This is a collection of custom rooms I designed for Enter the Gungeon. Each room I design will have several different variations, with each variation offering a unique challenge. Some variations will be limited to certain chambers of the Gungeon, while others will be able to be found anywhere. Currently there are 2 room layouts to be found, with a combined total of 34 variations.
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**NOTICE:** If you want to test out my rooms without having to worry about encountering them by chance, you can use the command `debugflow` before starting a run. It will initiate a run that basically ONLY generates your currently installed custom rooms, along with some empty connector rooms in-between each custom room. So make sure the rooms you want to test are in your CustomRoomData folder (preferrably, only have those you want to test in there and take the rest out), and go try them out with the command.
Also, some of you may wonder what the difference between the regular version of the mod, and the "Test" version. The Test version's rooms have been tweaked so they are much more common and will appear everywhere possible. This is purely for testing purposes. For regular gameplay, please use the normal version of the mod. -- NOTICE: In update 1.4, there will no longer be a "Test" version of the mod.
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# **The Rooms**
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**Room Layouts according to category:**
**1** Normal room layouts.
**0** Connector room layouts.
**1** Hub room layouts, rooms with multiple entrances and exits that serve as hubs to which many other rooms can connect.
**0** Secret room layouts.
**0** Chest room layouts.
**0** Special room layouts, which includes Shrine and Shop rooms.
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**Room Variants according to the chamber they are found in:**
**0** Keep of the Lead Lord-specific variants.
**2** Oubliette-specific variants.
**0** Gungeon Proper-specific variants.
**0** Abbey of the True Gun-specific variants.
**2** Blackpowder Mines-specific variants.
**2** Hollow-specific variants.
**2** Forge-specific variants.
**2** Bullet Hell-specific variants.
**24** Multifloor variants, which can appear in multiple chambers.
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**The different types of challenges you might encounter:** (Not all of these have been made yet)
* **Chamber-themed** - The room will contain some of the most prominent enemies that appear in that particular chamber.
* **Cardinal** - Time to go to church. Cardinals and their faithful bandana-wearing deciples replace non-ghost enemies.
* **Demolition** - Explosives! Lots of explosives!
* **Difficulty Level Challenges** - There are 3 difficulty levels: Easy, Medium and Hard. Each new difficulty challenge is slightly harder than the one before.
* * **Execution** - Cardinals and Executioners. Any last words?
* **Fairytale** - The local Gun Fairies have had enough of your bullying. Time to teach you a lesson!
* **Fishy** - A bunch of mutant fish have crawled up from the abyss to haunt your daydreams.
* **Haunted** - Ghosts. Just a whole bunch of spooky ghosts.
* **Jungler** - Welcome to the jungle!
* **Pirated** - Pirates ahoy!
* **Professional** - Sometimes it's better to leave the job up to the professionals.
* **Revengeance** - Guess who's back for revenge? It's our dear friend the Chancellor.
* **Shelletrap** - Ammomancers have made their home here. Are you ready to face their army of Shelletons?
* **Slimed** - Slimes. Slimes everywhere.
* **Veteran** - The room will contain a mix of different veteran-type enemies.
* **Western** - Welcome to the Wild West. Once support has been added for ExpandTheGungeon's upcoming Wild West chamber, this challenge will become unique to that chamber.
* **Zealot** - Beadies, Cultists and Spectres.
* **Zombified** - The zombie apocalypse is upon us! All enemy waves are replaced by hordes of Spent.
# **Questions?**
For now if any of you have questions regarding custom rooms, you should refer to Nevernamed's Gungeon Room Pack. In his mod's description he has a lot of information regarding custom rooms. How to install them, how to get started on making your own custom rooms and much, much more. And while you're at it, why not download his custom rooms and play around with them a bit? They are very well-made. Here's the link: https://modworkshop.net/mod/27309
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Addon
**Version 1.4 - The "I'm Back!" Update (Upcoming Update)**
* I'm gonna have to do a revamp of all the selection weights of all the room variants. I mistakenly had the impression that a selection weight value of 1,5 was the "normal" selection weight. But as it turns out a value of 1 is the "normal" selection weight. Almost all the room variants will need to have their selection weights lowered by at least 0,5.
* BigPacManMaze will now be known as Maze01. AmnesiacPacManMaze will now be known as Maze02.
* Changed the names of all the rooms, namely replacing the spaces in their names with underscores and shortening or removing some words to make the names shorter.
* There will now be 2 versions of each room: "Standard Edition" (shortened to SE) and "Pots Only Edition" (shortened to POE). The Standard Edition will use the custom room editor's new procedural floor decoration generation option, this will be replacing all of those pacman pots. The Pots Only Edition will not use the new procedural floor decoration generation option, and will instead have my manually placed pacman pots. Both editions will utilise the new options for procedurally generating lighting objects and decorations on the walls. But due to how
* Added a new difficulty level to the Challenge variants - Very Hard (likely to be renamed "Impossible" in the future).
* Finally finished the Zombified, Slimed, Fairytale and Revengeance variants for both room layouts. They will likely still require some fine-tuning.
* Reworked the enemy waves and the rewards in all of the rooms. Their will now be much less enemy waves, and the rewards will be slightly better compared to the difficulty of the room.
* Added 2 new room variants: Fishy and Shelletrap. They will likely still require some fine-tuning.
**Version 1.3:**
* Added some new room variants.
* Rebalanced selection weights and rewards for most of the room variants.
* Made several tweaks to some challenge variants that I was not happy with.
* Changed the positions of the pickups on both room layouts.
* Mixed up the positions of some decorative objects on the AmnesiacPacManMaze room layout.
* Fixed several room variants not appearing in their intended chambers and/or having the wrong enemies.
**Version 1.2.1:**
* Fixed some limited-chamber room variants appearing in the wrong chambers.
* Reverted some changes I made in the previous version and made some changes that I forgot to do in the previous version.
* Added back the test files that have a MUCH higher selection weight than normal so the rooms can be tested more easily.
**Version 1.2:**
* Added 1 new room layout, AmnesiacPacManMaze, which currently has 15 unique variants.
* Added 5 more variants to the BigPacManMaze room layout and made several tweaks to some of its variants.
* Fixed the names of the files I had previously uploaded. It was seriously messed up.
**Version 1.1:**
Made several changes to the BigPacManMaze room layout:
* It now has one entrance and one exit on each side of the room, instead of all the entrances being on the one side and all the exits on the other.
* Spaced out the waves a bit. Namely, I moved the ghosts so they spawn apart from the normal enemies on waves of their own. It will be less overwhelming now.
**Version 1.0:**
* Mod initially uploaded.
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