This is a new approach to map design, using algorithms to determine key elements. The topography, placement of towns, and locations of mines are dictated by mathematical functions, while textures and trees exhibit only minimal randomness. The randomness is largely restricted to the parameters of these functions, allowing for controlled variability.
A major advantage of this approach is that it enables the creation of very large-scale structures, particularly long cliffs.
I focused on several key aspects: map generation should be fast, the topography should present a challenge, and the entire terrain should be accessible with minimal wasted space. Additionally, each player should have an equally balanced environment, which is why the terrain is rotationally symmetric.
The topography consists entirely of cliffs, each with a steep side and a gentle slope. As a result, there are no prominent mountains, and the overall height profile remains uniform.
My goal is to define maps based on the length of cliffs, the asperity (the distance between cliffs), and the number of directional changes. I also want to create distinct areas with varying asperity, such as plains and valleys compared to more rugged regions.
I've attached a first test version of the map and would love for you to give it a try. While I've already tested to ensure that the bots navigate without getting stuck, I’m relatively new to this kind map design and haven't played 0 A.D. for over a year. As a result, I may not be the best judge of whether the map is truly engaging or balanced.
That’s where you come in! Your experience and feedback would be invaluable in refining the map. I’m eager to hear your thoughts on how it plays and whether it offers a fun and challenging experience.
proc20240927a.zip
proc20240927a.zip