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.
A new random map - DustyMaze
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AbcLmn18
- Greenhorn
- Posts: 10
- Joined: 04 Oct 2021, 04:22
A new random map - DustyMaze
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Last edited by AbcLmn18 on 07 Oct 2021, 19:04, edited 1 time in total.
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pastdue
- Warzone 2100 Team Member

- Posts: 345
- Joined: 13 Aug 2017, 17:44
Re: A new random map - DustyMaze
License: CC0
(from the xplayers.lev file)
Looks really neat!
(from the xplayers.lev file)
Looks really neat!
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AbcLmn18
- Greenhorn
- Posts: 10
- Joined: 04 Oct 2021, 04:22
Re: A new random map - DustyMaze
Yes it's intentionally CC0. Should have mentioned it!
Some examples of generated maps:
Some examples of generated maps:
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AbcLmn18
- Greenhorn
- Posts: 10
- Joined: 04 Oct 2021, 04:22
Re: A new random map - DustyMaze
Updated the maps to v2: fixed crater placement so terrain is now more varied.
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AbcLmn18
- Greenhorn
- Posts: 10
- Joined: 04 Oct 2021, 04:22
Re: A new random map - DustyMaze
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.
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