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
  10. Batch Ten: Lined Barbell Corridors
New Content
  1. Batch Eleven: More Corridors (quadrangles, lollipops)
  2. Batch Twelve: Reclaiming Negative Space
  3. Batch Thirteen: Intersections
  4. Batch Fourteen: Larger Map Sizes
  5. Batch Fifteen: Unfilled Maps
  6. Batch Sixteen: More Unfilled Maps
  7. Batch Seventeen: Less Regular Diagonal Corridors
  8. Batch Eighteen: Overlapping Corridors
  9. Batch Nineteen: Cyclic Corridors
  10. Batch Twenty: Hexagonal Rooms

Batch Eleven: More Corridors

This batch introduces two new ways for corridors to enter a level design. The level can be designed around a quadrangle of four corridors with room in the middle and around the edges for rooms (first seen here). This tends to completely dominate the design of the level, so it's fairly rare. The other new thing, which starts showing up a little later in the series, is that sometimes a room can be generated as an ellipse with a corridor sticking out of the middle of it sort of like a lollipop on a stick.
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Here you see a quadrangle show up for the first time:
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The code mostly treats corridors and rooms as minor variations on the same thing. It can distinguish corridor from floor, but they're both considered walkable, so for many purposes they're treated interchangeably. Here's an example: this quadrangle had a chunk taken out of it by the same code that leaves stone chunks in the middle of rooms or islands in the middle of lakes. With a section of corridor thus removed, there was space for two different room to be placed where they otherwise wouldn't have fit:
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Nothing prevents a quadrangle from having corridors placed inside of it.
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The next several levels have smallish quadrangles.
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Here you see the first level with a really noticeable example of the lollipop design (on the east end of the level):
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Here a lollipop got attached to the eastern half of a barbell, and its corridor subsequently got extended westward:
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Here a lollipop (on the eastern end of the level) has a chunk taken out of it, just as can happen to any kind of room:
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Here is an example of a lollipop with a diagonal stem, after the bugfix that ensures diagonal stems are gridbug-walkable:
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This next one is actually a barbell level, but one end of the barbell is a lollipop, and the barbell corridor happened to end up attached end-to-end with the lollipop corridor (and the door then got converted to secret corridor, shown blue here):
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Sometimes quadrangle levels end up a little shorter on actual floor-type rooms than other levels. Here's a good example of that:
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Currently, the corridor extending algorithm tries to go until it hits something end-on, ignoring the possibility of connecting laterally. This next level is an example of why I probably should fix that. The entire north wall of a room got sheered off:
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It's quite rare, but occasionally you can get two quadrangles on the same level:
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Continued in Batch Twelve