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random map generator

Started by Age of Fable, January 20, 2008, 01:37:04 AM

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Age of Fable

Quote from: PremierThis is cool. One thing I'd suggest as an improvement would be coloured tiles, at least optionally. Right now, if I look at the map, all I see is a sea of black symbols on white. If there was a colour code - like, water is blue, forests are dark green, mountains grey, etc. -, I could immediately see the general layout of the land at first glance.

Thanks!

I might do coloured tiles next - although it'd only be an option, because it was originally intended to be printed out.
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
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Tables for Fables Random charts for any fantasy RPG rules.
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Cute Board Heroes Paper \'miniatures\'.
Map Generator
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Zachary The First

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Age of Fable

Quote from: Zachary The FirstFun!

Added to my bookmarks and del.icio.us!

Thanks!  :keke:
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.

VBWyrde

Very cool.   The maps do look a little busy in that I find myself not quickly being able to see what the terrain is.  Color would help, but make printing problematic.  Maybe a color as optional in the view output.   Also, I might suggest using one icon per hex for most of them rather than two.   The pine trees look good, but some of the others that double up tend add to the busy look of it.   But overally, great job.   Thanks.
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John Morrow

Quote from: Age of FableI'm still working on it, so please let me know what improvements you'd like.

A handful of suggestions:

Rather than get rid of the icons, I would try shading the water hexes at 25% gray, first.  Better yet would be to allow color maps and color code each hex, along with the icon.  Change the wastelands hex to have only one copy of the icon, not two.  Go through all of the icons and make the density/darkness of the image correspond to how dense the terrain is (e.g., make the light forest a small tree in the middle and the heavy forest 3-4 small trees, put multiple mountains in the mountain hex, etc.).
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Zachary The First

Quote from: John MorrowA handful of suggestions:

Rather than get rid of the icons, I would try shading the water hexes at 25% gray, first.

Actually, that could really help differentiate!  That'd be interesting to try!
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Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

kryyst

Thanks, definitely can put this tool to use.  I'll echo some of the other comments, color would be a great touch, especially if it was an option.

Grasslands should probably be blank, so that the other features stand out more, some has shading on the water would be handy.
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