# Drunkard's Walk Maps --- ***About this tutorial*** *This tutorial is free and open source, and all code uses the MIT license - so you are free to do with it as you like. My hope is that you will enjoy the tutorial, and make great games!* *If you enjoy this and would like me to keep writing, please consider supporting [my Patreon](https://www.patreon.com/blackfuture).* --- Ever wondered what would happen if an Umber Hulk (or other tunneling creature) got *really* drunk, and went on a dungeon craving bender? The *Drunkard's Walk* algorithm answers the question - or more precisely, what would happen if a *whole bunch* of monsters had far too much to drink. As crazy it sounds, this is a good way to make organic dungeons. As usual, we'll start with scaffolding from the previous map tutorials. We've done it enough that it should be old hat by now! In `map_builders/drunkard.rs`, build a new `DrunkardsWalkBuilder` class. We'll keep the zone-based placement from Cellular Automata - but remove the map building code. **The source code for this chapter may be found [here](https://github.com/thebracket/rustrogueliketutorial/tree/master/chapter-28-drunkards-walk)** [Run this chapter's example with web assembly, in your browser (WebGL2 required)](http://bfnightly.bracketproductions.com/rustbook/wasm/chapter-28-drunkards-walk/) --- Copyright (C) 2019, Herbert Wolverson. ---