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Random Maps for Lobsters Too!

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I was very impressed by Random Plateaus and Violet Rampart Generator, but wanted to try something in between: More Randomness in Terrain than Rampart Generator but in a more limited way than Random Plateaus. I also wanted to make maps that were specifically made for the big pot, as I get tired of seeing the same maps over and over again, and the current random maps don't scale all that well to large games.

I Present to you:

Rainbow Comet: http://zero-k.info/Maps/Detail/61344
[Spoiler]
LimeQuat Republic: http://zero-k.info/Maps/Detail/61345
[Spoiler]
Alphabet Siege Dry: http://zero-k.info/Maps/Detail/61346
[Spoiler]

Screenshots are in the individual map threads.

The Code is all from https://github.com/GoogleFrog/Random-Map, with hardcoding and additions(feature placing, texture generation speed up).

Special Thanks to:

Anarchid, Beherith and GoogleFrog for features and advice. Niarteloc and Techhead for the idea of "Rainbow" in Rainbow Comet.

Special Apologies to:

GoogleFrog for generally defacing your very nice code when I felt like it, and hardcoding instead of building mirror symmetry.

[Spoiler]

P.S.
[Spoiler]
+17 / -0

2 years ago
Wow awesome!
+1 / -0
2 years ago
that sounds really cool
+1 / -0


2 years ago
I thought LimeQuat Republic would be a bit sparse. The game we played on it had nice generation though: Multiplayer B1285682 22 on LimeQuat Republic v1.0

Rainbow Comet crashed in metal spot generation by the look of it.

quote:
[f=-000001] Error: [LuaRules::RunCallInTraceback] error=2 (LUA_ERRRUN) callin=LoadCode trace=[Internal Lua error: Call failure] [LuaVFS::Include(synced=1)][pcall] file=LuaRules/gadgets.lua error=2 ([string "LuaRules/Gadgets/map_terrain_generator_come..."]:2872: attempt to perform arithmetic on local 'metalMult' (a nil value)) ptop=3 cenv=0
stack traceback:
+2 / -0
2 years ago
quote:
Rainbow Comet crashed in metal spot generation by the look of it.


Thanks! Fixed here: http://zero-k.info/Maps/Detail/61348
+1 / -0
New Versions:

Rainbow Comet: http://zero-k.info/Maps/Detail/61360
changelog:
-Moved mexes further away from map border, and allowed them to be closer together

Alphabet Siege: http://zero-k.info/Maps/Detail/61358
changelog:
-South is now lowground, north is highground
-geos no longer spawn on slopes or right next to eachother
-fixed a rare dividing by zero bug
-made symmetry line less visible, usually
-added 1-2 mex

LimeQuat Republic: http://zero-k.info/Maps/Detail/61359
changelog:
-Disallowed default start positions from being inside lava
-Made mex and terrain generation slightly more consistent
-Disallowed mexes and geos from spawning on top of cliffs
-Fixed bug where mid supermex could spawn inside of lava lake
+4 / -0

2 years ago
There are no bugs, just features yet to be implemented.
+1 / -0
2 years ago
If these are ready, can we feature?
+1 / -0


2 years ago
quote:
I wanted to make the minimaps that displayed in the lobby these ones with square rather than rectangular proportions, but neither specifying it in the smf or mapinfo seemed to do the trick. Not sure if an admin could help with this?

The minimap generated by the site is the map texture. Infra work would be required to make it read any other file in the map.
+1 / -0