Wow, this is fantastic
I've experimented with it and here are a few discoveries for those interested:
- I made a deep pit in the ocean just to see what would happen, and it seemed like the game just didnt want to start at all (not even the launcher came up). I went back into the editor and flattened it back out, but it still wouldn't run afterwards. I switched to the backup of my original map and it STILL wouldn't run. After a restart it was fine, but if I tried to run my modded map again it wouldn't work, even if I switched back to the backup. I'm guessing making a very deep or very high vertex overloads something.
- In order for a terrain type to actually show up on the map, a vertex needs to be surrounded by the terrain type. putting one triangle of desert within plains will not show up in the game, but a hexagon of triangles will. This is not true of ocean, river, and forest.
- Both mountain terrain AND angle of the poly determines whether it can be travelled on. Steep tiles will block movement even if it is a texture other than mountain, and even if a mountain tile is flat, it's still impassable.
- The ground texture under a forest tile will match snow and desert, but if forest is placed on a previously mountain tile, it will override to the plains texture.
And some suggestions for Thor, when you get around to it:
- A "do you want to save your changes" prompt after hitting esc would be great. I've lost some work accidently hitting esc before I saved.
- Variable sensitivity for changing elevation would be nice
- A flatten tile brush; either by setting the current vertex to the same height as the surrounding vertices, or ask for a height value to set.
- A highlight around the tiles a brush will affect, so you can see the actual brush size.
- And of course, when you devise how to do it, ability to edit the x/y values of vertices, to create coastlines/rivers.