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Random maps in SE

Sun, 15 Sep 2002 13:38:51

MamuT

Hello! I've got an idea but don't know whether it appeared here. It's random maps. Will they be inplemented? For example, in SE you could do some minor quest, but which are not very important for the whole game. Those quests will give you some experience, gold and other stuff. They would be simple, for example, to accomplish a quest you would have to slay a certain monster ( ettin but a one that would be 5 times more powerful). Of course creating maps for those minor quest would be a horror, but I think i have a sollution. You would create a map that consists of special sector, which will be divide into walls, columns, corridors etc. When you get a quest, a proper portal should appear, which will enable you to teleport to that map. Just after you get the quest, proper walls and columns should rise, monsters should appear on that map, creating a sort of maze, that would change everytime you play (you see similarities to Diablo?). Those mazes could also be implemented in bigger maps. It would be done randomly. Is that possible?
Sun, 15 Sep 2002 18:26:52

RambOrc

I could think of a whole score of probs with that one, and thankfully we won't have to use it, as we will most probably put together enough maps for SE anyway (currently we've got approx. 30-35 maps and I'm still evaluating several dozens). We might use the idea for TSP though where because of the vastness of the world some kind of terrain generation engine (and maybe a random dungeon engine) will be needed.
Sun, 15 Sep 2002 18:35:33

Ichor

And I might consider using that, but on a slightly smaller scale.
Sun, 15 Sep 2002 19:57:54

MamuT

Well, first, this map generation engine, would create a path to the "target", and then it would create other ways which wouldn't lead to the target. And then the walls rise, monsters appear, bla, bla <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I think similar thing can be done in Pascal by me, I really don't think it would be a problem for programmers like you, but hey it's your project <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> I think this could be a nice implementation, since it offers many maps...
Sun, 15 Sep 2002 20:06:24

RambOrc

Hey nobody forbids you to try your hands on such an app! Feel free to try to develop it and if it works we'll readily add it to SE or TSP, I mean a score of extra dungeons is surely not a thing any RPG devteam would turn down. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 15 Sep 2002 20:21:02

MamuT

Hmm, the problem is, how i would implement such stuff, since I don't know in what is SE programmed, but I think with a nice editor, the source code and help I could be able to that. P.S. Why can't I upload an avatar?
Sun, 15 Sep 2002 21:17:26

RambOrc

Soure code: drop a mail to Janis (it's written in C BTW). Avatar upload: I really don't know, it might be a disabled feature in the PHP version I currently run (avatar upload is enabled in the forum admin panel).
Mon, 16 Sep 2002 13:14:36

MamuT

Blaaa, thqt's too bad I don't know C <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Mon, 16 Sep 2002 13:24:53

RambOrc

It'd still be a good idea to talk to Janis. While programming languages differ, principles of an application don't (at least not much). Dunno how good his Pascal knowledge is, but it might be that if you write one in Pascal he could port it to C. Also, if this module wouldn't be in-game but a tool to create a random map and then save it as a standard map file, I guess it wouldn't matter what language it's in. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 16 Sep 2002 14:57:46

MamuT

You got me wrong! I could write something like this in Pascal, you could see the map from the top in ASCII, with the path highlighted and other paths that lead to nowhere (that's a maze of course:) Do'nt think this could be ported to C. I think that this is possible with Hexen scripts itself.
Sun, 13 Oct 2002 20:55:13

rogue785

Sweet! A random dungeon generator would kick serious ass. Good luck with it man <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 13 Oct 2002 20:57:29

Moose

Rogue change the Av befor Ramborc sees it.
Sun, 13 Oct 2002 23:01:37

RambOrc

Too late... <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> Seriously, I'd appreciate if you'd use something else, because of the size. Even on 1024x768 full screen it seriously disturbs the layout and makes it more difficult to read things, and about half of all website visitors use browser windows narrower than 1024. I don't understand anyway why PHPBB allows such big images, theoretically it should discard (or resize) all avatars over 80x80 pixes.
Sun, 13 Oct 2002 23:50:13

rogue785

fixed. Hope thats better.
Sat, 20 Sep 2003 21:19:51

Gokuma

Heh, Hexen meets Gauntlet. Well until an ingame dungeon generator exists, you can try this: 1. Generate Doom levels with Slige. 2. Convert the levels to Hexen with D! (D! Zone or H! Zone) which uses a special version of Dm2conv to convert to Hexen maybe called Hexconv.exe. Personally I've never even downloaded Slige though since I'm afraid I'll clog up my hard drive with levels I won't be able to throw away.

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