 Other Problems
#17186 posted by Preach on 2009/07/31 00:30:55
Unless someone's come up with some major and amazing reworking of the original mapgen code, all your layouts are gonna suck. The algorithm basically just generated a tree of maptiles, so your maps would never loop back on themselves (unless of course it failed to detect intersecting tiles...). You just end up with a collection of dead ends stretching out from one starting point.
I had a vague idea the first time I made it of creating a sort of "space hulk" type game. The player would be in charge of marines, and aliens would spawn in from the dead ends. It was back when the natural selection mod was still new, and exploring the maps for the first time was awesome. So making a map generator where each time you'd have something new to explore...that was the original idea.
The objective would have been to hunt down into each of the dead ends and seal them off. The problem is that you end up with a reverse difficulty curve - the game gets easier and easier as you shut off the spawnpoints one by one. So the gameplay took a backseat and I made some more maps for it to test the tech instead.
 Oh, And
#17187 posted by Preach on 2009/07/31 00:33:25
Making it editable would actually be reasonably easy, you'd just replace the random number generator selecting the tiles with controls that let you cycle through each tile, and each rotation which lines up the doorways. It's also really easy to keep a map you designed, because all you need to do is make a savegame to preserve it.
 Bate
#17188 posted by RickyT33 on 2009/07/31 00:38:13
 Hmm
#17189 posted by nonentity on 2009/07/31 00:40:54
Spirit, as long as you don't mind me spitting vitriol for 300 words, then no worries...
#17190 posted by gb on 2009/07/31 03:20:12
ijed: A blank layout is relatively quickly done by a mapper, though. It would just save a couple hours, or days.
 Nonentity
#17191 posted by Spirit on 2009/07/31 11:48:21
Anger is alright but I rather stay clear of shit, fuck, piss, cock etc.
 Didn't Know
#17192 posted by madfox on 2009/07/31 15:53:53
H2SO4 was a map actually?
 Sorry
#17193 posted by madfox on 2009/07/31 16:01:43
no fooling with acids.
 Yeah
#17194 posted by ijed on 2009/07/31 17:01:59
Pen and paper are your friend.
 Hmm
#17195 posted by nonentity on 2009/08/01 14:45:26
Please, vitriol is so much more than mere profanity.
 ?
#17196 posted by madfox on 2009/08/01 17:23:26
Is that why you're no entity anymore?
 I Just Don't Get It
#17197 posted by madfox on 2009/08/01 17:41:04
I tried to download the High Resolution Pack for DN3D from their site yesterday and spent 40 minutes to get me a 99% download.
I waited hald an houre without progress.
Then I quit the site having no folder in my index.
Today I tried again and saw the 400Mb in 10sec(!) on my hard disk.
Trying it again to make sure if nothing went wrong bunched me back
to a delay of 40 minutes with shady outcome.
 DOW2
#17198 posted by ijed on 2009/08/01 18:52:47
Half price weekend deal.
I'm weak.
 Mapgen Convolution
#17199 posted by qbism on 2009/08/02 04:16:30
Preach laid out the difficulty of looping the generated tree structure. A related task is convolution, make the map twistier and more compact. One way: notch map tiles to make pockets for endcaps, and don't even check endcap collisions in qc.
Convolution pics (also prove jooobs not yet in danger):
http://qbism.com/_extfiles/qbmg17-4.jpg
http://qbism.com/_extfiles/qbmg17-5.jpg
7 map tiles in editor, 36 brushes:
http://qbism.com/_extfiles/maze17.jpg
 Interesting Though
#17200 posted by ijed on 2009/08/02 05:00:43
More complex tiles with retouch and entity placement by a mapper could produce nice results.
#17201 posted by gb on 2009/08/02 05:15:29
not bad.
#17202 posted by necros on 2009/08/02 05:23:40
it would be interesting if this could be applied to something more 'acute'.
instead of generating an entire level, could it be used to generate, say, a wall?
give it a box map and have the thing greeble everything.
#17203 posted by gb on 2009/08/02 05:48:52
Also, try making it generate several levels connnected by stairs or lift shafts, so a mapper can fill in the actual lift. Perhaps also a second level/gallery to every room would be good.
 That Might Work
#17204 posted by qbism on 2009/08/02 06:06:47
Mapgen collision-detects against world and func_notile regions placed by the mapper, so could be trained to generate near walls, a 'greeble vine'. func_notile can be used to keep the greebles from blocking pathways. A network of conduit in a service corridor is an example.
 Necros
#17205 posted by Preach on 2009/08/02 23:28:15
The original mod actually had an example mod doing something similar - although it didn't help that it was by far the ugliest map in the pack.
If you grab the mod from
http://qexpo.quakedev.com/booth.php?id=32&page=113
and load the "desert" map, you can see the effect. Instead of walls in a large room, you can see randomly generated roads being placed in a fixed desert map. But the idea of bounding the playing area with a fixed space is the same.
on lifts: I actually wanted to make a tile in the space set which was multi-floored, with a lift going between the two. You can already attach entities to a tile; I just dithered over doing a lift. All the qc source was written from scratch, and I wasn't sure about starting to include original progs code just to get the lift working. So it never made the cut...
 Btw
#17206 posted by PuLSaR on 2009/08/04 10:19:02
Where are Kell, Kinn? Are they still active?
 Dead.
#17207 posted by - on 2009/08/04 10:53:37
sadly
 Scampie
#17208 posted by JPL on 2009/08/04 11:32:32
Did you burried them alive?
#17209 posted by Trinca on 2009/08/04 12:08:22
negke why my maps look dark in your computer? :\ and the lights of mines are the same as necros maps for example? I don�t need to adjust the lights to others maps... :| does other people also think that my lights are to dark? maybe when I return into mapping I should increase the lights a bit...?!?!?
 Trinca
#17210 posted by JPL on 2009/08/04 12:14:55
negke is almost blind: don't trust him !!!
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