Prop Randomization Tutorial So, a few of you have been asking me how the randomization in warehouse is done, most of the people who have tried to copy it by decompiling have failed (Maze) or have just given up on getting it to work. The randomiser in Warehouse uses a system called DiceMod by |ÅΩ| Blue From Alpha-Omega Clan which he kindly gave me permission to use(and now, to describe/redistribute), the system allows a pre-made layout for each section (Warehouse does it by quarters) of the map to be chosen and rendered. The system supports as many layouts and sections as you can fit within the entity data limit. Attached is a copy of Warehouse (for educational purposes ONLY), and an example map to highlight the mechanic and to use as a reference. In this tutorial/overview I will be using Warehouse as a reference, bear in mind though, that most of the rules still apply if you are doing your map by sections rather than quarters. Setting up for the randomiser First you will want to split your map into quarters, I did this by placing 4 Lx32xH brushes (Textured with toolsinvisible) to divide the map, if there are any props inside these brushes, they shoud be moved closer to the center of that quarter to avoid overlapping with other layouts that may be hidden by visgroups at a later stage. View attachment 1840 You then want to import the entities from the example map I've provided below (4x logic_case, 1x logic_auto, 1x logic_relay) Mapping for the Randomiser: When mapping for the Randomiser, it is easiest to just re-detail the whole map as 1 PropSet by hiding all the other PropSets via VisGroups. When detailing, avoid crossing the brushes you have established as the edges of the quarters to avoid overlapping props. View attachment 1841 Be careful when making a new PropSet, ensure that there is enough space left in the entity data BSP lump (The size and % full of each lump is shown during VRAD during compile) to make an entirely new one. (The entity data lump CAN be larger than 100%, but may cause crashes if it exponentially larger.) View attachment 1842 Compiling the Randomiser: Make sure that there are no overlapping props from different quarters Make sure all prop visgroups are ON Have a cookie because you just finished your map. Summary: The Randomiser can be used to create diverse and fun maps that are hard to memorise while being easy to understand, it may also be used to randomise the complete layout of the level via func_brushes or enable/disable the execution of special events such as traps. But, Going too far with the randomiser will result in an inconsistent player experience, or just a huge mess. Enjoy!