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Thread: Planet Map improvement: make it more topographic

  1. #1
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    Planet Map improvement: make it more topographic

    In a current state planet map (when revealed) shows only three shades of blue (let it be blue) light blue for high ground, blue for plains and dark blue for ponds (all that below water level).

    The idea is to add some more shades as it is in topography. Make some reasonable quantization and snap it to new shades. So instead of flat spots indicating mountains for example, there will be stepped approximation of the real thing (see pic below). This way player will receive more reliable and detailed information about planet surface.


  2. #2
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    I read that they will be adding biomes to the maps, we could have something like was shown during Alpha.

    https://www.planet-nomads.com/wp-con...-Generated.jpg

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    Being able to see biomes on the map is a good thing in terms of resource finding. But first you have to get there somehow.
    Now is rather matter of luck. Because you don't know for sure will you make it though the next hill or you should turn and search the way round. On a smaller planet it is not a big deal, but on a bigger one it may hit you hard.
    My point is that map lacks information about shape and height of terrain. That's why it needs somewhat topography approach to provide that information. So the player can make conscious decisions about which direction to follow.

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    There's a radar dish that's been added that might add more details, I'm not sure as playing survival and haven't acquired the materials to complete it yet.

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    Quote Originally Posted by Trilobyte View Post
    There's a radar dish that's been added that might add more details, I'm not sure as playing survival and haven't acquired the materials to complete it yet.
    Yes. That radar thing I'm talking about. When activated it reveals some portion of the planet map (a circle with 2km radius). The only info you have now about revealed terrain is highgrounds (no matter how high), plains and water pools (no matter how deep). You are given no info about shape and height of the terrain, which imo is vital information in terms of survival.

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    Hi guys, we've tested nearly 20 styles of map before we agreed that less is more.
    Due to grain in the noises that generate planet it does not appear very nice if you look at colorful planet from a big distance and also zoomed in.
    The one that Causal Viking found on the blog is relatively small, high resolution model and heavy postprocessed and not possible to render at realtime. It's based on biomes, not heightmap.

    Maybe we could achieve style that posted smerch, but without outlines and more grainy.

  7. #7
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    Quote Originally Posted by martinsustek View Post
    Hi guys, we've tested nearly 20 styles of map before we agreed that less is more.
    Due to grain in the noises that generate planet it does not appear very nice if you look at colorful planet from a big distance and also zoomed in.
    The one that Causal Viking found on the blog is relatively small, high resolution model and heavy postprocessed and not possible to render at realtime. It's based on biomes, not heightmap.

    Maybe we could achieve style that posted smerch, but without outlines and more grainy.
    Yes. You absolutely right. By adding a couple more shades to height and deep you will cover existing gap. And of course there is no need to be precise topographic. Make it consistent with current visual style.

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