[OTTD] Cpt. K's Heightmap Emporium
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
[OTTD] Cpt. K's Heightmap Emporium
BaNaNas is broken and Musa doesn't let you upload new heightmaps so here I am. (EDIT: these are now all available on Bananas)
Cpt.K's Mountains by the Sea 1.0
A rectangular 1:2 map of hills gently sloping into the sea between mountain ranges. Includes a river mouth and small islands. Suitable for all climates.
For 256x512 games, 20 max height is recommended. For 512x1024, 36 is a good starting point to finding a map style that suits you.
Cpt.K's Ridged Peninsula 1.0
A square map of hilly ridges on a peninsula, jutting into the sea. Suitable for all climates.
For 1024x1024 games, a max height of 40 or above is recommended.
Cpt.K's Cliffside Hills 1.0
A square map of rolling hills falling sharply into the sea. The sharp descent provides a challenge for servicing water-based industries. Suitable for all climates.
For 1024x1024 games, a max height of 36 or above is recommended.
Cpt.K's River Valley Floodplains 1.0
A square map of a wide river valley and smooth floodplains flanked by steep mountains. Suitable for all climates.
For 1024x1024 games, a max height of 36 or above is recommended.
All the above can be found in the attached .zip folder. Extract it inside your OpenTTD/scenario/heightmap directory.
Gingerly accepting requests and ideas but I rarely pull data from real-world locations.
Created using World Machine, L3DT, ASTER(30m) data and Paint.NET
Distributed under CC-BY 3.0
Cpt.K's Mountains by the Sea 1.0
A rectangular 1:2 map of hills gently sloping into the sea between mountain ranges. Includes a river mouth and small islands. Suitable for all climates.
For 256x512 games, 20 max height is recommended. For 512x1024, 36 is a good starting point to finding a map style that suits you.
Cpt.K's Ridged Peninsula 1.0
A square map of hilly ridges on a peninsula, jutting into the sea. Suitable for all climates.
For 1024x1024 games, a max height of 40 or above is recommended.
Cpt.K's Cliffside Hills 1.0
A square map of rolling hills falling sharply into the sea. The sharp descent provides a challenge for servicing water-based industries. Suitable for all climates.
For 1024x1024 games, a max height of 36 or above is recommended.
Cpt.K's River Valley Floodplains 1.0
A square map of a wide river valley and smooth floodplains flanked by steep mountains. Suitable for all climates.
For 1024x1024 games, a max height of 36 or above is recommended.
All the above can be found in the attached .zip folder. Extract it inside your OpenTTD/scenario/heightmap directory.
Gingerly accepting requests and ideas but I rarely pull data from real-world locations.
Created using World Machine, L3DT, ASTER(30m) data and Paint.NET
Distributed under CC-BY 3.0
- Attachments
-
- Cpt K's Heigthmaps.zip
- (4.88 MiB) Downloaded 1956 times
Last edited by CaptainKlutz on 18 May 2020 10:19, edited 1 time in total.
Re: [OTTD] Cpt. K's Heightmap Emporium
That second one reminds me of the outline of Michigan, minus the Yoop.
Re: [OTTD] Cpt. K's Heightmap Emporium
I'm a big fan of archipelago style maps, with one or two larger islands and several smaller. This is what both my scenarios in the signature include, for example.
In regards to the above, the first one looks neat but I'd like to increase the height of it even more the further away we get from the sea. Proper mountains, yay!
In regards to the above, the first one looks neat but I'd like to increase the height of it even more the further away we get from the sea. Proper mountains, yay!
My Scenarios:
Archipiélago Hermoso (Latest Release: Version 3.2)
Turnpike Falls (Latest Release: Version 0.91)
Re: [OTTD] Cpt. K's Heightmap Emporium
I like the river one. 

Re: [OTTD] Cpt. K's Heightmap Emporium
Cliffside Hills reminds me a bit of Hampshire.
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
4 new maps now available on Bananas:
Stardust Coast Capstan Isles Riverside Mountains Mouth of the River
Stardust Coast Capstan Isles Riverside Mountains Mouth of the River
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
3rd update now out with 4 new maps being added to Bananas!
Northland Coves: A square map of fjord-like mountains and valleys sloping gently into a cove. Alpine climate recommended.
For 2048x2048 games, a max height of 50 or below is recommended. Ridged Coastland: A square map featuring long, steep mountain ranges separating smooth valleys leading towards the ocean. Suitable for all climates.
For 2048x2048 games, a max height of 50 or above is recommended. Windswept Valley: A square map full of small, round hills with ravines flanking a huge canyon-like valley. Suitable for all climates.
For 2048x2048 games, a max height of 50 is recommended. Patchwork Isles: A square map that's great for multiplayer games. A large variety of landscapes, from jagged coasts and smooth rises, to sharp peaks and rolling hills, populate an idyllic island chain. Suitable for all climates.
For 2048x2048 games, a max height of 50 or above is recommended.
Northland Coves: A square map of fjord-like mountains and valleys sloping gently into a cove. Alpine climate recommended.
For 2048x2048 games, a max height of 50 or below is recommended. Ridged Coastland: A square map featuring long, steep mountain ranges separating smooth valleys leading towards the ocean. Suitable for all climates.
For 2048x2048 games, a max height of 50 or above is recommended. Windswept Valley: A square map full of small, round hills with ravines flanking a huge canyon-like valley. Suitable for all climates.
For 2048x2048 games, a max height of 50 is recommended. Patchwork Isles: A square map that's great for multiplayer games. A large variety of landscapes, from jagged coasts and smooth rises, to sharp peaks and rolling hills, populate an idyllic island chain. Suitable for all climates.
For 2048x2048 games, a max height of 50 or above is recommended.
- andythenorth
- Tycoon
- Posts: 5705
- Joined: 31 Mar 2007 14:23
- Location: Lost in Music
Re: [OTTD] Cpt. K's Heightmap Emporium
Going to try a couple of these, thanks 

FIRS Industry Replacement Set (released) | HEQS Heavy Equipment Set (trucks, industrial trams and more) (finished)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
Unsinkable Sam (ships) (preview released) | CHIPS Has Improved Players' Stations (finished)
Iron Horse ((trains) (released) | Termite (tracks for Iron Horse) (released) | Busy Bee (game script) (released)
Road Hog (road vehicles and trams) (released)
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
4th volume out with 4 maps designed for and used on Olionkey's popular JGRPP server.
Morningstar Peninsula: A 1:2 rectangular map of a coastline where sloping mountains dissolve into a sea dotted with round islands. Suitable for all climates.
For 2040x4096 games, a max height between 20 and 70 is recommended. Volcanic Archipelago: A square map designed for multiplayer games. Large, windswept islands, dominated at their centres by volcanic mountain chains, provide varied terrain for all kinds of gameplay.
For 4096x4096 games, a max height of 30-80 is recommended. Archipelago: A 2:1 rectangular map containing many islands separated by large channels of water. Each island is unique, with a different steepness and difficulty of terrain.
For 2048x4096 games, a max height of 30-80 is recommended. Stripe Archipelago: A 2:1 rectangular map with a large mountainous island at its centre. Surrounding it is an archipelago that is diverse in both the sizes and terrains of the islands.
For 2048x4096 games, a max height of 30-60 is recommended.
Morningstar Peninsula: A 1:2 rectangular map of a coastline where sloping mountains dissolve into a sea dotted with round islands. Suitable for all climates.
For 2040x4096 games, a max height between 20 and 70 is recommended. Volcanic Archipelago: A square map designed for multiplayer games. Large, windswept islands, dominated at their centres by volcanic mountain chains, provide varied terrain for all kinds of gameplay.
For 4096x4096 games, a max height of 30-80 is recommended. Archipelago: A 2:1 rectangular map containing many islands separated by large channels of water. Each island is unique, with a different steepness and difficulty of terrain.
For 2048x4096 games, a max height of 30-80 is recommended. Stripe Archipelago: A 2:1 rectangular map with a large mountainous island at its centre. Surrounding it is an archipelago that is diverse in both the sizes and terrains of the islands.
For 2048x4096 games, a max height of 30-60 is recommended.
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
5th volume of heightmaps out, inspired by Rico's suggestion that I've never released flat or almost-flat maps before.
Tranquil Channel: A 1:2 rectangular map of a slow flowing, wide river with plenty of islands and rivulets. Suitable for all climates.
For 2048x4096 games, a max height of 25 produces a fairly flat map with a few hills. Meandering Islands: A 1:2 rectangular map of a sparse chain of islands with plenty of flat land. A central dormant volcano is the only significant elevation. Suitable for all climates.
For 2048x4096 games, a max height of 25 produces a fairly flat map with a few prominent hills. Sealands: A square map of a lazy coastline with plenty of islands and a hardly noticeable slope. Suitable for all climates.
For 2048x2048 games, a max height of 15 produces a fairly flat map with a gentle slope. Boundless Sealands: A 1:4 rectangular map of an extensive coastline with plenty of islands. Suitable for all climates.
For 1024x4096 games, a max height of 25 produces a fairly flat map with a gentle slope throughout.
Tranquil Channel: A 1:2 rectangular map of a slow flowing, wide river with plenty of islands and rivulets. Suitable for all climates.
For 2048x4096 games, a max height of 25 produces a fairly flat map with a few hills. Meandering Islands: A 1:2 rectangular map of a sparse chain of islands with plenty of flat land. A central dormant volcano is the only significant elevation. Suitable for all climates.
For 2048x4096 games, a max height of 25 produces a fairly flat map with a few prominent hills. Sealands: A square map of a lazy coastline with plenty of islands and a hardly noticeable slope. Suitable for all climates.
For 2048x2048 games, a max height of 15 produces a fairly flat map with a gentle slope. Boundless Sealands: A 1:4 rectangular map of an extensive coastline with plenty of islands. Suitable for all climates.
For 1024x4096 games, a max height of 25 produces a fairly flat map with a gentle slope throughout.
-
- Engineer
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- Joined: 28 Dec 2018 19:29
Re: [OTTD] Cpt. K's Heightmap Emporium
Your heightmaps are fantastic! Just finished a really fun Multiplayer session using the Morningstar Peninsula! Thanks a ton - I hope to see more!
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
6th volume of heightmaps out. These heightmaps are all 100% procedurally generated, i.e. I didn't draw a single part of them, and they were instead created by stringing together many procedural and random devices.
Alpine Islands: A square map featuring procedurally generated mountainous islands. Suitable for medium-large sizes and all climates.
For 4096x4096 games, a max height of 30 or above is recommended. Billowing Cliffs: A 1:2 rectangular map featuring procedurally generated mountainous islands. Suitable for medium-large sizes and all climates.
For 2048x4096 games, a max height of 30 or above is recommended. Splintered Peninsula: A square map featuring procedurally generated flat islands. Suitable for all sizes and all climates.
For 2048x2048 games, any max height is viable. Turbulent Estuary: A 2:1 rectangular map featuring procedurally generated hills and rocky outcrops along the sides of a river winding into the sea. Suitable for all sizes and all climates.
For 4096x2048 games, a max height of 20 or above is recommended.
Alpine Islands: A square map featuring procedurally generated mountainous islands. Suitable for medium-large sizes and all climates.
For 4096x4096 games, a max height of 30 or above is recommended. Billowing Cliffs: A 1:2 rectangular map featuring procedurally generated mountainous islands. Suitable for medium-large sizes and all climates.
For 2048x4096 games, a max height of 30 or above is recommended. Splintered Peninsula: A square map featuring procedurally generated flat islands. Suitable for all sizes and all climates.
For 2048x2048 games, any max height is viable. Turbulent Estuary: A 2:1 rectangular map featuring procedurally generated hills and rocky outcrops along the sides of a river winding into the sea. Suitable for all sizes and all climates.
For 4096x2048 games, a max height of 20 or above is recommended.
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
7th and 8th volumes of my heightmaps are now available on the online content downloader.
These maps all had a similar method of creation, which resulted in mountainous terrain with areas of flat land, suitable for challenging gameplay. I consider these to be among my best works.
Carved Archipelago: A 1:2 rectangular map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. Several mountainous islands. Carved Canyon: A square map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A wide river flanked by steep mountain ranges. Carved Coastline: A square map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A windswept and rocky coastline. Carved Highlands: A 2:1 rectangular map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. Three coastlines border these impressive mountains. Carved Peak: A square map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A lone island with a sharp peak at its centre. Carved Ridge: A 2:1 rectangular map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A lone island with a huge mountain ridge along its centre. Carved Valleys: A 2:1 rectangular map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A turbulent, steep valley. Carved Volcano: A square map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A lone island with a rocky peak at its centre.
These maps all had a similar method of creation, which resulted in mountainous terrain with areas of flat land, suitable for challenging gameplay. I consider these to be among my best works.
Carved Archipelago: A 1:2 rectangular map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. Several mountainous islands. Carved Canyon: A square map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A wide river flanked by steep mountain ranges. Carved Coastline: A square map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A windswept and rocky coastline. Carved Highlands: A 2:1 rectangular map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. Three coastlines border these impressive mountains. Carved Peak: A square map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A lone island with a sharp peak at its centre. Carved Ridge: A 2:1 rectangular map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A lone island with a huge mountain ridge along its centre. Carved Valleys: A 2:1 rectangular map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A turbulent, steep valley. Carved Volcano: A square map of the 'Carved' series, which is designed for large maps and max heights of 80 and over. A lone island with a rocky peak at its centre.
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
The 9th volume of my heightmaps is now available on the online content downloader.
These maps all feature huge rivers at height level 0, intended for large-scale gameplay, but they can be cropped and resized to smaller sizes for smaller games.
Broad Channel: A 1:4 rectangular map of the 'Grand River' series, which is designed for large maps and max heights of 127 and over. A wide river runs the length of the map, with several small riverine islands offering valuable crossing points. Eleven River Island: A 2:1 rectangular map of the 'Grand River' series, which is designed for large maps and max heights of 127 and over. A huge, mountainous island with 11 great rivers engraved into the landscape. Grand Floodplains: A square map of the 'Grand River' series, which is designed for large maps and max heights of 127 and over. As mountains slope gently down to the coastline, streams become vast rivers which carve their way round the flat plains of this map. Meandering Valleys: A square map of the 'Grand River' series, which is designed for large maps and max heights of 127 and over. An impressive river and its tributaries wind their way along the diagonal of a series of rocky valleys.
These maps all feature huge rivers at height level 0, intended for large-scale gameplay, but they can be cropped and resized to smaller sizes for smaller games.
Broad Channel: A 1:4 rectangular map of the 'Grand River' series, which is designed for large maps and max heights of 127 and over. A wide river runs the length of the map, with several small riverine islands offering valuable crossing points. Eleven River Island: A 2:1 rectangular map of the 'Grand River' series, which is designed for large maps and max heights of 127 and over. A huge, mountainous island with 11 great rivers engraved into the landscape. Grand Floodplains: A square map of the 'Grand River' series, which is designed for large maps and max heights of 127 and over. As mountains slope gently down to the coastline, streams become vast rivers which carve their way round the flat plains of this map. Meandering Valleys: A square map of the 'Grand River' series, which is designed for large maps and max heights of 127 and over. An impressive river and its tributaries wind their way along the diagonal of a series of rocky valleys.
-
- Engineer
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- Joined: 28 Dec 2018 19:29
Re: [OTTD] Cpt. K's Heightmap Emporium
The latest batch of river maps are great! I hope to use them in a new MP Soon.
-
- Tycoon
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- Location: Heart of the Highlands. Not Scottish. Czech.
Re: [OTTD] Cpt. K's Heightmap Emporium
Beautiful maps, also playable without editing, which is otherwise missing elsewhere (not everywhere, of course)
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
Hi folkx,
Sorry for no updates in a while. Over the past weeks I've stealthily uploaded new maps without announcement, which include beauties such as:
Alpenträumen: Tony's Confluence: Cliffy Coastline 2: And plenty, plenty more. Make sure to take a look!
Also, I've started to use OpenTopography to make real-life heightmaps. Today I added this Taiwan heightmap to Bananas, which, if you use 4k by 8k size, has a 1 tile:50 metre scale.

Enjoy!
Sorry for no updates in a while. Over the past weeks I've stealthily uploaded new maps without announcement, which include beauties such as:
Alpenträumen: Tony's Confluence: Cliffy Coastline 2: And plenty, plenty more. Make sure to take a look!
Also, I've started to use OpenTopography to make real-life heightmaps. Today I added this Taiwan heightmap to Bananas, which, if you use 4k by 8k size, has a 1 tile:50 metre scale.

Enjoy!
- CaptainKlutz
- Engineer
- Posts: 18
- Joined: 09 Jan 2019 11:29
Re: [OTTD] Cpt. K's Heightmap Emporium
Hey guys,
while I'm on the topic of real-life heightmaps, I decided to make one for the Czech Republic as well, in 1 tile:67m scale.
Enjoy!

while I'm on the topic of real-life heightmaps, I decided to make one for the Czech Republic as well, in 1 tile:67m scale.
Enjoy!

Re: [OTTD] Cpt. K's Heightmap Emporium
Your confluence map is really a lifesaver and perfectly got the aesthetic that I really wanted from this game: that of a flat plain with sensical rivers.
Without it, I would have never gotten out of the hell that was the scenario editor.
Without it, I would have never gotten out of the hell that was the scenario editor.
Re: [OTTD] Cpt. K's Heightmap Emporium
Hmmm. Might have to try one of these. I like the terrain
Take a look at: http://www.tt-forums.net/viewtopic.php?f=47&t=74993
Why do it tomorrow when you can do it today
Why do it tomorrow when you can do it today
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