New procedurally generated swamp map


I've been working on a new 100% procedurally generated map that takes place in some kind of swamp or lake with dense flora. The terrain itself is heavily mixed with the ratio between land and water being about 50/50.  Parts of the landscape are overgrown with moss, which also thrives in the water, giving it a nice gradient between the water's various shades of blue/cyan and the moss green that goes well with the new water waves effect. The map is populated with huge waterlilies, which in turn spread a dense network of vines across the map.


The target here was to create a complex map with multiple height layers - good opportunities to hide in and snipe or ambush. Visuals were another focus, which is part of why I chose an aesthetic of complex and messy plantlife. One big reason for the vines is so that bots can navigate this map, and it does work! While they have a path building feature, it is not finished yet and not very reliable. They can mostly close off smaller gaps and use the vines to walk the way from their spawn to the enemy's intel/flag.

This new map will be added to the server in the next few days.

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