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Found 1 result

  1. Now that I've seen the custom map generation tools and new skins on animals, I'll toss out an idea and see if anyone smarter than me wants to try making it happen. The reason for the idea is to add additional realism to an already beautiful (and impressive) set of custom maps. 1a. Blending of biomes in map generation. Today, we see too much of a hard line, when going from sand, to tundra, to forest. I'd like to see more blending happening between them. Call it a hybrid zone that looks part one type and part the other. For instance, if Steppe and Forest connect, have a buffer zone that is grassier than tundra & has smaller versions of trees and shrubs (force them to never mature and limit how many can spawn in that buffer zone? 1b. Making a special "wet look" tile of each landscape type, that helps add a touch of realism. 2. New rock & dirt skins, based on the dominant concentration of ore types below ground. If there is a higher percentage of iron in the area, make the dirt and rock more reddish. I'm not a geologist, so I'll let smarter people figure out what rock types and dirt colors go best with our other ores. 3. Elevation based snow. Is it possible to set the winter skin permanently for certain elevations? Better yet, it is possible to set it to move the snow line to higher and lower elevations, based on season changes, automatically? Finally, is it possible to add one more factor into the snow line: North vs south locations of the map? Winter is coming!!! 4. When generating a map, can different flora and fauna be auto generated as more likely at different elevations, near or far from water, etc? Not a huge deal, as we can just use our artistic ability to plant where we want. (?). Link to an idea for making some skinning changes to mines... http://forum.wurmonline.com/index.php?/topic/133971-mining-update-the-look-of-walls-floors-and-veins/