Archived from groups: alt.games.unreal.tournament2003 (
More info?)
"Cy Edmunds" <cedmunds@spamless.rochester.rr.com> wrote in message
news:vNHec.12870$1U2.659@twister.nyroc.rr.com...
> "Kilowatt" <kilowatt@charter.net> wrote in message
> news:wBzec.11962$K_.381423@bgtnsc05-news.ops.worldnet.att.net...
> > I know that they will never be able to come up with a map generator that
> can
> > build levels like humans can but I wish they would at least make one.
> >
> > One method would be to make a RMG that would just randomly attach pre
made
> > rooms. This would be less flexible but would give the best looking
> results.
> >
> > Another method would be to randomly build maps that could them be
modified
> > by humans to give them that polished look. The time it would save in
map
> > building to have something to start with would allow many maps to be
made
> in
> > shorter times.
> >
> > I would also like to have the option of playing the existing maps with
> > random item placement. This would add a new twist to the old maps.
> >
> >
> > --
> > Kilowatt@charter.net Put "private" in the subject line.
> >
> >
>
> Tribes 2 has a random terrain generator. The maps are generally outdoors
and
> have no glass walls. You can grab a vehicle and fly in any direction for
as
> long as you want. Of course that's boring, but at least there are no glass
> walls.
>
> Actually a better analogy is probably artificial music generators. There,
> like map making, making things random is not the problem -- making things
> correlated is the problem. Uncorrelated note selection sounds terrible, so
> you need to base their selection on some aesthetic principle.
>
> The maps I like best have a coherent theme which often depends on an
> artistic vision abstracted from the real world. Plus the map maker has to
> anticipate how the gameplay will go. I've never made a map because I think
> it would be too hard to make a good one. But writing a program to generate
> good maps -- 8o.
>
> A more reasonable goal might be a map making program which filled in a lot
> of details for you based on very high level input; e.g.: "I want a Gothic
> castle motif with lots of mountains and pine trees". Rules like "make CTF
> maps symmetrical" and "make it risky to get the best goodies" could be
> applied automatically. Then you would have to move things around to
satisfy
> various aesthetic and gameplay requirements. Sign me up for a copy after
you
> write it.
>
> --
> Cycho{HHR}
>
http://home.rochester.rr.com/cyhome/
>
>
Well you won't get me to volunteer to write it but if I post the idea here
often enough and enough show interest then someone with the know how might
just give it a try.
I am not asking for a RMG that makes good maps. All I am asking for is some
help in making levels. A randomly generated shell would be a good start.
Give us some bricks and mortar and throw in some lights and we can paint it.