Klokinator Posted November 27, 2014 Share Posted November 27, 2014 (edited) 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 Map 2: Inner Fortress (Sequel or prequel to the first map) Map 3: Seaside Country Map 4: I Couldn't Be This Good At Mountains Without This Tool Map 5: Forgotten Bunker Map 6: Desolate River Map 7: Path of Treachery Map 8: Treasure Temple I'll gladly accept any critique. Now's a good time to work on getting those finer details down. Edited November 30, 2014 by Klokinator Quote Link to comment Share on other sites More sharing options...
Fateborn Posted November 27, 2014 Share Posted November 27, 2014 Village/fort and inner room/ fortress don't go together. Just saying. But that is quite a handy tool. Quote Link to comment Share on other sites More sharing options...
Blackzero Posted November 27, 2014 Share Posted November 27, 2014 The second map isn't showing. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 27, 2014 Author Share Posted November 27, 2014 (edited) Reuploaded with Imgur. Edited November 27, 2014 by Klokinator Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 27, 2014 Author Share Posted November 27, 2014 There are now 5 maps in the OP. All maps are free to use because I believe resources usually should be. I plan to use some of these for roguelike emblem though, mainly the bern ones. Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted November 27, 2014 Share Posted November 27, 2014 My favorite ones are the second and the last.You're very good with outside paths, I always have trouble with those. The mountains and village look weird on the first map, I think it should go without them and maybe do an extra room instead. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 27, 2014 Author Share Posted November 27, 2014 (edited) 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 November 27, 2014 by Klokinator Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted November 27, 2014 Share Posted November 27, 2014 That is very interesting, what program is it? Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 27, 2014 Author Share Posted November 27, 2014 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. Quote Link to comment Share on other sites More sharing options...
Sweet_Basil Posted November 27, 2014 Share Posted November 27, 2014 That is really amazing! Quote Link to comment Share on other sites More sharing options...
nemid Posted November 28, 2014 Share Posted November 28, 2014 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. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 28, 2014 Author Share Posted November 28, 2014 I actually have a reason for that wall. Secret shop. I can make it more like an actual room though, sure. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 28, 2014 Author Share Posted November 28, 2014 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. Quote Link to comment Share on other sites More sharing options...
deranger Posted November 28, 2014 Share Posted November 28, 2014 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. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 28, 2014 Author Share Posted November 28, 2014 (edited) Thanks, deranger. I'll do that. Added map 6 to the OP. Edit: Fixed map 5 for ya. Edited November 28, 2014 by Klokinator Quote Link to comment Share on other sites More sharing options...
SentryDown Posted November 28, 2014 Share Posted November 28, 2014 Map 6 needs fixing on the transition from mountain to forest in the top right corner, specifically on the bottom right half of it. Unless there's a really large building outside of map in the top left, I'd suggest removing that pillar-thing. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 28, 2014 Author Share Posted November 28, 2014 Fixed map 6, kinda. Fuck mountains haha Added maps 7 and 8. Quote Link to comment Share on other sites More sharing options...
deranger Posted November 28, 2014 Share Posted November 28, 2014 (edited) 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 November 28, 2014 by deranger Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 28, 2014 Author Share Posted November 28, 2014 I made the first 5 maps in about an hour, and then 5 minutes each fixing them up. Definitely less time and tedium. I'll try and fix map 5 up some more. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 28, 2014 Author Share Posted November 28, 2014 Yeti fixed it so now all GBAFE tilesets are compatible, why just look at this beauty! I know, I know, there's a few small errors and maybe a couple height issues, but it's still a totally playable sensible map! Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted November 28, 2014 Share Posted November 28, 2014 Dat alien geometry Quote Link to comment Share on other sites More sharing options...
Fateborn Posted November 28, 2014 Share Posted November 28, 2014 (edited) ...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 November 28, 2014 by Fateborn Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted November 28, 2014 Share Posted November 28, 2014 I'm.... having a hard time reading that sentence. :c Quote Link to comment Share on other sites More sharing options...
Fateborn Posted November 28, 2014 Share Posted November 28, 2014 Me too. Fixing. Quote Link to comment Share on other sites More sharing options...
Klokinator Posted November 28, 2014 Author Share Posted November 28, 2014 (edited) 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. EDit2: Lagdou Ruins is a fun tileset! Strongly considering making FE8CM on FEXNA with all new maps. FE8's maps are terrible anyway. Edited November 28, 2014 by Klokinator Quote Link to comment Share on other sites More sharing options...
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