Dawn of Man

Dawn of Man

Flatlands
Schwifty K  [developer] Mar 25, 2019 @ 4:10am
How i created this map.
Disclaimer
Don't get the following wrong! I just described my actions and what happened.
I didn't say, that the different positions of the noise amplitudes are directly related to resources. Just described the diffences in terrain, after changing each of the 8 numbers from 0 to something higher. This was written before Madruga gave the possibility to override the heights and angles for resource spawns. The link I posted is still valid:



This is the guide i used: https://steamcommunity.com/sharedfiles/filedetails/?id=1687394472

Let me start with a quote from Madruga:

"Terrain in Dawn of Man, like in most games, is generated by combining noise of different frequencies: Large mountains are low-frequency high amplitude, small bumps are high-frequency low amplitude.

<noise_amplitudes values="0.0 0.03 0.2 0.154 0.097 0.045 0.025 0.005"/>

This line allows you to modify the amplitudes of the different noise layers, the initial numbers define the amplitudes of the low-frequencies (the height of large mountains), and the later numbers define the amplitudes of the high_frequencies (the height of the small bumps)."

Sounds crazy, right? You could start using notepad or some other text editor. It will hurt your eyes and your brain very much.

Be smart! Use a reasonable syntax editor such as the free Atom editor.

Madruga environments download: http://madrugaworks.com/dawnofman/files/BuiltinEnvironments.zip

As an example you can find my map here:
..\yoursteamfolder\steamapps\workshop\content\858810\1693186543\Flatlands\

make a backup copy and put it into windowsusername\Documents\DawnOfMan\Scenarios

create the folder \Scenarios\ if it is missing.

now you have your local copy of my map for viewing and tinkering.

In the scenario file flatlands.scn.xml are the map size and spawnpoints.

map size: <size value="4"/>

spawnpoints:

<locations>
<location id="flatlands_spawn" seed="00000000" environment="flat_river" map_location="0.5,0.2" river="false" lakes="4"/>
</locations>
id is shown in the menue;
i started with seed 00000000 and 11111111 for testing
environment is set to my custom created map file ..\Flatlands\Environments\flat_river.xml
map_location only affects the marker position on the minimap test with 0.1,0.1 and 0.8,0.8
river: ="false" no river on the map river ="true" map with river
lakes: Defines the number for lakes, not the size, they also grow together to huge lakes. Have fun trying it out! :D

Now for the funny map creation part:
edit ..\Flatlands\Environments\flat_river.xml

Look for those and set em all to "0" - you got your empty flat map.
<noise_amplitudes values="0 0 0 0 0 0 0 0"/>

now start pitching those numbers up, on at another or multiple, like you desire.

This is what they did as I tested:

1 0.03 trees und flint south
2 0.04 trees und flint north
3 0.001 hills and monolith
4 0.1 trees near the river
5 0.08 stones
6 0.5 mountains
7 0.1 mountains
8 metal?

But together they create completely different landscapes. Here are some configurations I tested with:

metal on the road "0.5 0 0 0 0 0 0.08 0.12"
very nice! "0.5 0 0 0.001 0 0 0 0.1"
almost "0.1 0.0 0.0 0.154 0.097 0.0 0.0 0.005"
II "0.32 0.0 0.0 0.15 0.1 0.0 0.0 0.005"
III "0.5 0.0 0.0 0.05 0.075 0.0 0.0 0.04"

<resource_factor value="3"/> can be set to "0" for less errors while testing. also animals.

Feel free to experiment and enjoy.
Last edited by Schwifty K; Feb 7, 2021 @ 11:03am
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Showing 1-15 of 18 comments
TsProphet Apr 5, 2019 @ 11:01am 
how to load a specific map to veiw it?
Schwifty K  [developer] Apr 5, 2019 @ 11:09am 
make a specific map, save it, start the game, start the scenario with the specific map.
TsProphet Apr 5, 2019 @ 11:39am 
thank you, also how did you figure out the reference points to add as spawn locations
Schwifty K  [developer] Apr 5, 2019 @ 11:51am 
Originally posted by TsProphet:
thank you, also how did you figure out the reference points to add as spawn locations

Originally posted by Schwifty K:
map_location only affects the marker position on the minimap test with 0.1,0.1 and 0.8,0.8

I once imagined you could influence it with seed. I'm not sure, try it out.
shogomad Apr 5, 2019 @ 3:04pm 
Hello@Scwifty K,
First off I love your map, great job!! That's all I've been playing, also thanks for the tip on tweaking your scenario. I've been having aloooot of fun doing that. I made a YT vid and I was wondering if I can make it "Public",

https://youtu.be/feGl3F3qGPc

If not I totally understand, if it's OK I'll give you full credit for the scenario and the tweaking tip. Once again thanks for your hard work. +++1

Sorry, I meant to start a new discussion.
Last edited by shogomad; Apr 5, 2019 @ 3:06pm
Schwifty K  [developer] Apr 6, 2019 @ 2:29am 
Funny video. Of course you can make it public. If you refer to my scenario, it would be very nice if you also refer to your changes. That doesn't look like the usual number of attackers to me. Otherwise I fear comments because of too many raiders because of your video :D
shogomad Apr 6, 2019 @ 3:57am 
Originally posted by Schwifty K:
Funny video. Of course you can make it public. If you refer to my scenario, it would be very nice if you also refer to your changes. That doesn't look like the usual number of attackers to me. Otherwise I fear comments because of too many raiders because of your video :D
Thanks! No problem. I been using your tip on tweaking the scenario. I start off with all kinds of stuff and more animals. I also messed around with the "Raiders". I think there was around 60 of them. I will diffidently mention that I changed things and that this is not the original scenario.
Schwifty K  [developer] Apr 6, 2019 @ 3:59am 
Thanks :D
Saadiya Dec 15, 2019 @ 10:32am 
Oh very explanatory! Thanks!
Schwifty K  [developer] Dec 15, 2019 @ 11:47am 
blacksmoke26 did a "map generator" with those infos. https://dawn-of-man-mod-gen.netlify.com
Schwifty K  [developer] Dec 15, 2019 @ 11:48am 
but it feels like it needs more "fine tuning". Glad if i could answer you any questions.
Titanium Mar 12, 2020 @ 7:58am 
Hi ! I'm french and I don't understand what " trees und flint south & north " are supposedly change.
I think South and north haven't any rapport with cardinal points ?
Schwifty K  [developer] Mar 12, 2020 @ 11:07am 
you are right. south and north are not exactly right, since there is no compass. i saw flint and trees spawn (upper side / left side), (downside, right side) with the two params.
just set one parameter to something like 0.2 and leave the other value 0 to see what i ment.

meanwhile madruga made a few brand new nice things possible:
https://steamcommunity.com/app/858810/discussions/1/1752402822292079016/
Titanium Mar 12, 2020 @ 5:31pm 
Thank you so much. I installed beta 1.5 to test with the new possible settings. it's going to be awesome.
SanzSeraph May 5, 2020 @ 8:30pm 
Does anyone know what constitutes a valid range for each of the amplitude values?
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