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This repository has been archived by the owner on May 5, 2021. It is now read-only.

2. Getting Started

GTD-Carthage edited this page May 22, 2019 · 4 revisions

ObAddon adds a tremendously large number of new features previously unavailable to Oblige thus the new interface can be daunting at first.

I WANT TO PLAY NAO

If you wish to test out ObAddon immediately without having to rummage through the options, download this CONFIG text file. This CONFIG attempts to introduce the player to most ObAddon features and content as equally as possible but is not necessarily catered to anyone's tastes. This CONFIG also assumes you are playing on at least GZDoom.

Open Menu -> Config Manager and then load the CONFIG text file you downloaded.

To get the generator going, hit Build.

OK NOW TELL ME ABOUT THE NEW STUFF

Architecture

Under the Architecture panel are various new ObAddon-only features. General layout styles and components of the map are decided here.

Streets Mode - allows Oblige to create city-like layouts complete with roads around buildings. This feature is still rough and thus only Urban theme is absolutely supported and will have more improvements in the future.

Linear Mode - gets Oblige to generate levels where rooms are assembled and connected linearly, such that there are no branches. Essentially, Call of Duty mode!

Steepness - while this is a default Oblige 7.7 feature, steepness simply focuses on having more varying elevations in a map. Having steepness to Heaps does not necessarily mean having taller staircases, it simply means more elevations (and thus more staircases and lifts, or any generally 'steepness'-themed prefabs)

Prebuilt Levels - this allows you turn on or off various prebuilts, such as the Icon of Sin on Doom 2, replacing them with generated maps instead.

Procedural Gotcha - this feature introduces procedural arena-type maps composed of only two rooms - a start safe room and a massive surrounding arena that can be specifically customized to contain tougher monsters at will. A Procedural Gotcha Panel on Oblige UI's right column allows you to better fine tun your Procedural Gotcha experience, whether be it facing of with a few strong monsters, or a horde of weak monsters. For gameplay purposes, it is fairer to bump any of these settings up but not both at once as to create a potentially impossible challenge.

Layout Absurdity - this feature influences Oblige's shape grammars in such a way that certain shape rules become extremely prominent in the map, thus creating a map with very unusual characteristics i.e. a map with extremely long hallways, a map with lots and lots of staircases, a map filled with square pools of liquid, and so on.

ZDoom Vista - this feature allows Oblige to generate bottomless vistas around the map's edges to give you a better view of the sky. This means if you don't have a custom skybox or are using the Sky Generator, sourceport behavior may cause you to see a tiling skybox. It is therefore preferred to also use the option below:

ZDoom 3D Skyboxes - this allows the fabrication of special 3D prefabricate, multi-sector skyboxes in the map with various options to choose from. It is preferred to turn on ZDoom Vista to see more of these skyboxes!

Miscellaneous

Parks - parks are a vanilla Oblige 7.7 feature. This allows the creation of rooms with more naturalistic terrain generated via cellular automaton. The amount of park rooms in a map is based on how many outdoor rooms there are in general. Thus, having Outdoors = None means having no Park rooms either, no matter what option you pick.

Natural Cliffs - this option allows parks to sometimes have naturalistic, organic-looking cliffs as walls instead of artificial structures. Just like Parks relies on Outdoors, this option requires Parks to exist in the first place.

Beams - this option gets Oblige to generate vertical support beams around the borders of various areas within rooms inside a map.

Porches\Gazebos - this option allows Oblige to pick certain areas in rooms to become porches or gazebos, such that they have a lowered ceiling (such as when outdoors) and have windows, walls, or beams around them.

Scenics - this option decides the amount of scenic rooms surrounding the map. For example, a map will be surrounded by mostly plain walls if set to NONE, but will have more fancy vistas if set to Heaps.

Brightness Offset - this option creates a global extra brightness (or darkness) on a map.

Road Markings - this option creats road markings, crosswalk lines, and street lines when the map has Street Mode on.

Exit Signs - adds or remove the exit signs that appear on the entrances to exit rooms.

Linear Start - this ensures that the start room only has one exit, such that it is less likely to be immediately forced into combat due to having various room entrances connected to the start room.

Sky Generator

The sky generator module has been expanded with more options to more specifically control what it does, such as generating always day or always night skyboxes, and so on.

Floor/Ceiling Styler

This module decides whether room sinks have rounded or angular edges. Sinks are various architectural elements Oblige adds that creates depressions on floors or ceilings, which include lights and sometimes liquids.

Prefab Control

This module allows you to control the amount of detail in a map.

Autodetailing - If you are planning to play on large size maps which will often break the binary Doom map format sidedef limit, it is preferable to keep this on. Autodetailing increases the chances of plain flat walls based on the map's total walkable volume in order to keep within limits.

Decor - this option allows you to reduce or increase the amount of freestanding decorative prefabs in the map. This setting is ignored when Autodetailing is On.

Walls - this option allows the reduction of detailed walls in the map, replacing them with standard plain flat walls instead. This setting is also ignored when Autodetailing is On.