Pregen maps could be improved

Riamus

Hunter
Ok, so I was testing something and opened a new game in the pregen06k02 map. I spawned on a dirt road halfway up the side of a steep incline up the mountain. Below, you can see the road I had spawned on. Now, it's one thing if RWG makes a map that has something like this once in a while, but if you're going to make a pregen map that people will use who aren't making their own random maps, you should at least try to avoid really messed up roads like this. And considering it's one of the spawn points, it should have easily been noticed during testing.

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Ok, so I was testing something and opened a new game in the pregen06k02 map. I spawned on a dirt road halfway up the side of a steep incline up the mountain. Below, you can see the road I had spawned on. Now, it's one thing if RWG makes a map that has something like this once in a while, but if you're going to make a pregen map that people will use who aren't making their own random maps, you should at least try to avoid really messed up roads like this. And considering it's one of the spawn points, it should have easily been noticed during testing.

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With procedural generation being all the rage, this is an issue that is not confined to 7 Days' RWG. Someone would have to go over every inch of a procedurally generated map to catch every oopsie. (And we definitely see a lot of oopsies in BGS' maps, for example.)

I do hope RWG can be refined a little further. Those wilderness paths that go practically vertical are hilarious, but it's stuff like main roads caving in and dropping off vertically in the middle (with no indication of an earthquake or something being responsible) that really stand out as oopsies.

As computers aren't sentient, I don't expect the RWG maps will ever be perfect, but the POI and city tile issues, at least, should be addressible. Hoping those nearly vertical wilderness paths will be as well, but I don't know the first thing about how they're produced.
 
With procedural generation being all the rage, this is an issue that is not confined to 7 Days' RWG. Someone would have to go over every inch of a procedurally generated map to catch every oopsie. (And we definitely see a lot of oopsies in BGS' maps, for example.)

I do hope RWG can be refined a little further. Those wilderness paths that go practically vertical are hilarious, but it's stuff like main roads caving in and dropping off vertically in the middle (with no indication of an earthquake or something being responsible) that really stand out as oopsies.

As computers aren't sentient, I don't expect the RWG maps will ever be perfect, but the POI and city tile issues, at least, should be addressible. Hoping those nearly vertical wilderness paths will be as well, but I don't know the first thing about how they're produced.
That's why I said I wasn't concerned about it if RWG did it. However, pregen maps should be checked for unusual things like this and regenerated using another seed if such things are found. At the very least, you shouldn't see such things at a spawn location. That's just laziness, imo.
 
They never were more than just RWG maps. i don´t think they fixed anything on pregen maps ever. They probably skimmed over them quickly to see if there is any major issues. If even. Tbh i think they just generate a bunch of every size and choose what they like best from the preview.

And seeing it´s less pregen maps than usual and having the 6 month delay, they probably just generated those we see and put them in without ever spending a thought on them again.
 
I used a custom procedurally generated map and didn't notice any issues. The POI's seem to be able to spawn closer to traders and the cities look better. That and the improved perks is really the only two things Fun Pimps got right for 2.0.
 
This might not be related but it reminds me of something else. In the Pine Forest, a little way behind Camp Carwhal, they have put the Dr Karen Hig(something) residence. It was never there before. I'm not sure if it's a new building or if it's been moved from a different biome, but it's new placement has clearly not been thought out well.

The residence is very big and has a big double garage setup. But they've put the house on top of a hill, with no road near it and, if one 'drove' a car out of it, it's too close to the top of the hill to get the car out without it doing a nosedive. It's not a big deal in the grand scheme of things but it did made me laugh.
 
This might not be related but it reminds me of something else. In the Pine Forest, a little way behind Camp Carwhal, they have put the Dr Karen Hig(something) residence. It was never there before. I'm not sure if it's a new building or if it's been moved from a different biome, but it's new placement has clearly not been thought out well.

The residence is very big and has a big double garage setup. But they've put the house on top of a hill, with no road near it and, if one 'drove' a car out of it, it's too close to the top of the hill to get the car out without it doing a nosedive. It's not a big deal in the grand scheme of things but it did made me laugh.
Which map? Navesgane is the only one they hand place POI. As with my example, the pregens are likely either not checked at all, or just quickly checked.
 
It's a pregen map, not sure what the actual name is. I'll check next time I login.
Not too important. It seems clear they don't check the pregen maps after making them, or only a cursory check. Still, faatal did say they are fixing road issues going to wilderness POI, so you shouldn't have that without a road to it in the future. Of course, that pregen will just be a new random map with the next major update (3.0). They probably won't replace the pregens between now and 3.0 to avoid messing up people's games. But any RWG map you make shouldn't have that issue once that change is in place (it might already be in place).
 
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