A new random map - DustyMaze

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AbcLmn18
Greenhorn
Posts: 10
Joined: 04 Oct 2021, 04:22

A new random map - DustyMaze

Post by AbcLmn18 »

Hi folks,

I made a new randomly generated map (similar to Entropy and WaterLoop). It's called DustyMaze. The generator generates random mazes using randomized Kruskal's algorithm which has bias towards shorter tunnels and more intersections. It appears to offer a lot of strategic variety. The map is symmetric, suitable for multiplayer. I made three variants so far: a central-symmetry 1v1, a central-symmetry 4-player map, and a mirrored 2 vs 2 team map.
Attachments
2c-DustyMaze-v2.wz
(7.21 KiB) Downloaded 141 times
4c-DustyMaze-2v2-v2.wz
(7.25 KiB) Downloaded 131 times
4c-DustyMaze-FFA-v2.wz
(7.25 KiB) Downloaded 143 times
Last edited by AbcLmn18 on 07 Oct 2021, 19:04, edited 1 time in total.
pastdue
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 339
Joined: 13 Aug 2017, 17:44

Re: A new random map - DustyMaze

Post by pastdue »

License: CC0
(from the xplayers.lev file)

Looks really neat!
AbcLmn18
Greenhorn
Posts: 10
Joined: 04 Oct 2021, 04:22

Re: A new random map - DustyMaze

Post by AbcLmn18 »

Yes it's intentionally CC0. Should have mentioned it!

Some examples of generated maps:
Attachments
3.png
2.png
1.png
AbcLmn18
Greenhorn
Posts: 10
Joined: 04 Oct 2021, 04:22

Re: A new random map - DustyMaze

Post by AbcLmn18 »

Updated the maps to v2: fixed crater placement so terrain is now more varied.
AbcLmn18
Greenhorn
Posts: 10
Joined: 04 Oct 2021, 04:22

Re: A new random map - DustyMaze

Post by AbcLmn18 »

I had a fairly productive discussion with Iluvalar who educated me about the intended shapes and sizes of maps for competitive multiplayer. This resulted in the following slightly different 1v1 map, shorter and wider than my initial attempt. It guarantees two chokepoints - 9 tiles wide each. It has rush distance typically in range from 1:10 to 1:35 which is, as far as I understand, on the large-ish side but acceptable. It also eliminates the situation where both chokepoints are at the center which typically leads to unnecessarily increased importance of center control.
Attachments
4.png
2c-DustyMaze-Short-v4.wz
(7.42 KiB) Downloaded 124 times
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