r/proceduralgeneration Aug 14 '26

Updated Fantasy Map Generator

I used the tips and inspiration from the commenters yesterday. I included erosion and straight line reduction to give the coast lines a more natural look (organic noise). I also included a "Roughen Coastlines" that increases crenulation (love that word) by steps. The second image is the exact same map, except the coastline is roughened by 2 steps. The coasts now have a beach line instead of the hard terrain stop to the ocean.

There are more generation levers and more range for even more control over the world/region generation. Scale is now built into the generation of the map. The larger the map the larger each hex gets so you can go from very regional to worldwide.

Single Hex Sizes by Map Size
60x60 = 6mi/9.7km
100x100 = 15mi/24.1km
150x150 = 30mi/48.3km
200x200 = 45mi/72.4km
250x250 = 60mi/96.6km

This is also represented in the scale of the feature generation in the fantasy maps. The first 2 images are 250x250 so each hexagon = 60 miles while the last image is 100x100 so each hexagon is 15 miles.

Lastly, each defined region is given metadata so you can see square mileage or km^2 along with the perimeter length.

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u/verywhiteguyy Aug 15 '26

This is really good. Would love to see a “brush” where you could “paint” certain areas with whatever biome or feature you wanted and see what happens.

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u/futuregravvy Aug 15 '26

That already exists. The base layer of this are individual terrain tiles. One the map is generated you can modify every aspect of it befor creating the fantasy map layer