What areas are random generated?

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caaaaaaaaaaaaaaaaaaaaaaaaaps wrote:
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Moxh wrote:

Pure technical fully random is a bit tricky to achieve...
Maybe im just mumbling on my own here and probably some other "math genius" peoples can explain it even better ;)
yeah probably since i don't see the connection between a discussion of computers using prngs and an elucidation of the statement that "Full random represents noise, static, chaos: patterns that cannot be used by a human mind." especially in the context of level generation :P


Yes indeed it is a bit of a side track :P
Our indoors maps do use sets of random rooms that are put together randomly, as I'm sure you can see.

Improving the variety of "topologies" for outdoors maps is a priority for us and will continue to improve in the future as we assign budget to it.
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Chris wrote:
Our indoors maps do use sets of random rooms that are put together randomly, as I'm sure you can see.

Improving the variety of "topologies" for outdoors maps is a priority for us and will continue to improve in the future as we assign budget to it.


yes, I meant it for outdoor areas rather than indoor as indoor feels random.
I like that the macro paths are basically set, but with topographical variety. I don't really want to feel lost the 10th time I play the same map, or resort to wall hugging to get to the exit.
To me it feels like too little randomization in outdoor maps.
Could use a tweak or 2 on the outside areas, the caves are ok (ish ).
Maybe a little variation in map size would help a little.
At the moment some map sizes change per difficulty, but it's quite inconsistent on which do and which don't.

All topologies of an area should be around the same size (at least per difficulty) for balance reasons.

But I think we will revise the current convention of having the exit/entrances always on the same wall. I think we'll add more topologies that place entrances and exits on their adjacent walls/direction. However to keep thematic consistency the direction the doors face will be the same.

I think this will largely add to the feeling 'randomness' and should address quite a few problems.
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Last edited by Joel_GGG#0000 on Nov 20, 2011, 3:30:42 PM

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