First I introduce new terms.
There are 4 zones around the starting point: Cloase, near, far and distant.
- Close is what you see zoomed out from your starting place and will take only 10-20 secs to reach.
- Near is farer away , outside of your view, maybe visible with the radar. It takes about 1 or 2 minutes to reach that zone.
- Far is more away. You need 1-2 minutes with a car or five by feet or so. An advanced radar can scan this zone.
- Distant is very far. You need to drive more than 2 minutes to reach the distant zone.
CLOSE-Zone
Is the starting area, so this means, we need of course the 6 resources in reach. When zooming out, there should be some resources of each type available. Not too much!
There should be much flat land to built up.
But there should be also a big lake nearby. Big means in factorio it takes longer than a minute to walk around it. The resources shoudn't be of course on the other side, because that is the near-zone. The placement of the lake is so, that the resources are on one side and the lake on the other so you need to decide, if you want to take the lake as backing or want to built more near to the resources.
It might happen, that there is a creeper village in the close zone, but not so big.
Due to some logic thoughts I would prefer that the close-zone is gras-land.
NEAR-Zone
In this area are big resources, but mainly only one type of it in each direction. The creepers start to be here. The landscape is very different here and grasland will disapear.
FAR-Zone
dependend to the direction the landscape changes. See down. More creeper, resources will get very rare. Maybe only rare resources can be found here.
DISTANT-Zone
dependend to the direction the landscape changes. See down. More creeper, resources will get very rare. Maybe only rare resources can be found here.
Now, why I have introduced the zones and the trick: When you go further than the DISTANT-zone, the landscape returns to FAR, NEAR, and back to CLOSE (the point of view...) There is another starting area. We are now about 4-5 minutes away (by car!). I'll show how the map looks like:
Code: Select all
d = dirt, G = gras, H = hills, S = Sand, * = Starting-area
distant far near close near far distant
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS far
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd near
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
GGGGGGGHHHHHHHddddddddGGGGGGGHHHHHHHdddddddGGGGGGG
GGGGGGGHHHHHHHddddddddGGGGGGGHHHHHHHdddddddGGGGGGG
GGGGGGGHHHHHHHddddddddGGGGGGGHHHHHHHdddddddGGGGGGG
GGGGGGGHHHHHHHddddddddGGG*GGGHHHHHHHdddddddGGGGGGG close
GGGGGGGHHHHHHHddddddddGGGGGGGHHHHHHHdddddddGGGGGGG
GGGGGGGHHHHHHHddddddddGGGGGGGHHHHHHHdddddddGGGGGGG
GGGGGGGHHHHHHHddddddddGGGGGGGHHHHHHHdddddddGGGGGGG
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS near
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd far
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
In the center of the map is the starting zone. You need to scroll a little bit to see it. This is the CLOSE-area. Around it is the NEAR-area, then the FAR etc. I made lables at the side!
But when you look closer you see, that the landscape repeats. I'll explain: In the center there is gras, then to the right are hills, then dirt and then gras again. This is the next "starting"-zone! And this repeats in every direction! So from the next big gras-land-area, the area looks not so very different as from the first one.
Why so far?
Well. It is clear, that you cannot built a belt over this distance! It would take 15 minutes with the normal belts, until the stuff receives in your factory. It is also clear, that to built a power-line will take over 15 minutes or so. If the resources run out in the first starting area you need to search for it in the distance. Long range radar is needed, because you want to find a way through low creeper-settled land. You need to drive there, built new steam engines, built mines, locomotives (I hope there is some robots, which will help you) and then you can reach this area much faster by train.
In multiplayer this can be the starting point of the co-player. Or - if there is a big river inbetween - the starting point of the opponent. In some other szenarios, this is the target-zone.
When you look closer into the map generation, this idea should also make things easier: There are about 3 levels of detail. First is the big concept of "big areas" or ranges. This is easy to generate. This can of course be modified.
Code: Select all
distant far near close near far distant
dddddddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddWdddHHHHHHHdddddddddddddddHHHHHHHdddddddddddddd
dddWWWdHHHHHHHdddWdWdddddddWWWHHHHHHdddddddddddddd
GWWWWWGHHHHHHHdddWddddGGGGGGGHHHHHHHdddddddWGGGGGG
GWWWWWWWHHHHHHddddddddGGGGGGGHHHHWWWdddddWWWGWGGGG
GGGGWWWWHHHHHHddddddddGGGGGGGHHHHHHWdddddWWWWWGGGG
GGGGGGGHHHHHHHdddWWdddGGG*GWWWHHHHHWWWdddddGWWWGGG close
GGGGGGGHHHHHHHddddWWddGGGWWWWWWHHHHHWWWddddWWWWGGG
GGGGGGGHHHHHHHddddddddGGWWWWGHHHHHHHWWdddddGWWWGGG
GGGGGGGHHHHHHHddddddddGGGGGGGHHHHHHHddWddddGGGGGGG
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHWWHHHHSSSSSSS
SSSSSSSSSSSSSSHHHHHHHSSSSSSSSSSSSSSSHHHHHHHSSSSSSS
SSSSSSSSSSSSSSHHWHHHHSSSSSSSSSSSSSSSHHWWHWHSSSSSSS near
The final map generation (level 3) now takes a tile and surrounding tiles and renders the final map out of it. It can be done making 4 tiles out of one in every turn, then alter this again, until the final resolution is reached. I forgot how this algorithm is called, but comes from fractal generation of landscape. http://en.wikipedia.org/wiki/Fractal_landscape
Ok. Maybe, the current map-generation works more or less like this and in the end this article got too techniclal, too detailed, but what I meant is this idea of repeating the landscape and make it really huge this way but not unforeseeable. I think a playable area isn't just generated with some formulas, in the end every detail must be controlled.
And this is so important: I would like to generate a map and will be sure, that it is playable, that there is a - maybe configurable amount of resources in the close, near, far etc. ranges. I want to be sure that I can play it. A new player won't belive how big it is. He will be told, that the next resources are far away and he may give up the first time. But then he tries it again and will really find new resources after he had crossed the dessert and nearly died from the creepers.
I want to see prominent lines of landscape, I want to see endless desserts&sand. But also gigantic forests or a hole city of creepers. Maybe a river which leads me to an ocean, maybe a cut in the landscape...
As said, I want to start a discussion, if that are useable targets and how the current or coming map-generation meets that targets; I would not like to have that all reprogrammed just because of writing an stupid idea down...