Knuckle Cracker

Creeper World 3 => Custom Map Discussion => Colonial Space Map Discussion => Topic started by: AutoPost on January 16, 2014, 06:57:15 AM

Title: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: AutoPost on January 16, 2014, 06:57:15 AM
This topic is for discussion of map #94: Random Terrain Generator 1
(http://knucklecracker.com/creeperworld3/queryMaps.php?query=thumbnailid&id=94)

Author: Pawel345
Size: 100x100

Desc:
I decided that while the DMD can generate really good maps, it's not the best when you whant to play a space island type of map, with lots of tiny islands and little space. So I wrote a random terrain generator that makes only space island maps. Right now it's just one terrain level and all of the structures and enemies must be custom placed but it's fun anyway and I will try to improve it. This is the first map made this way. #Digitalis #Space Islands #Random #Spores
Title: Re: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: Clean0nion on January 16, 2014, 08:15:38 AM
And yet the title implies that the uploaded map itself is a generator... unless I have been misinformed.
Title: Re: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: pawel345 on January 16, 2014, 09:04:35 AM
No, sorry the title is meant to imply that this map is made by a random terrain generator. If it's liked I will generate a series of maps and post them in my thread on the forums so one can take a terrain and make a map easily. Ofc I will try to make more maps like this one, as I really like the Archipelago type of maps^^
Title: Re: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: Clean0nion on January 16, 2014, 11:13:53 AM
Here's an idea, then.

Upload a completely-void map, except for an inhibitor and a command node on the opposite side. Then when a user loads the map, have it randomly generate terrain, then randomly place emitters, then add a ring of land around the inhibitor and the node. Then perhaps have something that goes from emitter to emitter and places digitalis. And there you have a randomly generated map for each user! Of course, all scores will be invalid.

In the meantime, I'd recommend you change the title of THIS map to something like "Randomly Generated Terrain 1".
Title: Re: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: pawel345 on January 16, 2014, 12:40:49 PM
No way, just loading the terrain takes like 2-3 min, as the SetTerrain function is very slow. Additionally the CPRL random number generator takes map UID as seed so the terrain will look the same anyway. In the meantime I made another map using the same program, again only terrain is generated the enemies have to be placed by hand.
Title: Re: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: Helper on January 16, 2014, 03:58:45 PM
P-345,
That is a solid "10"!
Fun game to play and about 57 ways to play it.
Great fun.
Title: Re: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: ljw1004 on October 03, 2014, 01:57:54 AM
Did you end up creating more maps in this series? I'd be interested to see more.

I enjoy the cramped feel of this one. However, being island-based, there was never much challenge, since islands are easily defensible. I wonder if that will be true for all island maps, or if digitalis will change that? I wonder if you'd need to borrow ideas from naval island warfare, e.g. the equivalent of battleships (Creeperships) off the shore of your island?
Title: Re: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: J on October 03, 2014, 04:45:10 AM
ljw1004: In colonial space you can search for '#random' or click the author's name to see all maps of that author. This way you can find all his randomly generated maps.

EDIT (reply to post after this one): You can set the mouse position as seed for the random number generator, this way you don't have to add it manually every time. :)
Title: Re: Custom Map #94: Random Terrain Generator 1. By: Pawel345
Post by: warren on October 04, 2014, 09:00:37 AM
There is a way around the seed problem. Query the mouse position then add that to any numbers generated.