Alright, here you go.
They're still a bit blobby, but there should be no Aliasing.
I've created a few different scale maps. I'm not sure which one best fits the tiles. Number 1 is definitely too large-scale. Number 4 is zoomed in 12 times.
EDIT: Forgot the color schemes: Tan is sand, pure green is grass. Dark green is broadleaf, lighter green is conifer. Lavender is heath, or possibly moor. Orange is dirt, yellow is tall grass, gray is stone and white is snow (my addition), cyan is swamp. I think that's all of them... Oh, I think that moor and heath are separate in-game. One's more swampy, I guess. I'll distinguish them in the future; as it stands, best just to treat all purple spaces as the pinkish grassland, which is probably heath.




Ways to improve it: lost of fine-tuning to do with the various relations. That's pretty easy. More difficult would be making a good height map; currently it uses just one layer. It's effectively a fractal. In the future I can make it multiple layers that stack in a un-fractal-like pattern.
Last edited by Peter on Tue Nov 10, 2009 7:16 am, edited 1 time in total.