>
>  GENWAD config file for Doom][
>
> Comment lines start with >
> Most everything has been commented out, except for the mandatory things,
> so you can customize it to suit your idea of a good level.  The default
> values are used when no value is given here or on the command line.

> Which game to generate for, Doom, Doom][, or Heretic
game = DOOM2

> Filename to save the level to.  The default filename takes the form
> MAPxx.WAD
>wadname = map01.wad

> Episode (map number) to generate for.
>episode = 1

> Tepmlate room listing filename.  The default is active.tem
>template = active.tem

> Random number seed.  Setting this to zero tells GenWad to pick a random
> seed.  You can use other numbers to recreate the same level *ONLY* if you
> keep all the other settings the same.
>gameseed = 0

> The minimum number of sectors.  This is the main control for the size of
> the level created.
numsectors = 35

> Whether or not to make the secrets easy to find or not...
>easysecrets = true

> Turning this option on causes the lines to never appear on the map.
>nomap = false

> The size of the average sector.  Not in Doom or Heretic coordintates.
>sectorsize = 100

> The percentage of doors to hallways when there is the decision to be made.
>perdoors = 50

> The confining dimensions of a grid to contain all the sectors.  The
> smaller this value the denser the map.  It may not exceed 20.
>mapsize = 20

> The percentage of connections made on possible sectors.
>perconnect = 100

> The percentage of doors that are changed to secret rooms.
>persecret = 25

> The percentage of template rooms to purely random rooms.
>pertemplate = 100

> The minimum lighting level.
>lighting = 180

> The numbers of various items in Doom.  
things=350

SARGEANT=0 150 30
TROOPER=0 150 30
IMP=0 150 30
DEMON=0 120 30
SPECTRE=0 150 30
CACODEMON=0 120 20
LOSTSOUL=0 110 10
BARON=0 1 1
SPIDERBOSS=0 0 0
CYBERDEMON=0 1 5
ARCHVILE=0 1 5
REVENANT=0 1 5
MANCUBUS=1 5 2
COMMANDO=0 10 10
HELLKNIGHT=0 1 0
ARACHNOTRON=0 1 0
PAINELEMENTAL=0 2 3
NAZI=0 6 10
COMMANDERKEEN=0 0 0
BIGBRAIN=0 0 0

BARREL=0 400 50

SHOTGUN=1 4 20
CHAINGUN=1 4 20
LAUNCHER=1 4 20
PLASMAGUN=1 4 20
CHAINSAW=1 1 0
BFG9000=1 1 0
SUPERSHOTGUN=1 4 20

SOULSPHERE=0 1 3
RADSUIT=2 10 10
MAP=1 1 0
BLUR=1 1 0
BERSERK=1 1 0
INVULN=0 0 0
LIGHTVISOR=1 5 10
BACKPACK=1 1 0
MEGASPHERE=0 1 1

MEDKIT=1 2 10
STIMPACK=1 2 10
GREENARMOR=2 2 20
BLUEARMOR=2 2 20
ARMORBONUS=2 70 20
HEALTHBONUS=1 70 20

CLIP=1 10 20
SHELLS=1 10 20
ROCKET=1 10 20
CELL=1 10 10
AMMOBOX=1 10 20
SHELLBOX=1 10 20
ROCKETBOX=1 10 10
CELLBOX=1 10 20

>Textures for ceilings and floors...
>The more NUKAGE and LAVA type floors you have, the higher number of painful
>floors there are.

ceilings= CEIL1_1 CEIL1_2 CEIL1_3 CEIL3_1 CEIL3_2 CEIL3_3 CEIL3_4 CEIL3_5
ceilings= CEIL5_1 CEIL5_2 COMP01 CONS1_1 CEIL3_6 CEIL4_1 CEIL4_2 CEIL4_3
ceilings= CONS1_5 CONS1_7 CRATOP1 CRATOP2 FLAT1 FLAT10 FLAT14 FLAT17 FLAT9
ceilings= FLAT18 FLAT1_1 FLAT1_2 FLAT1_3 FLAT2 FLAT20 FLAT22 FLAT23 FLAT8
ceilings= FLAT3 FLAT4 FLAT5 FLAT5_1 FLAT5_2 FLAT5_3 FLAT5_4 FLAT5_5 FLAT5_7
> The last ceiling is used in the rooms with high ceilings.
ceilings= F_SKY1

floors= FLOOR0_1 FLOOR0_2 FLOOR0_3 FLOOR0_5 FLOOR0_6 FLOOR0_7 FLOOR1_1 FLOOR1_7
floors= FLOOR1_6 FLOOR3_3 FLOOR4_1 FLOOR4_5 FLOOR4_6 FLOOR4_8 FLOOR5_1 FLOOR5_2
floors= FLOOR5_3 FLOOR5_4 FLOOR6_1 FLOOR6_2 FLOOR7_1 FLOOR7_2 FWATER2 FWATER3
floors= FWATER4 FWATER1 FWATER2 FWATER3 MFLR8_1 MFLR8_1 MFLR8_2
floors= MFLR8_3 MFLR8_4 MFLR8_4
> Any texture with "nuk" at the beginning of the name will cause -5% health
> and any floor with "lava" will cause -10% health. (ouch!)  Take these out
> if you don't want painful floors.
floors= NUKAGE2 LAVA3

>Textures for walls.  They are in sets of four.  Each set of four is used
>for one room, this way you can set "themes" for the rooms.
>I just used some quick simple ones.  They all work for DOOM and DOOM][,
>so if you change them, make sure they work for the correct version of Doom
>you are generating for... (remember, no checking is done!)
walls= BROWN1 BROWN1 BROWN1 BROWN1
walls= GRAY1 GRAY7 GRAY7 GRAY5
walls= GRAY1 GRAY1 GRAY7 GRAYTALL
walls= METAL METAL METAL METAL
walls= SP_ROCK1 SP_ROCK1 SP_ROCK1 SP_ROCK1
walls= WOOD1 WOOD3 WOOD5 WOOD1
walls= GRAY1 GRAY4 ICKWALL2 ICKWALL3
walls= STONE STONE2 STONE3 STONE
walls= GSTONE1 GSTONE1 GSTONE1 GSTONE1

> end of file (leave this line at the end)
