Mapgen V22 | High Speed |

| Feature | Vanilla (1.20+) | Mapgen v22 (Tectonic) | | :--- | :--- | :--- | | Landmass Size | Fragmented, infinite sprawl. | Continental, distinct shapes. | | Mountain Height | Y=120~256 (variable). | Y=256 (common), Y=320 (peaks). | | River Logic | Noise-based, often broken. | Channel-based, realistic flow. | | Ocean Depth | Shallow (Y=40~50). | Deep (Y=-40~-60). | | Cave Density | High (Cheese/Spaghetti). | Moderate, terrain-adaptive. | | Visual Style | "Fairytale" / Rolling hills. | "Fantasy Realism" / Grand scale. |

MapGen V22 supports a wide array of export formats, including raw 16-bit PNG heightmaps, Unity Terrain Data (.terrain), Unreal Engine Landscape Layer Info, and even CMYK TIFFs for print cartography. A new addition in V22 is the "GameMesh" output, which generates optimized LOD (Level of Detail) meshes directly for Godot 4 and Unity 2023 LTS. mapgen v22

The interface favored composers over coders. A visual “narrative palette” let teams paint motifs onto a canvas: drop a “fortress” brush to increase defensive geometry in a region, smear “desolation” to multiply collapsed structures, or stamp “market” to spawn clustered stalls and NPC paths. MapGen v22 output was exported as layered JSON: geometry, semantic tags, simulated history. Artists, writers, and level designers could iterate separately but remain in sync with the same generative story. | Feature | Vanilla (1

Example workflow: