ES: Randomaze is a mod for Half-Life that provides an almost infinite gameplay. Just fight through your way from point A to point B. But remember that your path will be different every time

Report RSS ES: Randomaze: how does it work?

This article describes abilities of the randomaze tool and the list of operations it performs to create maps for the mod.

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What does this tool do?

  1. Right after the start app checks user-specified configuration (see more on the project's page), command line keys and files that are required for a further work.
  2. It creates a square field. The linear size of it depends on the width coefficient (from 1 to 8) that can be specified in the Settings section.
  3. It puts entry and exit points so that distance between them is more than 15 squares (128 x 128 map points each).
  4. It uses “drunken algorithm” to get a random path from the entry point to the exit. The algorithm disallows self-intersections and dead ends. So, it can take some time to get the proper way.

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  5. At the next step it generates walls so that no one of them blocks the path. Probability of wall existence on every available position depends on the walls density coefficient (from 1 to 12). If this value is less than 7, it is possible to obtain more than one way to the exit.
  6. After getting them it fills all squares that are reachable from the path without crossing walls (all the internal space).

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  7. On the next step it drops all the redundant walls.
  8. After this it generates map header, fills it with the rest of walls and adds the floor and the roof. Textures of walls correspond to textures of roofs and floors. Textures set will be selected randomly. Some variants have open sky instead of ceiling.
  9. Next, it adds correct entry point and end point. Each of them connected to the next / previous map in the same way as it was in classic Half-Life. The tool automatically starts generation of new map when player begins walkthrough of the previous one.
  10. Also map makes a “traces path” (literally) between them. So, it is not difficult to leave the maze from every position.
  11. Lights and sounds will also be added. Sound effects correspond to textures, and lights depend on the type of ceiling and lighting coefficient.
  12. Finally, it adds enemies and some items (like healthkits and grenades). Their quantities depend on the enemies density coefficient (from 1 to 8) and the items density coefficient (the same). Some kinds of enemies may be forbidden by the permission flags.
    Note that first maps allow you to collect enough weapons in “soft” conditions. So, some types of enemies and weapons won't show up right away.
  13. Also it adds a button to open an exit (if the button mode is enabled), windows between map sections, some furniture (depends on the set of textures too) and crates with explosives and “bugs” (can be helpful in your combat).
  14. In the two floors mode the app will randomly add some balconies. You can climb on them to hide from enemies or to find something useful.
  15. After all of this app uses hlcsg, hlbsp, hlvis and hlrad tools to compile the result map.

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  16. On the first start this tool also generates the GAM script.
  17. Finally, it starts the mod.

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Now you can begin the game. Just reach the end point to win. All collected items and weapons will stay with you on the next maps. The tool allows you to start the entire mod through it. It will maintain existing maps and create new items when needed by itself.


A little more info you can find on the project's page (linked at the top) and in videos below:



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mujo70
mujo70 - - 348 comments

Great stuff my dude

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RD_AAOW_FDL Author
RD_AAOW_FDL - - 290 comments

Hi!

Nice to hear that, thanks!

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Guest
Guest - - 693,296 comments

This mod looks very interesting! I had a question though, I couldn't tell from the videos but, do the enemies pursue the player once they are alerted of the player? From what I saw it seemed like the enemies just stayed in place.

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RD_AAOW_FDL Author
RD_AAOW_FDL - - 290 comments

Hi!

We can say confidently that houndeyes, grunts (both), slaves, crabs (both), bullchickens, zombies will. Moreover, zombies, crabs and slaves will stalk you as soon as you meet them.

But this behavior is random. So, they can stay put or get angry at the other NPC (more interesting for them) and ignore player

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