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The random level generation/map instancing problem

  • blackdog
  • April 6, 2015 at 4:30 PM
  • blackdog
    • April 6, 2015 at 4:30 PM
    • #1

    Has anyone here worked on randomly generated levels for FPS games and have suggestions on best practices and design choices to give, material to link?

    Was having a brainstorming chat this morning about this.

    There are different options I can see straight away on how to tackle the instancing, in particular classic maps with randomly positioned items and AIs, or a step further create map-blocks to be assembled to create the current stage a player would play.

  • ShockaPop
    • April 7, 2015 at 4:51 AM
    • #2

    There's some (probably related) stuff here:


    Also, maybe ask Pericolos0 about his FPS game (which is random-generated):

  • TheGuma
    • April 8, 2015 at 10:10 PM
    • #3

    Here's an old 1.6 tutorial I found...

    http://www.countermap2.com/Tutorials/tutorialf62c.html?id=36


    It's not exactly procedural generation, but see if you can find it useful.

  • blackdog
    • June 5, 2015 at 3:37 AM
    • #4

    The topic didn't get much traction :( but I think this is quite fascinating/interesting choice in development.

    Anyway, just read about XCOM2 and thought it's an interesting read although non-technical

    http://uk.ign.com/articles/2015/…-maps-ign-first

    it's actually the way I would have approached the map making with the premises I talked about at the beginning; my friend tho has decided to try a classic static geometry for maps, with random placement of AI, items, objectives

  • Pampers
    • June 5, 2015 at 3:49 AM
    • #5

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  • AtsEst
    • June 5, 2015 at 3:09 PM
    • #6
  • blackdog
    • June 5, 2015 at 8:08 PM
    • #7

    Will have a look at that Pampers, thanks!

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