Sample Levels from placerooms.pl
Table of Contents
Previously:
- Batch One
- Batch Two
- Batch Three, with the
Cavern
room type added.
- Batch Four, with the
Barbell
room type added.
- Batch Five, with
Lakes
added.
- Batch Six:
Triangles
, Quadrilaterals
, and Fuzz
New Content
- Batch Seven: Fixing Dead-End Corridors
- Batch Eight: Cutouts and Bug Fixes
- Batch Nine: Traps
- Batch Ten: Lined Barbell Corridors
- Batch Eleven: More Corridors (quadrangles, lollipops)
- Batch Twelve: Reclaiming Negative Space
- Batch Thirteen: Intersections
- Batch Fourteen: Larger Map Sizes
- Batch Fifteen: Unfilled Maps
- Batch Sixteen: More Unfilled Maps
- Batch Seventeen: Less Regular Diagonal Corridors
- Batch Eighteen: Overlapping Corridors
- Batch Nineteen: Cyclic Corridors
- Batch Twenty: Hexagonal Rooms
I mentioned earlier that my first attempt at corridors
didn't quite have the results I'd hoped for. One problem was that they
tend to get placed at the edges of the level. That remains to be
addressed. Another problem, however, was that they tended to end at the
wrong places — either the corridor stopped a few tiles short
of an obvious destination, or it continued a few tiles past. My next
project was to address this issue, by adding a fix dead corridors
stage, after all the rooms are on the map but before adding the lakes.
For the first example of that in action, I'll start by showing the level
as it was before the corridor fixup happened...
Notice how the corridor along the bottom edge doesn't
really go anywhere, and the north-south corridor keeps going off into
nowhere. Here's the same level right after the corridor fixup:
Better. Here's the finalized level:
More sample levels with fixed-up corridors follow...
Here's an interesting case. See the little closet in the
southeast, on the map below? That was generated as a corridor,
running six tiles east, along the south edge of that other
room — quite uselessly, since there isn't anything
over there for it to go to. The fixup algorithm couldn't
usefully extend it, so it trimmed it back, resulting in just a
closet, which seems fine: we place those on purpose anyway.
Here's what that map looks like:
The big news in this batch (though not visible in the
first sample) is that sufficiently large rooms can now have a section
cut out of them, before they're placed onto the map. This is imperfect
in several ways (not least, there are sometimes loose scraps of wall not
adjacent to anything, and I need to clean that up), but it shows promise.
I also implemented several bug fixes and other minor adjustments
over the course of this batch.
Hmm. Incidentally, I needed to have another look at the part
of the lake code that checks whether the lake makes the level untraversible.
Here are a couple examples of why:
So, I made some adjustments to that part of the lake code.
These results seem better in that regard:
And yes, I see another bug I need to fix in that
last one. Believe it or not, that isolated section in the
southeast corner was placed there by the lake code — it
doesn't disrupt the traversibility of the rest of the level, but
the obvious problem is, it doesn't adjoin the (traversible part of
the) rest of the level. I hadn't thought to check for that. Live and learn.
Ok, so that one room might have too many traps.
Let me tone down that maximum a bit.