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.
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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.
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2 |
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2 |
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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.
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4 |
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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.
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6 |
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7 |
I have noticed that too many maps have essentially-clear paths directly between bases. I would like to stop this from happening.
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4 |
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8 |
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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.
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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.
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