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New video is up!
What I wrote on YouTube.
More on using Voroni, Perlin Noise and Fractal filters to randomly generate terrain. Look at it as a base for further editing and designing the landscape as you wish.

It briefly touches the different filters, and then I create a terrain using a combination of all the filters together.
 
Re: Video 7.

I too found out last night that we can bulldoze the intersections to make things like the expressway nice and flowing. But what I found was that it's sometimes best to leave in those intersections until you are completely done with that motorway, the reason being is that by removing the intersection that roadway becomes one long roadway. So if you find you need to delete a section of it, you're out of luck if you've removed all the intersections where you started and stopped building the expressway, where as if you leave them in until you're all done with it, you have the opportunity to go back and delete individual sections of the roadway to make any alterations you might find you need to make after you've laid it down.

I had to redo a huge expressway that crossed over my entire map last night because I deleted all the intersections that the game placed when I put the expressway down in sections because I needed / wanted to alter a small section but couldn't unless I deleted that section of expressway. Would have saved myself a good hour or so of replacing the original expressway since I did it originally in such a way as to make the double expressway super close together where you would have thought that the game laid out a double expressway for me it was all so nice and compact and tight.
 
I accidentally did the same thing. So a workaround; grab any kind of road and make an intersection when you know you're going to delete a part of the road. It's like making a fail safe. You 'slice' the long road into to pieces, and the bulldoze tool will only delete up to the next intersection.
 
More Help Please?

There are two features of map editor that I would like some help with. None of the tutorials mention these:
  1. Private car factor. Values are variable from 1 to 200.
  2. Iteration rate in building generation. Values vary from 1 to 64.
Does anyone know what these values represent? What are the default values for these used by CO when creating the standard game maps?
 
There are two features of map editor that I would like some help with. None of the tutorials mention these:
  1. Private car factor. Values are variable from 1 to 200.
  2. Iteration rate in building generation. Values vary from 1 to 64.
Does anyone know what these values represent? What are the default values for these used by CO when creating the standard game maps?
Private Car Factor tells the game how many CIMs will be using their own car to get around. I don't know if they will turn to using mass transport over their own car if the mass transport options are better and cheap enough though.

A lower iteration rate during building generation will generate a few buildings at a time. I find it I spend a little more time generating buildings at lower numbers because this goes faster than setting a high number. The map will slowly fill in anyway.

Set a high number, and it will take longer to generate buildings, but also slightly more diversity.
 
Absolutely top drawer mate. I am inspired again to venture into the map editor.
I, like you opened map editor on the fly to see what was going on. Unlike you, I had no idea what I was doing!
Thanks alot for these tutorials, it will help me heaps!
 
New video is up. I take map making a step further by sculpting the terrain in 3D Coat, before I use World Machine to add erosion.
Sculpting in 3D Coat is mostly the same as what you can do in-game, but it's much faster, and you can use a whole lot of different tools to make things more interesting faster.
[video=youtube;bmjJigm6hHU]https://www.youtube.com/watch?v=bmjJigm6hHU[/video]