Ultimate Random Maps 1.5.0 for BfW 1.17/1.18 beta
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Ultimate Random Maps 1.5.0 for BfW 1.17/1.18 beta
Ultimate Random Maps
Version 1.5.0 for Wesnoth 1.17.26 and up.
Formerly called Sigurd's Random Maps - Version 1.0.0 for Wesnoth 1.10 series.
This post contains a description of the latest version of the add-on.
For the latest development info and updates, read the most recent posts to this thread.
A map pack with 20 types of randomly generated maps, intended to cover a a wide variety of situations.
Originally created with 11 maps to fill a need for random maps in Random Campaign, the pack has since expanded to represent as many situations as possible. A few of those situations won’t make much sense / be drudgery when used with the default era, and are best used with other eras, (ie, Archipelago makes for an interesting map when used with GambCiv; Ocean is best used with Water Creatures and Flyers, which can be set up in Custom Campaign.)
The maps are:
Archipelago - A group of islands to fight on, the trick is to get from one to another.
Barren - Desolate orc territory with dead land, muddy bogs and more hills than usual.
Cave - With an underground schedule.
Citadel - With a custom schedule with constant lawful bonus, intended as a counterbalance to Cave.
Desert - Desert is the primary terrain. Based on manline Random map (Desert), with a few changes..
Flood – Fight in a flooded valley.
Forest – Fight on elven territory.
Fracture - Time is broken here, with each hex having its own fixed time.
Frozen - A bitter cold land where there is snow and ice as far as the eye can see.
Island - Similar to Vale, but in an island shape and with some mountain villages more likely.
Jungle - Tropical scenery, with forests primary.
Lava – The lava and the light from the surface illuminate this cave as if it was twilight.
Marsh - Swamp is the primary terrain. Based on mainline Random map (Marsh), with a few changes.
Mountains - Explore the dwarven realms of mountains and the caves underneath in this rugged map.
Ocean – Merfolk, Nagas, Flyers, and Sea Creatures have the advantage on this watery map.
River - A giant river flows through the middle of the map, and must be crossed without the aid of bridges or fords.
Vale - Like mainline Random Map, but with a few changes.
Volcano - A giant volcano is at the center of this bleak looking map, most of the time has lava rivers.
Wastes - Sand is everywhere in this extremely harsh environment.
Winter - Snow is the primary terrain. Based on mainline Random map (Winter), with a few changes.
Old first post:
Version 1.5.0 for Wesnoth 1.17.26 and up.
Formerly called Sigurd's Random Maps - Version 1.0.0 for Wesnoth 1.10 series.
This post contains a description of the latest version of the add-on.
For the latest development info and updates, read the most recent posts to this thread.
A map pack with 20 types of randomly generated maps, intended to cover a a wide variety of situations.
Originally created with 11 maps to fill a need for random maps in Random Campaign, the pack has since expanded to represent as many situations as possible. A few of those situations won’t make much sense / be drudgery when used with the default era, and are best used with other eras, (ie, Archipelago makes for an interesting map when used with GambCiv; Ocean is best used with Water Creatures and Flyers, which can be set up in Custom Campaign.)
The maps are:
Archipelago - A group of islands to fight on, the trick is to get from one to another.
Barren - Desolate orc territory with dead land, muddy bogs and more hills than usual.
Cave - With an underground schedule.
Citadel - With a custom schedule with constant lawful bonus, intended as a counterbalance to Cave.
Desert - Desert is the primary terrain. Based on manline Random map (Desert), with a few changes..
Flood – Fight in a flooded valley.
Forest – Fight on elven territory.
Fracture - Time is broken here, with each hex having its own fixed time.
Frozen - A bitter cold land where there is snow and ice as far as the eye can see.
Island - Similar to Vale, but in an island shape and with some mountain villages more likely.
Jungle - Tropical scenery, with forests primary.
Lava – The lava and the light from the surface illuminate this cave as if it was twilight.
Marsh - Swamp is the primary terrain. Based on mainline Random map (Marsh), with a few changes.
Mountains - Explore the dwarven realms of mountains and the caves underneath in this rugged map.
Ocean – Merfolk, Nagas, Flyers, and Sea Creatures have the advantage on this watery map.
River - A giant river flows through the middle of the map, and must be crossed without the aid of bridges or fords.
Vale - Like mainline Random Map, but with a few changes.
Volcano - A giant volcano is at the center of this bleak looking map, most of the time has lava rivers.
Wastes - Sand is everywhere in this extremely harsh environment.
Winter - Snow is the primary terrain. Based on mainline Random map (Winter), with a few changes.
Old first post:
Spoiler:
Last edited by SigurdFireDragon on February 23rd, 2024, 3:37 pm, edited 21 times in total.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
Re: Sigurd's Random Maps 0.8.0 for BfW 1.9.9
Thank you so much! We really needed something like this. I love the jungle and volcano maps especially.
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Re: Sigurd's Random Maps 0.8.0 for BfW 1.9.9
You're welcome
Having thought about it, I have a few more map ideas, and hope to have at least 1 or 2 of them added in the next week or so.
Having thought about it, I have a few more map ideas, and hope to have at least 1 or 2 of them added in the next week or so.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
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- Posts: 548
- Joined: January 12th, 2011, 2:18 am
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Re: Sigurd's Random Maps 0.8.1 for BfW 1.9.9
Updated to 0.8.1
There are 12 maps now.
New Map:
Forest - Fight a battle in elven territory.
There are 12 maps now.
New Map:
Forest - Fight a battle in elven territory.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
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- Posts: 548
- Joined: January 12th, 2011, 2:18 am
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Re: Sigurd's Random Maps 0.8.2 for BfW 1.9.9
Updated to 0.8.2
Now 13 maps.
New Map: Lava - The lava and the light from the surface make this dry cave illuminated as if it was twilight.
Now 13 maps.
New Map: Lava - The lava and the light from the surface make this dry cave illuminated as if it was twilight.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
Re: Sigurd's Random Maps 0.8.2 for BfW 1.9.9
Is it possible to do a generator that produces, not just one island, but a sort of archipelago?
And if you don't mind, I will probably advertise this add-on inside of my new GambCiv add-on. They're so perfect for each other.
And if you don't mind, I will probably advertise this add-on inside of my new GambCiv add-on. They're so perfect for each other.
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Re: Sigurd's Random Maps 0.8.2 for BfW 1.9.9
Yes, I should be able to do that. Hopefully, I'll be getting back to the map pack soon, and I'll add the archipelago and some other ideas as well (I have at least 5 more).Gambit wrote:Is it possible to do a generator that produces, not just one island, but a sort of archipelago?
Go for it! I'm happy to see there's a use for my map pack outside of my own add-ons & simple one scenario player vs computer.Gambit wrote:And if you don't mind, I will probably advertise this add-on inside of my new GambCiv add-on. They're so perfect for each other.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
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- Developer
- Posts: 548
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Re: Sigurd's Random Maps 0.8.3 for BfW 1.9.10
Version 0.8.3 is up on the 1.9 servers. For Wesnoth 1.9.10 and up.
Changes:
Added three new maps, each with a water theme.
Archipelago - A group of islands to fight on, the trick is to get from one to another.
Flood – Fight in a flooded valley.
Ocean – “Merfolk, Nagas, Flyers, and Sea Creatures have the advantage on this watery map.
Did some renaming of underlying macros.
Some minor appearance tweaks in some of the maps.
Volcano – Starting castles are now Ruined Castes.
Marsh – converted all the wooden bridges to rotting wooden bridges.
Removed the ‘Random’ Map.
Changes:
Added three new maps, each with a water theme.
Archipelago - A group of islands to fight on, the trick is to get from one to another.
Flood – Fight in a flooded valley.
Ocean – “Merfolk, Nagas, Flyers, and Sea Creatures have the advantage on this watery map.
Did some renaming of underlying macros.
Some minor appearance tweaks in some of the maps.
Volcano – Starting castles are now Ruined Castes.
Marsh – converted all the wooden bridges to rotting wooden bridges.
Removed the ‘Random’ Map.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
Re: Sigurd's Random Maps 0.8.3 for BfW 1.9.10
Can archipelago occasionally have some mountains in the middle of the islands?
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Re: Sigurd's Random Maps 0.8.3 for BfW 1.9.10
I'll see what I can do with it. Any thoughts on the other aspects of it?
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
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Re: Sigurd's Random Maps 0.8.4 for BfW 1.9/1.10
Version 0.8.4 is up
Did some minor tweaks to get more mountains to appear in Archipelago.
Did some minor tweaks to get more mountains to appear in Archipelago.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
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Re: Sigurd's Random Maps 0.8.4 for BfW 1.9/1.10
I knew that someone other than me did it. And I finally found.
I use aquatic maps for special era (factions of naga, merfolk and undead with a recruitable water zombies and a pirate skeleton).
I tried to make castles that match the land, but I'm not happened. I will look how you do that.
My cave map is more like your lava map than your cave map. I also have an other cave map on an older version (not yet changed the terrain names). This is a map with many mountains, some impassable and dug caves and sinkholes. I must seek if I can change the schedule depending on terrain.
I also have a volcano map. But mine it's just a few craters of lava at the top of mountains. I love your big volcano (and I have no idea how it's done).
Ditto for the river. Very interesting to have a card cut in two by a waterway.
But I would also have a version with a bridge that will be a major strategic point. it should be feasible by slightly modifying the current map.
I put random cards in the state where they are. I'll have them together in one folder on format to put it on the server.
I use aquatic maps for special era (factions of naga, merfolk and undead with a recruitable water zombies and a pirate skeleton).
I tried to make castles that match the land, but I'm not happened. I will look how you do that.
My cave map is more like your lava map than your cave map. I also have an other cave map on an older version (not yet changed the terrain names). This is a map with many mountains, some impassable and dug caves and sinkholes. I must seek if I can change the schedule depending on terrain.
I also have a volcano map. But mine it's just a few craters of lava at the top of mountains. I love your big volcano (and I have no idea how it's done).
Ditto for the river. Very interesting to have a card cut in two by a waterway.
But I would also have a version with a bridge that will be a major strategic point. it should be feasible by slightly modifying the current map.
I put random cards in the state where they are. I'll have them together in one folder on format to put it on the server.
- Attachments
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- Random_Scenario_water.cfg
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- Random_Scenario_vulc.cfg
- (6.4 KiB) Downloaded 1149 times
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- Random_Scenario_cave.cfg
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Re: Sigurd's Random Maps 0.8.4 for BfW 1.9/1.10
Thanks for the interest in my map pack.
Here's a quick overview of how I did some of the things:
For the castles matching the land, I do some post-processing in a prestart event.
The volcano is a lot like an island map, but with the water limited in where it is put, then it's all turned into lava using a convert key in the [generator] tag.
As for the River, it's a bit more involved of a hack of an island type map to force it into the appropriate shape.
Hopefully I'll get back to coding again soon, I've got at least 3 more map ideas.
Here's a quick overview of how I did some of the things:
For the castles matching the land, I do some post-processing in a prestart event.
The volcano is a lot like an island map, but with the water limited in where it is put, then it's all turned into lava using a convert key in the [generator] tag.
As for the River, it's a bit more involved of a hack of an island type map to force it into the appropriate shape.
Hopefully I'll get back to coding again soon, I've got at least 3 more map ideas.
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
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- Developer
- Posts: 548
- Joined: January 12th, 2011, 2:18 am
- Location: Pennsylvania, USA
Re: Sigurd's Random Maps 0.8.5 for BfW 1.10
Version 0.8.5 is up.
New in 0.8.5 - Desert and Winter changed to be like mainline versions, but with some style changes. 3 new maps: Mountains (and the caves under them in Dwarven Territory), Frozen & Wastes (like the previous harsh Desert & Winter, but a little bit harsher).
New in 0.8.5 - Desert and Winter changed to be like mainline versions, but with some style changes. 3 new maps: Mountains (and the caves under them in Dwarven Territory), Frozen & Wastes (like the previous harsh Desert & Winter, but a little bit harsher).
Co-Author of Winds of Fate
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
My Add-ons: Random Campaign, Custom Campaign, Ultimate Random Maps, Era of Legends, Gui Debug Tools
Erfworld: The comic that lead me to find Wesnoth.
- francophone
- Posts: 393
- Joined: February 20th, 2010, 2:19 pm
Re: Sigurd's Random Maps 0.8.5 for BfW 1.10
Like my "grottos" random map ?SigurdFireDragon wrote:Mountains (and the caves under them in Dwarven Territory)