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- WADWHAT
- by Randall R. Spangler (rspangle@micro.caltech.edu)
- version 1.1 - 8/28/94
-
-
- 1. Introduction
-
- Have you ever downloaded a WAD file and wondered which maps it
- replaced? Have you ever wondered if the map you're about to start
- contains 10 cyberdemons? And how much ammo can you afford to waste in
- the map, anyway?
-
- If you've had any of these questions, then WADWHAT is for you.
- WADWHAT provides simple, easy-to-read numbers on the contents of any
- WAD file. Some nifty features:
-
- * Prints which maps are contained in the WAD
- * Tells whether a map can be used single-player, cooperative, or
- deathmatch (and prints the number of deathmatch starts)
- * Lists things present in each map at each skill level
- * Bosses (Barons, Cyberdemons, Spiderdemons)
- * Monsters
- * Weapons
- * Items
- * Ammo
- * Total healing and armor
- * Calculates a difficulty rating for each map based on the ratio of
- monsters to ammo
- * Calculates an average brightness of the level - how well lit it
- is
- * Prints the number of secrets, triggers, and sectors with nukeage
- floors
- * FREE
-
- What's new in version 1.1:
-
- * Fixed count of light amp goggles
- * Total damage and monster hit points can be >65000 now
- * Fixed divide-by-zero errors if there was no additional ammo in
- the level
- * Prints average light level (not counting blinking lights)
- * Prints number of secret sectors, nukeage sectors, total sectors
- * Prints number of triggers, total linedefs
- * Prints presence/absence of reject resource
- * Fixed multi-player map info (-B4 and -B4M now print differently)
- * Now has separate columns for each skill level of multi-player
- info
-
-
- 2. Usage Restrictions and Warranty (lack thereof)
-
- WADWHAT is free. Completely free. Source is even included, for the
- curious. (Note that it's even COMMENTED :-) All I ask is that if you
- use the source for WADWHAT in any other program that you give me
- credit in the documentation.
-
- WADWHAT also comes with no warranty of any kind (hey, you get what you
- pay for). Use it at your own risk. May contribute to global warming
- and many other disasters. If, by some chance, you find a way to melt
- down your computer with WADWHAT, you're on your own.
-
-
- 3. How to Use WADWHAT
-
- It's pretty simple. Just give it a series of filenames in the current
- directory (wildcards such as *.WAD are ok):
-
- WADWHAT foo.wad g*.wad doom.wad
-
- WADWHAT will then print the contents of all the WAD files to your
- screen. Because there's quite a bit of output, you might want to pipe
- the output of WADWHAT to MORE (which comes with MS-DOS). This will
- pause the output every screenful:
-
- WADWHAT doom.wad | MORE
-
-
- 4. Output Format - Normal
-
- When run on a WAD file, WADWHAT will produce output similar to the
- following:
-
- E:\GAMES\DOOM\WADS\GOOD>wadwhat sly1.wad
- WADWHAT 1.1 by Randall R. Spangler (rspangle@micro.caltech.edu)
- ==============================================================================
- PWAD FILE SLY1.WAD:
- ------------------------------------------------------------------------------
- EPISODE 2 MISSION 1 S1 S2 S3 S45 | M1 M2 M3 M45
- ------------------------------------------------------------------------------
- Play modes:
- Single player
- Cooperative (4 player)
- Deathmatch (8 starts)
- Bosses:
- Baron 3 3 3 3 | 3 3 3 3
- Cyberdemon 0 0 1 1 | 0 0 1 1
- Monsters:
- Trooper 5 5 8 8 | 5 5 8 8
- Sergeant 20 20 20 20 | 26 26 26 26
- Imp 7 7 7 13 | 14 14 14 20
- Demon 12 12 12 12 | 14 14 14 14
- Spectre 7 7 7 7 | 9 9 9 9
- Lost soul 25 25 26 26 | 29 29 30 30
- Cacodemon 6 6 7 8 | 9 9 10 11
- Weapons:
- Shotgun 3 3 2 2 | 3 3 2 2
- Chaingun 3 3 3 3 | 3 3 3 3
- Rocket launcher 2 2 2 2 | 2 2 2 2
- Plasma gun 4 4 3 3 | 4 4 3 3
- BFG-9000 2 2 2 2 | 2 2 2 2
- Chainsaw 1 1 1 1 | 1 1 1 1
- Equipment:
- Backpack 5 5 5 5 | 5 5 5 5
- Berserk 2 2 2 2 | 2 2 2 2
- Invisibility 3 3 3 3 | 3 3 3 3
- Lite amp goggles 1 1 1 1 | 2 2 2 2
- Expendibles:
- Bullets 1870 935 950 950 | 1870 935 950 950
- Shells 1016 508 480 480 | 1104 552 524 524
- Rockets 88 44 44 44 | 98 49 49 49
- Cells 1160 580 520 520 | 1160 580 520 520
- Armor points 1600 800 600 600 | 2800 1400 1200 1200
- Health points 2118 1059 984 984 | 2738 1369 1344 1344
- Barrels 61 61 61 61 | 77 77 77 77
- Difficulty:
- Total monster hp 1187 1187 1643 1719 | 1467 1467 1923 1999
- Max ammo damage 13062 6531 6230 6230 | 13878 6939 6638 6638
- RATIO 0.091 0.182 0.264 0.276 | 0.106 0.211 0.290 0.301
- Other info:
- Average brightness 165 (0=dark, 255=bright)
- Secrets 1
- Nukeage / sectors 2 / 112
- Triggers / linedefs 134 / 886
- Reject resource YES
-
- At the top of the output is the name of the WAD file. Id has
- requested that all add-on files be PWADs, but you may run across an
- IWAD or two out there. After that is the information for each map
- (the example file contains only one map). The columns contain
-
- * The type of thing being counted
- * The number present at skill level 1 (I'm Too Young to Die)
- * The number present at skill level 2 (Hey, Not Too Rough)
- * The number present at skill level 3 (Hurt Me Plenty)
- * The number present at skill levels 4 and 5 (Ultra-
- Violence and Nightmare)
- **** Similar numbers, but for multi-player (cooperative or
- deathmatch) mode
-
- If a thing does not appear in a map (for example, dork.wad doesn't
- have any Rad Suits) it won't be listed.
-
- Expendibles are calculated differently from the previous sections.
- These are the total amounts of each thing from all possible sources.
- For example, bullets come from clips, the chaingun, boxes of ammo, and
- killed troopers. Armor comes from the green and blue armors, and the
- helmet armor bonuses.
-
- Skill level 1 (I'm Too Young to Die) is the same as skill level 2
- (Hey, Not Too Rough), except that all damage to the player is halved
- and all ammo amounts are doubled.
-
- A level with a low average brightness (128 or less) will be poorly
- lit; one with a high brightness (220 or more) will be very well lit,
- with only a few dark nooks. Secret sectors and sectors with nukeage
- (floors which damage you) are counted. Triggers are lines which open
- doors, drop lifts, and so on when you walk over, push, or shoot them.
- The total number of sectors or linedefs is a good gauge of level
- complexity. The REJECT resource speeds up drawing the level - the
- same level will play more smoothly if this is present.
-
-
- 5. Output Format - Brief
-
- If you're trying to compare a number of WAD files, the full output may
- be a bit unwieldy. WADWHAT has a brief output mode which prints one
- line per map, assuming a given skill level:
-
- E:\GAMES\DOOM\WADS\GOOD>wadwhat -B4 *.wad
- WADWHAT 1.1 by Randall R. Spangler (rspangle@micro.caltech.edu)
- File Map Play Bosses Monsters Weapons Equip RATIO
- -------------------c-de--ba-c-s--tr-se-im-de-sp-lo-ca--cpscrpb--bvsiral-------
- ANTHILL.WAD E1M1 4 1 2 1 0 32 35 33 14 1 0 4 12.4567 B..IRA. 0.227
- BIOTECH.WAD E1M1 4 0 7 1 0 7 5 38 89 9 1 6 123456. BV.I..L 1.085
- CIRCLE.WAD E1M1 4 0 0 0 0 0 0 0 0 0 0 0 123456. B...... 0.000
- DORK.WAD E1M1 4 0 3 0 0 0 24 56 26 0 38 40 12345.. ...I.AL 0.529
- TREE3.WAD E1M1 4 0 3 0 0 7 34 53 14 6 13 3 12.45.. ...I..L 0.557
- TREE3.WAD E1M2 4 0 2 0 0 1 26 51 14 2 11 6 12...6. B.SI... 0.270
- TREE3.WAD E1M3 4 0 3 0 0 5 30 61 24 5 15 7 .2345.7 ..SIR.. 0.322
- URBNBETA.WAD E1M1 4 1 1 1 1 41 8 0 0 0 7 3 1234567 B.S..AL 0.222
-
-
- The brief output has the following sections:
-
- File The file containing the map.
- Map Which map is being replaced. Some files (TREE3.WAD,
- for example), contain more than one map.
- Play Play modes supported. "c" is the number of cooperative
- players, and "de" is the number of deathmatch starts.
- Bosses The number of barons, cyberdemons, and spiderdemons.
- Monsters The number of troopers, sergeants, imps, demons,
- spectres, lost souls, and cacodemons. "++" will be
- printed if more than 99 of a monster are present.
- Weapons Which weapons can be found in the level: 1=chainsaw,
- 2=pistol, 3=shotgun, 4=chaingun, 5=rocket launcher,
- 6=plasma gun, 7=BFG-9000.
- Equip Which equipment is present: B=backpack,
- V=invulnerability, S=berserk, I=invisibility, R=rad
- suit, A=computer map (allmap), L=light amp goggles.
- RATIO The difficulty ratio of the map at the specified skill
- level.
-
- Some levels add additional items in multi-player mode. To see the
- brief totals in multiplayer mode, add a 'M' to the end of the -B flag
- (so "-B4M" instead of "-B4").
-
-
- 6. Difficulty RATIO
-
- The difficulty ratio is an attempt to provide some indication of how
- challenging a map is, based on the number of monsters and the amount
- of ammo in the map. Total monster hp is the damage required to kill
- all the monsters in the map. Max ammo damage is the amount of damage
- that could be done by using up all the ammo in the map. This assumes
- that every pellet from a shotgun hits, and rockets always hit
- directly. The higher the RATIO is, the more difficult the map.
-
- Some numbers from the DOOM episodes:
-
- Average episode 1, "Hurt Me Plenty" 0.177
- Average episode 2, "Hurt Me Plenty" 0.399
- Average episode 3, "Hurt Me Plenty" 0.374
-
- Average "I'm Too Young to Die" 0.096
- Average "Hey, Not Too Rough" 0.192
- Average "Hurt Me Plenty" 0.317
- Average "Ultra-Violence" 0.448
-
- Easiest map: E1M1, "I'm Too Young to Die" 0.013
- Hardest map in shareware: E1M8, "Ultra-Violence" 0.493
- Hardest required map: E3M6, "Ultra-Violence" 0.738
- Hardest secret map: E2M9, "Ultra-Violence" 0.915
-
-
- 7. Bugs and Limitations
-
- If -respawn is used, the effective number of monsters in the map will
- increase because they keep coming back to life.
-
- The RATIO ignores damage that may be done by exploding rockets,
- barrels, BFG-9000 blasts, and monsters killing each other. It also
- doesn't take into account damage done by the chainsaw or fists. A
- better measure of map difficulty would probably also use the amounts
- of armor and health available (any ideas for how they should be
- counted?)
-
- In multi-player mode, there will be slightly less ammo available
- because each weapon can only be picked up once per life. However,
- players which die start over with 50 bullets each time and can pick up
- each weapon again, so the net effect is probably small.
-
-
- 8. Information About the Author
-
- You can send comments, money, etc. to me at:
-
- Snail mail: Randall R. Spangler
- Caltech 116-81
- Pasadena, CA 91125
-
- Internet: rspangle@micro.caltech.edu
-
- I have also written some inexpensive shareware programs - try them
- out! (available by anonymous FTP, or e-mail):
-
- HOWITZER 0.95 (a SuperVGA artillery simulation game, 386 required)
- ftp to ftp.uml.edu, /msdos/Games/Misc/hwitz095.zip
- UNIXCORN 1.3 (enhances any shell or DOS Prompt, for Windows 3.1)
- ftp to oak.oakland.edu, /SimTel/msdos/windows3/unixcn13.zip
- ftp to winftp.cica.indiana.edu, /pub/pc/win3/util/unixcn13.zip
-
-