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Re: Pre-alpha version of a coating-based terrain module


Elijah Meeks wrote:

I think this is the best way, and I'd take it a step
farther by saying you don't need any caveats to show
the terrain underneath, except insofar as, say a
forested hill would need to be obvious. As it stands,
a high-K-dirt hex, with a sparse-grass coating and a
dense-redwood-forest coating on top of that can look
like just the top coating, with further information
available to players in the position to gather it. For the most part, the top coating in this style of
terrain is the dominant terrain in our current method
and that seems to work fine for players.

I would expect that a dense redwood coating would pretty much obscure any other lower coatings by virtue of not having much transparency in the image, except maybe along an edge to indicate things such as snow, as Steven suggested. In principle, I like the idea of being able to see all layers that one can reasonably see.


Now, if the Tolkien-style map tiles works, and we can
import GIS data, does that mean we could one day have
a Tolkien-style map of, say, North America?  Maybe
complete with 'The Desolation of Pittsburgh'...

Here there be steel mills....


Honestly, I have only been to Pittsburg once, and it was the area around Squirrel Hill (IIRC?), CMU*, and UPitt, and it wasn't all that bad.

Eric

* Carnegie-Mellon University, not Central Michigan University. As if anyone even knew the latter existed....


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