V2.2: Mapgen
MapGen v2.2 is a procedural map generation system for creating tile-based world maps (terrain, biomes, rivers, points of interest, and overlays) aimed at games, simulations, and tabletop tools. It produces deterministic, seed-driven outputs with configurable steps for noise, erosion, biome assignment, and feature placement.
The documentation has been updated and expanded, including new examples and tutorials to help developers get started with Mapgen v2.2.
MapGen v2.2 is an essential, albeit aging, toolkit used by the Hearts of Iron IV (HoI4)
modding community to generate custom world maps. It automates the creation of complex game files—like province.bmp and heightmaps—from simple user-drawn inputs. Core Workflow & Components
The tool operates on a multi-step pipeline where you provide specific 24-bit BMP images (typically at a 5632x2048 resolution) to define different geographic features. Steam Community Land & Water Input : You define the basic layout using specific hex codes: Land (#9644c0) Ocean (#051412) Lakes (#00ff00) mapgen v2.2
. Flat colors are mandatory; any fading or anti-aliasing will cause generation errors. Terrain & Biomes TerrainInput.bmp
to control where specific biomes like forests, deserts, or mountains appear across your map. Provinces & States : The tool generates a province.bmp based on your ProvinceSizeInput BoundaryInput files, helping to partition your land into playable units. Final Assets
: Once inputs are set, MapGen produces the necessary game assets, including HeightMap.bmp (terrain elevation) and WorldNormal.bmp (lighting and texture details). Steam Community Common Troubleshooting
Despite its utility, MapGen v2.2 is known for being temperamental with modern HoI4 versions and requires manual "fixing" after generation: Steam Community Guide :: How to Make a Custom World! - Steam Community MapGen v2
By: [Your Name/Tech Blogger]
For developers working in the procedural generation space, the phrase "it’s just random" is a dirty lie. We know that creating a believable world is a delicate balance of chaos and structure. It’s about taming the noise.
That brings us to MapGen v2.2.
If v2.0 was the great overhaul and v2.1 was the bug-fixing patch, v2.2 is the "Quality of Life" update we didn't know we needed. It shifts the focus from simply generating terrain to refining it. Let’s dive into the technical shifts and creative opportunities this update unlocks. By: [Your Name/Tech Blogger] For developers working in
For developers who care about the numbers, MapGen v2.2 brings a rewritten noise evaluation kernel. The system now uses a hybrid of Simplex (for primary landmass shapes) and Domain-warped Perlin (for micro-terrain). But the real magic lies in the historical simulation queue.
You can now layer generators non-destructively. For example:
Each pass can be toggled, blended, or reordered at runtime. This is a paradigm shift: MapGen v2.2 no longer generates a map; it generates a geological history.
MapGen v2.2 marks a significant step forward in procedural map generation, delivering enhanced performance, greater customization, and more realistic terrain diversity. This release focuses on improving both the developer experience and the quality of generated outputs—whether you're building game worlds, simulations, or data visualization environments.