cephalo

Elementerra - Random Map Generator

Elementerra - Random Map Generator

Announcement: This map generator has been updated. Go here for the new version.

Hi all,

I have here probably the first random map generator for Elemental! Follow the link below to download.

Elementerra random map generator - mirror

Elemental Window

This application requires the .NET framework runtime version 3.5 to run. Most people have this already, but if you don't you can get it through Windows Update.

To use the map generator, just play with all the funny sliders until you have something you like, then press one of the 'Publish' buttons. The 'Publish Random Map' button will publish a map with the current settings, but scrambles the map and does not show it to you. When asked for a location to save the file, usually you want to save it in the 'Documents/My Games/Elemental/Maps' directory. If you have mods turned on in the game options, you should then be able to load the map in game.

Most of the controls are self explanatory, but there are three noise fields that might need some explanation. For the landforms, there is a noise field and a turbulence field that are weighted against each other with their weight sliders. The climate uses a separate noise field. The 'Frequency' control adjusts the size of the noise features. High frequency makes small features and low frequency makes large features. The roughness slider controls the 'bumpyness' of the noise field. Low roughness makes very smooth transitions, high roughness increases the randomness and gives a grainy appearance.

The 'Calculate Start Positions' button shows you the start locations, but it is not necessary to press it. Start locations are always calculated on publish, but since it takes some time to calculate them, I didn't do real time updates. The button is there just for early feedback.

Let me know if you have any problems or bugs. Enjoy!

The maps generated by this application are somewhat different than the normal Elemental maps, as the following screenshots will show. For one thing, I eliminated the coastal cliffs altogether. The map looks better without them and they aren't required for gameplay. For swamps I added some props from the campaign map and also lowered their altitude so that they are slightly under the water level so you can see the ripple effect. Characters can still walk on it and use it as normal, and it looks very swampy! I also punched up the mountains a bit to make them big and dramatic. Fantasy worlds need big, big mountains!

One thing that still needs to be done is the placement of resources. I expect that the rules will be changing a great deal in the near future, so I'm holding off on that. Currently they will be placed randomly at game start, sometimes in huge clusters, and considering their enormous importance that is obviously not ideal. I'll tackle that issue once I learn more about it. If anyone has any opinions on how resources ought to be placed, please post them. I've noticed that I've never seen an Elementium resource in any game I've played, not sure why.

One difficulty here is that I do not know that it's possible to turn off the random resource spawns. If I place resources on the map in the cartography room, they end up randomized anyway. If anyone knows how to turn that off I'd like to hear it.

Take a look...

Floating in the bay

Fallen Lands

Surrounded!

Version History

1.2 - Wrote floating point numbers correctly for non-US operating systems.

1.1 - Matched the XML encoding from Elementerra to the one that Elemental uses.

754,262 views 241 replies | Pinned
Reply #201 Top

Quoting Sunjah_Kahn, reply 202


Hmm, I wonder if that is what I am doing; having the mountain, but then telling underneath the mountain to be way too high?

Actually, I'm telling it to be way too high. :) It's hard coded for now.

Reply #202 Top

Got ya'.

I just really like the layout of a design that seems feasable in the real world...like that map that had the lower left-corner (about 1/8 of the map) which was a long-stretching diagnol Mesa, and it was bordered down-low by swamps.  There were also nice mountain chains that seemed to flow from flat-ground to high-ground to hills to chains of mountains.  It just had such a nice, natural (ie, possible) feel to it.

Some maps I make (by messing with sliders) end up having one huge single mountain, forest next to it, swamp, then forest, then 3 mountains, then water, then forest.  There is no "feel" to the continuity of it, which is what I would love to shoot for in each map.

Still, this is a very good tool.  I am just hoping to get better, and hoping some revisions come to help with the "natural" feel of worlds.

(so in other words, thanks a lot for your effort so far, and I plan to keep trying and using this baby!B) )

Reply #203 Top

One thing that is probably not very clear is that the Noise Control contributes the random bumpyness, while the Turbulence Control adds the snakyness. If you turn the weight down all the way on one or the other, you can see how they behave on their own and imagine how you can combine them.

I try to use the Noise Control to determine the shape and distribution of continents, and then I use the Turbulence to add some snakeyness to the mountain ranges.

Reply #204 Top

Okay, I shall experiment with them.  Thanks for the tip, and those are the kind of details that I think will really help in the long run.

Just totally out of curiousity, am I supposed to be able to see these with the "in-game map editor?"  It locks up when I try and load any Elementerra map, everytime, that is why I ask.  I once left it there for over 4 hours to see if it would load (went and watched a playoff game), and it was still stuck in a lock-up (the PC, that is).

Reply #205 Top

sunjah-kahn, I have loaded elemterra maps into the cartography table immediately after loading elemental, then did the create thumbnail image, and saved the map, then exit elemental, loaded elemental (as elemental ONLY loads the XML(all the files including the maps) during the loading of elemental, and then created a new game with the new map and played to the OOM.

harpo

 

Reply #206 Top

I find the following settings produce the best looking (as in most realistic) maps:

 

width: 240 - height: 208

% below desert: 2

% below Open Land: 95 (the world was devastated and there are very few forests left)

% below Forests (Swamps): 1

% below Sea Level: 58

% below Hills: 82 to 84

% below Mountains: 97

 

Noise control:

 

Weight: 100

Frequency: 10-15

Roughness: 50

 

Turbulence control:

 

Weight: 100

Frequency: 15-20

Roughness: 40

 

Climate Control (this varies from map to map):

 

Frequency: 25-35

Roughness: 60

 

Number of players - 6-10

 

These maps are *huge* so you really get the epic feeling - especially if you do what I've started doing and create cities rather close to each other.

 



G.

Reply #208 Top

Quoting Grallonsphere, reply 209
http://img143.imageshack.us/i/endor1.jpg/

http://img264.imageshack.us/f/endor3.jpg/

http://img35.imageshack.us/i/endor4.jpg/

 

 

I usually polish them in the Cartographer - adding some key resources.  Pity we can't deactivate the automatic seeding though.

 



G.
WOW!!!  Very nice!  I do have to admit, I like to keep sea level lower for more land to explore (sea is unused too much to take up the space), and I went with a little more forest, but overall this is the kind of thing I was talking about.

Thanks, I will use these setting, or close, for a while.  Good work!

Reply #210 Top

Quoting Grallonsphere, reply 209
http://img143.imageshack.us/i/endor1.jpg/

http://img264.imageshack.us/f/endor3.jpg/

http://img35.imageshack.us/i/endor4.jpg/

 

 

I usually polish them in the Cartographer - adding some key resources.  Pity we can't deactivate the automatic seeding though.

 



G.

For some reason I can't see these in high res. They look interesting, in a 20/60 vision kinda way lol.

Reply #211 Top

Well the pictures are blown up thumbnails.  As for the maps themselves...  I have a sub standard system (until Saturday!) so I use 1400X1050 res, 2x anti aliasing, low res shadows and 1024 X 512 map texture.  I don't know if these specs affect the actual map data - they should upscale for you on your system no?

 




G.

Reply #212 Top

Excellent but the hyperhigh mountains are very unpractical. They deform cities when they are built next to them and they are extremely annoying when trying to zoom in. They always seem to get in the way.

It's a great job but I hope that in the next version you'll add a setting to keep regular size mountains.

 

Cheers :beer:

Reply #213 Top

I used it & awesome is to mild to describe this.   I crash the system trying to pack in half what this packed into a map and I can really play on the maps.  They are built not meet every AI in ten minute like the built in generator.  THANK YOU so much

Reply #214 Top

Cephalo,

 

It seems they have added a way to remove all auto generated resources.   Are you still interested in updating this mod, or are you done?  If so any chance of releasing the source so others  can continue your great work?

 

Thanks!

Reply #215 Top

Quoting Murteas, reply 216
Cephalo,

 

It seems they have added a way to remove all auto generated resources.   Are you still interested in updating this mod, or are you done?  If so any chance of releasing the source so others  can continue your great work?

 

Thanks!

I'm revving up to do this now, but there will be an extended planning stage. Being allowed to place things on the map brings up endless possiblities, *and* responsibilities. :) I have to place *everything* now. It will be a fun project, but it will take some time, maybe a couple of months.

Reply #216 Top

Fair enough.  Sounds great.  I'm sure if you need any help some of us are certainly willing.  :)

Reply #217 Top

I love Elementerra!!!  Good to hear another version is in the works.  :)

I swear I posted this suggestion before, but I can't find it... Could you add some way to save the settings used to generate a map?  I use close to the same settings every time, and it gets tedious having to tweak everything back to where I want it.

 

Reply #218 Top

Quoting Stuie_acs, reply 219
I love Elementerra!!!  Good to hear another version is in the works. 

I swear I posted this suggestion before, but I can't find it... Could you add some way to save the settings used to generate a map?  I use close to the same settings every time, and it gets tedious having to tweak everything back to where I want it. 

Yeah, I'll try to get that in next time around.

Reply #219 Top

I don't know if it's possible, but if there was any way to pan out from the uber large maps for those of us with smaller monitors, that would be awesome. I keep mine at around 224x224 so I can see all the change full screen.

If not, no biggie. Glad to hear a new version is planned.

Reply #220 Top

i tried elementerra for the first time today.  i've noticed something strange when moving around the map.  several times i have clicked on a square and my dude will run the opposite direction for as many movement points he has left.  anybody seen this?

Reply #221 Top

I promised a new version of Elementerra soon, but I have another fun project that's been keeping me busy. Like 20 hours a day busy... but wow.. Just wow.

Iris

Reply #222 Top

Congrats man!

Reply #223 Top

I just had to post to say this mod definitely deserves the sticky. I don't know if I would have found it otherwise, and it's an excellent helper worth downloading!

Reply #224 Top

Congratulations!

 

I wanted to post about some progress we made in another thread, which you may or may not find interesting.

It's in regards to defended world resources, which I know has been discussed earlier in this thread. We figured out a decent work-around. What we did was put a particular goodiehut on the map, and let that goodiehut have defenders. Then, once the monsters were cleared, the player could visit the adventure location and we could spawn a resource on the same spot.

It's not perfect by any measure, but it does allow us to create something that is "like" monster-defended world resources. For the sake of balance, we could give it a required notable location from 0 to 5 (0 meaning no requirement, just need to visit).

We're working on populating the adventure content pack right now with some of these, to spawn randomly at high adventure levels (fleshing out the adventure tree). If you are interested in including something like this in your generated maps, let us know.

Reply #225 Top

Quoting Heavenfall, reply 226
Congratulations!

 

I wanted to post about some progress we made in another thread, which you may or may not find interesting.

It's in regards to defended world resources, which I know has been discussed earlier in this thread. We figured out a decent work-around. What we did was put a particular goodiehut on the map, and let that goodiehut have defenders. Then, once the monsters were cleared, the player could visit the adventure location and we could spawn a resource on the same spot.

It's not perfect by any measure, but it does allow us to create something that is "like" monster-defended world resources. For the sake of balance, we could give it a required notable location from 0 to 5 (0 meaning no requirement, just need to visit).

We're working on populating the adventure content pack right now with some of these, to spawn randomly at high adventure levels (fleshing out the adventure tree). If you are interested in including something like this in your generated maps, let us know.

I've never liked the idea that resources spawn in after the fact. In Civ, you do need tech to see various resources, but they are in fact already placed at the beginning of the game. Once you gain the tech, you can see them in all explored territory including enemy territory. This creates conflict over resources.

In Elemental, resources kinda spawn into the players territory who discovered the tech as kindof a freebie. I think that is an entirely different concept, and much less desireable than the way Civ does it. Your not discovering reality with your tech, you are creating reality. There can still be conflict over resources, but at that point its a bit superfluous because you will generally get your own upon teching up. Also, you can't go to war over a resource that you know about, but your enemy doesn't because he doesn't have the tech. In that case, the resource doesn't actually exist, which is a huge problem in my opinion. I'd like to see this mechanic go away.