Okay, update! I've revised + textured a new simple door model:
Doorknob close-up: http://i336.photobucket.com/albums/n350 ... f2d580.png
'Dramatic' Shot: http://i336.photobucket.com/albums/n350 ... ccde58.png
So here's the current concrete wall texture I'm using to get a good idea of the wall, as well as the door in-testing with the forest and player scaled height, etc. (Note the concrete isn't final or mine).
Edit:
And yes, I am back for now =) got my work laptop here now so things will speed up.
risingstar64 wrote:I decided to give this a try myself.
http://www.mediafire.com/?ymv7wwrcyuv72nf
unzip and run scp_forest_generator.exe. A file named grid.txt will be created, and should look something like this:
I don't usually build python scripts so I'll be curious to see if it came out ok
Wow, you do modelling and scripting? @_@
This is exactly how I imagined the first level generation for the first playable release of the forest; Only things I can add is to make the branched out paths go forward more (instead of sideways) in order to confuse the player, otherwise it sort've runs the risk of the player always wanting to run in a straight line in order to get through the forest the fastest. As well, some path branches should have a '4' probably for the cobble room tiles to spawn.
One more thing I might request is for the '0' tile generation to randomly have a very low chance to spawn a '5' tile or likewise that represents a 'special' tile that can appear. ;)
I'm curious however how this might be translated over to SCP:CB's map generation Algorithm in BLITZ3D though, it's a great visual however. Perfect.