The rules of surrounding terrain
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The_Turkish_Moose
- Posts: 307
- Joined: 2013-03-16 14:40
The rules of surrounding terrain
I couldn't find a guide about the surrounding terrain. I already know that no overgrowth or undergrowth can be used but I wanted to know what I can put into the surrounding terrain
- Mineral
- Retired PR Developer
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- Location: Belgium
Re: The rules of surrounding terrain
there aren't really any rules about it I think. It's just advisable to place much there, as the only function it will have will be to be a visual thing to look at. Unless if you make it playable area ofcourse which is also not really a good idea.
I would say place as less as possible, but try to make it not look too artificial going from normal terrain to surrounding. Meaning if your city stops, place a few buildings there too(like ramiel), or don't make a forrest abruptly stop,place a few static trees,... (like ia drang)
I would say place as less as possible, but try to make it not look too artificial going from normal terrain to surrounding. Meaning if your city stops, place a few buildings there too(like ramiel), or don't make a forrest abruptly stop,place a few static trees,... (like ia drang)
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The_Turkish_Moose
- Posts: 307
- Joined: 2013-03-16 14:40
Re: The rules of surrounding terrain
Ofcourse, I wasn't intended to design entire cities in the unplayable area and I was only planning to add a few trees and buildings
- Mineral
- Retired PR Developer
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- Joined: 2012-01-02 12:37
- Location: Belgium
Re: The rules of surrounding terrain
yeah that should be fine in my experience. And should make it look better 
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Rhino
- Retired PR Developer
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Re: The rules of surrounding terrain
You can't put trees into the the surrounding terrain, but you can put the tree lods in there.


