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bare_elf wrote:
That is really super KillerGremal. I am just amazed at the maze and your mind as well.

Elf

Thanks, however if my mind was faster, it skipped that painful approach of creating a text table right from the beginning. Typing manually these text tables is just too painful and vulnerable.
I almost gave it up, but last weekend I remembered the function ImageColorAt which (also) can be used to find out if a point is black or white.

Like this it was possible to transform this maze with help of a little auxiliary image...
(flipped by 180°)
...into a prefab for the SE where it will look like this:

 

Interesting is what happens if this aux. image gets upscaled by 2 (with a little translation/crop):

'Amazingly' the walls and floors get 2x as strong/broad as well:

 

 

Lady Femme wrote:
so thats how gpg came up with the pit of despair... damn, the headache it caused me trying to complete it and the even bigger headache + heartache AFTER i completed it... i err... what?!

anyway, i think u overestimated how good the pathfinding system is in ds. u can easily defeat it by using maze node design techniques gpg used for the pit of despair.

usage of some doorways. the pathfinding stumbles on narrow doorways and pathways.
reducing the frustum size helps too as well as making it really dark. i.e. very close black fog.

thats some of the design guidelines i can think of now. will let u know if i cook up more. lol

Thanks for the hints!
Breakable barricades or path-blocking objects generally (there's actually a blocker de-blocking on activation) could be used too I've thought, but as tested that may not be necessary specially for labyrinths with >2000 nodes. The DS path-finding seems to be able to lead the player around one or the other corner that are not on the screen (yet) but it couldn't resolved larger parts of the maze.