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

Batch Thirteen: Intersections

It occurred to me that I could generate two rooms and take an intersection of them (i.e., place floor where either of them has floor), and the result would be a viable room, provided they are placed so that at least one walkable tile overlaps when taking the intersection. So I implemented that and ran a fresh batch of samples.
[map image] [map image] [map image] [map image] [map image] [map image] [map image]
At some point I got tired of the walls being the same color as the floor, so I started specifying a different wall color. (In the game, the wall color would depend on dungeon branch. I chose cyan here because it shows up nicely against the other colors being used.)
[map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image]
Remember how I said the code tries to treat things as mostly the same? A room is a room, even when it's being generated only to get subtracted out of another room. Here are two examples where an intersection got subtracted (from the northeast room on the next map, and from the west room on the following one):
[map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image] [map image]
Hmm, I think quadrangles are a little too common, given how distinctive they are and how they dominate the whole feel of the level; I believe I will turn down their freqency/probability in the next batch.
Continued in Batch Fourteen: Larger Map Sizes.