Hello, Mishka, you wrote: F>> but cards is the last century! With them due quality at the good drawing is difficult for achieving. Especially with objects/zones/characters. M> I really estimate the chances, washing - 1 person the Excellent drawing to me does not shine in an any way (the artist games not earlier). So I am more on mechanics I lean. Cards - the task decided and for this purpose that I want the extremely necessary. Well, here all depends on singularities . Simply, if there is a plot, passage singularities, etc. it is better to collect most. Especially on time there will be the same. Especially you..., to turn quality it is not necessary. Other variant - cards that then from them to select more nice and to finish a file. M> criticize idea. We assume the automatic machine a binary card 100 on 100. 0 - the empty seat, 1 - is occupied (not passably). it so that 2-4 places on a card will be precisely achievable. Binary cards on a difficult landscape do not work. It is necessary more than the data on one . And if NPC you will store in a card, it still additional . M> As I understand we begin with elementary 0 - a grass, 1 - a wall. M> further 0 is already a grass, road, and so forth transited. 1 - a wall, stones, avenue not transited. If there are subject locations (wood, a cave, a vault, a hell), that, 1, it is necessary to make some dial-ups of a drawing, and, 2 to specify on , to what type they belong. And that the rock, a wall, the river and a lava are different variants of impassable places. And the lava can even be made transited for sufferings of the player. M> further it is more interesting, we collect library of any pictures in different measurements N on M. The task to fill 0 - "passable" pictures, 1 - not transited and so that any sense was. In this case the problem is as them beautifully to join. The most difficult here, to make adequate roads/footpaths. And if they are not present, it is possible though different types of surfaces, and then round them to smooth suitable intermediate . In most anything difficult is not present. It is necessary only (or to cut as in tiled) the intermediate pieces. As a result between, for example, pure earth and a pure grass you will have one transitive . And for this purpose it is necessary to be defined, how many percent each surface on transitive will occupy. And to adhere to the selected style in all remaining. It is possible to find different variants . Yes though: http://www.gamedev.ru/code/articles/levelgen1 and in their Google full.