This generates random quincuncial maps. I hadn't heard of them either until, @f1rpo mentioned,
Main points about a quincuncial map are:
* one pole is in the centre of the map and the other pole is in the four corners (like the dots for the 5 on a dice)
* the equator is the diagonal lines joining the midpoint of the edges
* the area of greatest map distortion is at the midpoint of the edges
* standard wrapping will not work with it
The script allows for generation of the following maps:
Pangaea - super continent wrapping around central(north) pole and extending out to the associated three corners
2 N-S Continents - Two continents on opposite diagonals, extending almost from pole to pole
3 N-S Continents - Continents on three diagonals
4 N-S Continents - Continents on four diagonals
E-W Continent - This generates a northern continent almost wrapping around the central (north) pole and then a southern continent in 3 corners. Without the mapping, the "southern continent" is effectively split into three continents. The ocean divides the continents along the equator.
A true quincuncial map is tilable with no overlapping. That's not quite true on this map. There's a frame, two tiles wide around the main playing area. The outermost tiles is impassable peaks most of the way around, with oceans in the corner. This links the southern continent areas. The ring of tiles one in from this duplicates the (plot and terrain) tiles from the adjacent corner, i.e. where the wrapping, if working would have led to.
I abandoned my hopes to do a proper quincuncial specific wrap as I could not get the path finding to work. My hopes for that wrap are in the spoiler. Toroidal map has been enabled which should be relatively interesting for Pangaea and E-W continents. When the toroidal map option is active there are bands of ice in the middle section of each edge to prevent travel across the edge of the map in the area of greatest distortion.
Wrapping plans
.
Main points about a quincuncial map are:
* one pole is in the centre of the map and the other pole is in the four corners (like the dots for the 5 on a dice)
* the equator is the diagonal lines joining the midpoint of the edges
* the area of greatest map distortion is at the midpoint of the edges
* standard wrapping will not work with it
The script allows for generation of the following maps:
Pangaea - super continent wrapping around central(north) pole and extending out to the associated three corners
2 N-S Continents - Two continents on opposite diagonals, extending almost from pole to pole
3 N-S Continents - Continents on three diagonals
4 N-S Continents - Continents on four diagonals
E-W Continent - This generates a northern continent almost wrapping around the central (north) pole and then a southern continent in 3 corners. Without the mapping, the "southern continent" is effectively split into three continents. The ocean divides the continents along the equator.
A true quincuncial map is tilable with no overlapping. That's not quite true on this map. There's a frame, two tiles wide around the main playing area. The outermost tiles is impassable peaks most of the way around, with oceans in the corner. This links the southern continent areas. The ring of tiles one in from this duplicates the (plot and terrain) tiles from the adjacent corner, i.e. where the wrapping, if working would have led to.
I abandoned my hopes to do a proper quincuncial specific wrap as I could not get the path finding to work. My hopes for that wrap are in the spoiler. Toroidal map has been enabled which should be relatively interesting for Pangaea and E-W continents. When the toroidal map option is active there are bands of ice in the middle section of each edge to prevent travel across the edge of the map in the area of greatest distortion.
Wrapping plans
Spoiler :