Maze algorithms are generally developed to create mazes in a game board, which consist of single cell of passages and nearly all cells are accessible. However, it would be useful
if some group of cells randomly separated for terrain design and some passages was randomly irregular in width or contains rooms for arrangement of game objects.In this study a randomly irregular
and terrain-spaced maze generation algorithm has been developed. The randomly produced rooms within the generated passages can be used for planning game strategy. On the other hand the cells which
are not used for passages may be used for terrain design.This algorithm only needs boundary check to prevent getting out of the game board. Moreover maze complexity can be identified by a ratio which is defined as the ratio of passage cells number over total number of cells on the game board.