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@@ -240,7 +240,7 @@ void Zone::fractalize()
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//Squared
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float minDistance = 9 * 9;
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float freeDistance = pos.z ? (10 * 10) : 6 * 6;
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- float spanFactor = (pos.z ? 0.25 : 0.5f); //Narrower passages in the Underground
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+ float spanFactor = (pos.z ? 0.3f : 0.45f); //Narrower passages in the Underground
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float marginFactor = 1.0f;
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int treasureValue = 0;
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@@ -263,10 +263,10 @@ void Zone::fractalize()
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// A quater at max density
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marginFactor = (0.25f + ((std::max(0, (600 - treasureValue))) / (600.f - 400)) * 0.75f);
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}
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- else if (treasureValue < 125)
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+ else if (treasureValue < 100)
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{
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//Dense obstacles
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- spanFactor *= (treasureValue / 125.f);
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+ spanFactor *= (treasureValue / 100.f);
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vstd::amax(spanFactor, 0.15f);
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}
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if (treasureDensity <= 10)
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