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Cave Map Generator - Major Updates!

Gozzy

Explorer
Right then, these are the updates you've all been waiting for! The Cave map generator on my web site has been upated with an absolute ton of new features including:

  • Multiple Entrance/Exit points (up to 4 - a much requested feature)
  • Seperation between wall type, cave floor and background with a range of options for each (and more to come).
  • Grid is now optional
  • Soft shadow on the cave walls
  • Improved generation algorithm
  • Various bug fixes

Check it out here! :)
 
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Gozzy said:
Wot no comments? :(

All the forums seem so dead these days !!!

Anyhoo, I really loved it !
I have a couple of things Id like to point to. When you use the random cave gen and press back link and not back button it goes to the random room gen instead. Well it does for me anyway.

On the room gen would it be possible to not have any kind of grid ? The best I could get was the plain white and it had black squares on it too.

Finally is it possible to turn off the wall shadow ? Say you gen'ed up several cave systems and wanted to link them together using a paint package with a touch of the ole cut n paste, if you rotate any of them then the shadows fall in all different directions.

But these are minor - I reckon it would save a lot of time for many people.
 


i've had this site bookmarked for over a month now. love all the upgrades. excellent work.
i've had my kids for the alst two weeks or i would have made something out of a few things. you'll be seeing them within the week.

terrainmonkey
 


Redrobes said:
When you use the random cave gen and press back link and not back button it goes to the random room gen instead.
Yep, that's a bug - fixed now.

Redrobes said:
On the room gen would it be possible to not have any kind of grid ? The best I could get was the plain white and it had black squares on it too.
Can you clarify this. Do you want to be able to turn off the grid in the dungeon map generator in the same way as the cave map generator? This would be considerably more difficult given the way in which the maps are created but I'll have a think.

Redrobes said:
Finally is it possible to turn off the wall shadow ? Say you gen'ed up several cave systems and wanted to link them together using a paint package with a touch of the ole cut n paste, if you rotate any of them then the shadows fall in all different directions.
I had considered making the shadow optional when I coded it. Watch out for the revision soon!

Cheers!
G.
 

a) Back link works for me too now - well done. :)
b) Yes, I wanted to create a lot of rooms, put them in a paint package and flood fill the floor with some texture or do some other whizzy stuff but the black squares got in the way a bit for me. Its no big deal really.
c) Is the most important from my point of view since I write ViewingDale I could take in your pregen caves make up a whole bunch of cave bits and then move & rotate them about and glue them together and the shadow basically kills that. Again its no big deal - Previously, I have just got a piece of A4 and a biro and wiggled a lot of caves out, scanned it and then filled that with black background and mid grey cave floor as a basic backdrop for caves. Your program saves doing that if you dont mind the maps being really random or you dont have a scanner.
 

This is fantastic. I just discovered it two days before a big high level adventure I'm writing for a friend's bachelor party (yes, we're nerds). It was a tremendous help. Thank you.
 

Gozzy said:
Right then, these are the updates you've all been waiting for! The Cave map generator on my web site has been upated with an absolute ton of new features including:

  • Multiple Entrance/Exit points (up to 4 - a much requested feature)
  • Seperation between wall type, cave floor and background with a range of options for each (and more to come).
  • Grid is now optional
  • Soft shadow on the cave walls
  • Improved generation algorithm
  • Various bug fixes

Check it out here! :)


Man-o-man this is awesome!

Thanks!
 

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