<walking like...>
s e n wrote...
Six has a nice looking world map made for his module, can't remember how it was based but i had a look at some youtube vid and was impressed! Im sure he can tell you more about that (if that wasnt a secret '>)
i also made a world map with 2d texture and some 3d feature all merged in a big group. you can check if you want here http://nwvault.ign.c...d.php?id=151499
I'm aware of and impressed by both of those :-) (
Thread with Six's video)
Edit: I *thought* I was aware of your worldmap test... but now I see I don't recognize it. What project is this from (where on the Vault)? Looking at it after work today...
the fact is such maps need a lot of work and are absolutely custom, to be that nice...
Absolutely concur that they need a *whole* lot of work and that custom will almost always be better than an algorithmically derived dynamic map.
But I have ideas. And they are starting to come together.
Regional mod system for defining topology and re-using area templates.
Failed.Bard's algorithmic
Chaotic Vegetation (and other feature) Population system to make those areas unique and interesting.
Failed.Bard's
Dynamic Rumor propagation system for revealing maps/introducing errors.
OTR's (and others, of course)
pocket dimension system for vessel travel
DODf worldmap hybrid with
Tarot Redhand's tilemaps to create dynamic, largescale traveling maps (ground-level)
Aerial maps for alternative shortcut or rapid travel
Alternative combat systems for aerial combat.
You (all of you) are a constant inspiration and education.
The Big Picture is getting clearer in my head every day.
<...giants>
Modifié par Rolo Kipp, 09 juillet 2012 - 07:53 .