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PostPosted: Tue Aug 31, 2004 4:00 pm 
Ok first things first. The pallet would need to be changed some.

1) sand would need to start at -6 then -3 then -1 and then 0
2) then script would need to be written

So when dragon encountered a -6 sand/beach tile it would go over it
by say 2 tiles. Meaning it would overlay the beach/sand tile with a static
coastline tile. So when building a beach the person building the map
would need to edge the beach say 2 or 3 tiles in with -6 tile, then line that
(heading into land) with -3 then goto -1 then ofcourse 0 that should give you a OSI style beach.

So it may look like this. these are tiles elevation numbers

0 0 0 -1 -3 -6 -6 -6
0 0 0 0 0 -1 -3 -6 -6 -6
0 0 0 0 -1 -3 -3 -6 -6 -6
0 0 0 -1 -3 -3 -6 -6 -6
0 0 -1 -1 -3 -3 -6 -6 -6

So as you can see if dragon covered only 2 -6 sand/beach tiles there would still be 1 visable to the players. Also being at -6 puts it below
the water tile. If drawen right you would still get a very nice looking
beach/coastline.


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PostPosted: Wed Sep 01, 2004 9:03 pm 
Just incase you are wondering what it looks like, heres a pic.

https://home.comcast.net/~warloxxx/Beach.jpg


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PostPosted: Wed Sep 01, 2004 9:34 pm 
also here is one of how it transitions into the higher costline.

https://home.comcast.net/~warloxxx/Beach2.jpg


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 Post subject:
PostPosted: Thu Sep 02, 2004 11:50 am 
Offline
Master
Master

Joined: Mon Jan 20, 2003 7:55 pm
Posts: 213
How do west and north coasts look? Those tend to be the problem areas for most folks.

Thanks for the other pics and the suggestions, in any case. :)

-CMS
*******


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PostPosted: Thu Sep 02, 2004 12:07 pm 
They seem to look alright. I wrote tutorial on how to make them. Just Download it and check it out :) Im still working on trying to make a script to do the work for me, but right now I use WorldForge.


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