Using the Math.random() function to check out lots of different maps, commented out the seeded random line.
The render system now uses the game's tilesize to scale every image it draws. This makes it possible to zoom in/out.
Rooms don't have broken tiles in them. Only corridors have them. This makes it feel like lots of people walked through the corridors, but didn't bother to walk into every rooms corner.
Added a new TODO to remind myself.
Added MapDecorator object!
Added a decoration tileset, and replaced every tileset with its 16x16 version.
Grass now uses the Decoration tileset.
Tilesets are 16x16, to scale them we need to get rid of the ugly image smoothing. Too bad there isn't really one solution for this..
Made lots of changes to the tileset!
You don't have to specify a color anymore. So I got rid of all that code! Sprites only from now on!
Whenever you enter a door, you get the next tile on the tileset.
Walls now generate with random bricks.
Wrote the ugliest but also the most awesome piece of code. It connects walls with eachother and defines the correct tiles for them.
Added a new todo, the code here isn't really pretty or good to understand.
Somewhere way back I made a terrible mistake to store everything as Y and then X. Major refactoring now, every coordinate is now defined as X and then Y ( like it should ).
Small changes to the stairs in the tileset.
Removed an unused variable.
The map no longer holds an instance of the mapfactory.
Added the new mapfactory!
Revert "The map no longer holds an instance of the mapfactory."

This reverts commit e89ed30f4d67af9ed1e079cddc77b5bd6b39a6b8.