The boundary trick
One map, several genuinely different route-choice problems.
The impassability layer decides where generated routes may go, and nothing requires it to match the real terrain. Painting extra impassable lines and areas onto it turns one map into several different problems — a passage sealed here, a corridor forced there — and every one of them generates its own set of challenges.
This is not an abuse of the tool. It is the cheapest way to get more technical training out of a terrain you have already exhausted, and it is how a coach would set the same area twice.
How to do it
- In the in-app editor. Paint straight lines or areas in black. The advantage over doing it upstream is that you can come back and edit them later, so producing version two is minutes rather than a fresh export.
- In a course-setting program. Draw the boundaries in OCAD or Purple Pen before exporting. Better if you want them visible on the colour map too, so a player can see the constraint rather than only running into it.
Why it works
Decide whether the boundary is visible
Getting more out of each version
Once the boundaries are set, the generation parameters decide how much you get from them. Raising the number of sampled candidate points widens the pool of legs the generator can find, which is what turns a single re-boundaried map into a genuinely new set rather than the same legs with a detour. See the parameter guide.
Keep each version as its own map with a name that says what changed. A club preparing for a specific terrain can then work through them in sequence, and the per-map leaderboards stay meaningful — see Leaderboards.