I spent the afternoon making a random map generator in C++. It randomly generates huge labyrinth-like maps that can be opened in hammer.
Here's what the program interface looks like at the moment. You can keep generating new layouts until you find one you like, and then build it into an actual map file. There are a bunch of different settings to change how the generation works.
I'm working on making this use arena gamemode logic, but a randomly generated payload map also sounds really tempting. Currently randomly placed spawn points, health/ammo pickups, and randomly distributed props are working. The map is built by reading from prefabs, so it's easy to make new parts for the generator to incorporate.
So, what's the point of it all? idk. I've got a data structures final coming up, so I figured I could use some practice. I'll definitely expand on this further, I want to be able to generate completely functional arena maps. It could be a cool way to start of a map, if you want unusual layouts. Stay tuned!
Here's what the program interface looks like at the moment. You can keep generating new layouts until you find one you like, and then build it into an actual map file. There are a bunch of different settings to change how the generation works.
I'm working on making this use arena gamemode logic, but a randomly generated payload map also sounds really tempting. Currently randomly placed spawn points, health/ammo pickups, and randomly distributed props are working. The map is built by reading from prefabs, so it's easy to make new parts for the generator to incorporate.
So, what's the point of it all? idk. I've got a data structures final coming up, so I figured I could use some practice. I'll definitely expand on this further, I want to be able to generate completely functional arena maps. It could be a cool way to start of a map, if you want unusual layouts. Stay tuned!