Carleton University - School of Computer Science Honours Project
Procedurally Generating RTS Maps
Many real-time strategy games have generic looking maps, which can potentially be generated instead of made by a person. In this project I created a script which procedurally generates a mesh usable for real-time strategy games. It done using a heightmap generated from Perlin noise while using methods used in generating mountainous terrain to adjust the result. The terrain is then made to look like something from a game by smoothing out the values to two fixed elevations, and adding strategic features for players to play around. The result of the project is a script that can generate a map using variables which can be manipulated on the Unity engine editor.