I'd like larger map sizes also. I don't think some variation in quest objectives and or special rules would be that difficult. I use your map generator for a good deal of the dungeons in my Legendary Lives games that I run. It does howver not know which tile is connected to which other tiles. With cards you just don't have that. Comment Posted Fri July 11, 2014, 3:23 pm by Gozzy amazing tool tysvm Comment Posted Tue August 5, 2014, 7:38 pm by adam You have a lovely site and your generator is fantastic, I very much appreciate your work. Rooms then mazes I went ahead and coded this up exactly as described.
The process Jamis uses for this is interesting. If we make the chance more likely, we get more densely connected dungeons. To make it easy, I actually extended the tile borders automatically , so that they are always an integer number of squares. Comment Posted Sun October 26, 2008, 8:47 pm by Dungeon Master My goodness. Comment Posted Sun July 17, 2011, 2:21 am by Zerras This tool is full of win!! I will throw out to you that there is something similar that RedJak created as a dungeon exploration engine called Delvendeep. I got quite a bit done on this. You have the option to select official supplements to make dungeons more complex.
Since they no longer connect two separate regions and we want a spanning tree, discard them. These add a lot of theme, but also make the game play decisions different. The Delve adds a lot of variety, but misses the exploration aspect. The program now creates a complete dungeon with tiles, monster spawns, search tokens, and some objective. I should probably write about that too sometime. Comment Posted Sat January 12, 2013, 6:46 pm by Phil Good Work : this map generatos awesome! This has saved me at least a week of solid mapmaking.
Comment Posted Thu December 6, 2007, 12:11 am by WolfBane Realy great tool : And great thank for it! I think I might halt work on my project, and see about making it with 2003. Comment Posted Sat October 7, 2006, 1:48 pm by Gozzy Dude, its incredible. Comment Posted Fri July 23, 2010, 4:07 am by Dark Wolf Someone has already said tahat, but. Keep looping until all of the unconnected regions are merged into the main one. Comment Posted Thu November 27, 2008, 1:37 am by Lord Rybec Great stuff, definitely. Then I did the following manually X 14.
Comment Posted Thu July 31, 2008, 6:44 am by Loctavus saved me lots of insanity when my maps got ruined the day before the game. The RtL app only offers two campaigns although more might come , but also single quest play is not really supported. If you have entered all of these already it can be converted for use. Now I can work on my game rather than waste time cursing my pen and paper. Comment Posted Sat February 20, 2010, 2:37 am by Jack I thank you for your effort to assist gamemasters with applications like this. The corridors I ended up with always looked too straight, or overlapped other stuff in unattractive ways.
Then, it iterates over every tile in the dungeon. I love you in a plutonic Good Alignment sense. The hard part, by far, is making good passageways to connect them. Comment Posted Wed December 9, 2015, 1:20 am by RhogarLinx so much comments Comment Posted Sat December 12, 2015, 5:07 pm by me Great tool, my only complaint would be that it generates quite a few really long and skinny rooms. Great job with the generator. Comment Posted Sat November 21, 2015, 12:27 am by dwarfster Awesome!! I'd like to see more of the color options crossover between this and the Random Cave Generator - Seastone floors in the caves, Sandstone Block backgrounds in the dungeon, etc. Thank you, and know you are on par with God's second cousin twice removed.
Just 1 square all the time does not cut it with me. Screenshot: Hi Marius, I agree that the standard doors don't look great, and some different art would be cool. I bow down to you. Having some traps here and there would also help of course. Right now a door is placed on each tile connection, and an open-door event is created that reveals all connected tiles and doors. Seems like it's all of a sudden, too.
Plus, if you add a couple extra rooms, or invert the map so that what normally would be north is now south, it really looks 100% original. This makes the maze imperfect. It then picks the best position and places the room there, and puts some doors between the room and the passage. This is conveniently exactly what you need to let the maze grow and fill the odd shaped areas that surround the rooms. Comment Posted Mon March 9, 2009, 7:01 pm by Sir Emperor Great tool. Comment Posted Mon May 26, 2008, 2:15 am by Ex Redux Great tool, thanks for creating this.