Maps

Due Process maps are procedurally generated, then added to the game. The maps are generated based around tilesets which help generate cohesive structure types that can easily be identified for planning. Currently in the game there are five tilesets with more possible in the future. Each tileset has a unique theme and a unique background area that the tileset level can be generated inside. For example, the C-Store is set in a cramped parking lot area, inside a city center while the factory tile sets are very open and sparse around the outside. Tilesets usually generate around different room type structures, and then inside each room it generates matching objects. The background is usually static but there can be some variations in between the background area and the level itself, such as containers and junk cars around the outside of factory. Each tileset has unique mechanics, and some mechanics will be listed separately from their tilesets as general categories. More themes, cover, decorations, and other aspects may be added (or removed) as development continues.

## Tile Sets

There are currently five tile sets, check them out on their unique pages below.

* Killhouse
* C-Store
* Factory
* Kill Dome USA
* Bank

## Generation

Because the levels in due process are generated using tilesets, each tileset contains familiar room types, props, and entryways. These are consistent throughout generation but sometimes omitted, not all possible room types or prop types exist in a given level. Currently, the bomb and certain door types will always spawn but the Circuit Breaker will only spawn on nighttime tilesets. Additionally, each room has several lightmap variations which can be cycled through by toggling the power to achieve different light levels.

See below, a gif of an example of the generating process:

## How it generates

The game uses a queue system to generate the maps, this means that all the rooms are generated one by one and in an order that is defined by the tileset but can also be changed by level designers. Every map has rooms called 'Alpha Tiles' which are usually the biggest rooms, these rooms are usually the centre of the map and also are usually where all the firefights and combat happens. On killhouse these alpha tiles are rooms like: Lumberyard, Club, Lockers and Courtyard.

Once an alpha is picked and spawned it then generates side rooms and sub rooms. The sub rooms generated before side rooms as these are usually connected to alpha tiles like how Changing is a sub room of Lockers as it always generates with it. Once all the sub rooms are generated then the side rooms are generated, these can be rooms like: Office or Hall. These are rooms that allow for rotations and utility usage as well as this side rooms are usually where red doors would spawn and so there is some challenge for Argus when trying to get through the building.

The final room that is generated is the green room this is always last as it needs to be away from the main alpha tile. This is due to the alpha tile usually holding the bomb so to make the green entrance balanced and not unfair you have to generate it last so it is the longest path to the bomb.

Once all the rooms are generated the level designer adds internal doors and then generates all the items inside of the level like boxes and barrels. Once these are all generated the level designer can then move the bomb and the power if it is a nighttime tileset.

After all the rooms and props have generated the map is complete and is ready for the game