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
- Batch Seven: Fixing Dead-End Corridors
- Batch Eight: Cutouts and Bug Fixes
- Batch Nine: Traps
New Content
- 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
Levels that started with or prominently featured a
barbell
type of room tended to be visually divided into two major
areas, one at each end of the barbell, with only the corridor running from
the one to the other to connect them. (This happened because the corridors
weren't lined with stone along the edges, so rooms didn't tend to be placed
along them: everything got placed next to one of the existing rooms at one
end of the barbell or the other.) This was an interesting effect, visually,
but I decided that I wanted to see what things would look like if the barbell
corridors were lined, so that rooms would be placed all
along them. So I implemented that, but in order to also preserve the former
type of layout, I made it only happen a percentage of the time. See if you
can spot the difference between the two styles.
I also reduced the probability of
lakes being generated, so that most levels don't have them now..