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Random Maze

Discuss the construction of maps and the tools to create maps for 3D games.

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Random Maze

Postby JasonX » Tue Jan 19, 2010 4:00 pm

I never heard of a Quake mod that allowed random mazes to be created. Is it possible?
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Postby Baker » Tue Jan 19, 2010 5:56 pm

Image

You'd need to make a maze algorithm and reduce it to QuakeC somehow ideally, using either brush models (boxy) or map submodels (pieces built into the map) as the walls.

The lighting wouldn't look right, for the most part.

Option B would be an on-the-fly compile of the map with a random map generator somehow built into the engine; this would look right but take a minute or 2 to process assuming it isn't insanely complex.
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Postby c0burn » Tue Jan 19, 2010 7:32 pm

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Postby Teiman » Wed Jan 20, 2010 1:35 pm

That FrikaC did more than one awesome achievement with bigmap.

Not only a tile based map, but a "infinite" map, and a procedural one, and one with "spawn tables", and made it all interesting.
- - -

Once said that.. theres probably easy ways to make a map / mace random. For once, I think can be a good idea to "link door groups" and make so if N doors are linked, all will show as a wall and can't be opened, but one be always opened (choosing what one will be closed and what one opened random). Make your map the normal way, but close areas with "link door groups", so theres always a exit.

More can be added to this, like "random decoration", etc.. that shows random, and add some random to your random map in your random life.
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Postby qbism » Sat Feb 27, 2010 2:30 am

The lighting wouldn't look right, for the most part.

Mapgen uses func_ map tiles and lighting is a challenge. It must be consistent at every tile joint, rather bland. Dynamic lights can be added during map generation to get more interesting lighting, but the quantity of dynamic lights needed bogs down fps.

Make your map the normal way, but close areas with "link door groups", so theres always a exit.

I've been thinking of something similar to this. A series of "pistons", huge doors, trains, or plats, with various arrangements of holes that align depending on position. Optionally the positions could be changed by player(s) in-game.
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