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Re: Zero-padded [map-raw] from CoMET
On 29.01.2005 23:51, Dave Fancella wrote:
> On Saturday 29 January 2005 07:00 am, Jens Granseuer wrote:
> I can give a more serious use case, though. Automatic map generator. Someone
> writes an automatic map generator, but what's showing up after the map is
> compiled isn't making any sense. So they check the source at the source
> step, try tweaking by hand a few things, and it helps them to debug/improve
> their automatic map generator. (And no, I don't think that having one map
> generator to rule them all works. Consider that someone might want one to
> generate specific maps for specific time periods, or generate variations of a
> map based on previous maps, which might provide a solution to the branching
> problem in campaigns. So, yeah, this use case doesn't disappear just because
> someone makes an automatic map generator :) )
Yes, maybe... I'm almost persuaded.
> > > Here ya go. How about being able to work up some cool shell scripts that
> > > take bad maps and turn them into good maps?
> >
> > I don't know what you have in mind here. What are bad maps and what are
> > good maps? And what do we need that for, anyway? Sure, you can turn any
> > arbitrary binary file into a 20x20 map that is technically correct, but
> > what use would that be?
>
> Well, like, let's say I send a map to this list and you (or someone else) say
> "Dave, your map really really really sucks. Can you do something to make it
> suck less?" Then I could run a shell script or something that turned my
> sucky map into a cool map. Make more sense?
Not really. How do you algorithmically turn a sucky map into a fun map?
There's about a million ways in which a map may be bad, or just plain
broken, especially with regards to the potentially complex event stack.
Jens