Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Another idea related to map generation is worth mentioning. Poorly and unevenly generated maps can simply be discarded. With modern processing power, this seems quite feasible. Even without fixing one-sided maps, statistically, one out of a hundred generations is likely to be a "gem," unless the template is completely flawed. Yes, there would be some work involved in establishing selection criteria, but at first glance, they seem obvious: the density of zones based on their value, the length of the path to key points, the absence of exaggerated blocks, one-sided maps, and buggy passages (not necessarily). High-quality parameters that allow for quick "setup" and tempo can possibly be excluded altogether, even in cases where a Castle/Fortress is locked behind a gate. After all, there are still restarts available.
А вы знаете, почему Нила такая худая? Потому что она не ела! Ба-дум, тсс!