"MAP GENERATOR 2D" allows you to generate and subsequently edit an endless number of visually impressive maps with a very high level of customization in minimal time.As a hobbyist game developer focused on 2D games, working without an art and design team makes you realize that creating a functional and beautiful map, where the "Gameplay" that you have in your head comes alive, is the phase of the development process that consumes the most time to achieve mediocre results at best.If you create an ideal map in your mind and assign it a value of 10 for comparative purposes, there would be two extreme situations. The first is if you have unlimited resources as a development team with artists, designers and programmers, in this case you can get a 9.5 value map in a reasonable amount of time let's say, again for comparison purposes, at a cost of 10 At the other extreme is an amateur developer who has himself and a lot of devotion to game development, well, with "MAP GENERATOR 2D" he will be able to obtain, in a minimum time, infinite maps of value 6 and with a set cost of 1.In between these extreme scenarios will be all the larger or smaller studios and all the amateur developers who can take more or less quality time to develop their projects. All these cases, using "MAP GENERATOR 2D" will obtain maps with values above the ideal between 6 and 9.5 with a consumption of resources between 1 and 10.• The user interface is so simple that it becomes an essential tool for designers and artists, as well as for programmers.• The UI is proposed through parameters exposed in a single “scriptable object”, an approach that makes it much easier to save the generated maps, largely avoiding touching parts of the “asset” that could break its functionality.• Proposes in an integrated way solutions for the generation of the map, the integration of the art in the map created by means of an interface for assigning materials and the population of the map with "props" (trees, houses, stones, platforms, etc.) through two types of "spawners". All these systems working together allow you to automate the creation of complex maps populated in a pre-established way with the push of a button.• The two types of "spawners" act on the two main types of zones on any map, the free zones of the map and the surface "colliders" (differentiating in this case three types of zones: floor, ceiling and other zones). In all cases there are parameters to customize the "spawners" (include or not "collider", complexity of the "collider", scale, "sprites", density, etc).• After a first phase of generation and population with "props" of the generated map, after reaching a result close to the one sought, "2D MAPS GENERATOR" allows you to enter a second phase "EDIT MODE" in which the user's control over the the final map will be complete as the vertices of the surface of the generated map can be modified in the editor in real time through a simple and intuitive user interface.• In the process of "playing" with the parameters of the user interface to generate the map or to edit it later in the editor, the effects of the variations that the user is making are shown in real time, greatly facilitating the achivement of a desired result.• Easy to use UI. No programming required.• All source code is included.• “MAP “2D MAPS GENERATOR” is lightweight and optimized for performance.• The package works with all processing pipelines (embedded, URP, SRP, HDRP, custom RP). It is not a graphics package. You will only need to convert materials to your SRP if you are not using the built-in SRP.• Complete guide in english, spanish and chinese at https://www.jointhedotsmapgenerator.com/guide-english-spanish-chinese*In the web page you can try the feeling of en example map of a webGL build in your desktopAsset uses:https://github.com/SebLague/Path-Creator.git under MIT.https://github.com/SebLague/2DPlatformer-Tutorial.git under MIT.https://github.com/SebLague/Procedural-Cave-Generation.git under MIT.See Third-Party Notices.txt files in package for details.