Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Kenoli's Maze - I don't get it
Kenoli's Maze - I don't get it
Nov 6 2008, 8:50 pm
By: Zhuinden  

Nov 6 2008, 8:50 pm Zhuinden Post #1



Kenoli made a Maze generator using many many P11 P10 death count switch etc triggers and I don't understand at all how this random thingy works. Am I stupid, or is this map actually just as insane as I think it is?

Btw if someone understands, could someone tell me how this map works?

Attachments:
Maze.scx
Hits: 11 Size: 75.34kb



None.

Nov 6 2008, 8:51 pm Morphling Post #2



you might want to attach the map.
Edit: Thank you. ^^



None.

Nov 6 2008, 9:13 pm Zhuinden Post #3



I wanted to attach it first, I browsed it in but forgot to press the "Attach file" button. :P



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Nov 6 2008, 11:08 pm stickynote Post #4



I haven;t looked at the triggers, but here is how I think it works. (This is really dumbed down.) He centers a location on the building, randomizes a death count (using deathcounts + switch randomization) then determines whether or not to remove the building. However, using a mobile grid, he also determines if the previously passed unit was removed or not. If it is, then this building can be removed. If it hasn't, then this building cannot be removed. Certain deathcount values represent turning.



None.

Nov 7 2008, 2:22 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

http://en.wikipedia.org/wiki/Maze_generation_algorithm

He talked about how he made it on ML or in the MLDB. I don't remember.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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