PC Lopsided RNG world

Dimpy

Refugee
How feasible would it be to generate a world that is really long but not very tall (like 2km by 128km)? It's just total area that matters in generation speed, not the longest dimension, right?

A world that was skinnier (or had more radiation zones) would encourage a more nomadic behavior because any random spot on the map would be farther away.

 
Sounds interesting. Make it so that you start in the East and need to go West. Increase the chance to get dysentery to like 90% and call it Oregon Trail. ;)

 
Sounds interesting. Make it so that you start in the East and need to go West. Increase the chance to get dysentery to like 90% and call it Oregon Trail. ;)
Have to re-skin all the zeds to 8-bit monochrome.

 
An alternative that works already (in NitroGen) would be to create a custom map with a long narrow “bend around” island. Water blocking the direct path (thus having a long distance to walk/drive). You could place the large towns on the opposite side from the player spawn to make the journey have a rewarding destination after a long walk.

 
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Sounds interesting. Make it so that you start in the East and need to go West. Increase the chance to get dysentery to like 90% and call it Oregon Trail. ;)
I believe it was called the Organ Trail. ;)

organtrail.jpg

 
An alternative that works already (in NitroGen) would be to create a custom map with a long narrow “bend around” island. Water blocking the direct path (thus having a long distance to walk/drive). You could place the large towns on the opposite side from the player spawn to make the journey have a rewarding destination after a long walk.
By "bend around" you mean doughnut-shaped, right? That would probably work even better. The issue is, if you remove the center part of the island, does it still count towards the generation time?

In other words, would a circular stretch of land 2km thick with a circumference of 32 km be as fast to generate as a 8km by 8km world?

 
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By "bend around" you mean doughnut-shaped, right? That would probably work even better. The issue is, if you remove the center part of the island, does it still count towards the generation time?
In other words, would a circular stretch of land 2km thick with a circumference of 32 km be as fast to generate as a 8km by 8km world?
For a 32 km "circle" island, you would need like a 11k map.

In nitrogen that should not take longer than 8 minutes to generate (place POIs and and roads),

if you provide the hightmap (a circle quickly drawn onto a greyscale hightmap).

You can also freely set the size of map there.

 
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I would prefer it if the circle had noisy terrain, but the center can be perfectly homogeneous or nonexistent.

 
Here, a circular island quickly made in 5 minutes, in NitroGen.

Its a 10000 x 10000 map, so quite a long island. (with a mysterious island in the middle that is almost impossible to reach)

There is a very long road circling the island (something like 25km long), so its a nice long trip with the motorcycle. I have also added some mountains to make the map more interesting.

circleisland2.jpg


circleisland.jpg


 
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Is there a tutorial on this? How would I get that map loaded into the game? I’m def interested.

 
In the tools section I have an active Thread for NitroGen.

https://7daystodie.com/forums/showthread.php?114207-Tool-NITROGEN-a-random-world-generator-for-7DtD

This example here is using an imported selfdrawn Hightmap.

(You can generate the map or import your own png image) Then populated with POIs and roads.

NitroGen creates a Folder with all the world files, then just needs to be copied to the generatedWorlds folder (like the RWG does it) to start a new Gameworld.

This 10k map here took 3 min 40 sec to generate...

 
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