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DEVS: Can This Be The Goal For RWG Map Generation?


OldManBrian

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20190112034026_1.thumb.jpg.b6f79ff24b7c9053f1793c7a59d46d37.jpg

 

I know there's a lot of moving parts and it's a pain to get this right and I appreciate all the hard work the devs have been doing, but I'm just wanting to say that seedname "reppo1" as specified in the CompoPack thread to me is a fantastic seed and a great start for an "ideal" for the RWG engine.

 

 

Some stuff I really like here:

 

  • Large swaths of biomes in organic splotches on the map.
    .
  • Using burnt forest as a border to wasteland.
    .
  • Snow biomes in swaths running through the rest.
    .
  • Large towns (and small ones).

 

Stuff I'm not crazy about / I'd change:

 

  • Desert biome used as interior and only bordered with wasteland.
    .
  • Would also like to see multiple main types (snow\forest\desert) as large swaths of the map with (burnt forest/wasteland) as much smaller swaths within them.
    .
  • I'd like to also see large desert biomes with the inverse interior splotches (a wasteland splotch -> burnt forrest splotch -> forrest splotch)
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  • Similarly I'd like to see large snow biomes with the inverse interior splotches (forest -> burnt forest - > wasteland)
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  • Finally, these to me should just govern like 80% of the terrain, the last 20% should be kinda random for variety. (Maybe a snow or forest biome inside of a desert, etc)
    .

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