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Random Maze

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JasonX Joined: 21 Apr 2009 Posts: 89 |

Posted: Tue Jan 19, 2010 4:00 pm Post subject: Random Maze |

I never heard of a Quake mod that allowed random mazes to be created. Is it possible?

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Tue Jan 19, 2010 5:56 pm Post subject: |

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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c0burn Joined: 05 Nov 2004 Posts: 158 Location: Liverpool, England |

Posted: Tue Jan 19, 2010 7:32 pm Post subject: |

http://www.inside3d.com/frikbot/bigmap/

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Wed Jan 20, 2010 1:35 pm Post subject: |

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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qbism Joined: 04 Nov 2004 Posts: 82 |

Posted: Sat Feb 27, 2010 2:30 am Post subject: |

Quote:
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.

Quote:
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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