[Outdated thread] Map Magic

This is “Work In Progress” thread of the MapMagic World Generator. Since it was already released welcome to the new official thread in Assets section.

MapMagic is a platform for the fast level creation and prototyping. It also supports generating of the infinite terrains.

It uses node a interface to determine a creation logic: each generator (like noise, voronoi, blend, curve, erosion, scatter, forest, etc) is represented by the node on the graph. Once nodes’ inputs and outputs are connected the magic happens: a game map will be created without any human involvement. No need in a painstaking work for sculpting and drawing the vast terrains, placing a thousands of objects, painting a fields of grass: just give your orders to the plugin if form of the node graph and it will do a map automagically!

What it might be used for:

  • Terrain prototyping, as all the terrains created with the plugin could be modified manually the way Unity standard terrains could;
  • Creating of extensive open world territories. Let MapMagic do the main job, and then just detail the key places;
  • Creating horizon terrains, where player cannot walk but must see;
  • And since MapMagic can create new terrains when player walks through the land and weld them to the existing ones, it can create literally infinite worlds.

Some other useful info:

  • It works with standard Unity terrains, uses standard splatmaps (alphamaps), and standard trees and grass/details feature. So if you are wondering if some shader or asset will be compatible with MapMagic then the answer is “yes” if it works with default Unity terrain.
  • Except the infinite terrain feature, terrains created with MapMagic do not require the plugin anymore. You can easily remove the plugin (to reduce the build size, compile time of for any other reason) and have your terrains unchanged.
  • It is seed-based. It gives the ability to create random unexplored worlds each time the player starts the game, and all of these world will be built using the same node-driven algorithm.

The plugin is released.
In this regard I’d like to recommend using this thread in Assets and Asset Store topic.
For all the problems with MMWG you can contact me directly via email.

Get Map Magic at the Asset Store
Download Free Evaluation Version

Web demo
Web site
Facebook page
Video Tutorials

11 Likes

Looks promissing!
It would be cool if you could add something like generating a terrain based on a image,so the tool only generates landmass in the white part of the image as a example.

Well that looks like a mini worldmachine inside unity combined with object scatter and placement tool. I think it looks awesome :slight_smile:
It would be easier to comment and give specific feedback if you could show us a list of the currently available nodes! For example i always wanted to be able to use the scatter/placement of one group of objects (the trees for example) as a node to control the scatter of another object (exlude grass to grow near trees, or scatter rocks near the trees, etc).

That looks like a helpful starting point for anybody trying to create a large landmass to refine afterwards.

Thanks for encouragement!

Rick-, that is possible. One can import heightmap with “texture” generator and blend it with procedural terrain using “blend” generator and mask.

moure, that’s right, I’ll write a list of generators with their short description. But firstly I’ll make a little refactoring - right now generator system is a bit messy. However it already can exclude grass under the trees :slight_smile:

2 Likes

you almost made world machine in unity. . . . great work. . .

When will this come out?
It looks really great!

Incredible.

when you plan to drop a release? Im really interested.

¿It can make a infinite terrains?

Sorry for my english

Yes, it can make infinite terrains. That’s what it all about )

I plan to release it in the next couple of months: there are still things to do. Maybe I’ll make an early access or demo version before the release.

1 Like

Will it generate Voxeland terrains also?

This plugin sounds great. Can’t wait for a release; early access would be awesome.

Rod Galvao, I have plans to integrate it with Voxeland, but they will not be implemented in an initial release (and probably in first big update). I’m going to make a biomes support update first, and then modify both plugins to make them work together.

Rombie, thanks ) I try my best to do it asap.

This looks fantastic, I’m definitely interested :slight_smile:

I recently finished implementing multithreading, and found out that updating terrain automatically, without pressing “Generate” button could be very handy. This resulted in a new dynamic build feature, which almost brings WYSIWYG editing.

PS If you’d like to receive news via facebook check new MM facebook page.

4 Likes

I’ve added various blend modes for mixing two maps together. Some of them can blend interesting terrains. Just a short video if anyone interested:

1 Like

That looks great! Some of the blending modes emphasize the border to the next terrain chunk. Would this be fixed?
An ETA when it´s available?

Great work!
Cheers
Michael

yes!! Worldmachine for Unity :slight_smile: This is super impressive! Will you support heightmap import?

mensch.mueller, thanks Michael! That’s right, terrain welding algorithm is far from ideal and need to be refactored. And undo system too. And some other things. I think this will take two or three weeks with implementing all the features I plan to make, maybe a bit more, then Map Magic will be ready to release.

propeller, thank you :slight_smile: Map Magic has mush in common with WorldMachine, but I’m not sure that it could be called WorldMachine for Unity, as it lacks some of the WM features like vector drawing in layout mode, but it has some other really good stuff:

  1. MapMagic is not a terrain tool - or, to be precise, it’s not only the terrain tool. About half of it’s generators are dedicated to objects placements, so it can generate a whole level-design workflow except drawing initial maps :slight_smile:
  2. MapMagic can create levels procedurally in runtime, bringing the feature of infinite non-repeating world. Wherever a player goes, he sees new unexplored land that was generated according rules that you create.

PS yes, there is a map importer node :slight_smile:

1 Like

So you could import your own height map and use the erosion feature? That is what excites me. No more back and forth in World Machine.