Another interesting shape!
Do you have this one without the hexes and hex-fillings?
Oh and how do you get such shapes with the world generator? When i try, i always get super boring and/or highly unrealistic shapes and distributions. Any tips?
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Another interesting shape!
Do you have this one without the hexes and hex-fillings?
Oh and how do you get such shapes with the world generator? When i try, i always get super boring and/or highly unrealistic shapes and distributions. Any tips?
in this case, i do...
Attachment 51637
set the number of iterations as high as it'll allow, and try different random seeds.Quote:
Oh and how do you get such shapes with the world generator? When i try, i always get super boring and/or highly unrealistic shapes and distributions. Any tips?
using truetype for labels now, and with a much better algorithm for the drop-radiance. this is still living on my dev server at the moment, i'll push it live as soon as i've completely verified that the install of GD there supports it.
Attachment 52013
A hex grid like that really doesn't make sense in that projection as linear scale is highly distorted, you probably want something like Gnomonic Icosahedral instead.
normally, i'd agree with you. :)
a different style... i think i need better glyphs for this one, and maybe a little coordinate wibbling so its not so obviously still on a hex grid.
Attachment 52171
I think this is a much better style than the overlay over the world-gen maps. I like it!
Something that bugs me a bit: This world needs more mountain-ranges.
As a sidenote: you could do a version with hex-grid on top of what you have here (just for the old-school feel ;) )
of course. it looks like i'll need two antique styles, one with normal hex grid and glyphs, and one with hand-drawn glyphs.
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I am a big fan of your fractal world generator. I have been wasting time for years using your iteration of the code, and before that, Olsson's.
The Fantasy World Generator is inspired, but using a rectangular projection with a hex grid produces scaling issues in polar latitudes.
Have you considered using the Traveller style world map method of an Icosahedral map with the hex grid imposed to eliminate polar scaling issues in the Fantasy Map Generator? I know the Icosahedral projection is available for the fractal world generator, so I imagine it's simply a matter of including the option.
Other notions I have had:
An option to toggle the hex grid
An option to toggle terrain icons
An option to in/exclude rivers
A gradient value for civilization icons, where the value is the number of cities to include
Also, on a side note, do you have any tips for producing maps with the generator that have more distinct mountain ranges, as opposed to mountain 'blobs'?
i've honestly been a little hesitant, because of the association of icosahedral maps with traveller and scifi games. still, you're not the first person to raise the point, and its on my development list. :)
its not entirely trivial, which is to say; the fractal world generator can generate an icosahedral projection easily enough, but the routines for placing rivers, forests, etc. run afterward and aren't capable of working on an interrupted map. so i've been working on getting everything working on a square projection first, before working out transforming the final map. maybe by next week.
all good thoughts.Quote:
Other notions I have had:
An option to toggle the hex grid
An option to toggle terrain icons
An option to in/exclude rivers
A gradient value for civilization icons, where the value is the number of cities to include
not really, it's a feature of the faulting algorithm. i've tinkered with some ideas, but haven't come upon anything consistently useful yet.Quote:
Also, on a side note, do you have any tips for producing maps with the generator that have more distinct mountain ranges, as opposed to mountain 'blobs'?