Take a grid and block it off roughly in half.
Take those halves and split them in rough halves. I'm offsetting a little here and there .
Keep splitting up those halves either vertically or horizontally as you wish.
After a whiel you'll get enough complexity to suit your tastes, stop subdividing and draw in what fills those paces. (In my example here I went with rectangles one square in from the border of each space most of the time. I also decided to take my original couple dividing lines and make them wide corridors.)
Add some details such as minor connecting corridors and doors and there you are a randomly generated dungeon map.
Quick and easy random BSP dungeon generation tables, mark 1a.
Die rolll
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BSP split
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1
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Divide Vertically exactly down the middle
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2
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Divide Vertically offset to the west
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3
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Divide Vertically Offset to the east
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4
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Divide Horizontally exactly down the middle
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5
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Divide Hortizontally offset to the north
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6
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Divide Horizontally offset to the south
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Die rolll
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Detailing the BSP area
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1
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Ignore the area, it’s full of stone.
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2
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Whole space is open.
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3
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Offset inward one square
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4
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Only fill the middle half of the space
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5
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Fill with a triangle that best fits.
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6
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Fill with an Oval that best fits
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Die rolll
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BSP connections
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1-2
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One Connection to one neighboring space
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3
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Two connections to same neighboring space.
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4-5
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One connection to each of two neighboring spaces.
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6
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one connection to all neighboring spaces
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