Finding new bitter/spitter bases is cool and all but humans have always had a an interest in finding ruins of ancient civilizations and what not and this would be PERFECT for factorio. For the pas few months ive been working in this crazy abandoned colony map which is huge and whenever I show pics of it people are really amazed at how insane it looks and the immense size of the project!
The first problem of making abandoned rail lines and building abandoned highway networks without the proper sprites and the lack of tools to allow me to randommize decay means it takes huge amounts of time to actually build only a small abandoned sub-urban area that looks like those rich houses that players tear down in the game brigador. It takes upwards to 20 hours just to finish only a 500mX500m area! So far ive only finished around 1% of the total area and even thats a stretch.
The second problem.is that to make a city layout that actually looks practical means it needs to also be somewhat both fun in gameplay and look immersive and not just look like I copied and pasted entire sections or layouts. This diversity further increase the challenge by forcing me.to constantly get creative with the already very small amout of human tech sprites like crates or walls that mainly look like they dont fit in a proper abandoned colony! I would love to be able to work on making my own modular sprites using the cliffs system so I could at least make buildings that look believable but since theres no tutorials on how to make them look vanilla-like and both lack the funding to purchase a course and the software to make that possible I cant do this on my own... I need help and this comes to the last problem.
Whenever I mention on discord to ANYONE how much help could speed up such an map to the point where anyone could enjoy it (large minecraft maps like greenfield city and whatnot come to mind) everyone shys away and leaves the discussion! Without better tools and sprites to speed up such a project it can't be done yet the new map editor, despite the new copy and paste tool which has forced me to actually stop working on the map due to how much faster it will make the building process, I still don't see whats the point of making that an easier tool to use if there arent quality sprites to make any factorio community map that will be more complex than the stuff we see with bitter bases bigger than the moon surrounding a small ressource patch... those kinds of maps will dominate the forum threads because thats going to be the only thing that people will take the time to make!
Now what I think needs to be added might not be simple task but I can assure you with more than 2000 hours in the game, without proper exploration finds that could help the player expand and constantly find new abandonned railroad networks to simply explore the only fun thing to do is expand a boring base with robots.
Now imagine how cool the following scenario would be: you are riding you nomadic train fitted for long trips with all the stuff you need. the only interesting thing to find are the occasional ressource patches but boredom starts to settle in... all of a sudden you find this random rail line with a de-railed train and it looks like its easily 12 wagons long! You decide to hook up your train to the rail line you just found and you start driving for a few minutes. After 15 minutes of relaxing and looking at the beautiful landscape zooming by the single train line starts to spilt. Looks like you are approaching and installation that got attacked a long time ago with plants growing on top of really badly decayed stone paths and cracked concrete. Then you enter what looks like this dark rotten urban area that has been leveled off by years of abandonement with the occasional bitter nest just triggered by your mere presence so they start chasing your train so you train equipped with gun wagons start to shoot away to save you precious cargo. Then BAM! you didnt notice the convoy of military tanks blocking the train track, surrounded by very agressive aliens slowly getting closer to your position you will die if you dont keep moving to get the hell out of there!
Thats just one of the things you could do... you could build a base in a desertic post oil extraction site filled with rusty trash covering the land to building in the middle what used to be a giant production plant with walls that could serve as strategic choque points to concentrate fire... This would really make gameplay fun and if players could have to option to turn off individual features like roads or certain types of ruins to get the specific kind of gameplay they want it would still be possible to simply have wilderness like we have now.
heres a list of sprites needed to achieve this goal:
-different wall sprites using the same system as cliffs (with different styles and decay levels for the different kinds of styles) also, to make it less of a pain, each "building" could have a mask filter to apply different textures to the same 3d models like switching from tacky yellow outside walls to brick walls etc.
-ruins(collapsed roof sections, bent metal beams, doorways with surrounding walls collapsed)
-varying car carcasses with different oriantations
-truck and other heavy vehicles that look abandoned
-de-railed trains
-electrick pylons, overhead train track signal racks found in urban areas
-lamp posts with varying levels of decay
-road signs (maybe)
-sunken ship wrecks and coastal industrial/fishery kinds of styling
-hangars and such for possible airstrips
collapsed or functional interchange ramps or other roadway sections that require vertical visuals (because using boulders to replace collapsed concrete roads really isnt convincing...)
Honestly I would find it very frustrating to know this idea would be shoved asside because I know that not only would this make the game WAY more fun no matter how big your factory is or the total time spent playing the game. The procedural system already in place would only need an extra level of complexity and not a whole reworking and custom maps could get alot more immersive since newr sprites would allow for really ellaborate maps to be created and I think alot players who play cities skylines would hop in to start creating huge ubran landscapes to survive in!
This would obviously have to wait to another large release and if the procedural generation system would be too complex or financially profitting at least sprites would make a HUGE difference for map makers and honestly would be probably be a big deal breaker for new players. Alot of people bought building games just for shared maps because exploring them never gets old but right now the new map making tools will just serve as an advanced cheating copy and paste option which makes no sense!
Please consider this as this game is honestly going to stay in my library for a long time and I easily see myself still building huge factories I can get lost in in 10 years from now... I would actually find it really cool if I didnt have to spend as much time in the editor and spend that time.to actually explore around and build even larger factories. You guys built an amazing game and I cant wait to try out the newest update!
Edit:
also I would like to mention the fact that some mods already exist that add a very rough system of abandonned settlements and it made it much more fun to actually look around for stuff to find and retrofitting them ti quick start your factory speeds up gameplay a lot and made the proof of concept work out insanely well!
I'll show pics of the map ive been working on just to show you what ive managed to accomplish using very little sprites that would make actual sense and just to give you an idea, it took OVER 1000 hours working intensily to achieve this level of progress since last spring. ive had to put the project aside due to college and without the new map editor it will easily take over 3 years to finish it but the new copy and paste will speed up the road building parts of the project since its mostly similar in style. This is far from done and I dont think it can show the full potential of what could be possible because having to place everything individually in the editor takes more time than using robots and blueprints. So please keep that in mind!
edit (again):
I will try to attach the 500mb (yes that big because I had to future proof the terrain generation changes to the future map areas) but I dont know how if the foruma will support it. It will easily be the biggest map created in the map editor I believe and when complete it might be larger than the 1 minute rocket base built by another player since theres going to be a lot of crop fields, regional roads and theres already a few practical highways... and yes, the map is so big using them saves time lol
MAP DOWNLOAD LINK BELOW
heres a link to download the current map version. It is far from done and not ready yet for actual playthroughs. Alot of the areas playtested were actually rebuilt so its not balanced anymore other than ressource patches in the quarry area. Thats the only spot where ressource management is somewhat okay

https://drive.google.com/open?id=1CHTyu ... bbs4jhG_eL <=====
to install it go to C:\Users\Poste\AppData\Roaming\Factorio\scenarios
make a folder and put the file in there. If you have trouble doing that you can always PM me
