Staredit Network > Forums > SC1 Terrain > Topic: Deepfriedmaps.com
Deepfriedmaps.com
Apr 27 2023, 8:43 am
By: Sie_Sayoka  

Apr 27 2023, 8:43 am Sie_Sayoka Post #1



A while back I made some templates to use on deepfriedmaps.com, a website by ayylmao. Basically the site creates terrain based on the rules that your example map(s) have. The results can be very cool and fun although it does have many issues in regards to how the terrain generates and ease of use. The simple explanation of how it works is that it uses the input maps as reference and generates a tile, it then starts generating adjacent tiles based on the reference maps. The site generates terrain based on the wave function collapse algorithm. Here's some examples I made using badlands and desert tilesets:




How to use:
1. Add your input .chk map(s) (NOT .scx)
2. Press "get rules" button
3. Press "do map" button
4. Download a map that looks cool.


Some things to note when using it:
  • You can use your own maps with blends as an example but there's no guarantee the blends will match up. These template maps were specifically made for the site and how it generates terrain.
  • It's normal if it gets stuck trying to generate terrain.
  • Larger map dimensions will take greater amounts of time to generate. There's also a larger chance of it getting stuck.
  • You can zoom in on the terrain with ctrl +/- or just zoom in your browser.

You can use the terrain for whatever you want.

Attachments:
badland asph-struct doodads.chk
Hits: 5 Size: 247.2kb
badlandgen2.chk
Hits: 4 Size: 247.21kb
badlandgen3.chk
Hits: 2 Size: 247.21kb
desertgen2.chk
Hits: 1 Size: 608.47kb
desertgen3.chk
Hits: 1 Size: 608.44kb
desertgen4.chk
Hits: 1 Size: 608.45kb
desertgen5.chk
Hits: 1 Size: 608.44kb

Post has been edited 1 time(s), last time on Apr 27 2023, 8:50 am by Sie_Sayoka.



None.

Apr 27 2023, 4:49 pm Oh_Man Post #2

Find Me On Discord (Brood War UMS Community & Staredit Network)

Cool tech. Does it follow any pathing or walkability guidelines or will it just create a nook and crannies nightmare?




Apr 28 2023, 4:38 am Sie_Sayoka Post #3



There is no pathing capabilities so it will depend solely on the input maps.



None.

Apr 28 2023, 1:01 pm Excalibur Post #4

The sword and the faith

I was able to create some really great stuff with this tool awhile back. One thing that helped me for using the generator on Badlands was to create my own asphalt road grid as part of my template for where I wanted paths, and then generate the rest of the map with null tiles. This is the best approach I can think of for making things that end up being usable rather than just aesthetically cool.

I don't want to spoil the full map so you can see this section here:


I'd love to see an improvement where there are some kind of sliders/weights that can be used to favor open ground, water, and things like that.




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Aug 4 2026, 3:08 am Symmetry Post #5

(Killer_Kow)

This is really cool; I'm unsure as to what exactly the input map should look like. Don't suppose you'd show a before + after?



:voy: :jaff: :voy: :jaff:

Aug 4 2026, 5:39 am Sie_Sayoka Post #6



There are input maps in the first post, the pictures are of the generated terrain. Look at those.



None.

Aug 5 2026, 2:22 am Symmetry Post #7

(Killer_Kow)

Ooh I think I misunderstood what it did. I'll try it out again.

Edit: Yeah this is cool as hell lmao. What does the "nuke radius" value change?

Post has been edited 1 time(s), last time on Aug 5 2026, 3:00 am by Symmetry.



:voy: :jaff: :voy: :jaff:

Aug 5 2026, 7:22 am Sie_Sayoka Post #8



If the generator gets stuck the nuke radius will remove that many tiles and try again.



None.

Aug 6 2026, 2:22 am Symmetry Post #9

(Killer_Kow)

Allah bless you, friend



:voy: :jaff: :voy: :jaff:

Aug 24 2026, 4:20 pm NimoStar Post #10



This is really interesting

I think an AI-powered version could go even further, check pathability and reproduce more complex patterns. You'd eventually be able to have dozens of usable tilesets

THen who would say Brood War is dead?



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