| 1 | The cliffs are inspired by the terrain formations used in maps like Wanderlust, Ravaged, and Andanonisia. They change the path distances between places. More types of boundary are within the scope of the map since the boundaries are currently just an arbitrary function mapped onto a curve. | 1 | The cliffs are inspired by the terrain formations used in maps like Wanderlust, Ravaged, and Andanonisia. They change the path distances between places. More types of boundary are within the scope of the map since the boundaries are currently just an arbitrary function mapped onto a curve. | 
                
                    | 2 | \n | 2 | \n | 
                
                    | 3 | Using 
            more 
            noisy 
            cliffs 
            or 
            features 
            will 
            need 
            to 
            be 
            done 
            carefully 
            as 
            it 
            is 
            harder 
            to 
            predict 
            the 
            difficultly 
            of 
            the 
            resulting 
            terrain. | 3 | Using 
            more 
            noisy 
            cliffs 
            or 
            features 
            will 
            need 
            to 
            be 
            done 
            carefully 
            as 
            it 
            is 
            harder 
            to 
            predict 
            the 
            difficultly 
            of 
            the 
            resulting 
            terrain.
             
            Fairyland-style 
            boundaries 
            (
            giant 
            water 
            holes)
             
            would 
            be 
            relatively 
            easy 
            to 
            create.
             
            The 
            slightly 
            fancier 
            cliffs 
            of 
            Wanderlust 
            should 
            also 
            be 
            doable.
             
            I 
            am 
            currently 
            in 
            the 
            process 
            of 
            parameterising 
            more 
            aspects 
            of 
            the 
            random 
            generation 
            and 
            creating 
            more 
            boundary 
            type 
            functions.
             
            The 
            shallow 
            trenches 
            and 
            little 
            mounds 
            that 
            are 
            new 
            to 
            v0.
            5 
            are 
            part 
            of 
            this 
            process. | 
                
                    |  |  | 4 | \n | 
                
                    |  |  | 5 | Some almost-featureless maps are quite good. Titan duel is almost featureless. Geyser Plains is almost featureless (it was popular, but it is a little on the small side in modern ZK). It would be nice to figure out what makes almost featureless maps work. | 
                
                    |  |  | 6 | \n | 
                
                    |  |  | 7 | I have noticed that too many maps have essentially-clear paths directly between bases. I would like to stop this from happening. | 
                
                    | 4 | \n | 8 | \n | 
                
                    | 5 | Could you post zoomed out screenshots of representative maps, ideally along with their seeds? Point out the features that you dislike in maps. Perhaps I could dig into the random parameter that caused the feature and cut the boring sections out of the sampled parameter space. | 9 | Could you post zoomed out screenshots of representative maps, ideally along with their seeds? Point out the features that you dislike in maps. Perhaps I could dig into the random parameter that caused the feature and cut the boring sections out of the sampled parameter space. |