#Procedurally Generated Map at run time.
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Object pools
Spawn in different objects based on a neat random algorithm with some constraints
Check out how XCOM2 did their procedurally generated maps, it's in Unreal Engine 3/UDK - basically it was a series of templates fitting different parts together, it might be a great way to start to keep the scope size reasonable and results predictable but varied.
Don't believe Nav will work for a procedurally generated map, could still be feasible for pvp maps however.