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Custom generators

Discussion in 'General Discussion' started by FinDude, Jun 24, 2011.

  1. FinDude

    FinDude KAG Guard Tester

    Messages:
    123
    So yeah, I'll get started. Here's one that generally has a volley in the middle and has large, open areas underground.
    The generators are pretty random so large features like these can easily lead to skewed map balance.
    Would be interesting to see this one in play.
    [​IMG]
    Code:
    # KAG Map Generator Config File
    # map size is set in a console variables: m_width; m_height
    # in Scripts/dedicated_autoconfig.gm or Scripts/autoconfig.gm
    
    #By FinDude; Makes large caves, trees concentrated to sides.
    
    ground_noise_frequency = 7.0
    ground_noise_lacunarity = 1.7          # less = less spikes
    ground_noise_octaves = 4
    ground_noise_persistence = 0.8
    
    hill_height_max = 24                     # in tiles
    
    mountain_concentration = 0; 100;       # horizontal percentage of map
    mountain_width = 5                   # horizontal percentage of map
    mountain_height = 4                   # in tiles
    
    hole_concentration = 50;                # horizontal percentage of map
    hole_width = 40                 # horizontal percentage of map
    hole_height = 20                       # in tiles
    
    respawn_spots = 5; 95;                       # horizontal percentage of map
    
    gold_concentration = 30; 70;                   # horizontal percentage of map
    
    cave_noise_frequency = 5
    cave_noise_lacunarity = 5
    cave_noise_octaves = 2
    cave_noise_persistence = 1.5
    cave_turbulence_power = 1.3
    cave_turbulence_roughness = 1.5
    cave_turbulence_frequency = 0.5
    cave_thickness = 1.3
    
    stone_noise_frequency = 25.0
    stone_noise_lacunarity = 1.6
    stone_noise_octaves = 6
    stone_noise_persistence = 0.8
    stone_multiplier_mountain = 4
    stone_multiplier_hole = 1.5
    stone_cave_thickness = 5
    
    gold_noise_frequency = 8.0
    gold_noise_lacunarity = 0.3         
    gold_noise_octaves = 2
    gold_noise_persistence = 1.6
    gold_turbulence_power = 5
    gold_turbulence_roughness = 9.99
    gold_turbulence_frequency = 1.8
    
    wood_noise_frequency = 15.0
    wood_noise_lacunarity = 30
    wood_noise_octaves = 7
    wood_noise_persistence = 1.22
    
    bedrock_noise_frequency = 4.0
    bedrock_noise_lacunarity = 0.3            
    bedrock_noise_octaves = 3
    bedrock_noise_persistence = 0.4
    bedrock_turbulence_power = 1.5
    bedrock_turbulence_roughness = 9.99
    bedrock_turbulence_frequency = 0.4
     
  2. Furai

    Furai THD Team THD Team Administrator

    Messages:
    3,124
    Remember that you're missing two most important thing here:
    Map size and m_seed.
     
  3. Rockyz

    Rockyz Guest

    FinDude You've Done It Again! :D