dead ends: 0
Road segments: 39
19 cars parked.

--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: chain
Giving weapon: shotty
WARNING: Using replacement boss: mancubus --> baron
WARNING!! Cannot place boss monster: 
mancubus
Giving weapon: launch
Giving weapon: super
203 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Shun the Barren Building
ZONE_3 name: 261 Neocom Ln.
ZONE_1 name: Shun the Barren Building (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 77016 dead regions (of 105929)
WARNING: entity '20012' is inside solid @ (-2000,-2000,200)
WARNING: entity '20016' is inside solid @ (-3000,100,200)
WARNING: entity '20016' is inside solid @ (-3000,2000,200)
WARNING: entity '20016' is inside solid @ (-2000,2000,200)
WARNING: entity '20016' is inside solid @ (-2000,2000,200)
WARNING: entity '20012' is inside solid @ (-400,1000,200)
WARNING: entity '20016' is inside solid @ (-900,600,200)
WARNING: entity '20016' is inside solid @ (-2000,-200,200)
WARNING: entity '20016' is inside solid @ (-2000,200,200)
WARNING: entity '20016' is inside solid @ (-2000,900,200)
Filled 0 gaps (of 22931 total)
WARNING: entity '20012' is inside solid @ (-2000,-2000,200)
WARNING: entity '20016' is inside solid @ (-3000,100,200)
WARNING: entity '20016' is inside solid @ (-3000,2000,200)
WARNING: entity '20016' is inside solid @ (-2000,2000,200)
WARNING: entity '20016' is inside solid @ (-2000,2000,200)
WARNING: entity '20012' is inside solid @ (-400,1000,200)
WARNING: entity '20016' is inside solid @ (-900,600,200)
WARNING: entity '20016' is inside solid @ (-2000,-200,200)
WARNING: entity '20016' is inside solid @ (-2000,200,200)
WARNING: entity '20016' is inside solid @ (-2000,900,200)
Lighting level...
Merged 6600 colinear lines
Rounded 25 square corners
Aligned 11693 textures
Level 18 title: Beware the Unexplored Path

~~~~~~| MAP18 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = some
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = few
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = heaps
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = few
  symmetry = few
  teleporters = heaps
  traps = heaps
  trikeys = none
  windows = some
}

Liquid: water, usage: 25%

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 372 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Seed Map:

























                            dddddddddd#   dddddd\
                          ##dddddddddd#  /dddddddddd##
                          ##ddddd dd d# /dddd/dd↓↓dd##
                        ####ddddddddddddddd→dddd↓↓dd##
                        ##  ###/ddddddddddd→dddddddd##
                        dd     d/ddddd↑↑ddddd\dd\    dddddddddddddddd
                        ↑↑##   ddddddd↑↑dddddddddd→dddddddddddddddddd
                        dddddd\↑dddddddddddddddddd→dddd dddd dddddddd
                        ddddddddddddddddddddd/ dddddddddddddddddddddd
                        ddddddddddddddddddddd  ddd→dddddddddddddddddd
                        dddddddd→dddddddddddd  ddd→dddd dddd dddddddd
                        dddd/ddd→dddddddddddd\ dddddddddddddddddddddd
                        ddddddd####d←←dFFdddddddddddddddddddddddddddd
                         \ddddd####d←←dFFdddddd\ddddddd     ddddddd
                         /ddddddddddddd▲▲\ddddd \dddddd     dddd↓dd
                        /dd/ddddddddddd▲▲ \dddd  dddddd→→dd dd/dddd
                        dd/dddddddd###/CCCCCC\   dddddd→→dd ddddddd
                        ↑↑dd/ \dddd  /CCCCCCCC\d←dddd→→dddd d→ddd/
                        dddd→d ######CC/ ↓↓ \CCdddddd→→dddd ddddd→→d\
                        dddd→d ######C//CCCC\\C\dd↓    ▼▼▼  ddddd→→dd
                        ##dddddEEEEE C CCCCCC C \dd   HHHHH## ddddddd
                        ##dddddEEEEE◄CCCCCCCCCC     ##HHHHH## ↓↓ddd d
                        ##dddddEEEEE◄CCCCCCCCCC     ##HHHHH## ↓↓dd/dd
                        ##dddddEEEEE◄C CCCCCC C##   ##HHHHH## ddd ddd
                            ▲▲ EEEEE C\\CCCC//C#### ##HHHHH## \dddddd
                        ####▲▲ ##/AA CC\ ↑↑ /CC####   ###
                        ####▲▲ ##AAA\\CCCCCCCC/  CCCCCCCCC
                        BBBBBBBB AAAAA\CCCCCC/ ##CC/CCC\CC
                        BBBBBBBB \AAAACCCCCCC  ##CCCCCCCCC
                        BBBBBBBB##AA/ CCCCCCC  ##CC→C CCCC
                        BBBBBBBB##AA##C/CCC\C### CCCCCCCCC
                        BBBB###   AA##C CCC CCCCCCC\CCC/CC
                        BBBB###  AAAA#C\CCC/CCCCCCCCCCCCCC
                        BBBB   BBA/ A#CCCCCCCCCCCCC##
                        BBBB  BBBA /A►►CCCCCCCCC/CC##
                         BBBB ↓BBAAAA►►CCCCCCC→CCCC##
                         BBBB ↓BBAAAA►►CCCCCCC→CCC/
                          BBBBBBBB###  ####
                        ##BBBBBBBB     ####
                        ##BBBBBBBB
                        ##BBBB###


























--==| Make Quests |==--

Exit room: ROOM_8
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_4 -- ROOM_8)
Dividing QUEST_2 @ CONN_2 (ROOM_1 -- ROOM_3)
Dividing QUEST_2 @ CONN_4 (ROOM_3 -- ROOM_5)
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:916
  QUEST_4 : svolume:301
  QUEST_2 : svolume:29
  QUEST_1 : svolume:46
Zone quota: 5
Zone list:
  ZONE_2 : rooms:3 areas:66
  ZONE_4 : rooms:2 areas:21
  ZONE_3 : rooms:1 areas:2
  ZONE_1 : rooms:1 areas:5

Level light group: monochrome
+ light_color: white
+ light_color: beige
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 1292.5
Group walls tone down multiplier: 1
Total perimeter: 711
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 0
Road mark spots found: 0
Road dead ends: 0
Road segments: 0
0 cars parked.

--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: shotty
Giving weapon: launch
Giving weapon: bfg
Giving weapon: chain
WARNING: Using replacement boss: arach --> revenant
Giving weapon: super
393 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: 646044 Northboro Street
ZONE_4 name: Dongalv Assault
ZONE_3 name: Beachgie Drive
ZONE_1 name: 646044 Northboro Street (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 83354 dead regions (of 113885)
Filled 32 gaps (of 24011 total)
Lighting level...
Merged 7697 colinear lines
Rounded 6 square corners
Aligned 14402 textures
Level 19 title: Stadium of Death

~~~~~~| MAP19 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = few
  fences = heaps
  hallways = heaps
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = heaps
  scenics = few
  secrets = heaps
  steepness = more
  switches = none
  symmetry = some
  teleporters = heaps
  traps = heaps
  trikeys = none
  windows = heaps
}

Liquid: blood, usage: 25%

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 342 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Seed Map:

























                            ##CCCCCCCCCCC#
                            ##CCCCCCCCCCC###
                         ## ##CCCCCCCCCCCC####
                        /bb\  ### /bb\CCCCCC##
                        bbbb  ####bbbbCCCCCCCC
                        b/b↑     #bbbbCCCCCCCC
                        bbb↑     #bbbbCCCCCCCCC#
                        bbbbbbbbb←bbbbCCCCCCCCC#
                        bbbbbbbbb←bbbbCCCCCCCCC#
                          ↑b b↑bb←bbbbCCCCCCCCC##
                          ↑bbb↑bb←bbbbCCCCCCCCCCC##
                          bbbbbbbbbbbbCCCCCCCCCCC##
                        ##bbbb/bbbbbbbCCCCCCCCCCC##
                        ##bb→bbb←bbbbbCCCCCCCCCCC##
                        ##bbbbbbbbbbbbCCCCCCCCCCC ##
                        ##bb→bbb←bbbbb  ▲▲▲   #DDD## ##
                        ##bbbbbbbbbbbb /bbbbbb#DDDDDDHH
                        ##bb→bbb←bbbbb/bbbbbbbDDDDDDDHH#
                        ##bbbbbbbbbbbbbbbbbbbbDDDDDDDHH#
                        ##bb→bbb←bbbbbbbbbbb\ DDDDDDDHH#
                        ##bb\  /bbbbbb\bbbbbbbDDDDD####
                        ##bbb\/bbbbbbb \bbbbbbDDDDD##
                           \bbbb/bbbbb/b→bb←b\DDDDDD##
                            \bb/bbbbbbbb→bb←bbDDDDDD##FF FF
                         #bbbbbbbbbbbbbb  ##bb►DDDDDDFFFFFF
                         #bbbbbbbbbbbbbb  ##bb►DDDDDDFFFFFF
                          ####  ##AAAAbb→bb←bb►DDDDDDFFFFFF
                          ####  ##AAAA\b→bb←b/ DDDDDDFFFFFF
                                ##AAAA#        #####  FF FF
                                ##AAAA#        #FFFFFFFF FFFFFFFF#
                                  ###          #FFFFFFFF FFFFFFFF#
                                               #FF## #FF FF# ##FF#
                                               #FF## #FF FF# ##FF#
                                               #FFFFFFFF FFFFFFFF#
                                                \FFFFFF/ \FFFFFF/
                                                 ######   ######
                                                 ######   ######






























--==| Make Quests |==--

Exit room: ROOM_6
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_4 -- ROOM_6)
Dividing QUEST_2 @ CONN_2 (ROOM_2 -- ROOM_3)
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:516
  QUEST_2 : svolume:182
  QUEST_1 : svolume:156
Zone quota: 3
Zone list:
  ZONE_2 : rooms:4 areas:53
  ZONE_3 : rooms:1 areas:9
  ZONE_1 : rooms:1 areas:15

Level light group: monochrome
+ light_color: white
+ light_color: red
Other Item quota : 6.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 854.5
Group walls tone down multiplier: 1
Total perimeter: 745
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 0
Road mark spots found: 0
Road dead ends: 0
Road segments: 0
0 cars parked.

LACKING ENTITY : 


LACKING ENTITY : 


--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: launch
WARNING!! Cannot place boss monster: 
imp
Giving weapon: shotty
Giving weapon: chain
Giving weapon: bfg
Giving weapon: super
250 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Plague of the Wretched Town
ZONE_3 name: The Port of the Brave
ZONE_1 name: Plague of the Wretched Town (single exit, borrows prior connecting zone's name)
DOOM CSG...
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 60005 dead regions (of 83276)
WARNING: entity '20016' is inside solid @ (-900,700,200)
Filled 1 gaps (of 16397 total)
WARNING: entity '20016' is inside solid @ (-900,700,200)
Lighting level...
Merged 5110 colinear lines
Rounded 5 square corners
Aligned 9707 textures
Level 20 title: Running of the Bulls

~~~~~~| MAP20 |~~~~~~

Styles = 
{
  ambushes = heaps
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = few
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = few
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = some
  scenics = few
  secrets = heaps
  steepness = more
  switches = none
  symmetry = none
  teleporters = heaps
  traps = heaps
  trikeys = none
  windows = some
}

Liquid: blood, usage: 25%

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 358 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Road volume: 446
Seed Map:

























                                   bbbb##             ##ffffffff ffff
                             ######↑bbb##  bb         ##ffffffff/ffff
                           ##bbbbbbbbbbbbbbbb           bbfffffffffff
                           ##bbbbbbbbbbbbbbbbbb bbbbbb /bbfffffffffff
                           ##bb  bbbbbbbbbb←←bb bbbbbb/bb/fffffffffff
                           ##bb# bbbbbbbbbb←←bb bb←←bbbb/ffffffffffff
                           ##bb# bbbbbbbbbb  bb bbbbbbbb ffffffffffff
                           ##bb# bbbbbbbbbb##  bbbbbbbbb \ff/ fffffff#
                        bb→bbbbbbbbbbbbbbbb##b←bbbbbbbbb►►ffff/ffffff#
                        bb→bbbbbbbbbbbbbbbb##bb\bb  bbbb►►ff→→fffffff#
                        ## bbbbbbbbbbbbbbbbbbbbb↓   bbbb►►ffff\ffffff#
                         ##bbbbbbbbbbbbbbbbbbbbbb         fffffffffff#
                         ##bbbbbbbbbbbbbbbbbbbbbbbbbb  bbbb   ## ff
                          #bbbbbbbbbbbbbbbbbbbbbbbbbb /bbbb\  ##/f/
                          #bbbbbbbbbbbbbbbbbbbbbbbbbb/bb/\bb\ fff/
                          #bbbbbbbbbbbbbbbbbbbbbbbbbbbb/  \bb ff/
                               bbbbbbbbbbbb######    bb    bb
                         bb# bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                         bb##bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                        #bb##bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                        #bb##bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                        #bbbbbbbbbb###↑↑ bbbbbbbbbbbbbbbb
                        #bbbbbbbbbb###↑↑ bbbbbbbbbbbbbbbb
                         ### bbbbbb# bbbbbbbbbb##        bbbbbbbbb\
                         ### bbbbbb# bbbbbbbbbb##        bbbbbbbbbb
                         bbbb  bbbb#  ## bbbbbbbbbbbbbb  bbbb  bbbb
                         bbb↑  bbbb# /aa\bbbbbbbbbbbbbb  bbbb\ bbbb
                        #bbbbbbbbbb  aaaa##bbbbbbbbbbbbbbbb\bbbbbbb
                        #bbbbbbbbbb  aaaa##bbbb\bbbbbb/bbbb \bbbbbb
                        #bb### bbbb  \aa/ EEEEEEE##bbbbbbbbbbbbbbbb
                        #bb##bbbbbb◄a ↓↓ aEEEEEEE##bbbbbbbbbbbbbbb/
                        #bb##bbbbbb◄aaaaaaEE EE####bb/bb\bb        bbb
                        #bb##bbbbbb◄aaaaaaE//bbbbbb\ bbbbbbbb    b←bbb
                        bb   b→bbbb######   bbbbbbbb bbbbbbbb    bb\bb
                        bb\ /bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb↓
                        \bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb
                         \bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb  bb
                          ##\bbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbb  bb
                          ## ##########bbb↑bbbbbbbb##bbbbbbbb    bb
                             ###    ###bbbbbbbbbbbb##bbbbbbbb    bb
                                           bbbbbbbb


























--==| Make Quests |==--

Exit room: ROOM_6
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_3 (ROOM_2 -- ROOM_6)
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:1325
  QUEST_1 : svolume:159
Zone quota: 5
Zone list:
  ZONE_2 : rooms:3 areas:98
  ZONE_1 : rooms:1 areas:10

Level light group: plain
+ light_color: beige
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 1484.5
Group walls tone down multiplier: 1
Total perimeter: 653
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 448
Road mark spots found: 94
Road dead ends: 6
Road segments: 88
34 cars parked.

--==| Make Battles |==--

Giving weapon: plasma
WARNING: Using replacement boss: arach --> revenant
WARNING!! Cannot place boss monster: 
arach
Giving weapon: bfg
Giving weapon: chain
Giving weapon: shotty
Giving weapon: launch
Giving weapon: super
298 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: 440117 Puaqueves Place
ZONE_1 name: 440117 Puaqueves Place (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 113938 dead regions (of 151410)
Filled 0 gaps (of 31970 total)
Lighting level...
Merged 11049 colinear lines
Rounded 17 square corners
Aligned 17514 textures
Level 21 title: Into Misery

~~~~~~| MAP21 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = none
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = few
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = few
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = none
  symmetry = some
  teleporters = heaps
  traps = heaps
  trikeys = none
  windows = few
}

Liquid: blood, usage: 25%

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 341 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:



































                                                      /cc←c\
                                               ### cccccc←cc
                                               ###/cccccc cc
                           ###                 cccccccccc cc
                         #####                 cccccccccc#cc#
                        IIIIII#                ↑↑cc/ccccc#cc#
                        IIIIII###     ##DDDD###cccccccccc←cc#
                        IIIIIIIIIII   ##DDDD###cccccccccc←c/
                        IIIIIIIIIII## ##DDDD###eeee#  \cc
                        IIIIIIII→II##    DDD ##eeee#   cc\
                        IIIIIIIIIII##    DDD ##eeee#    \/c→cc←c\
                         IIIIIIIII       DDD eeeeee#c→ccccc→cc←cc##
                         IIIIII\III→→II  ▲▲▲ e/eeeeec ccccc    cc##
                           IIII/III→→II  ▲▲▲ eeeeeeec\ccccc    cc##
                          /IIIIIII   II◄◄BBBBee▲▲▲▲ cc\ ↑cc→cc←cc##
                         IIIIIIIIaaaaII◄◄BBBBBB▲▲▲▲ ccccc\c→cc←c/
                         IIIIIIIIaaaaII◄◄BBBBBBBBBBB►►     ###
                        #IIIII/##aa/aaaa►BBBBBBBBBBB►►   #####
                        #IIII/ ##a\aaaaa►BBBBBBBBBBBB ## HHHHHH
                                 \aa→aaa►BBBBBBBBBBBB►HH→HHHH/H\
                                  ## ####BBBBBBBBBBBB►HH→HHHH HH##
                                  ## ####BBBBBBBBBBBB►HH→HHHHHHH##
                                        #BBBBBBBBBBBB►HH→HHHHHHH##
                                       ##BBBBBLLLL  /HHHHHHHH HH##
                                       ##BBBB#LLLL /HHHHHHHHH\H/
                                       ##BBBB##### HHHHHHHHHHHH
                                       ##BBBB#   ##HHHHHHHH
                                       ##BBB#    ##HHHH/
                                       ##BBB#    ##HHHH
                                         ##        ##



























--==| Make Quests |==--

Exit room: ROOM_3
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_2 (ROOM_2 -- ROOM_3)
Dividing QUEST_2 @ CONN_6 (ROOM_2 -- ROOM_9)
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:418
  QUEST_2 : svolume:149
  QUEST_1 : svolume:174
Zone quota: 3
Zone list:
  ZONE_2 : rooms:6 areas:42
  ZONE_3 : rooms:1 areas:13
  ZONE_1 : rooms:1 areas:20

Level light group: all
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 741.5
Group walls tone down multiplier: 1
Total perimeter: 618
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: chain
Giving weapon: shotty
WARNING!! Cannot place boss monster: 
imp
Giving weapon: super
Giving weapon: plasma
Giving weapon: launch
275 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Alive If Not Exactly Well
ZONE_3 name: In the Lies Where Upon You Lay
ZONE_1 name: Alive If Not Exactly Well (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 50003 dead regions (of 70170)
WARNING: entity '20016' is inside solid @ (200,-1000,90)
WARNING: entity '20016' is inside solid @ (-500,-2000,300)
WARNING: entity '20016' is inside solid @ (-900,-2000,300)
Filled 0 gaps (of 14517 total)
WARNING: entity '20016' is inside solid @ (200,-1000,90)
WARNING: entity '20016' is inside solid @ (-500,-2000,300)
WARNING: entity '20016' is inside solid @ (-900,-2000,300)
Lighting level...
Merged 4347 colinear lines
Rounded 3 square corners
Aligned 9025 textures
Level 22 title: Enshrined Battlements of Sin

~~~~~~| MAP22 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = few
  cages = some
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = some
  hallways = few
  keys = none
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = some
  pictures = heaps
  porches = some
  scenics = some
  secrets = heaps
  steepness = more
  switches = few
  symmetry = none
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: skipped for level (by style).

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 438 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:

































                                ##
                                ##
                            ### FFFFFFFFFFFF##
                        ####FFFFFFFFFFFFFFFF####
                        ####FFFFFFFFFFFFFFFFJJJJJ#
                        FFFFFFFFFFFFFFFFFFFFJJJJJ#
                        FFFFFFFFFFFFFFFFFFFFJJJJJ#
                        FFFFFFFFFFF## ▲▲▲  #JJJJJ#
                        FFFFF######## CCCC #JJJJJ#   ######
                        #######  ##   ↑↑↑↑   ▲▲▲###########
                                   #C←CCCC→C EEEEEEEEEEEEEEEE##
                                   #C←CCCC→C►EEEEEEEEEEEEEEEE##
                                   CC←CCCC→C►EEEEEEEEEEEEEEEEE
                                   CC←CCCC→C►EEEEEEEEEEEEEEEEE##
                                   CC ↓↓↓↓   EEEEEEEEEEEEEEEEE##
                                   ## CCCC   ##DDEEEEEEEE▼▼▼##
                                   ## #CCCCDDDDDD ## EEEE▼▼▼## #HHHH
                                  /AA\#CCCCDDDDDDD## ▼▼▼ III#  #HHHH
                                ##AAAA BBBBB▲▲▲DDDDHHHHHHIII#   ↓↓↓↓
                                ##AAAA►BBBBB▲▲▲DDDDHHHHHHHH     ↓↓↓↓
                                ##AAAA►BBBBBBBBB## HH→→HHHHHHHHHHHHH##
                                ##AAAA►BBBBBBBBB##     HH←HHHHHHHHHH##
                                ##AAAA#BBBBBBBBBB##    \H←HHHHHHHHHH##
                                ##AAAA#BBBBBBBBBB##        #HHHHHHHH##
                                  \AA/BBBBBBBBBBBBB##      #HHHHHH#
                               BBBBBBBBBBBBBBBBBBBB##      #HHHHHH#
                              BBBBBBBBBBBBBBBBBBBBB##     ##HHH↑↑
                            BBBBBBBBBBBBBBBBBBB##         ##HHH↑↑
                         ##BBBBBBBBBBBBBBBBBBBB##         ##HHHHH
                         ##BBBBBBBBBBBBBB###              ##HH/HH##
                          BBBBBBBBBBB### ###              ##HHHHH##
                        ##BBBBBBBBBBB#                    ##HHHHH##
                        ##BBBBBBBBBBB#


























--==| Make Quests |==--

Exit room: ROOM_8
Maximum of 0 key goals.
Start room: ROOM_1
Quest list:
  QUEST_1 : svolume:852
Zone quota: 4
Zone list:
  ZONE_1 : rooms:9 areas:78

Level light group: single
+ light_color: green
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 852.5
Group walls tone down multiplier: 1
Total perimeter: 722
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: launch
WARNING: Using replacement boss: mancubus --> baron
WARNING!! Cannot place boss monster: 
mancubus
Giving weapon: chain
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: super
136 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_1 name: Grungy Chamber
DOOM CSG...
Removed 36743 dead regions (of 53665)
WARNING: entity '20016' is inside solid @ (-2000,-2000,300)
WARNING: entity '20016' is inside solid @ (-700,-1000,300)
WARNING: entity '20016' is inside solid @ (-400,1000,200)
WARNING: entity '15184' is inside solid @ (-30,900,300)
WARNING: entity '20016' is inside solid @ (1000,-200,300)
WARNING: entity '20016' is inside solid @ (200,-30,300)
WARNING: entity '20016' is inside solid @ (-400,700,200)
WARNING: entity '20016' is inside solid @ (-2000,600,200)
Filled 0 gaps (of 9583 total)
WARNING: entity '20016' is inside solid @ (-2000,-2000,300)
WARNING: entity '20016' is inside solid @ (-700,-1000,300)
WARNING: entity '20016' is inside solid @ (-400,1000,200)
WARNING: entity '15184' is inside solid @ (-30,900,300)
WARNING: entity '20016' is inside solid @ (1000,-200,300)
WARNING: entity '20016' is inside solid @ (200,-30,300)
WARNING: entity '20016' is inside solid @ (-400,700,200)
WARNING: entity '20016' is inside solid @ (-2000,600,200)
Lighting level...
Merged 2640 colinear lines
Rounded 0 square corners
Aligned 6859 textures
Level 23 title: Cathedral of Anguish

~~~~~~| MAP23 |~~~~~~

Styles = 
{
  ambushes = heaps
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = heaps
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = few
  keys = some
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = few
  scenics = some
  secrets = heaps
  steepness = more
  switches = some
  symmetry = few
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: blood, usage: 25%

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 335 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 10

Seed Map:

























                               ####     ### IIII###
                               ###### ##FFF IIIIIIII###
                              /cccccc\##FFF►IIIIIIII###
                             /cccccccc\ FFF►IIIIIIIIIII##
                            ccc/ ↓↓ \cccFFF►IIIIIIIIIII##
                            ccc/cccc\cccFFFFIIIIIIIIIII##
                            cc c/cc\c ccFFFFIIIIIIIIIII##
                        /E##ccccccccccccFFFFIIIIIIIIIII##
                        EE##ccccccccccccFFFFFIIII#####
                        EEE◄cc c\cc/c c►FFFFFIIII#####
                        EEE◄cc\\cccc//c►FFFFFIIII##
                         EE◄cccc ↑↑ /cc►FFFFFIIII##
                         EE  \cccccccc/FFFFFF###
                        GGGG  \ccccccc FFFFF ###
                        G/GG/GG\cccccc FFFFF##
                        GGGGGGGGcccccc#FFFFF##
                        GGGGGGGGccc▲▲▲#FFFFF##
                        GGGGGGGGGG ▲▲▲#FFFFF##
                        GGGGGGGGGG/bbbbFFFFF##
                        GGG/GGGGG/bbbbbFFFFF##
                        GG/ GGGG/bbbbbbFFF##
                        HHHHGGGG bbbbbbFFF##
                        HHHHGGGG bbbb/ ###
                        ▲▲▲  GGGGbbbb  ###
                        ▲▲▲  GGGGbbbb ##
                        DDDGG←←GGbbbb ##
                        DDDGG←←GGbbb//AA\
                        DDDGG /b←←bb◄AAAA##
                        DDDGGbbbbbbb◄AAAA##
                        DDDD bbb\bbb \AA/
                        DDDD  \bbbbb####
                        DDDDD bbbbbb####
                        DDDDD#bbbbbb#
                        DDDDD#bbbbbb#
                        DDDDD◄bbbbbb#
                        DDDDD◄bbbb##
                        DDDDD◄bbbb##
                        DDDDDDD###
                        DDDDDDD###
                        DDDDDDD##
                        DDDDDDD##


























--==| Make Quests |==--

Exit room: ROOM_7
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_4 -- ROOM_7)
Dividing QUEST_2 @ CONN_5 (ROOM_3 -- ROOM_6)
Maximum of 1 switch goals.
Dividing QUEST_3 @ CONN_2 (ROOM_2 -- ROOM_3)
Start room: ROOM_1
Quest list:
  QUEST_4 : svolume:251
  QUEST_3 : svolume:162
  QUEST_2 : svolume:256
  QUEST_1 : svolume:95
Zone quota: 4
Zone list:
  ZONE_2 : rooms:4 areas:21
  ZONE_4 : rooms:2 areas:15
  ZONE_3 : rooms:2 areas:18
  ZONE_1 : rooms:1 areas:4

Level light group: single
+ light_color: red
Other Item quota : 6.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 764
Group walls tone down multiplier: 1
Total perimeter: 609
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: launch
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: bfg
Giving weapon: chain
Giving weapon: super
212 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Fate Forged in Name of Hate
ZONE_4 name: Dreaming in Red
ZONE_3 name: Underneath the Shadow Storm
ZONE_1 name: Fate Forged in Name of Hate (single exit, borrows prior connecting zone's name)
DOOM CSG...
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 55938 dead regions (of 78713)
WARNING: entity '20016' is inside solid @ (-300,400,90)
WARNING: entity '20016' is inside solid @ (-3000,-2000,200)
WARNING: entity '15188' is inside solid @ (-2000,-1000,200)
WARNING: entity '20016' is inside solid @ (400,1000,90)
WARNING: entity '20016' is inside solid @ (-300,500,90)
WARNING: entity '20016' is inside solid @ (-300,700,90)
WARNING: entity '20016' is inside solid @ (-2000,-3000,200)
WARNING: entity '20016' is inside solid @ (-3000,-500,200)
WARNING: entity '20016' is inside solid @ (600,2000,90)
WARNING: entity '20016' is inside solid @ (-30,2000,90)
Filled 43 gaps (of 15383 total)
WARNING: entity '20016' is inside solid @ (-300,400,90)
WARNING: entity '20016' is inside solid @ (-3000,-2000,200)
WARNING: entity '15188' is inside solid @ (-2000,-1000,200)
WARNING: entity '20016' is inside solid @ (400,1000,90)
WARNING: entity '20016' is inside solid @ (-300,500,90)
WARNING: entity '20016' is inside solid @ (-300,700,90)
WARNING: entity '20016' is inside solid @ (-2000,-3000,200)
WARNING: entity '20016' is inside solid @ (-3000,-500,200)
WARNING: entity '20016' is inside solid @ (600,2000,90)
WARNING: entity '20016' is inside solid @ (-30,2000,90)
Lighting level...
Merged 4736 colinear lines
Rounded 0 square corners
Aligned 8218 textures
Level 24 title: Profane Rooms of the Decaying

~~~~~~| MAP24 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = some
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = few
  hallways = none
  keys = none
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = heaps
  pictures = heaps
  porches = few
  scenics = some
  secrets = heaps
  steepness = more
  switches = few
  symmetry = some
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: lava, usage: 25%

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 344 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 10

Seed Map:

























                                                        ######
                                      eeeee    ##     GG######
                                    ##eeeee    ##     GGGGGGGG
                                    ##eeeee### eeeee  GGGGGGGG##
                                  ##eeeeeee###/eeeee##GGGGGGGG##
                                  ##eeeeeeeeeeeeeeee##GGGGGGGG##
                                  ##eeeeeeeeeeeeeeee##GGGGGGGG##
                                    eeeeeeeeeeeeeeeeeeeeeeGGGG#
                                    eeeeeeeeeeeeeeeeeeeeeeGGGG#  ####
                                  ##eeeeeeeeeeeeeeeeeeeeeeGGGG#  ####
                                  ##ee##eeeeeeeeeeeeeeeeee GGG## GGGGG
                                  ##ee##eeeeeeeDDDDeeeeeee GGG##/GGGG/
                                 ###  eeeeeeeeeDDDDFFF\eee\GGG //GGG//
                               ##BBBBBeeeeeeeeeDDDDFF↓ eeee↑↑↑//GGG//
                               ##BBBBBBBeee/   DDDDFF↓ eeeeGGG/GGGG/
                               ##B/B\BB/eeCCCCCDDDDFFFFeeee\G/GGGGGGGG
                               ##BBBBB\   CCCCCDDDDFFFF▼▼▼▼GGGGG/G\GGG
                               ##BBBBBB\ #CCCCCCCCCFFFF▼▼▼▼/G\G/G G\GG
                               ##BBBBBBB\#CCCCCCCCC\F\ GGGGGGGGG   GGG
                               ##B\B/BBBBBB CCCCCCC#\F\GGGG↓↓↓G\G G/GG
                               ##BBBBBBBBBB CCCCCCC# FFGGGGGGGGG\G/GGG
                                   BB  \BBB►CCCCCC   FFGGGGGGGGGGGGGGG
                                   BB→→B\BB►CCCCCCCC## GGGGG←←GGGGG/
                                 BBBBBBB \B►CCCCCCCC## GGGGG←←G/GGG
                                 BBBBBBB    CCCCCCCC## ▼▼GGGGGGG/
                                 ##BB▲▲▲    CCCCC###   ▼▼  GGGGG
                                     ▲▲▲    #### ###   HH#####
                                   ##aaa      ##       HH##
                                   ##aaaaa             HH
                                   ##aaaaa
                                     #aaaa
                                     #aaaa
                                      aaaa
                                      aaa/

































--==| Make Quests |==--

Exit room: ROOM_6
Maximum of 0 key goals.
Maximum of 0 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_1 : svolume:831
Zone quota: 3
Zone list:
  ZONE_1 : rooms:8 areas:58

Level light group: monochrome
+ light_color: white
+ light_color: orange
Other Item quota : 5.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 831
Group walls tone down multiplier: 1
Total perimeter: 595
Plain walls tone down multiplier: 0


PREFAB DOES NOT FIT!!!
(on x axis)
Fab info:
{
  bbox = table: 0x7fae1e2c9dc8
  brushes = table: 0x7fae1e4f57d8
  deep = 16
  dir_name = games/doom/fabs
  entities = table: 0x7fae1d4a1900
  fields = table: 0x7fae1e02e9a0
  file = joiner/gtd_archy.wad
  kind = joiner
  map = MAP01
  models = table: 0x7fae1f4c88b0
  name = Joiner_gtd_archy1_hell
  over = 16
  prob = 140
  seed_h = 1
  seed_w = 3
  shape = I
  state = transform_xy
  theme = hell
  use_prob = 140
  where = seeds
  x_fit = table: 0x7fae20594528
  y_fit = stretch
}
Required: 384 Prefab has: 512


--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: shotty
WARNING!! Cannot place boss monster: 
skull
Giving weapon: launch
Giving weapon: chain
Giving weapon: super
Giving weapon: bfg
196 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_1 name: Mephitic Mausoleum of Sectarianism
DOOM CSG...
Removed 100839 dead regions (of 135276)
WARNING: entity '20008' is inside solid @ (-1000,2000,700)
Filled 1 gaps (of 25330 total)
WARNING: entity '20008' is inside solid @ (-1000,2000,700)
Lighting level...
Merged 6023 colinear lines
Rounded 14 square corners
Aligned 13856 textures
Level 25 title: Objective: Nest

~~~~~~| MAP25 |~~~~~~

Styles = 
{
  ambushes = none
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = some
  cages = some
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = some
  hallways = heaps
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = some
  parks = none
  pictures = heaps
  porches = heaps
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = some
  symmetry = none
  teleporters = heaps
  traps = some
  trikeys = none
  windows = heaps
}

Liquid: slime, usage: 25%

Level is dark.
Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 359 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:

























                                  GGGG
                                  GGGG
                                  ↑GGGG
                             #### ↑GGGGG
                             GGGGGGGGGGG   ######
                             GGGGGGGGGGG## ######
                           ##GGGG↓G\G↓G↓##/GGGGGG\
                           ##GGGG↓GGGGGGGGGGGGGGGG
                           ##GGGGGGGGGGGGG↑↑    ↑↑
                           ##GGGGGGGGGGGGGGG   /GG
                             ## ▲▲GGGGGGGGGGG  GGG
                         ##     ▲▲### ↑↑↑↑\GG  GG/
                         ##    /FFFF\ ↑↑↑↑
                         FF## /FFFFFF\GGGG
                        /FFFF\FFFFFFFFGGGG    ##
                        FFFFFFFFF##FFF####    DDD
                        FF  FFFFF##FFF######  DDD
                        FF  FFFFFFFFFF /F→FF##DDD
                        /FF←FF\FFFFFF//FF→FF##DDD
                        FFF←FF#\FFFF//FF/FFFFFDDD
                        FFFFFF#   FF→FF/FFFFFFDDD
                        FFFFFF#   FF→FFFF/  FFDDD
                        FFFFFFFF→→FF→FFFF   FFDDD##
                        FFFFFFFF→→FF→FFFF  CC DDDDD
                        FFF←FFFFFF  BBBBBBBCC►DDDDD
                        \FF←FFFFFF##BBBBBBBCC►DDDDD
                            FFFFFF##BB     CC►DDDDD
                           /FF↑↑FFaaaaaa## ## DDDDD
                           FFF↑↑FFaaaaaa##  DDDDDD
                           FFFFFFF \aa/  ## DDDDDD
                           \FFFFFF  aa ##DDDDDDDDD
                                       DDDDDDDDDDD
                                   ##  DDDDDDDDDDD
                                   DDD#DDDDDDDDD##
                                  #DDD#DDDDDDDDD
                                  #DDD#DDDDDDDDD
                                ###DDDDDDDDDDDDD
                              ##DDDDDDDDDDDDDDDD
                              ##DDDDDDDDDDDDDDDD
                              ##DDDDDDDDDDDDDDDD
                              ##DDDDDDDDDDDDDDD


























--==| Make Quests |==--

Exit room: ROOM_7
Maximum of 1 key goals.
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_1 : svolume:724
Zone quota: 3
Zone list:
  ZONE_1 : rooms:6 areas:65

Level light group: single
+ light_color: red
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 724.5
Group walls tone down multiplier: 1
Total perimeter: 679
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: launch
Giving weapon: chain
WARNING!! Cannot place boss monster: 
knight
Giving weapon: shotty
Giving weapon: super
112 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_1 name: Revenge of the Underground Pier
DOOM CSG...
Removed 54822 dead regions (of 75567)
WARNING: entity '20006' is inside solid @ (-1000,2000,60)
WARNING: entity '20016' is inside solid @ (-300,-1000,200)
Filled 0 gaps (of 13456 total)
WARNING: entity '20006' is inside solid @ (-1000,2000,60)
WARNING: entity '20016' is inside solid @ (-300,-1000,200)
Lighting level...
Merged 5036 colinear lines
Rounded 7 square corners
Aligned 8417 textures
Level 26 title: From the Deeps

~~~~~~| MAP26 |~~~~~~

Styles = 
{
  ambushes = heaps
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = none
  cages = some
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = none
  hallways = none
  keys = heaps
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = few
  parks = none
  pictures = heaps
  porches = few
  scenics = few
  secrets = heaps
  steepness = more
  switches = few
  symmetry = few
  teleporters = heaps
  traps = few
  trikeys = none
  windows = some
}

Liquid: lava, usage: 25%

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 350 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:


























                                          ###
                                         #GGG
                                      ####GGGG##
                                     #GGG#GGGG######FFFFFFFF##
                              ####   #GGGGGGGGGG####FFFFFFFF##
                              ####  ##GGGGGGGGGGGGGGFFF↑↑FFF##
                          ####IIII  ##GGGGGGGGGGGGGGFFFFFFFF##
                          ####IIII  ##GGGGGGGGGGGGGG ##FFFFFFF#
                          IIIIIII↑II◄◄GGGGGGGGGGG######FFFFFFF#
                          IIIIIIIIII◄◄GGGGGGGGGGG######FF FF↓↓
                          II/III   ##DDD## GGGGGG◄FFF##FFFFF↓↓
                          IIII     ##DDD## GGGGGG◄FFF→FFFFFFFFF
                          II\III   ##DDD###GGGGGG◄FFF→FFFFFFF/
                          IIIIII     #### #GGGGGG ▲▲▲  ####
                          IIIIII     ##CCCCCCCCC►►EEEEEEEEE#
                         IIII         CCCCCCCCCC►►EE EE EEE#
                         IIII          ▲▲ CC ▼▼▼##      ▼▼▼
                         IIII####    ##▲▲   HHHHHHH### JJJJJ##
                         IIII####    ##▲▲   HHHHHHH####JJJJJ##
                         IIIIIIII   #BBBB## HHHHHHHHHH#JJJJJ##
                         IIIIIIII## #BBBB## HHHHHHHHHH#JJJJJ##
                         IIIIIIII####BBBB## HHHHHHHHHH#JJJJJ##
                         IIIIIIII####BBBB## HHHHHHHHH  ####
                         ####         ##    HHHHH  ####
                         ####         AA#   HHHHHHH####
                                      AA#   HHHHHHHH►ll
                                     /AA\   HHHHHHHH►ll##
                                     AAAA## HHHHHHHH►ll##
                                     AAAA## HHHHHH
                                     \AA/   HHHHHH##
                                     AAA##  HHHHHH##
                                     AAA##  HHHHHH##
                                      ##    HHHHHH##
                                      ##    HHHHHHH##
                                            HHHHHHH##
                                            HHHHHHH##
                                            #######
                                            #######



























Teleporter connection: ROOM_1 --> ROOM_2
Teleporter connection: ROOM_2 --> ROOM_4

--==| Make Quests |==--

Exit room: ROOM_9
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_8 (ROOM_7 -- ROOM_9)
Dividing QUEST_2 @ CONN_4 (ROOM_3 -- ROOM_5)
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:334
  QUEST_2 : svolume:331
  QUEST_1 : svolume:142
Zone quota: 3
Zone list:
  ZONE_2 : rooms:2 areas:11
  ZONE_3 : rooms:8 areas:67
  ZONE_1 : rooms:1 areas:10

Level light group: monochrome
+ light_color: beige
+ light_color: red
Other Item quota : 4.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 807.5
Group walls tone down multiplier: 1
Total perimeter: 733
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: plasma
Giving weapon: launch
Giving weapon: shotty
Giving weapon: chain
Giving weapon: bfg
Giving weapon: super
180 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Goat Worship
ZONE_3 name: Feeble Crypt
ZONE_1 name: Feeble Crypt (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 51001 dead regions (of 71959)
WARNING: entity '20016' is inside solid @ (-1000,2000,500)
WARNING: entity '20016' is inside solid @ (200,-900,200)
WARNING: entity '20016' is inside solid @ (400,2000,200)
WARNING: entity '20016' is inside solid @ (-400,1000,200)
Filled 0 gaps (of 12837 total)
WARNING: entity '20016' is inside solid @ (-1000,2000,500)
WARNING: entity '20016' is inside solid @ (200,-900,200)
WARNING: entity '20016' is inside solid @ (400,2000,200)
WARNING: entity '20016' is inside solid @ (-400,1000,200)
Lighting level...
Merged 4043 colinear lines
Rounded 5 square corners
Aligned 11262 textures
Level 27 title: The Fatal Motte

~~~~~~| MAP27 |~~~~~~

Styles = 
{
  ambushes = none
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = heaps
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = few
  keys = heaps
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = few
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = heaps
  symmetry = none
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: skipped for level (by style).

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 460 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:

























                         CCCCCCCC
                         CCCCCCCCCC    ####   ###
                         CCCCCCCCCCCCCC####   ###
                         CCCCCCCC     CCCCCCC→CCC##
                        #CCCCCCCCCCCCCCCCCCCC→CCC##
                        #CCCCCCCCCC  \CC/  ↓↓
                        #CCCCCC CC###### ##CC /CC##
                        #CCCCCCC↑↑###### ##CCCCCC##
                         ##  CCC↑↑BBBB## ##CCCC/
                        ##CC←←CCCCBBBB#####▼▼▼▼
                        ##CC←←CCCCBBBBFFFFFEEEE#
                        ##CCCC▲▲▲▲BBBBFFFFFEEEE#
                        ##CCCCBBBBBBBBFFFFF###
                          BBBBBBBBBBBBFFFFF###
                          ↑BBBBBBBBBBBFFFFF         DDDDD
                          ↑BBBBBBBBBBB ▲▲▲          D←←←D
                          BBBBBB▼▼DDDDDDDDDDD DDDDDDDDDDD
                          BBBBBB▼▼DDDDDDDDDDD DDDDDDDDDDD
                          BB\/BB  ## ###DD#   D  DD  D
                          \BBBB/  ## ###DD#   D  DD  D##
                          /BBBB\   ##DDDDDDDDDDDDDDDDD##
                        ##BB/\BB   ##DDDDDDDDDDDDDDDDD##
                        ##BBB/BB##    DDDDDD  D  DD  D##
                        ##BBBBBB######DDDD↑↑##D  DD  D
                         /\BBBBBBB####DDDDDD##DDDDDDDD
                         BBBB\BBBBAA##DDD/DD##DDDDDDDD
                         \/BB ▲▲▲▲AA\ DDDDDD
                          BBB AAAAAAAADDDDD/\
                         /\BB AAAAAAAA#### \DDD→→D\
                         BBBB#AA←←AA/ ####  DDD→→DD
                         \/BB#AA←←AA      DDDDDDD
                          BBBBB   ##      DDDDDDD
                         BBBBB/BB ##    ##DDDD
                         BBBB/BBB##     ##DDDD
                        #BBBB\BBB##
                        #BBBB \BB##
                        #BBBB→→BB
                        #BBBB→→BB##
                        #BBBB→→BB##
                        #BBBB→→BB##



























--==| Make Quests |==--

Exit room: ROOM_5
Maximum of 3 key goals.
Dividing QUEST_1 @ CONN_4 (ROOM_3 -- ROOM_5)
Maximum of 2 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:776
  QUEST_1 : svolume:16
Zone quota: 3
Zone list:
  ZONE_2 : rooms:5 areas:67
  ZONE_1 : rooms:1 areas:3

Level light group: bichrome
+ light_color: white
+ light_color: green
+ light_color: green
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 792.5
Group walls tone down multiplier: 1
Total perimeter: 748
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: super
Giving weapon: chain
Giving weapon: shotty
WARNING!! Cannot place boss monster: 
gunner
Giving weapon: launch
Giving weapon: plasma
WARNING: Using replacement boss: arach --> revenant
Giving weapon: bfg
WARNING!! Cannot place boss monster: 
baron
108 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: Sovereign Absolution of Heresy
ZONE_1 name: Sovereign Absolution of Heresy (single exit, borrows prior connecting zone's name)
DOOM CSG...
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (1 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
WARNING: region degenerated (2 snags)
Removed 84998 dead regions (of 113669)
Filled 8468 gaps (of 22080 total)
Lighting level...
Merged 5386 colinear lines
Rounded 0 square corners
Aligned 7912 textures
Level 28 title: Dilapidated Cardinalate

~~~~~~| MAP28 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = few
  cages = some
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = none
  keys = none
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = few
  pictures = heaps
  porches = few
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = few
  symmetry = none
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: slime, usage: 25%

-- Alternating Outdoors! --

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 380 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 10

Seed Map:

























                        #EEEEEE ##ii iiiiiiiiiiiiii
                        #EEEEEEE##iiiiiiiiiiiiiiiii
                        EEEEEEEEEEE\iiiiiiiiiiiiiii
                        EEEEEEEEEEE  iiiiiiiiiiiiii
                        EEEEEEEEEEE►►iiiiiiii##iiii
                        EEEEEEEEEEE►►iiiiiiii##iiii
                        EEEEEEEEEEE►►iiiiiiii##iiii
                        EEEEEEEEEE     ↑↑ii↓↓##iiii
                        EEEEEEEEEE###  ↑↑iiii##iiii
                        EEEEEEEEEEEEEjjiiiiii##iiii
                        EEEEEEEEEEEEEjjii  ####iiii
                        ##▲▲▲ EEEEEEEjj##  ####iiii#
                        ##CCCCEEEEEEEjjkk  iiiiiiii#
                          CCCCEEEEEEEjjkk##iiiiiiii#
                          ↓↓CCEEEEE  ##kk##iiiiiiiii\
                        ##CCCC►ff## ##kkkkkiiiiiiiiiiii
                        ##CCCC►fffff##kkkkk#####ii/iiii\
                        ##CCCC►fffff##kk########ii iiiii
                        CCCCCCll######kkkkk##  #ii\/iiii
                        CCCCCCll######kkkkk##   \iiii/
                        \CCCCCllbbbbDDkkkkk gg  /iiii\
                         \CCCCllbbbbDDD►►gg gg  ii/\ii
                          ##CC◄◄bbbbDDD►►gggggggii  ii
                          ##CC◄◄bbbbDDD►►gggggggii  ii
                            ##  ##  ###  ## gg
                                ####/A##    gg
                                  ##AA##    ##
                                  AAAAAA    ##
                                  AAAAAA
                                   \AA/
                                    AA



































Teleporter connection: ROOM_1 --> ROOM_2
Teleporter connection: ROOM_5 --> ROOM_11

--==| Make Quests |==--

Exit room: ROOM_9
Maximum of 0 key goals.
Start room: ROOM_1
Quest list:
  QUEST_1 : svolume:681
Zone quota: 2
Zone list:
  ZONE_1 : rooms:11 areas:57

Level light group: plain
+ light_color: beige
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 681.5
Group walls tone down multiplier: 1
Total perimeter: 609
Plain walls tone down multiplier: 0


PREFAB DOES NOT FIT!!!
(on y axis)
Fab info:
{
  bbox = table: 0x7fae1bc21ea8
  brushes = table: 0x7fae20f0c188
  deep = 16
  dir_name = games/doom/fabs
  entities = table: 0x7fae1bc21ef0
  fields = table: 0x7fae1b2f08c0
  file = start/beed28_fireblu_start.wad
  kind = start
  models = table: 0x7fae1b7457d0
  name = Start_beed28_fireblu_exit
  over = -16
  prob = 250
  seed_h = 2
  seed_w = 2
  state = transform_xy
  theme = !tech
  use_prob = 250
  where = seeds
  x_fit = frame
}
Required: 256 Prefab has: 272


--==| Make Battles |==--

Giving weapon: launch
Giving weapon: chain
WARNING: Using replacement boss: arach --> revenant
WARNING!! Cannot place boss monster: 
arach
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: super
Giving weapon: bfg
138 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_1 name: Outlying Vestibule
DOOM CSG...
Removed 65855 dead regions (of 91879)
WARNING: entity '20016' is inside solid @ (-2000,1000,200)
WARNING: entity '20016' is inside solid @ (-3000,2000,200)
Filled 41 gaps (of 19473 total)
WARNING: entity '20016' is inside solid @ (-2000,1000,200)
WARNING: entity '20016' is inside solid @ (-3000,2000,200)
Lighting level...
Merged 3637 colinear lines
Rounded 6 square corners
Aligned 8154 textures
Level 29 title: Armageddon's Raid

~~~~~~| MAP29 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = some
  big_outdoor_rooms = rare
  big_rooms = some
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = heaps
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = heaps
  scenics = few
  secrets = heaps
  steepness = more
  switches = few
  symmetry = none
  teleporters = heaps
  traps = some
  trikeys = none
  windows = some
}

Liquid: lava, usage: 25%

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 355 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

Seed Map:


























                                     ####
                                     ####
                                     EEEEE
                                  ##EEEEEE
                                  ##EEEEEE
                                  ##EEEEEEE##
                             #### ##EEEEEEE####
                             ######EEEEEEEEEEEE
                             EEEEEEEEEEEEEEEEEE
                           ##EEEEEEEEEEEEEEEEEE
                           ##EEEEEEEEEEEEEEEEEE
                             ###  DDDEEEEEEEEEE
                             #####DDDDEEEEEEEE           ##
                                ##DDDD►EEEEEEE           ##
                                ##DDDD►EEEEEEE►►ff      /gg\
                                ##DDDD►EEEEEEE►►ff\    /gggg\
                                 ## ###EEEEEEE►►ffff  /ggg/\g\
                                 ##/CCCC\EEEEE►►ffff  gggg\/gg
                                 CC\CCCC/CC## ##ff↓f##gg/\gggg
                               ##CCCC↑↑CCCC## ##ff↓f##gg\/ggg/
                               ##CCCCCCCCCC##  /ffff   \gggg/####
                                 ## CCC ####   ffff/ ## \ggg ####
                                 ##BBCC ####   ffff####g→gggggggg
                                   B CC IIII ##ffff##ggg→gggggggg ##
                                   B ## IIII ##ffffgggggggggggggg ##
                                   B  ##IIII ffffffgggggggggggggg mm
                                   B  ##IIII \fffff▲▲▲▲######    /mm\
                                ##AAA  ##     ff fffffffff###   /mmmm\
                                ##AAAAAoooo#ffffffffffffff►►mm##mmmmmm
                                ##AAAAAoooo#ffffffffffffff►►mm##mmmmmm
                                 ##AA↓A##oo## ff \ffffffff►►mmm \mmmm/
                                 ##AA↓A##oo## ff     \ffff►►mmm\ \mm/
                                   AAAA####         ##ffff  mmmmm mm
                                   ####  ##         ##ffff  ↓m↓m↓ mm
                                   ####             ##ffff mmmmmmmmmmm
                                                      #### mmmmmmmmmmm
                                                      #### mmm/   mm
                                                         ##mmmmm  mm
                                                         ##mmmmm  ##
                                                                  ##

























Teleporter connection: ROOM_3 --> ROOM_4
Teleporter connection: ROOM_7 --> ROOM_9
Teleporter connection: ROOM_13 --> ROOM_15

--==| Make Quests |==--

Exit room: ROOM_9
Maximum of 1 key goals.
Dividing QUEST_1 @ CONN_6 (ROOM_6 -- ROOM_7)
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:637
  QUEST_1 : svolume:154
Zone quota: 3
Zone list:
  ZONE_2 : rooms:5 areas:37
  ZONE_1 : rooms:5 areas:42

Level light group: monochrome
+ light_color: white
+ light_color: orange
Other Item quota : 6.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 791
Group walls tone down multiplier: 1
Total perimeter: 647
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: chain
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: launch
Giving weapon: super
205 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: The Sullen City
ZONE_1 name: Sins of the Icon
DOOM CSG...
Removed 58931 dead regions (of 82450)
WARNING: entity '20016' is inside solid @ (-800,2000,200)
Filled 0 gaps (of 16022 total)
WARNING: entity '20016' is inside solid @ (-800,2000,200)
Lighting level...
Merged 4394 colinear lines
Rounded 12 square corners
Aligned 12259 textures
Level 30 title: Eternal Timeframe

~~~~~~| MAP30 |~~~~~~

Styles = 
{
  ambushes = none
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = heaps
  cages = some
  caves = none
  darkness = none
  dead_ends = heaps
  doors = heaps
  fences = some
  hallways = none
  keys = heaps
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = heaps
  scenics = some
  secrets = heaps
  steepness = none
  switches = heaps
  symmetry = more
  teleporters = none
  traps = none
  trikeys = none
  windows = heaps
}

Liquid: lava, usage: 25%

Level shape transform mode: random

--==| Creating Rooms |==--

Map size target: 16x16 seeds
Shape rules skipped for this level: 444 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 1 .. 1

Seed Map:





























                                      ##      ##
                                      AA      AA
                                     /AA\    /AA\
                                    /AAAA\  /AAAA\
                                  ##AAAAAA  AAAAAA##
                                  ##AAAAAA  AAAAAA##
                                    \AAAA/##\AAAA/
                                     \AA/ ## \AA/
                                      AAAAAAAAAA
                                     /AAAAAAAAAA\
                                     AA/AAAAAA\AA
                                   ##AAAAAAAAAAAA##
                                   ##AAAAAAAAAAAA##
                                   ##AAAAAAAAAAAA##
                                   ##AAAAAAAAAAAA##
                                  ## ## \AAAA/ ## ##
                                  ##   ##AAAA##   ##
                                 /AA\  ##AAAA##  /AA\
                                AAAAAA ##AAAA## AAAAAA
                                AAAAAA###AAAA###AAAAAA
                                AAAAAA###AAAA###AAAAAA
                                AAA\AA###AAAA###AA/AAA
                                AA\AAA ##AAAA## AAA/AA
                                AAAAAAA##AAAA##AAAAAAA
                                 \AAAAA\ AAAA /AAAAA/
                                  ## \AA\AAAA/AA/ ##
                                      \AAAAAAAA/
                                      /AAAAAAAA\
                                     /AA/AAAA\AA\
                                   ##AA/ AAAA \AA##
                                   ##AA  AAAA  AA##
                                     ##  ####  ##































--==| Make Quests |==--

Exit room: ROOM_1
Maximum of 3 key goals.
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_1 : svolume:430
Zone quota: 2
Zone list:
  ZONE_1 : rooms:1 areas:31

Level light group: double
+ light_color: red
+ light_color: beige
Other Item quota : 6.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 430
Group walls tone down multiplier: 1
Total perimeter: 299
Plain walls tone down multiplier: 0

--==| Make Battles |==--

Giving weapon: bfg
Giving weapon: plasma
Giving weapon: super
Giving weapon: chain
Giving weapon: shotty
Proc boss for MAP30:{
  1 = table: 0x7fae19073428
}149 hostile entities detected.

--==| Item Pickups |==--

DOOM CSG...
Removed 51412 dead regions (of 69628)
Filled 0 gaps (of 15262 total)
Lighting level...
Merged 3958 colinear lines
Rounded 10 square corners
Aligned 7380 textures
Level 31 title: Beware the Infected Piazza

~~~~~~| MAP31 |~~~~~~

Styles = 
{
  ambushes = some
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = some
  cages = few
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = some
  fences = some
  hallways = few
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = some
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = few
  symmetry = heaps
  teleporters = heaps
  traps = heaps
  trikeys = none
  windows = heaps
}

Liquid: skipped for level (by style).

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 444 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Road volume: 114
Seed Map:

























                                     ##       ##  /EEEEEEEEEE\
                                     EE   ### ## /EEEEEEEEEEEE\
                                     EE  /EEEEEE\EEEEEEEEEEEEEE
                                    /EE\ EEEEEEEEEEE/\EEEE/\EEE#
                                   /EEEE\EEEEE←EEEEE\/EEEE\/EEE#
                                 ##EEEEEEEEEEEEEEEEEEEEEEEEEEEE#
                                 ##EEEEEEEEEEEEEEEEEEEEEEEEEEEE
                                   \EEEE/EE→EEEEEEEEEEEEEEEEEEE
                                    \EE/ EEEEEEEEEEEEEEEEEEEEEE
                                     EE  \EEEEEE/EEE/\EEEE/\EEE#
                                   #EEE     ###  EEE\/EEEE\/EEE#
                                   #EEEE         EEEEEEEEEEEEEE#
                                  ##EEEE      ###\EEEEEEEEEEEE/
                                  ## ▲▲▲  ### ### \EEEEEEEEEE/
                                 #dddddd→→ddddddddd ffff ###
                                 #dddddd→→ddddddddd ffff
                                   \dd/ dddddd\dd↓↓ ff/ff\
                                    dd  ddddddddddd►►►ffff#
                                   ##   ####ddddddd►►►ffff#
                                   ##   #######  ##   ffff#
                                  /bb\   CCC###  ##fffffff#   ff
                                 #bbbb►►CCCC    /fffffffff#   ff
                                 #bbbb►►CCCC   /fffff ffff#  #ff
                                  \bb/ CC←C→CCfff/   #ffff#  #ff
                                       CCCCCCCff/    #ffff#  #ff
                                  ###  CCCCCCC▼▼     #fffff\ #ff
                                  ###  CCCCCCC▼▼    ##ffffff #ff
                                  AAA##↓↓CCC↓↓hh##  ##ffffff #ff
                                ##AAA##↓↓CCC↓↓hhGGff##ffffff  ff
                                ##AAA  CCCCCCChhGGff##ffffff←←ff
                                  ###  CCCCCCChhGGff##ffffff←←ffffff
                                  ####CCCC CCCC###ff##ffffff  ffffff
                                     #CCCC CCCC#  ff #fffff/  fff↓ff
                                       CC   CC  ##ff #ffff ff fff↓ff
                                       ↓↓   ↓↓  ##ff #ffff→ff ffffff
                                       ↓↓   ↓↓  ##ff /ffff→ff ffffff
                                       CC   CC   /ffffffff→ff
                                    ##CCCC CCCC##fffffffff→ff
                                    ##CCCC CCCC##fffffffff ff
                                      ###   ###  \fffffff/
                                                  ######

























Teleporter connection: ROOM_1 --> ROOM_2
Teleporter connection: ROOM_1 --> ROOM_4

--==| Make Quests |==--

Exit room: ROOM_5
Secret Exit: ROOM_8
Maximum of 2 key goals.
Dividing QUEST_1 @ CONN_3 (ROOM_4 -- ROOM_5)
Dividing QUEST_2 @ CONN_1 (ROOM_2 -- ROOM_3)
Start room: ROOM_1
Quest list:
  QUEST_3 : svolume:480
  QUEST_2 : svolume:133
  QUEST_1 : svolume:314
Zone quota: 4
Zone list:
  ZONE_2 : rooms:2 areas:6
  ZONE_3 : rooms:2 areas:21
  ZONE_1 : rooms:4 areas:54

Level light group: monochrome
+ light_color: white
+ light_color: beige
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 927.5
Group walls tone down multiplier: 1
Total perimeter: 710
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 117
Road mark spots found: 21
Road dead ends: 1
Road segments: 20
9 cars parked.

LACKING ENTITY : 


LACKING ENTITY : 


--==| Make Battles |==--

Giving weapon: launch
Giving weapon: chain
Giving weapon: plasma
Giving weapon: shotty
Giving weapon: bfg
Giving weapon: super
154 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: The Caloo Neighborhood
ZONE_3 name: Charred Village
ZONE_1 name: Readpea Docks
DOOM CSG...
Removed 102880 dead regions (of 139477)
Filled 0 gaps (of 29087 total)
Lighting level...
Merged 9617 colinear lines
Rounded 11 square corners
Aligned 17152 textures
Level 32 title: Upper Courtyard

~~~~~~| MAP32 |~~~~~~

Styles = 
{
  ambushes = few
  barrels = heaps
  beams = few
  big_outdoor_rooms = rare
  big_rooms = some
  cages = none
  caves = heaps
  darkness = none
  dead_ends = heaps
  doors = few
  fences = few
  hallways = few
  keys = few
  liquids = few
  natural_parks = none
  outdoors = less
  park_detail = heaps
  parks = none
  pictures = heaps
  porches = some
  scenics = heaps
  secrets = heaps
  steepness = more
  switches = some
  symmetry = none
  teleporters = heaps
  traps = heaps
  trikeys = none
  windows = heaps
}

Liquid: skipped for level (by style).

Level shape transform mode: linear

--==| Creating Rooms |==--

Map size target: 30x25 seeds
Shape rules skipped for this level: 469 / 145
Rules can be disabled via skip probability or level styles.
Target # of rooms : 4 .. 12

--==| Streets Mode activated! |==--

Road volume: 189
Seed Map:

























                                   /bbbbbbbb\        bb
                                 ##bbbbbbbbbb##      bb
                               bbbbbbbbbbbbbbbb##bbbbbb
                               bbbb\bbbbbbbb/bb##bbbbbb
                               bbbbb  bbbb# bbbbbbbbbbb  bbbbbb
                        ##     bbbbb  bbbb# bbbbbbbbbbb  bbbbbb
                        bb        ##  bbbb#  bbb↓bbbbbb  bbb↓bb
                        bb        ####bbbb#  bbb↓bbbbbb  bbb↓bb
                        bb        bbbbbbbb#  bbbbbbbbbbbbbbbbbb
                        bb        bbbbbbbb#  bbbbbbbbbbbbbbbbbb
                        bb        bbbbbbbb#      bbbb    bb
                        bb        bbbbbbbb#      bbbb    bb
                        bb        bbbbbbbb# ###  bb      bb
                        bb###     bbbbbbbb# ###  bb      bb
                        bbbbbb  /bbbbbbbbb#/CCCC◄bb      bb
                        bbbbbb  bbbbbbbbbb#CCCCC◄bb######bb
                        bb↑bbb  bbbbbbbbbb#CCCCC◄bbbbbbbbbb
                        bb↑bbb  bbbbbbbbbb#\CCCC◄bbbbbbbbbb
                        bbbbbb  bbbbbbbbbb##CCCC ▼▼▼
                        bbbbbbb bbbbbbbbbb##CCCCDDDDD#
                            bbb bbbbbbbbbb#CCCCDDDDDD#
                         ###bb  \bbbbbbbbb#CCCCDDDDDD#
                        /bbbbbbbbbbbbbbbbb#CCCCDDDDDD#
                        bbbbbbbbbbbbbbbbbb#CCCCDDDDDD#
                        bbbbbbbbbbbbbbbbbb#CCCC←←CC##  ###
                        \bbbbbbbbbbbbbbbbb#CCCC←←CC### ###
                                  ▲▲▲ bbbb#CCCC←←CCCCCCCCCC#
                                ##AAA bbbb#CCCC←←CCCCCCCCCC#
                                ##AAAAA#           CC←CCCCC##
                                ##AAAAA#          #CC←CCCCC##
                                  ####            #CC←CCCCC#
                                  ##             ##CC←CCCCC#
                                                 ##CCCCCCCC##
                                                 ##CCCCCCCC##

































--==| Make Quests |==--

Exit room: ROOM_3
Maximum of 1 key goals.
Dividing QUEST_1 @ CONN_2 (ROOM_2 -- ROOM_3)
Maximum of 1 switch goals.
Start room: ROOM_1
Quest list:
  QUEST_2 : svolume:632
  QUEST_1 : svolume:176
Zone quota: 4
Zone list:
  ZONE_2 : rooms:3 areas:42
  ZONE_1 : rooms:1 areas:16

Level light group: single
+ light_color: red
Other Item quota : 8.00

--==|  Build Rooms |==--


--==| Auto Detail Report |==--

Total walkable volume: 808
Group walls tone down multiplier: 1
Total perimeter: 446
Plain walls tone down multiplier: 0
--== Render street markings ==--
Total road tile/seed count: 192
Road mark spots found: 37
Road dead ends: 1
Road segments: 36
13 cars parked.

--==| Make Battles |==--

Giving weapon: launch
Giving weapon: shotty
Giving weapon: plasma
Giving weapon: chain
Giving weapon: super
189 hostile entities detected.

--==| Item Pickups |==--

--==| Hellscape Navigator Support |==--

ZONE_2 name: 320 Fyfield Pl.
ZONE_1 name: 320 Fyfield Pl. (single exit, borrows prior connecting zone's name)
DOOM CSG...
Removed 81759 dead regions (of 110798)
WARNING: entity '20016' is inside solid @ (900,-200,300)
WARNING: entity '20016' is inside solid @ (900,-30,300)
Filled 0 gaps (of 24456 total)
WARNING: entity '20016' is inside solid @ (900,-200,300)
WARNING: entity '20016' is inside solid @ (900,-30,300)
Lighting level...
Merged 7773 colinear lines
Rounded 4 square corners
Aligned 10124 textures
Merging WAD sections from: games/doom/data/doom_falls.wad
Opened WAD file: games/doom/data/doom_falls.wad
Closed WAD file
Merging WAD sections from: games/doom/data/lift_flat.wad
Opened WAD file: games/doom/data/lift_flat.wad
Closed WAD file
Merging WAD sections from: games/doom/data/metal_step.wad
Opened WAD file: games/doom/data/metal_step.wad
Closed WAD file
Merging WAD sections from: games/doom/data/vine_dude.wad
Opened WAD file: games/doom/data/vine_dude.wad
Closed WAD file
Merging WAD sections from: games/doom/data/logos.wad
Opened WAD file: games/doom/data/logos.wad
Closed WAD file
Merging WAD sections from: games/doom/data/invisible_wall.wad
Opened WAD file: games/doom/data/invisible_wall.wad
Closed WAD file
Merging WAD sections from: games/doom/data/freedoom_face.wad
Opened WAD file: games/doom/data/freedoom_face.wad
Closed WAD file

--== ZDoom: Story generator ==--

Merging WAD sections from: data/loading/loading_screens.wad
Opened WAD file: data/loading/loading_screens.wad
Closed WAD file

--==| Script Manager |==--



~~~~~~ Finished Making Levels ~~~~~~

Writing WAD directory
Closed WAD file

Saving options file...
DONE.


TOTAL TIME: 330.306 seconds


Quit......

Saving theme file...
DONE.

Saving options file...
DONE.

Saving config file...
DONE.


--- CLOSED LUA VM ---


====== END OF OBSIDIAN LOGS ======

