Updating this thing again! In addition to updating the source code, the download now includes a dozen randomly generated CTF maps - all of which are stable and fairly balanced! Here's the deets:

CTF is now up and running! There's still a few holes in the ceiling, so to speak, but the gamemode is now stable and functional.

Maps can now be set to mirror, so each team's side is a copy of the other's. Additionally, red's side of the map and blu's side use different textures, so players can more easily tell which side they are on.
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One last big feature in this update is the ability to edit the map layout by hand before the map file itself is generated.

For example, here's the initial C++ output for one of the CTF maps I generated recently:
2017-02-26 (5).png
That ACII grid shows the basic layout of the map. The lines are hallways, /// areas are rooms, blank areas are outdoor spaces, filled areas are walls, "P"s are props, B/R are the spawn points, and "1" and "5" are the red and blu flags, respectively.

Here's the map grid after I enter a few commands:
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I got this by mirroring the bottom of the map, moving the flags around, and setting up the spawnrooms ("$" = resupply cabinet).

After a bit more tweaking, I had a map layout I was happy with:
2017-02-26 (7).png
Then I just told the program to build the map file based on that layout, and it did! All the new ctf maps were tweaked a bit, so none of them are really 100% random. That's the only way to get mirrored maps and working spawnrooms though, so I didn't have much of a choice. I forget exactly which map that example output is from, but I think it might be ctf_brickcleus or ctf_unusualyard.

That brings up the final "major" feature of the update: randomly generated names for the maps! Maps can still be named manually if you want, but you can also choose to let the generator pick a name for you.
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Happy mapping! :D
The jam's over, but this project isn't! Probably, anyway. I've gone and fixed most of the bugs I didn't have time to iron out originally. This new version contains the updated source files, as well as a whopping 25 randomly generated arena maps! I might try to get a server up and running with them, we'll see if that happens or not. In the meantime, feel free to try them out yourself.

Thank you everyone who's been commenting on this! I'm very glad you all like it :D


Update notes, because why not:
-Comes with 25 pre-made arena maps
-Tunnels are a lot less glitchy than before
-Maps no longer spawn with random holes in them (I think)
-Removed a lot of water, because it was causing rendering issues
-Entrances between above-ground and underground areas that spawn in buildings now have ceilings above them
-Arena and CTF gamemodes have better self-balancing algorithms
-Fixed a LOT of crashes caused by terrible code
MISSION ENDS IN 20 SECONDS

added a bunch o' arena maps, because those seem to work quite well.
I've now included the source code in the download. It's the most ungodly jumble of spaghetti code you've ever seen, but if you can manage to figure out how it works, feel free to modify and use it however you like! I just request that if you post or use maps made with it, you give me some credit.
Added more variety to what can spawn in maps, including the possibility for turbine vents to spawn as part of the tunnel system. Added one new arena map to the set, which has vents in it.

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Ironed out a lot of bugs, and made it so that arena and ctf modes now work completely! There's even an auto-balancing feature for the asymmetrical ctf maps, which ensures the placement of spawn points and flags will be relatively fair.

Also fixed some of the sewer bugs, and made more lights spawn in the map. Plus the random displacements no longer trap players when they exit the tunnels.

The arena and ctf maps from the original upload have been replaced with some from the new version of the program. They should be fun and balanced, if everything worked right. I've not had a chance to test them yet.

Oh yeah, pl_abandon_physics is still in the zip folder. It's still horrible.
I've now added two more maps to the download, each of which demonstrates a new feature of the generator.

pl_abandon_physics
I just got payload map generation working, but only barely. The cart physics are... interesting, to say the least. Plus the pit the cart falls in at the end managed to spawn on top of the underground pipe system. But hey, randomly generated payload path! It's pretty neat.

arena_lol_displacements
Still haven't gotten arena logic to work, which is strange, because I figured it would be the easiest gamemode to do. But even if the objective doesn't work properly, this map very nicely demonstrates the randomly generated displacements the program produces. Those took me more time than anything else I've done thus far, so I messed with the settings a bit to make this map show them off more than the other maps do.
lol-displacements.jpg