Canyons

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Ayin
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Canyons

Post by Ayin »

Canyons have been commited to cvs. The letter for canyon terrains is "X", although movement types on canyons is yet to be defined.

There still are glitches between some canyon tiles, see screenshot.

Thanks Christophe for your great work!

Cheers,

Ayin

Shade
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Good Show

Post by Shade »

Good Show! Great. Now I have to update (some) maps. Excellent!
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quartex
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Post by quartex »

The transitions from hex to hex aren't quite perfect, but still it looks really good. Thanks a lot Ayin, it's really nice to see the canyons in the game. And christophe did such a good job with them.

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Elvish_Pillager
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Post by Elvish_Pillager »

Looks like they've invented castle-antigravity...
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Neoriceisgood
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Post by Neoriceisgood »

With the power of ghost-lift. so light you don't smell it.

Shade
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I don't

Post by Shade »

I don't think that's a bug, I'd call it a feature. Seriously. The edge of the canyon has erroded, and the huge 'lego' brick castle hangs over the edge a bit. I think it cool :)
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Elvish_Pillager
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Post by Elvish_Pillager »

Here's my suggestion on fixing it:
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Shade
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EP

Post by Shade »

EP that is cool. You gotta show somebody. . .
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turin
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Post by turin »

Great idea, EP.

My guess is that that would be hell to code, though.

I look forward to using the new canyon.
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MadMax
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Post by MadMax »

Me too. I have some uses for them in my campaign.
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Jetrel
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Post by Jetrel »

Props to EP for the idea.

Obvious and massive props to that lad C33 for digging those wee holes in the garden :twisted:


One thing I would say, though, is that the combo tiles, ESP the six-way canyon intersections, look a bit... odd. Namely the whole business with the corners sticking out into the hold makes it look... like there shouldn't be black there.

It's ok to have a big black hole for a tile. Maybe I'll do an edit or something, but keep in mind, these rock.

Christophe33
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Post by Christophe33 »

I'm glad the canyon are commited to CVS but there are clearly work for me to do to fix some of the problem that appeared on the way. Mostly some connection are not smooth anymore. I have to say I did rechecked them after adding shade and reworking the perspective. I should be able to fix most of them next week. It might be better not to have transitions from hills or mountain over the canyon or to make some special shorter one.
EP version for the castle looks great and it should be possible to add it.
Ayin really did a great job to get BfW to build canyons.
In term of mvt and defense it is rather simple: no land units can cross it and flying units should have a move of 1 and probably a defense of 50% as in other terrains. Or maybe a better defense?
Would it be possible to have bridge over the canyons?
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charlieg
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Post by charlieg »

Christophe33 wrote:Would it be possible to have bridge over the canyons?
A rope bridge!

Then it snap in the middle and fall both ways, with the hero holding on to the ropes with one arm and catching his fair maiden with the other, whilst the bad guy plummets to his death in a river of man-eating crocodiles. Archers on one side, riflemen on the other.

Hmm, sounds familiar. :roll: :wink:
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Elvish_Pillager
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Post by Elvish_Pillager »

One unrealistic thing: Walking Corpse Plagues a Gryphon Rider in a Canyon. There is now a Walking Corpes in a canyon, and it can get out easily.
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Dacyn
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Post by Dacyn »

Elvish Pillager wrote:One unrealistic thing: Walking Corpse Plagues a Gryphon Rider in a Canyon. There is now a Walking Corpes in a canyon, and it can get out easily.
the same thing can happen with Deep Water...

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