In the further adventures of my effort to generate a custom alt-trav setting, I am writing some random map tools. Now that I'm happy with alternate map dimensions, I'm moving on to actually generating test maps.
I'm posting in the MTU forum, because I am exploring various heresies that I find interesting. Tonight's highlights include:
- Not every hex containing stellar objects has a populated world. There will be a number of wilderness stars which have no permanent population. (Keeps the scouts busy.
)
- Some hexes may contain more than one star system. For the purposes of game movement, however, all systems in the same hex share the same possible jump destintations by drive rating.
- The stellar density in whole may be a bit greater than traditional, while the number of significant population worlds will be somewhat reduced.
- The maps should be both natural looking and fun. I'm shooting for maps with more variety and character that also reflect 'realistic' wisps, whorls, and clusters.
My first task in map creation is to determine which hex locations contain objects and which ones are empty. Rather than simply count down each hex rank with a virtual 2d6, I wrote a somewhat more convoluted algorithm. Its nothing fancy or elegant, its pretty much a brute hack I wrote last night.
The idea is to promote formation of both stringy mains and clumply clusters, discouraging obvious artifacts like long straight lines or sharp corners.
Here's what the output of my test app looks like:
Sample Dot Map
Not too bad. Has a few garish 'shapes', but also has some nice forms too. I was fairly happy with this, but I also wanted to enhance the clustering/rifting that would bring more contrast to the map and make the remaining stringy bits stand out more.
I'll post more radical experiments in further posts, after I make sure my images are linking correctly...
I'm posting in the MTU forum, because I am exploring various heresies that I find interesting. Tonight's highlights include:
- Not every hex containing stellar objects has a populated world. There will be a number of wilderness stars which have no permanent population. (Keeps the scouts busy.

- Some hexes may contain more than one star system. For the purposes of game movement, however, all systems in the same hex share the same possible jump destintations by drive rating.
- The stellar density in whole may be a bit greater than traditional, while the number of significant population worlds will be somewhat reduced.
- The maps should be both natural looking and fun. I'm shooting for maps with more variety and character that also reflect 'realistic' wisps, whorls, and clusters.
My first task in map creation is to determine which hex locations contain objects and which ones are empty. Rather than simply count down each hex rank with a virtual 2d6, I wrote a somewhat more convoluted algorithm. Its nothing fancy or elegant, its pretty much a brute hack I wrote last night.
The idea is to promote formation of both stringy mains and clumply clusters, discouraging obvious artifacts like long straight lines or sharp corners.
Here's what the output of my test app looks like:

Not too bad. Has a few garish 'shapes', but also has some nice forms too. I was fairly happy with this, but I also wanted to enhance the clustering/rifting that would bring more contrast to the map and make the remaining stringy bits stand out more.
I'll post more radical experiments in further posts, after I make sure my images are linking correctly...