
So
#1 posted by
Shamblernaut [121.45.238.98] on 2016/11/21 06:50:54
I was considering a similar project, although my idea was to use prefabbed shapes and texture "themes" for the program to utilise.
You know what would be really badass... A map scraper that would scrape a shit-tonne of maps for textures or entites that are regularly used together.
It would be really awesome to be able to do the same with shapes or geometry of maps, but I doubt this is easily doable.

Great Stuff!
#2 posted by
Naitelveni [91.153.6.110] on 2016/11/21 20:44:17
Someone should make a Beginners guide on how to make quake maps in youtube from the ground up. installing and setting up trenchbroom, creating a room with a light and a player start then compiling it. after that moving on to more advances stuff like doors, platforms triggers. and then go into level design more deeply. I feel that video is a great media for teaching.
the lessons should come in short bursts that have a clear goal, that way you can hook your audience and get them into more advanced stuff. :)

I Second That Motion
#3 posted by
Mugwump [80.215.15.210] on 2016/11/21 22:42:32
You can easily find "getting started" tuts, but for more advanced stuff, not so much.

Guys
#4 posted by
Shamblernaut [121.45.238.98] on 2016/11/22 03:42:17
he is talking about a program he's created, not a real person.
#5 posted by
Mugwump [80.215.15.210] on 2016/11/22 04:00:38
Holy shit! He's creating a map autogen?! Wow... Still, I'd love to see advanced YT tuts.

Fuck Off Furry
#6 posted by [85.248.227.164] on 2016/11/22 07:41:08

This Is
#7 posted by
Bloughsburgh [75.151.243.225] on 2016/11/22 13:07:55
Way above and beyond my brain but I am fascinated by this project.
I wish you the best of luck!

Beware
#8 posted by
Qmaster [70.195.87.203] on 2016/11/22 16:10:33
Beware letting him try to treat the brushes like minecraft, unless you wanted him throw large amounts of brushes at the map in a voxel like manner and use subtractive methods to generate spaces and merge brushes into more angled and believable spaces. It can be a fun method, though tedious for us slowpokes.
You should also let him know that repetition can be a good thing that can add a sense of continuity and uniformity of style between sections to a map, though it can be overdone, especially if you are trying to use the same modular sections over and over to save time. Not that he needs to save much time, apparently.
#9 posted by
Shrinker [31.19.177.170] on 2016/11/23 01:18:59
@Shamblernaut: Yeah, it would be nice to have some kind of "content-aware fill" for actual level parts.
Some research in that direction is here:
https://twitter.com/ExUtumno/status/781833475884277760 /
https://github.com/mxgmn/WaveFunctionCollapse
At the moment, I think it would be too complicated for such first person shooter levels.
@Beware: It actually does use a voxel space, for populating the level with cubes of a side length of 16. When it's done, it merges them a bit along all axes.
Randomly merging lamps now works as I wanted and gives the level a dirtier look:
https://twitter.com/Shrinker42/status/801215381134331904
https://twitter.com/Shrinker42/status/801215509643595777
https://twitter.com/Shrinker42/status/801216768643657728
I've placed the player start by hand.
#10 posted by [167.114.102.230] on 2016/11/28 12:04:30
#11 posted by [167.114.102.230] on 2016/11/28 12:08:14

Let Me Know
#12 posted by
Qmaster [70.195.89.109] on 2016/11/28 16:19:58
When your newbie can create tetrahedron soup caves, heck he could even make diamond-quad-tetrahedron voxels like how 7 Days To Die creates their caves and terrain, if he's fast enough.

This Is Amazing
#13 posted by
Shrinker [31.19.177.170] on 2016/11/28 21:05:22
Thanks. :)
I wasn't aware of that, but it does make sense that more and more research is being done in these fields. Maybe I can tap into that when I get stuck, and work my way through it anyway for some inspiration. - or others too when they look at this thread.
On the other hand, this little project can't be a silver bullet incorporating all the best practices known to date. I'll need to focus on specific design goals all the way and feel content with parts that work well to actually get something done. It might make sense to treat it like a little level pack, and in the end it will have a comparable development time, albeit for an entirely uncertain and mutating result.

Recent Developments
#14 posted by
Shrinker [31.19.177.170] on 2016/11/28 22:52:27
A third room skin for this room type:
https://twitter.com/Shrinker42/status/802651915582631937
Intentionally generating a bit off-grid but still retaining correct alignment of everything:
https://twitter.com/Shrinker42/status/802900534281797632
Adding little orange lights because they were on discount during the Thanksgiving weekend:
https://twitter.com/Shrinker42/status/803353611027836928
https://twitter.com/Shrinker42/status/803354408104919041
On Sunday, I'll fly to Finland for two weeks. :)

Phew
#15 posted by
Shrinker [31.19.177.170] on 2016/12/02 19:11:36