CP map generator

Lopez

L1: Registered
Mar 26, 2014
19
2
A text based map generator, currently supports making a skybox, rectangular brushes, and mirroring the map.
 
Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
"THE ROBOTS HAVE TAKEN OVER TF2MAPS!"

"Not TF2Maps!"
 

BigBros

L3: Member
Aug 20, 2014
147
31
How are you doing this?

Like what program/language are you using?

Sounds interesting :D
 

Lopez

L1: Registered
Mar 26, 2014
19
2
How are you doing this?

Like what program/language are you using?

Sounds interesting :D

At the moment we are able to make boxes by defining their position (x y z) and size (xs ys zs), make a single room, and mirror everything in the room. We haven't figured out how to randomly make maps yet, we'll have to have a brainstorming session on that.

ThisMayBeMichael is doing all of the coding in Java.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
"the most basic elements that every map has"

"rooms, doors, spires, and ramps"

10/10 already
 

RaVaGe

aa
Jun 23, 2010
733
1,210
I suggest you to create some gameplay prefabs (some chokes, control point area, paths, etc), and then put them together randomly except for the control point and the chokes of course. I have a lot of ideas to create a map generator that could work, but i'm too lazy actually ahah.
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
This reminds me of Oblige, which makes maps for Doom.
 

Lopez

L1: Registered
Mar 26, 2014
19
2
Update:
-Added rooms and doors
-Doors (ports) can be on any wall
-Added different textures to walls and floors, changed the skybox
-Added base entities from Froz3n's prefab
-mirroring still works

Here's what we can create so far:
fH0dFZ1.jpg


Now we need now are ramps and walkways and we should be able to define any map. Well, define them in an over simplified manner. Then we should be set to start actually generating maps.

H0r4CS9.jpg


Oh and we also need capture points, game logic, and spawn rooms. We'll get to that eventually.
 

Lopez

L1: Registered
Mar 26, 2014
19
2
Michael and I are starting to work on actually generating random maps, and we are looking for a bit of input.
What elements do you think make a good 5cp map? Thinking mostly related to the layout/architecture of the map.
What do you think makes a bad map?
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Michael and I are starting to work on actually generating random maps, and we are looking for a bit of input.
What elements do you think make a good 5cp map? Thinking mostly related to the layout/architecture of the map.
What do you think makes a bad map?

Good:
Good Health pack distribution
1-2 alternate routes to points
Points on a bridge with an underneath route work well, and some cover on mid is great if you're not doing that
Usually cover from attackers on second
Not immediate sight of last on spawn
Something a little unique. Fastlane is fast-paced, Granary uses a lot of battlements, etc. etc.

Bad:
I'm not quite sure how to describe a bad 5-cp map, but track down the flaws in other maps, and see what you don't like about your least favorite 5-cp map.