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Old October 9, 2019, 13:38   #11
half
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If only there were someone starting a new project with an absolutely massive map that was free to use a cutting edge procedural tool like this...

I assume you can quite easily use it to do multiscale maps, so that Beleriand could have a hand drawn top-level map of say 500 x 500 grids, then take each of those grids (and information about its neighbours) and generate its more detailed contents, and then do this again for each square in that grid, getting down to the @'s level after 2 or more iterations. This should work as you can also fix certain locations, such as the borders of the region to line up with its neighbours and then generate an interior. Doing it in a multilevel way like this would allow for coherence across larger distance scales than the algorithm provides for.
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Old October 9, 2019, 14:08   #12
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Quote:
Originally Posted by half View Post
If only there were someone starting a new project with an absolutely massive map that was free to use a cutting edge procedural tool like this...

I assume you can quite easily use it to do multiscale maps, so that Beleriand could have a hand drawn top-level map of say 500 x 500 grids, then take each of those grids (and information about its neighbours) and generate its more detailed contents, and then do this again for each square in that grid, getting down to the @'s level after 2 or more iterations. This should work as you can also fix certain locations, such as the borders of the region to line up with its neighbours and then generate an interior. Doing it in a multilevel way like this would allow for coherence across larger distance scales than the algorithm provides for.
Thanks, I will look at this. Eventually
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