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RedSword
SourceMod Plugin Approver
Join Date: Mar 2006
Location: Quebec, Canada
Old 07-07-2013 , 18:13   Re: [CS:S] Red Maze (of Red Wonders)
Reply With Quote #4

4.0

4.1 Links I used/read while making this plugin :
They partly motivated me to make this plugin; as you can see there are no maze plugins; plus it's nice to see the depth maze can have. I had originally planned to implement more algo; but only the ones below are implemented for the generation of the maze.

I'm not sure if I truly was influenced by "Johnny got his gun"; but I think he influenced me. I never got to play his map; but I really wanted to. (Also he made awesome plugins for CS1.6). I read his metamap code; but it didn't really help and made me lose time. Just the original concept was awesome.

4.2A Definitions to understand the 4.2B quotes :
  • Quote:
    Originally Posted by http://www.astrolog.org/labyrnth/algrithm.htm
    River: The "river" characteristic means that when creating the Maze, the algorithm will look for and clear out nearby cells (or walls) to the current one being created, i.e. it will flow (hence the term "river") into uncreated portions of the Maze like water. A perfect Maze with less "river" will tend to have many short dead ends, while a Maze with more river will have fewer but longer dead ends.

4.2B Algorithm used to generate the maze :
  • Hunt and kill (under redmaze_creationalgo_huntandkill.smx)
    Quote:
    Originally Posted by http://www.astrolog.org/labyrnth/algrithm.htm
    This algorithm tends to make Mazes with a high "river" factor, but not as high as the recursive backtracker. You can make this generate Mazes with a lower river factor by choosing to enter "hunt" mode more often.
    You can decide to enter "hunt mode" more or less often using the ConVar "redmaze_huntandkill_prim".
  • Prim (also under redmaze_creationalgo_huntandkill.smx)
    Quote:
    Originally Posted by http://www.astrolog.org/labyrnth/algrithm.htm
    This algorithm results in Mazes with a very low "river" factor, with many short dead ends, and the solution is usually pretty direct as well.
  • Recursive backtracker (under redmaze_creationalgo_recursivebacktracker.smx )
    Quote:
    Originally Posted by http://www.astrolog.org/labyrnth/algrithm.htm
    This algorithm results in Mazes with about as high a "river" factor as possible, with fewer but longer dead ends, and usually a very long and twisty solution.

Note that only one algorithm is used at a time. The third argument in RedMaze_RegisterAlgo() can change whether or not an algo will be chosen or not. It is the "weight" of the algo, representing it's chance from being selected.

Depending on the patience of your players (i.e. they get too lost and rage), you might want to remove one of the plugin; or use "redmaze_reduction" convar to get a smaller maze.

4.3 Difficulties :
  • I tried for a long time to use func_breakable, rather than func_brush to get possibly cool power-ups (i.e. "destroy close walls for 5 sec" power-up; that would have been awesome). It seems that there was no way to make a breakable with a global name (not sure about this point since it's more than 6 months I made this plugin; but I'm pretty sure I had a dumb problem regarding global names); also once broke, a breakable couldn't respawn (wtf ?). This gives a bad point where my map doesn't have wooden sounds for my wooden boxes .
  • I wanted to spawn boxes at first; but I realize permanent entities with "enable"/"disable" seems way easier.
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Last edited by RedSword; 03-26-2015 at 00:10.
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