Generalized Chibi rebelion level randomization

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neoworm
Posts: 1753
Joined: Fri Sep 23, 2005 9:17 am
Location: Czech Republic

Generalized Chibi rebelion level randomization

Post by neoworm »

I was poking around Chibi Rebellion lately thinking I could replicate it's level randomization and use it for HeXen. Because it's really nice system, having bunch of small maps, that get randomized and connected into a HUB. It's a best compromise between randomized gameplay and hand made levels that can be done inside the engine and not generated by some external program. On top of that it would fit HeXen really well as some kind of dungeon delving adventure with city where you return in between different runs etc...

Problem is I don't have a clue how exactly it's achieved apart from being done by ACS.

I get the logic it should have somehow. You generate a graph representing the mission, it should have some nodes with special meaning like start, junction, locked gate, key and boss. Those need to be in correct order, like key not being hidden behind locked door etc. Other nodes are filler. Than you pick levels for each node from a level list of maps of the specific types. And in the end you determine what exit should go to which map and somehow propagate it to the levels. You can probably make it even easier and have just few patterns for the layouts and only randomize lenghts of different chains of filler maps. But how to do it in ACS or even better Zscript I have no clue.

Would somebody who can understand that system be willing to work on a generalized system like this with me? I can imagine it being basis of nice community project in the end.
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