Re-wrote the terrain generation function as a first step to completing a bare-bones, proof-of-concept build of Armoured Commander 2. It now uses BSP terrain generation to divide up the map into nodes, each of which is assigned a terrain type such as woods, village, pond, etc. It results in maps that are still procedurally generated but a little more organized and rational than the old system.

Above image is using a half-size font so that the entire map can be displayed on the screen at once for testing purposes. Road and hill generation still to come.