Search found 13 matches
- Sun Jun 26, 2016 2:45 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
After the tile has been placed the software has to draw a new tile: a NR tile and it has to be placed 436pixels lower and 101 pixels to the left. Luckily it's not that complicated. The OpenRA templates always align to map cells so offsets only need to take cells into account, not pixels. Now here c...
- Wed Jun 15, 2016 7:47 am
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
I think you have some good ideas there, noobmapmaker. I'll look more into that when adding water and adding the other cliff types. One thing you have to keep in mind with that system too is you'd need a way to specify the location of each end, so it'd probably be more verbose and complicated. But it...
- Tue Jun 14, 2016 7:04 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
r34ch, are you trying out the code on my OpenRA branches? The map generation options can be found in the lobby. singleplayer -> skirmish -> options -> generate map That should bring you to the map generation options screen. By the way, the cliffs are currently on the branch "cliffs", not the main "m...
- Mon Jun 13, 2016 2:11 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
Thanks. What you mention could be possible. The way it works now is it uses a jitter factor. You can see the third picture in my blog post has almost no jitter, cliffs tend to go straight, while the first and last have high jitter. You can adjust the settings, and the higher jitter % means a larger ...
- Fri Jun 10, 2016 10:34 am
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
I found a few testers. Also did some testing locally, which is easier even though I don't know any OpenRA experts here. Sorry, I didn't check the forum in a while. This week I've been busy implementing cliffs. I made a blog post here: http://thomasvanderberg.nl/blog/cliffs/ Here's a screenshot: http...
- Fri Apr 15, 2016 11:23 am
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
It's probably difficult if you're not familiar with the programs. There's a guide on the OpenRA Wiki here.
I'd like to create builds if it's needed to get enough testers but not sure how to do that well right now, so I'm just trying to get people who can compile at first.
I'd like to create builds if it's needed to get enough testers but not sure how to do that well right now, so I'm just trying to get people who can compile at first.
- Fri Apr 15, 2016 10:11 am
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
Hey everyone, I'm now officially looking for some testers. People who are able to compile OpenRA for now. I made it possible to change the values of the map generator within the UI, so you can experiment as much as possible with the current features. All you need to do is compile my version of OpenR...
- Tue Mar 22, 2016 1:40 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
- Mon Mar 21, 2016 1:30 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
Here's a little progress update. Not much to show but better than nothing: http://thomasvanderberg.nl/blog/progress-1/
Screenshot with debris placement in RA1:

Screenshot with debris placement in RA1:

- Tue Mar 08, 2016 9:53 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
Thanks anjew and AoAGeneral! AoA, I noted your ideas. That's some good input! I'm probably going to make a demo build where you can do single player skirmishes on random maps(multiplayer later when I figure out the best way to send to map to other players). I hope people can give me some more input ...
- Thu Mar 03, 2016 6:51 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
and dont expect them to get used in tournys ... cause seems like "tourny maps" need to contain "atleast" 1 oil derrick ... and a minimum amount of space between players Yeah I think this is more for casual players than tournaments. But who knows. Age of Empires II also has tournaments with only ran...
- Thu Mar 03, 2016 2:08 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
Very cool. How do you think people can test generated maps? Maybe you can use you blog to provide an online tool for map generation, where people can download a newly generated map? Best would of course be your own dedicated server, where people can only play a newly generated map. I can see how th...
- Thu Mar 03, 2016 12:08 pm
- Forum: General Discussion
- Topic: Generating maps in OpenRA
- Replies: 30
- Views: 29602
Generating maps in OpenRA
Hey all, I recently starting working on procedurally generated maps in OpenRA. I made a blog post about it: http://thomasvanderberg.nl/blog/generating-maps-in-openra/ You can reply to this thread and I'll try to answer any questions or feedback. Here's a screenshot of it to make this post a bit more...