Question: So I'm making a game using love2d where the player will find himself in an zombie infested city but I don't want the city/map to be just the same all the time, so I want to create a random map/city generator, but I don't know where to start, I maybe can make my own but the result would probably be not what I wanted, as I don't want tiles getting placed all over the place messily(it won't look like a city then), I want random set of tiles getting placed in the world/map like buildings get placed randomly throughout the world/map, I hope someone can help me with this as this is really hard for me...

Answer: 
Like stated by Shiro in a comment , it's difficult to give a precise answer. I can suggest a possible starting point.

Use random [voronoi](https://it.wikipedia.org/wiki/Diagramma_di_Voronoi) generation where , given a set of random points P , each point in space is weighted relative to the distance from the nearest p in P.

[![enter image description here](https://i.stack.imgur.com/JWgJh.png)](https://i.stack.imgur.com/JWgJh.png)

Now , instead of considering euclidean distance use [Manhattan distance](https://en.wikipedia.org/wiki/Taxicab_geometry) and you get something like this : 

[![enter image description here](https://i.stack.imgur.com/koXjs.png)](https://i.stack.imgur.com/koXjs.png)

then adjoust the gradient to obtain this

[![enter image description here](https://i.stack.imgur.com/83aDs.png)](https://i.stack.imgur.com/83aDs.png)
You should do some research about l-systems, they allow you to specify some basic rules and then procedurally generate the map.

You could for example specify that every building must be surrounded by roads, and every road must continue in a straight line or eventually end, and every road is surrounded by buildings or empty space. Then, the algorithm will start "substituting" a building with a building surrounded by roads, a road piece with a full road... until you have a complete city.

Read the answer to this question for a more detailed explanation: [Using L-Systems to procedurally generate cities](https://gamedev.stackexchange.com/questions/86234/using-l-systems-to-procedurally-generate-cities)