To create a more realistic look than a plain mouse maze, the map has blocks of walls that are marked to be "undiggable". What makes these wall different from unconditional walls is that they still can be modified to have decorations or cupboards, but they won't be allowed to be removed for the purpose of creating a path. The quantity of blocks depends on the current seed value and some maps don't even have any of these zones. Their position is randomly selected, and same goes for their width and height, although restricted to a maximum of 9 cells. Like the creation of the elevators, the creation of these zones are first validated (map edges respected? any elevators in the way? unconditional walls crushed?) and then created if all goes well. Although not visibly part of the map, the zones are set in these regions of our example map.
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