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#8
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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!