Maps

Dust Front generates every skirmish map procedurally — there are no fixed layouts to memorise. What is fixed is each template's recipe: a terrain noise profile plus rules that scatter minerals, buildings and cover. Those rules decide how rich the economy is and how much the map fights you.

How map generation works

Each template rolls fresh terrain from a noise function and then runs a set of prop generators — one per object class (minerals, buildings, cars, pipes, trees). Every generator has a density (how thickly it scatters) and a max count (a hard cap, or -1 for unlimited). The two stats that actually change how a match plays:

  • Minerals — capped maps force early expansion; uncapped maps reward greedy economic play.
  • Cover — dense building/clutter maps favour infantry garrisons and ambushes; open maps favour vehicles and artillery sightlines.

Every template ships with genHeights at 0, so terrain is effectively flat — there's no high ground to contest, only cover and resources.

No player-facing seed. We've found no seed input or map code anywhere in Dust Front — the game rolls a fresh map every match and gives you nothing to share or reproduce. So the previewer below can only be illustrative: it runs each template's real recipe to show the kind of map you'll get, not a specific one you can load in-game.

Map previewer

Illustrative only. We've found no player-facing seed in Dust Front — the game rebuilds every map fresh per match, so there's no code to type in and no way to reproduce a specific layout. This is just a roll of each template's real generation recipe (noise scale, densities and caps) to give you a sense of the profile you'll face, not an exact in-game map. Hit Reroll for another sample.

Desert · seed 1

No active scatter generators — this template's objects are hand-placed or sparse.

noise scale 0.07. Counts with “+” come from uncapped generators and are display-limited.

Desert

Minerals
No scatter
Cover
Open

No mineral generator — deposits are hand-placed or sparse. Expect to fight over fixed nodes.

noise scale 0.07 · 0/2 generators active

Facility

hand-placed objects
Minerals
Capped 250
Cover
Moderate

Hard-capped at 250 deposits — a finite economy that rewards early expansion.

  • buildings · density 0.41
  • smalls · density 0.50
  • cars · density 0.50
  • minerals · density 0.50 · max 250

noise scale 0.08 · 4/5 generators active

Siege

hand-placed objects
Minerals
No scatter
Cover
Moderate

No mineral generator — deposits are hand-placed or sparse. Expect to fight over fixed nodes.

  • buildings · density 0.35
  • smalls · density 0.88
  • cars · density 0.70
  • pipes · density 0.16

noise scale 0.07 · 4/5 generators active

Bio

Minerals
Uncapped
Cover
Dense

Minerals spawn by noise with no hard cap — generally the most resource-rich profile.

  • buildings · density 0.58
  • smalls · density 0.88
  • minerals · density 0.50

noise scale 0.08 · 3/3 generators active

City

Minerals
Uncapped
Cover
Dense

Minerals spawn by noise with no hard cap — generally the most resource-rich profile.

  • buildings · density 0.59
  • smalls · density 0.88
  • pipes · density 0.16
  • buildings - H · density 1.00
  • minerals · density 0.50

noise scale 0.08 · 5/5 generators active

IndustrialCity

Minerals
Uncapped
Cover
Moderate

Minerals spawn by noise with no hard cap — generally the most resource-rich profile.

  • buildings · density 0.58
  • cars · density 0.70
  • pipes · density 0.16
  • minerals · density 0.50

noise scale 0.08 · 4/5 generators active

NukedCity

hand-placed objects
Minerals
Capped 100
Cover
Dense

Hard-capped at 100 deposits — a finite economy that rewards early expansion.

  • buildings · density 0.58 · max 45
  • cars · density 0.70 · max 65
  • minerals · density 0.50 · max 100

noise scale 0.08 · 3/3 generators active

NukedDesert

hand-placed objects
Minerals
No scatter
Cover
Open

No mineral generator — deposits are hand-placed or sparse. Expect to fight over fixed nodes.

noise scale 0.07 · 0/0 generators active

Village

Minerals
No scatter
Cover
Moderate

No mineral generator — deposits are hand-placed or sparse. Expect to fight over fixed nodes.

  • builds · density 0.42 · max 8

noise scale 0.07 · 1/2 generators active