The object placer has a lot of options, to handle all these option easily I reccomend that you use batch files. Files used: DMOP.EXE Object placer, the executable file that does all the actual creation and object replacement. DATRWOP1.DAT Configuration files that allow the object placer know and what the names, codes, angles, and other stuff in DOOM1 DATRWOP2.DAT and DOOM2 are. DOOM.WAD DOOM1 IWAD or Main wad file DOOM2.WAD DOOM2 IWAD or Main wad file ANNEX.WAD A small patch wad, really pretty good for its size, can be used to create a new patch wad. Command line arguments: DMOP [CONFIG FILE] [IWAD or PWAD] [RW FILE] [NEW WAD] [OLDLEVELNAME] [NEWLEVELNAME] [#ofobjects] | [Random#seed] [CONFIG FILE] DATRWOP1.DAT Configuration files that allow the object placer know and what the names, codes, angles, and other stuff in DOOM1 DATRWOP2.DAT and DOOM2 are. [IWAD or PWAD] DOOM.WAD, DOOM2.WAD are IWADs, ANNEX.WAD is a patch wad. [RW FILE] Random world configuration file. This file which is compatible with the RANDOOM file format, contains the proportions and types of objects to place in the new level as well as some other special settings. [NEW WAD] The name of the new wad file to create, such as TEST1.WAD for example. [OLDLEVELNAME] The name for each level as they are used in the game for DOOM1 these names were E1M1, E2M5, E3M9, and in DOOM2 the names are MAP01, MAP15, MAP32. Notice all caps in the name case is very important and must match the format set by the WAD file designers of the game. If you are unsure what level the Patch wad you are modifying replaces, use DEU or some other editor to give you this information, most patch wad files replace E1M1 or MAP01, but not always. [NEWLEVELNAME] Same as [OLDLEVELNAME] except that it tell the object placer what level you want the patch WAD file to replace. [#OFOBJECTS] The number of objects to place in the new patch wad, this value can be a percentage or a fixed integer value. Valid examples are 100P (100%), 200 (200 objects). The P means % percentage, the percent sign could not be used because this would interfere with DOS batch file processing. [Random#seed] This is any number from 0-65535 inclusive. It is a seed value (optional) for the random number generator, and can be used to recreate evels with the minimum amount of information of the [CONFIG FILE], [IWAD or PWAD], [RW FILE], and the Random number seed. The random number seed is optional, if you do not provide one, a new seed will be created using you computer's clock values, and this number will be saved in the file seed.sav, for future use. Creating a new set of maps. You can create a new set of maps or levels very quickly using the Object placer, but you might ask how to I load all these maps into DOOM? You have several options: 1. Create a new composite DOOM wad, this require an external program like DEU. 2. At the DOS command line specify the Wad files like this: DOOM -file WAD1.WAD WAD2.WAD WAD3.WAD ... Using either method DOOM will load the files in the sequence specified by each WADS level name, which is contained within the WAD file. The object placer batch file automatically puts the level name into the newly created Patch wad. Creating playable set of levels: Many DOOM levels can be exceedingly difficult in the hard modes, even when the RW files give the player a variety of weapons. The generator takes care not to place to many enemies near the player one start position, unless the original Wad file put a lot of enemies near the player. The generator, generally but not always follows the layout of the original WAD file when placing objects into the new map. If it always followed the original design things would get boring so it can deliberately reweight, redistribute, and randomly pattern object placement, I call this volatility of placement. To overcome the volatility or just plain difficult patch wad you must have built up enough weaponry and health to survive within the level to find more weaponry and health. To achieve the buildup the level must start from an easy level of play to a difficult level of play in the final levels. The original DOOM E1M1 thru E1M3 does this, the first level E1M1 is very easy and it gives you the shotgun, megarmor, and full health when you finish. In the following level you can get the Chaingun, Chainsaw, and Supercharge. By the time you get to E1M3 you are at maximum health and are very well armored so you can take on that level effectively. So I reccomend that in any set of levels in which the user has to start from scratch, make sure that the first level is short, has at least one heavy weapon, and only a modest number of enemies. To help you with this I have rated the RW files internally, read the documentation at the top of the RW file to help you decide which RW to use initially and which should appear later in the sequence. I have to leave it up to you to decide which levels or patch Wads are easy and hard, I cannot rate them for you, because I don't have every patch wad in this world.