Random Map Generator.

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Arcane

FNG / Fresh Meat
Apr 30, 2009
112
1
0
31
england
A very large and probably unfeasable idea, but if anyone ever played Team 17's Worms series, you'll know there used to be a map generator, and it spawns a random geometry layout each time you press it.

Wouldn't it be amazing if you could do that for maps on Killing Floor? It would obliterate the idea of anyone learning maps and techniques, and really push people to the limits each time they played.
 

Welshie

FNG / Fresh Meat
May 1, 2009
327
34
0
Australia
www.onlinedawdlers.com
From what i understand
A. there will be plenty of KF community Maps on offer...and
B. the position of Trader/Mercahnts will be random
So camping in one spot won't help You (or Your team mates much)
If I have it wrong I'm sure one of the TWI developers will correct Me:D
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
It would be amazing, but I don't think it can be done. What can be done is something like Ridge Racer, where you have a huge map and only a section of it is playable and the others are closed off.
The game could decide semi-randomly which sections to open. Sounds better on paper than in reality though, because a) the inaccessible parts are a waste of resources as you can't dynamically delete them (in Ridge Racer this is not dynamic. They are all different maps) and b) people could still learn the maps and the unexpectedly closed sections are the same as the ever changing location of the trader then.
 

Innociv

FNG / Fresh Meat
Jan 28, 2006
1,041
21
0
From what i understand
A. there will be plenty of KF community Maps on offer...and
B. the position of Trader/Mercahnts will be random
So camping in one spot won't help You (or Your team mates much)
If I have it wrong I'm sure one of the TWI developers will correct Me:D
Kay. But once you play one of those community made maps, it's the same.

While randomly generated maps is unfeasible, it wouldn't be unfeasible to have some scripted random things change in a map that could quite drastically alter gameplay.

a) the inaccessible parts are a waste of resources as you can't dynamically delete them (in Ridge Racer this is not dynamic. They are all different maps) and b) people could still learn the maps and the unexpectedly closed sections are the same as the ever changing location of the trader then.
a. This is mostly wrong. There is culling as far as rendering speed goes. There would be more loaded into memory, possibly, especially if it's not reusing textures and static objects.
b. If you had 4 random occurrences(say.. a room might be on fire and you can't go through it, a stairway might be broken, another room might have one entrance blocked off, a 2nd staircase not available), that's really 24 possibilities, isn't it? While for the most part, they'll be similar, and it might seem more like 10 when you're playing, it's still technically 24 and a lot nicer than 1.

I think it can be done on a map with writing the stuff yourself, i guess, but it'd be nice if easy ways to do it were built into the editor. :p
 
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Rulero

FNG / Fresh Meat
Apr 7, 2009
32
0
0
Holland
it shouldnt be too hard. i love the idea
especialy for these type of games

in hellgate london it worked pretty well too
only flaw that i see ocurring with it is that stuff sometimes clips trough walls or that buildings are build very ilogical

but i like it nonetheless
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
a. This is mostly wrong. There is culling as far as rendering speed goes. There would be more loaded into memory, possibly, especially if it's not reusing textures and static objects.
If only it were that easy.

While for the most part, they'll be similar, and it might seem more like 10 when you're playing, it's still technically 24 and a lot nicer than 1.
If I were a mapper who could create a map so huge that closing off entire sections of the map wouldn't make it too small and if I could make the whole thing run on my machine and if I could get it to load reasonably fast and if I could keep the download size to a reasonable size, I wouldn't bother closing off sections, to be perfectly honest!
I would just make the whole map playable and take fame and credit from the community for making a collossal map.
Or, if it as big as two or more maps and the parts were inter-connected in a way that closing them off (and culling!) would be possible, I would release them as two or more maps and take fame and credit from the community for releasing a map-pack of similarily styled maps.

but it'd be nice if easy ways to do it were built into the editor.
What do you mean?