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Random Outdoor Map Generator

I am considering making an Outdoor Map Generator for random encounters (In this case, for CoS). I would want the creator to take booleans for specific features {hasWater, hasRoad, hasBuilding, isSnowy, pcCamping} and a setting for environment {Grassy, Wooded, Rocky}. pcCamping would really just generate a campfire and bedrolls in the center of the map (though for camping, I might have players make a camp map cooperatively in the "We looked for a clearing that meets our needs" manner) Does something like this already exist? I found the random dungeon generator, but that isn't what I'm looking for. It would be nice to be able to generate unique random maps for the assorted random encounters that come up.
1465147349
The Aaron
Pro
API Scripter
I'm no aware of any existing scripts for this. It would be a pretty large undertaking. Can you post a few images of what you might expect the generated maps to look like?
I would hope for something like the right half of this image. I'm not super bothered about the multi-height of this map, though that makes for more interesting game play if possible.
1465162992
Gold
Forum Champion
I would think that this idea could be implemented through the Roll20 Rollable Table Tokens method. Wiki docs to help on this idea, <a href="https://wiki.roll20.net/Card_Decks_and_Rollable_Ta" rel="nofollow">https://wiki.roll20.net/Card_Decks_and_Rollable_Ta</a>... Say you create a page with 9 tokens of 31x31 units each, on the Map Layer. If it was as small in acres as the example map (above) this might be as-few-as 2 or 3 map tiles of 31x15 each (based on the appearance of the 'right half' of that wagon-road map). &nbsp;Each token would be a Rollable Table Token with, let's say, perhaps 6 sides each. &nbsp;Each of the 6 sides would be different wilderness map tiles. This is a start, without using API, and already you would have the ability to select all the Rollable Tokens and randomize the "side" that is showing, thus generating new maps.&nbsp; From there you could start to build-up the advanced ideas of controlling the terrain variables to influence which Rollable Table Token side is displayed, and, I'm not sure what extent the API can do this part, how complex, or how that would be done.
To use this, I would probably do 9 tiles of the whole map, that way you could have "central features" and "Border features" be more common in different locations. I think you could then have another 9 tile map that is objects. It would be made of transparent tiles that have trees and rocks and such. You could roll all 18 tiles and get random ground associated with random features. The feature layer could also include roads, etc. Could you link the object layer to a lighting layer, so that if the "Big tree in the middle" tile comes up, a lighting layer that matches it comes up automatically? That way you could have night wilderness adventures. (I suspect this is script, but doesn't seem too hard.)
for now, though, I'm just making a rollable table with a bunch of maps from&nbsp;<a href="http://www.gozzys.com/wilderness-maps/show?seed=ayb3fu&mapsize=3&density=3&stream=1&ruins=1&pathyn=0&grid=0" rel="nofollow">http://www.gozzys.com/wilderness-maps/show?seed=ayb3fu&mapsize=3&density=3&stream=1&ruins=1&pathyn=0&grid=0</a>
1465206961
Ziechael
Forum Champion
Sheet Author
API Scripter
You can achieve the automatic lighting using Lucian's awesome&nbsp; DynamicLightRecorder this allows you to 'save' the path to a graphic so that when it is dragged and dropped onto the VTT it applies the correct lighting lines and works beautifully with rollable tables too, I have a nice tiled labyrinth set up ready for my players which will shift occasionally mwhahahahahaaa
A well-constructed script randomizing an outdoor map would be amazing! I use the gozzys.com for my outdoor maps as well, but they're not perfect. &nbsp;Combining them doesn't always work out well. &nbsp;And the forest floor is almost too photo-realistic and 'noisy'.
So, for this to work, there would have to be a 700px x 700px one-px frame that would be identical on each edge, and also be reflectively symmetrical to allow for tile flipping h/v. Then the tiles would end up tiling correctly with whatever aesthetically pleasing fill-in because the blue pixel on the edge of my tile would line up with the blue pixel on the edge of your tile. This would make interchangeable 10x10 square map tiles If you wanted to be able to have pits or lakes, you would need to have the ground tile tell the decoration tile to generate tile 0 (blank) because you don't want trees floating over your pit. Is the roll20 community a co-productive unit enough that I could put out a frame, and have lots of people do one tile, then everyone just picks and chooses what they like? Or would everyone want to make their micro-sale for the work they've done? Neither is bad, I just would love for this to be a reality.&nbsp;
1465401811
Kirsty
Pro
Sheet Author
Hey Ant. I've been working on some artwork for creating random maps for my own games. I'm by no means a professional artist but if you'd like some help on this project, I'd be interested. Feel free to PM me and I can show you some of the elements I've been working on.&nbsp;
Take a look at this: <a href="http://www.gozzys.com/wilderness-maps" rel="nofollow">http://www.gozzys.com/wilderness-maps</a>
I have seen that (refered to it above) I want something within roll20 that allows me to simply click on my random encounter page, pull the players in, and randomize the map to something new, drop a campfire or a caravan with a broken wheel (depending on the story element) and have a unique map. For now, I've made a 24-sided roll-table for my random encounter map using the gozzys site.
Ant Plays D&D said: I have seen that (refered to it above) Ack! My bad. :)
I like it, and would use it all the time for a non-random outdoor encounter (I might put a light green tint on the graphic so it's not as busy) but my goal is to not need to prepare a map ahead of time, instead just roll a new random map on the fly, and drag the monsters out onto it.
1465520851

Edited 1465521235
I am imagining every tile edge portion has an altitude 3 squares per section and 4 sections per edge. 16 total edge positions, so you could have this tile: which has altitudes of {4, 5, 6, 7, 7, 6, 5, 4, 3, 2, 1, 0, 0, 1, 2, 3} read from left end of top edge clockwise. I am not arguing that this is the best tile, just that the rule should be flexible enough for this.