I'm currently in the process of making a "level generater" or whatever you call it. The whole concept evolves around it so I kinda don't want to have "non-pseudo-random levels".
This is the approach I'm going with atm;
I have many chunks which basically is a tile with game object placed on it. The tile has a list of other types of tiles that it is "connect-able" with in 8 directions. Up, down, left, right and the diagonals. This is all good and well. But here is the problem.
When the client connects to a server, the server sends a seed to the client. This seed is used to "random" which chunks to pick from the "connect-able" list. But if I expand(add chunks around) the tile at 0,0 the tile at 1,0 and at 0,1 both has to be connect-able to the chunk at tile 1,1.. And thisis where my logic crashes. Because, after a we tests it was crashing because it encountered impossible connections; Where 1,0 and 0,1 didn't didn't share a connect-able chunk.
And after about using 51 hours and smashing my head against the wall I've come here for ideas, tips, and inspiration..
One of the other things I'm worrying about is that it won't be "realistic" enough. That it would go like Jungle -> city -> beach -> airport in like 4 chunks, which is like all to small of a distance from a realistic point of view.
It doesn't have to be chunk-based solution - but it has be deterministic since I can't transfer all the data for the terrain all the time from the server to client. Aiming at a maximum of about 250 players per server.