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Found 4 results

  1. Hi everyone ! So here is my little random map generator library. This alpha version is far from perfect yet, but I hope it deserves an eyeshot already. The archive contains two files and a folder to insert into your local settings at: Oad/mods/public/maps/random. The 'yamg' folder contains a library used by the demo program which creates a random map (Venustas only, it seems there are some differences with earlier versions). Of course, if you prefer all in a single file, you can copy/paste the whole library replacing the 'RMS.LoadLibrary("yamg");' instruction at the beginning of the map script 'aYamgDemo.js'. The picture here is a 'medium' map using the '7964' random seed value. I only changed the default sun settings to emphazise the relief. Open the map script and feel free to discover the various settings and options. You shouldn't need to edit the library itself. Just be careful with forests on large maps: the script could try to place a huge number of trees and will then choke Atlas. Have fun ! Now, I must say I'm not satisfied with this program for some reasons and would be glad to have a discussion about them. Of course, many details could be improved like round maps correct management and terrains melting, for instance. But this not really a big deal. A more serious reason is the library is too low level IMHO. For instance, someone could want a river crossing the map, a mountain in the north-west and so on. It's possible to do that with the library, but it's far from obvious and easy. I need ideas to build a higher level framework, and if you have some, you're welcome. The last reason is more abstract. I have worked for years on the topic (creating random maps for games like OAD), and always stumbled on the same problem: creating realistic and good looking maps is one thing, but most often, realistic maps are not balanced at all and even not playable. And well balanced maps are often not very realistic, because they are too regular and exhibit kind of patterns. The real challenge is to have both, and I don't know if it is even possible (contradictory?). This is why I don't rush to code other things like roads or resource placement. How could we define a balanced map in terms of constraints, this is the question I ask to everyone interested here, and I hope to have a discussion about it. Friendly, yamg.zip
  2. Sup community, sharing random map King of the Hill's style I made for the kicks. You must place the 3 files under "username/Documents/My Games/0ad/mods/public/maps/random" Hope you try it out. I will be in lobby, ping me! Read suggestions. Added paths. Less wood and fish. Updated. I think I will not touch it anymore. Maybe clean the code. Thanks @elexis for guided tour. DOWNLOAD FILE: nani_maps_v0.10.0.pyromod
  3. ERROR: JavaScript error: maps/random/lake.js line 301 ReferenceError: tTie4Terrain is not defined @maps/random/lake.js:301 ERROR: CMapGeneratorWorker::Run: Failed to load RMS 'maps/random/lake.js' Engine exited successfully on 2014-01-22 at 19:21:11 with 407 message(s), 2 error(s) and 0 warning(s).
  4. I thought of the following map: Schwarzwald This is a map with a rich valley in the middle filled with a lot of resources. Players start on the hills near the edge of the map. This is a map with a high forest density (Like AOEII's Black Forest map) The generation script is based on FeXor's Realistic Terrain Generation method. Spoiler The only thing I need to know is how to bias the realistic terrain generator to create a valley. Furthermore do I want to know how you made sure that the levels are playable. I noticed BTW that a lot of other RM-scripts use a heightbased texture painting too without looking very tiled. I'll try and see if it works for me. Some questions were raised during the process:
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