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
- Batch Ten: Lined Barbell Corridors
New Content
- 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
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.
Here a lollipop got attached to the eastern half of a barbell, and its corridor subsequently got extended westward:
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:
Here is an example of a lollipop
with a diagonal stem
, after the
bugfix that ensures diagonal stems are gridbug-walkable:
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):
Sometimes quadrangle levels end up a little shorter on actual
floor-type rooms than other levels. Here's a good example of that:
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:
It's quite rare, but occasionally you can get
two quadrangles on the same level: