I made a program that creates maps. Here's its first attempts.
Sure! Any submissions are welcome. DM me if you have questions.
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.
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:
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:
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:
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.
Read the rest of this update entry...
This is insane, you're blowing up my mind.
It's developing too fast, soon we'll only have maps created by machines. Humans are no longer necessary.
mapping with no work
count me in!
It would be cool if you could get something like this to work on a server - you join, you play, at timer end, you go to a completely new and different map that's instantly generated, you would never play the same map twice. You could put in a vote button (Y/N) to save map and play it again another time at the end of the round.
First, ShitpostBot 5000.
Look about 7 posts up.
What programs are required to run this? I am running windows 10 64 bit.
The displacements look rather rough - perhaps, to get a bit smoother ones, you could let the program by a slight margin prefer displacements that are "in the same direction" as the last node?
To explain that a bit: you got vertex A at ground level. Next vertex is generated which goes "a bit up and a bit left". In the image shown at the beginning of the thread, the displacement is a random up and down. If you could tweak that a bit, the program would, from all possible vertices to generate, prefer ones that also "a bit up and a bit left", increasing the chance of generating pleasant-to-the-eye geometry.
Aside from that - hella impressive.
When a random map gen can generate a map in 3 secconds better than you can make a map in 5 hours
Ok so if the creator of this generator is still in this website and sees this comment then I need help! Because when I try to run the source code it gives me an error for missing dlls and after I have downloaded all the dlls it says this:
The procedure start point __cxa_atexit could not be linked
Separate names with a comma.