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Klok's Procedurally Generated Maps


Klokinator
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So, I'm a terrible mapper. Always have been. I *get* the concepts, but actually making a map is hard because I'm not artistically creative. Give me a decent map, and I can fill it in. Give me a blank template, you get nothing.

So when Yeti mentioned his tool had procedural generation, I knew I'd found my calling. I'll take requests, but I won't fit exact specifications. Here's the template I'll follow:

Themed maps (Sea, mountains, paths, indoor castles, etc.)

Specified size (I can make really huge maps easily. Small maps are a breeze too.)

Tileset choice. Pick any tileset from FE6-8!

Map outline: I can draw in the basic structure of a map and design around it very easily.

Okay! Now, have some maps.

[spoiler=Maps!]

Map 1: Countryside Fortress

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Map 2: Inner Fortress (Sequel or prequel to the first map)

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Map 3: Seaside Country

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Map 4: I Couldn't Be This Good At Mountains Without This Tool

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Map 5: Forgotten Bunker

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Map 6: Desolate River

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Map 7: Path of Treachery

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Map 8: Treasure Temple

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I'll gladly accept any critique. Now's a good time to work on getting those finer details down.

Edited by Klokinator
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Thanks, but as a correction the generator tends to do all the paths. I mostly focus on the insides of buildings and general flow of the map. I might put a video up sometime showing how it works, it's really quite intriguing.

Also, good idea about the first map. I'll do that.

Edited by Klokinator
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Yeti's mapping program for FEXNA. It works with romhacks too. He'll likely be releasing it when it's complete. Right now procedural generation only works with two tilesets, and requires a lot of human assisted help. We plan to make it work with all tilesets by FEXNA release, and to have mappy/tiled import/export too. The program can actually look at a png of a map and recompile it back together. It's pretty amazing.

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In map 5, I reccomend removing the bottom-left walls that look like a backward L, and making a wall around the area with the stairs just above the middle tree. Having longbow archers/long range magic users spawn from those stairs would be nice too.

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In map 5, I reccomend removing the bottom-left walls that look like a backward L, and making a wall around the area with the stairs just above the middle tree. Having longbow archers/long range magic users spawn from those stairs would be nice too.

I altered maps 1, 2, and 5. Also re-uploaded all of the images so they don't have cursors on them and whatnot.

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Map 5 has height errors around both staircases. Both walls around the throne room need to be two high as the floor of the throne room is one high due to those stairs. Alternatively, take out the staircase and the random tall walls to the right of them. Axe one of the staircases in the lower left, you're only increasing the height by one, and having two tiles without shadows looks weirder than just one.

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I don't think this randomizer handles height changes well. Map 5 still has all the same errors (taking away a staircase with 1 wall height means the difference height error of one is still present), as does map 1. Map 7 will have them once that wall is broken. You could fix this by making all two high walls one high and removing all stairs. Creating proper multi-height maps (which most interesting indoor maps are) requires a bit of effort to preserve the logic of them. I'd recommend only using a randomizer for outdoor maps, though I think an experienced mapper would be able to fill in those spaces just as easily. I don't mean to bash this, but I think you might be spending as much time fixing up randomized maps as you would spend just creating them from scratch.

Edited by deranger
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...Did he seriously fixed it all just in a few hours of you discovering the program for the first time and had likely nudged the poor gentleman about it asking him to cleanly fix the tilesets?

Did Yeti actually made the whole tile sets compatible with the program within the few hours of you finding out about the program despite being a part of his pit crew?

Edited by Fateborn
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Well, I found out about it today because he started working on it today and mentioned it. He was already working on it, basically.

EDit: Have another. Not adding to the OP, not worth it. Lagdou Ruins generate well.

1dad4066bd.png

EDit2: Lagdou Ruins is a fun tileset!

R3jiQyY.png

Strongly considering making FE8CM on FEXNA with all new maps. FE8's maps are terrible anyway.

Edited by Klokinator
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