CCC: I meant it in that light, though I wasn't clear. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="

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I'm in rather the same boat. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

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Screwface: Ever played Daggerfall?
The idea is that, rather than creating everything by hand (towns, island interiors, whatever), we create some basic `cookie-cutter` pieces. In POTC that's simple because the pieces already exist (i.e. all the jungle locations).
Then we use a program to randomly stitch together (some of) the pieces, and that's the new layout.
Daggerfall did this with towns, with dungeons, etc.
I.e. we pass the function the endpoints: town exit(s), and shore(s).
It then figures out how to connect them using existing jungle pieces.
It perhaps adds a few interior end pieces as well (i.e. Oxbay Cave) which have only 1 entrance/exit.
So in the end you (might) have (where X is exit; note that there are multiple pieces with identical exit numbers so we pick a random one once we've randomly determined what type...)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> Jungle_2X--Shore1_1X
Jungle_3X -<
/ Jungle_2X--Jungle_2X
town_exit_3X -< |
/
Jungle_2X--Jungle_3X--< Jungle_1X
Jungle_3X--<
Shore2_1X<!--c2--></div><!--ec2-->
Note that 1X does not mean 1 entrance 1 exit, it means can only go back the way you came (2X is 1 at each end). 3X is the fork.