FelixGriffin wrote:
That sounds awesome!
About the fear of this flooding the workshop: here's an idea...what if it generated slightly mangled P2Cs, so you couldn't just start generating them and publishing them? I wonder if it would compile without the exit door, or the primary observation room, for example.
I don't quite see the point there. If it generates broken maps, then you cannot play them.
BenVlodgi wrote:
LP is right to be afrade of this, but I still think it is kickass
I really wanted to write a program like this however I know of the limitations that would be present, like the things you mentioned before, and I certainly did not want to tackle those problems.
Any particular reason you chose Java (besides that then anyone could use it).. for performance sake, I love C#
I chose Java, because I am familiar with it and it runs on every machine. Performance is also quite good. And there is no high-end graphics involved, because it just outputs a p2c file.
ChickenMobile wrote:
Who knows, the complete randomness of it might create some interesting concepts!
I doubt it would be good just to randomize and play though.
It is not only random, but it also tries to maximize a function measuring how complicated solving the map is. What it is really good at is the following: You give it map snippets and it combines them into very complicated puzzles. And I think that it is better at this particular job than a human mapper. But it does cannot invent new snippets. Only if the snippets get really small, this would not matter any more.
I will work on a singleplayer map version which does not output a p2c, but a description file how to build the puzzle. A skilled mapper can then implement it. It is harder to do the singleplayer version, because it would most likely either involve cubes or sophisticated flinging and neither is implemented yet.