• Map Generator Tip
    4 replies, posted
Greetings all, This may be old news to many, but it is new to me and it may help others. Spent a few hours every week trying to generate a map I like and would use for repeat wipes. My stumbling around led to an insight. Find a map seed number that generates the overall terrain that you want. Start at a size that is close to your preferred finished product. Once you have the seed, start generating new maps with very small incremental size differences. Changing one number anywhere in the seed makes a totally new map(logical). Altering the SIZE moves monuments and rivers. ANY size change at all can result in a re-shuffling of monument positions, and river locations/lengths. So, if you find what you feel would be the "perfect" map for you, but Outpost is shoved into a corner deep in the arctic... no problem. I wanted a 4800... ended up with a 4815. But, it has a much better distribution of rivers, and placement of monuments. Picking larger seeds of repeating integers(ex. 939393939) SEEMS to make for a more "complex" map. That could very well be confirmation bias on my part, so try it out for yourself. The worst part is waiting out the generation process of Rust.IO. But perseverance pays off in the end. Thanks for your attention, and I hope this helps.
I run a solo 4000 size map server, its low pop, but I too am sick of the same ole maps. I still wish we had islands
Marco... mess with seed numbers and larger sizes like your 4,000. If you find or generate a nice island map, then you can use the above tweaking process to put rivers and monuments where they do the most good. You have to dedicate some serious sessions with the generator to develop a feel for they way the seeds work. Smaller numbers suck for me. I use nine integers, and usually repeating sets of two or three numbers. My 4815 is for a 50-slot new player solo server. The room to roam or hide, with monuments all clustered near the center, and Outpost/Bandit Camp sensibly near the center. RAM HOG. Large maps on low-slot rentals means get more RAM right at the start. Most hosting services do not expect a monster map for 50 people, so they squeak by with 6 Gb.. You pay for the big 'uns. If you want islands without making or using a custom map, then go big or go home. 4815/480048001 is a decent suggestion to start a tweak process. Huge lakes, and "The Nile" river running from the rad zone of Launch, through the desert, all the way to the sea. Four actual islands, and multiple peninsulas that might be island-fied with further size tweaks in the generator. Make larger size adjustments to make islands appear. Then start in on 5 increment changes to shuffle monument positions.
Funny...... there are some excellent maps with low seed numbers.... you don't want all the crap in the center, they are different levels, otherwise you get new players running into "pros"... then rage quitting.... for a balanced server you need balanced levels, otherwise the pros just go on a massive scrap hunt among all the newbie bases with wood doors....
I agree there are some maps with low numbers that are quite balanced, just not my cup of tea in general. I only attempt to make sure that either bandit camp or outpost is near center. Neither should be all the way to any edge though. I space monuments out enough so there is good separation, and still room for folks to go deep and hide. The lower tier monuments should be near outer areas, and closer to spawn beaches. Let a natural progression take place. The big boys will go to Launch, Mil Tunnels and the Oil Rigs. The Junkyard, Sewer Branch and Water Treatment can be left to the newbs. It is possible to keep generating until you get monuments that "progress" from one side to the other... low to high-end. But there is room for all sorts of opinions.
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