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[CS:S/GO] Red Maze (of Red Wonders)


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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 03-09-2014 , 01:05   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #11

Quote:
Originally Posted by shavit View Post
That looks sweet, why nobody have posted there?
So I'm nobody :'(
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Mitchell
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Join Date: Mar 2010
Old 03-09-2014 , 12:23   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #12

Ah, so is this like a maze generator?
Seems nifty.
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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 03-15-2014 , 23:18   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #13

Released 0.9.3.0
  • Added a possibility to run two algo and see the 'union' of the open cells :
    • See Convar redmaze_gen2ndpass_chance.
    • See the 2 new screenshot on gamebanana to give you an idea (the map seems rather naked :/)
  • ---===Non-Gameplay wise===---
  • Recursive Backtracker :
    • Now uses another array if called in second (due to 2nd pass). Not needed for H&K as it works with 2 arrays.
  • Hunt and Kill :
    • Slight change with the flag (if someone beside me used that; lawl)
  • Changed some comments (.sp & .inc)

I basically made that update so people that simply wants random map without getting lost can have something to work with (you really can't call that a maze anymore thought...).

I believe that rather than the union of 2 maze generation I should simply do one maze and remove an arbitrary amount of boxes. Something I'll probably someday. Doing something such as "zone"-maze generation might be worth trying.
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Last edited by RedSword; 03-15-2014 at 23:22.
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Robin955
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Join Date: Jun 2013
Old 03-25-2015 , 23:35   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #14

sad how much work u put into this and only 30 downloads so far.
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RedSword
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Join Date: Mar 2006
Location: Quebec, Canada
Old 03-26-2015 , 00:05   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #15

Quote:
Originally Posted by Robin955 View Post
sad how much work u put into this and only 30 downloads so far.
I have a few more; since it is an updated version.

But yeah, metamap has more <.<.
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Mitchell
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Join Date: Mar 2010
Old 03-26-2015 , 09:33   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #16

I think the main reason is because you can already kind of do this with mapping and wit the logic random entities.
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RedSword
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Old 03-26-2015 , 12:02   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #17

Quote:
Originally Posted by Mitchell View Post
I think the main reason is because you can already kind of do this with mapping and wit the logic random entities.
Could you generate a maze in such a way that it would allow 2 points to connect, with logic random entites ? AFAIK there are no way to code that in a map. And then if you can it wouldn't be efficient.

I saw a youtube video ~2 years ago. It was showing a CSGO maze with wall going down and up; but I think this was a workshop extension thing that I can find; I don't really use workshop and I can only find items/maps/collections but IIRC it was possible to code something with some api Valve made not so long ago.

Also all the maze maps I find in the workshop seems to have a premade pattern within them; mine don't.

Can you direct me towards the entities you would use to do what I did ?

Thank you,

Red
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Mitchell
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Join Date: Mar 2010
Old 03-26-2015 , 12:44   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #18

Quote:
Originally Posted by RedSword View Post
Could you generate a maze in such a way that it would allow 2 points to connect, with logic random entites ? AFAIK there are no way to code that in a map. And then if you can it wouldn't be efficient.

I saw a youtube video ~2 years ago. It was showing a CSGO maze with wall going down and up; but I think this was a workshop extension thing that I can find; I don't really use workshop and I can only find items/maps/collections but IIRC it was possible to code something with some api Valve made not so long ago.

Also all the maze maps I find in the workshop seems to have a premade pattern within them; mine don't.

Can you direct me towards the entities you would use to do what I did ?

Thank you,

Red
https://developer.valvesoftware.com/wiki/Logic_case
Daisy chaining them and then using the Output to disable each block. It would take some work be essentially make a map that would be playable without a server plugin.

I do like the idea of the plugin, it's just already technically possible in source sdk, sorry.
Also i should not that i wasn't talking about completely random, as it would just use templates. How ever you can make sections and randomize those sections. I had a CS:S jailbreak map that would randomize the entire map, and weapon spawns, Making it a unique path every round, the more rounds played the more that was available to do in the map.

Last edited by Mitchell; 03-26-2015 at 12:47.
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RedSword
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Join Date: Mar 2006
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Old 03-26-2015 , 20:48   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #19

I vaguely get it but I feel like a plugin is much more maintainable, extendable (spawn bonuses and change them if you don't like them), and has many more configurations possible changeable on-the-fly (i.e. try to activate something when you're dead in a map via entities).

It also makes it really easy to do various things at a place in a map (block, bonus or nothing), rather than having to do trial-errors in a map; that would require to manually spawn things (i.e. bonuses) to a specific location (unless you decompile it, but still, it would be a mess). I'm giving a logical (or "relative") place to spawn things instead of an absolute.

Of course tons of thing are doable within a map, and that makes me think of the Turing stuff. (exaggeration) Let's do binary programming yay.

TLDR : better maintenance/extendability/configuration/readability.
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dildoughy
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Join Date: Nov 2015
Old 05-15-2016 , 19:46   Re: [CS:S/GO] Red Maze (of Red Wonders)
Reply With Quote #20

This looks incredible; I'm only just learning map-making so it may be a while yet...so can someone else make some maps for this? It's super exciting to see someone making something so interesting that I can't help but bump this (with good reason).
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