Maps

Due Process maps are randomly 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 four 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. Tile sets 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 four tile sets, check them out on their unique pages below.


 * Killhouse
 * C-Store
 * Factory
 * Kill Dome

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, circuit breaker and certain door types will always spawn. Additionally, each room has several lightmap variations which can be cycled through by toggling the power or shooting out individual lights to achieve varying light levels.

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