Map Gen 2.2 -
Procedural Cartography at Scale: An Evaluation of Map Gen 2.2
Terrain & Biomes
: Different colors on input maps can be mapped to biomes like urban, forest, or desert.
- Embrace the seed system. Don't generate randomly; use specific seeds for specific biomes. The community has already cataloged seeds like "TITAN-88" (a Pangea-style supercontinent) and "ARCH-44" (an island chain archipelago).
- Adjust the thermal gradient. The default equator-to-pole temperature curve works well, but lowering the "pole temperature" slider by 15% produces much more dramatic arctic zones.
- Use post-process masking. Map Gen 2.2 outputs raw elevation data. Apply a Gaussian blur mask to the exported heightmap before importing into your game engine to smooth out the sub-pixel roughness.
- Cache your tectonic seeds. Because the tectonic simulation is deterministic, always save your tectonic seed separately from your biome seed. This allows you to change the biome overlay without rebuilding the mountain ranges.
I can provide a step-by-step guide tailored to your exact project! map gen 2.2
Limitations and Future Development