Sample Levels from placerooms.pl

Table of Contents

Previously:
  1. Batch One
  2. Batch Two
  3. Batch Three, with the Cavern room type added.
  4. Batch Four, with the Barbell room type added.
  5. Batch Five, with Lakes added.
  6. Batch Six: Triangles, Quadrilaterals, and Fuzz
  7. Batch Seven: Fixing Dead-End Corridors
  8. Batch Eight: Cutouts and Bug Fixes
  9. Batch Nine: Traps
New Content
  1. Batch Ten: Lined Barbell Corridors
  2. Batch Eleven: More Corridors (quadrangles, lollipops)
  3. Batch Twelve: Reclaiming Negative Space
  4. Batch Thirteen: Intersections
  5. Batch Fourteen: Larger Map Sizes
  6. Batch Fifteen: Unfilled Maps
  7. Batch Sixteen: More Unfilled Maps
  8. Batch Seventeen: Less Regular Diagonal Corridors
  9. Batch Eighteen: Overlapping Corridors
  10. Batch Nineteen: Cyclic Corridors
  11. Batch Twenty: Hexagonal Rooms

Batch Ten: Lined Barbell Corridors

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..
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Continued in Batch Eleven