resorcerer
Chieftain
- Joined
- Apr 3, 2013
- Messages
- 85
I remade the fantasy map script using Voronoi diagrams (inspired by Amit Patel's Realm of the Mad God procedural map). Everything being made of polygons means the same map can be rendered at different resolutions--larger maps will look very different than smaller maps because they are the same.
I also decided, like an old man building model trains, that I needed my own custom river generation. It creates wacky, convoluted rivers that if you're looking for watersheds will seem like Escher. Especially on larger maps (more details make it).
Another effect of the polygonal structure is that unlike the previous script which drew everything hex by hex, the continents can have unique shapes without being wispy and snakey, and have bulk without becoming round blobs.
There is strict control over how how many deep oceans there are. There is some concern for gameplay.
And an option to sprinkle fallout around the map, like good cheer.
It can give add old road networks connecting city ruins to the map.
Lua File
GitHub Repository
Steam Workshop
I also decided, like an old man building model trains, that I needed my own custom river generation. It creates wacky, convoluted rivers that if you're looking for watersheds will seem like Escher. Especially on larger maps (more details make it).
Another effect of the polygonal structure is that unlike the previous script which drew everything hex by hex, the continents can have unique shapes without being wispy and snakey, and have bulk without becoming round blobs.
There is strict control over how how many deep oceans there are. There is some concern for gameplay.
And an option to sprinkle fallout around the map, like good cheer.
It can give add old road networks connecting city ruins to the map.
Lua File
GitHub Repository
Steam Workshop