Klokkwork
Recruit

One of the things that kinda gets me about some things is the landscaping code used in a lot of video games, this one included. The map is basically a two dimensional sheet, with elevation parameters set up to create a hilly terrain.
What would be nice is a terrain that allows for concave sections, where a river would logically have eaten away at the bottom of a cliff, causing the cliff's edge to be farther out than its base, or a hilltop with a rolling crest.. perfect for beaches where the sand has tumbled away in the wind. In mountainous regions, it's not uncommon at all to see sections of rocky terrain jutting up at an angle, creating sharp breaks in the ground, and outcroppings that overshadow land underneath.
Caves, foxholes, trenches.. places where there is land over land. Something like that would drastically change the feel of the game in a way that could almost ONLY be measured as positive.
Even in Everquest II, instances of land over land are almost always just large scale models placed on the terrain. A cliff model that hangs over the ground below. Now granted, that's hard to code in a game that randomly generates battle maps. And being that I'm not a coder, I have no clue how it would possibly come to be. I'm sure the game engine might even be such that it doesn't know how to process such a map. But I'm throwing this out there anyways.
What would be nice is a terrain that allows for concave sections, where a river would logically have eaten away at the bottom of a cliff, causing the cliff's edge to be farther out than its base, or a hilltop with a rolling crest.. perfect for beaches where the sand has tumbled away in the wind. In mountainous regions, it's not uncommon at all to see sections of rocky terrain jutting up at an angle, creating sharp breaks in the ground, and outcroppings that overshadow land underneath.
Caves, foxholes, trenches.. places where there is land over land. Something like that would drastically change the feel of the game in a way that could almost ONLY be measured as positive.
Even in Everquest II, instances of land over land are almost always just large scale models placed on the terrain. A cliff model that hangs over the ground below. Now granted, that's hard to code in a game that randomly generates battle maps. And being that I'm not a coder, I have no clue how it would possibly come to be. I'm sure the game engine might even be such that it doesn't know how to process such a map. But I'm throwing this out there anyways.