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Re: [Glob2-ideas] non-flat terrain


From: DusteD
Subject: Re: [Glob2-ideas] non-flat terrain
Date: Mon, 21 Jul 2008 05:31:24 +0200
User-agent: Mozilla-Thunderbird 2.0.0.14 (X11/20080509)

Quinn Yee Qin Teh wrote:
How about having different height values for the terrain so that there are hills (and maybe cliffs)? Hills:
-ground units move faster downhill, move slower uphill
-ground units and buildings can't see the other side of the hill
Cliffs:
-unpassable for ground units
-ground units and buildings can't see what's on the other side if they're on the low side of the cliff -dynamically placed on the map if the difference between the height values of 2 adjacent tiles are above a certain threshold
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I think height diffrence is highly overrated, it won't add anything to gameplay.

A illusion of heigt diffrence can easily be achieved anyway, just look at the way red-alert handles it, even though there are no real diffrence in height, the player get a clear impression that there is.




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