Is procedure generation possible? If so what would it add in TF2 maps?

Amicdict

L1: Registered
Jan 21, 2021
17
3
I saw a CS:GO video by фалафель/orelstealth (English Translation by 3kliksphilip) two days ago covering procedural generation in CS:GO. That was well and all good, but I wondered what other source games would allow for this. I know this concept works in Garry's Mod because there is a map that's built entirely around procedural generation in that game, so I have some confidence that this is possible to do in TF2. If it is possible what would this concept add to TF2 maps? Maybe it could increase the amount of training in MGE modes, or some variety and replay value to long-term favorite maps.
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Everything that was shown in that video also works in TF2. However, level design in TF2 is very different from CS:GO; whereas CS:GO favours microgameplay (such as cover or skill jumps) and generally isn't to worried about the overall layout, TF2's level design is almost entirely about the layout. Something small like what was shown, such as an aim map, wouldn't really work that well in TF2 (even as a training map), especially as a lot of TF2's gameplay is based around larger-scale gamesense and where your teammates and enemies are within the map in relationship to you, instead of aiming and cover.

However, larger-scale full-layout procedural maps have been attempted a couple of times before, such as koth_procedural by BigfootBeto. A full layout is certainly much harder to procedurally generate than a smaller 1v1 map, especially in terms of optimization, but it is still possible.

Also I feel I should point out that the launch map tc_hydro was intended to be somewhat "procedural", so that every round played was different, but a lot of players ended up disliking the mode, whether due to the "proceduralism" or some other factor.
 

Amicdict

L1: Registered
Jan 21, 2021
17
3
I guess the only way procedural generation would work in TF2 is on objects, like crates, rocks, and ammo/health packs.
 

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Ah, guess I was wrong then. Most of what was done should still be somewhat achievable in TF2 using map logic, it'll just take a lot more entity work