public List<vector2i> wallCrawl(List<vector2i> wallList)
        {
            List<vector2i> newWalls = new List<vector2i> ();
            FloodFill f = new FloodFill ();
            vector2i start = null;
            for (int x = 0; x < newDungeon.GetLength(0); x++){
                for (int y = 0; y < newDungeon.GetLength(1); y++){
                    if ( newDungeon[x,y] == space){
                        start = new vector2i (x, y);
                        break;
                    }
                }
                if (start != null){
                    break;
                }
            }
            UnityEngine.Debug.Log ("(" + start.x + " " + start.y + ")");

            foreach (vector2i i in wallList) {
                int spaces = f.reachableSpaces (newDungeon, start);
                List<vector2i> card = i.getCardinalTiles (newDungeon.GetLength(0), newDungeon.GetLength(1));
                vector2i newWall = card [rand.Next (0, card.Count)];

                if (newDungeon[newWall.x, newWall.y] == space){
                    newWalls.Add (newWall);
                    newDungeon [newWall.x,newWall.y] = wall;
                    int newSpaces = f.reachableSpaces(newDungeon, start);

                    if (spaces - newSpaces > 3){
                        newWalls.Remove (newWall);

                        newDungeon [newWall.x,newWall.y] = space;
                    } else {
                        spaces = newSpaces;
                    }

                }

            }

            wallList.AddRange (newWalls);

            //newWalls = new List<vector2i> ();

            return wallList;
        }
        public void clearPoles(List<vector2i> wallList)
        {
            // #Clears out lonely walls, or "Poles".

            FloodFill f = new FloodFill();
            for (int x = 0; x < newDungeon.GetLength(0); x++){
                for (int y = 0; y < newDungeon.GetLength(1); y++){
                    if (newDungeon[x,y] == wall && countAdjWall (new vector2i(x,y)) == 0){
                        newDungeon [x,y] = space;
                    } else if(f.reachableSpaces(newDungeon, new vector2i(x,y)) < 10) {
                        newDungeon [x,y] = wall;
                    }
                }
            }

            //			List<vector2i> newSpaces = new List<vector2i> ();
            //			foreach (vector2i i in wallList) {
            //				if (countAdjWall (i) == 0) {
            //					newDungeon [i.x,i.y] = space;
            //					newSpaces.Add (i);
            //				}
            //			}
            //			foreach (vector2i i in newSpaces) {
            //				wallList.Remove (i);
            //			}

            //return wallList;
        }