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JasonX



Joined: 21 Apr 2009
Posts: 89

PostPosted: Tue Jan 19, 2010 4:00 pm    Post subject: Random Maze Reply with quote

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

PostPosted: Tue Jan 19, 2010 5:56 pm    Post subject: Reply with quote



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

PostPosted: Tue Jan 19, 2010 7:32 pm    Post subject: Reply with quote

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



Joined: 03 Jun 2007
Posts: 309

PostPosted: Wed Jan 20, 2010 1:35 pm    Post subject: Reply with quote

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

PostPosted: Sat Feb 27, 2010 2:30 am    Post subject: Reply with quote

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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