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