until I finish the BMB patch
I saw many players requesting increased map variability like seen in Civilization IV or Age of Empires during the short period I'm present on TT-F. So here it is.
Technology
Very soon I realized it is extremely simple to make a clean cut into the map, but for pretty long time I found it almost impossible to make it look naturally with various map settings. I restarted the project two times until I found a working and well-looking solution: I create a second height map, create the inverted shape on it, apply some noise on it (which is in fact third full featured height map) and then substract it from the original game height map. I had to adapt HeightMapGenerate, HeightMapNormalize and their subfunctions to be able to create the noise map for me, so the changes to the tgp.cpp are quite wide. The pros of this are clear - I only adapted several functions and the map shaping is then matter of several lines of code. The cons is slightly longer generation time, but it is still incomparable with ECS industries.
Current map schemes
Please note that current schemes work in cooperation with other map settings - everything is dynamic. See attached pictures.
Two continents
Variation on continents or shore-to-shore maps. Creates two large landmasses separated by a canal.
Crater lake
Usually known as "mediterranean", this scheme creates a map with large circular lake in the middle.
This is all for now. I have several more ideas, but you can of course post some ideas/proposals. The code as it is allows me to add more schemes very quickly (as long as the can be simply mathematically described).
Known issues
- Small height map glitch in Two continents