Neat, yes, but when you do procedural generation from local information only, you often get artificial looking "dungeons".
Though, it does make me curious about what extending this to use a "hierarchical" tileset might do. For example, start with large tiles that define a probability distribution. Tile those. Use that to initialize the probability distribution for the smaller tile generation.
Though, it does make me curious about what extending this to use a "hierarchical" tileset might do. For example, start with large tiles that define a probability distribution. Tile those. Use that to initialize the probability distribution for the smaller tile generation.