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 Post subject: Re: Water, Water...Everywhere
 Post Posted: Mon Feb 08, 2010 2:24 am 
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Joined: Thu Dec 11, 2008 3:00 pm
Posts: 124
doiron wrote:
...main issue is actually that when the map goes overboard with one terrain type, that type is concentrated in one location. so you generally get a quarter of the map forest, or a quarter ocean (with a few stray tiles, of course).

one way I thought about fixing that would be to just have a check per quadrant. you tally all the types of tiles, if one is grossly out of whack, regenerate. so a corner/quadrant that had 10 ocean would trigger a regen, for example. that way no one starting spot would be too screwed. remember, the generator works good in most cases, what we want to do is fix the outliers.


This nails it.
Keep the map generator as it is, but spread the terrainspam love a bit.


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