Creative Kool Terrain Types

terrains

These are suggestions for adding some unique creative terrain types.  This is a list of creative terrains which currently do not appear to exist within Elemental, yet will hopefully be considered.

 

1}  Rain Forests ~ This map location is similar to regular forests, yet due to the high amounts of rainfall during specific seasons the water level raises making it impossible to travel by land during these seasons.  The very tall trees also prevent boat travel. 

2}  Flood Plains ~ The same as rain forests the flood plains become unusable during specific seasons due to either a nearby river flooding or high amounts of rainfall.  During specific seasons food does grow more easily and in greater numbers... the Nile river can be a reference.

3}  IceBergs ~ These are moving pieces ice which start in the cold parts of the map.  As icebergs travel they might provide access to an island or river crossing otherwise unreachable by land or as a way to try escaping being hunted by another player/independent.  The icebergs will eventually melt(unless magical), but should last many turns.

4}  TarPits ~ As by definition this is an accumulation of natural tar which acts as a natural trap into which animals have fallen and sunk and had their bones preserved.  I recall many prehistoric mentions how this type of terrain was large enough to cause problems for even dinosaurs.  This terrain can be a natural barrier as well as provide a place for necromancers to obtain skelletal type creatures.

5}  High Winds ~ This would be a type of barrier for only flying units in the skies.  This barrier will allow map makers to create sections of map where ground units would be needed for exploring.  I know winds are more weather related, but since most terrains provide disadvantages or barriers for ground units it seems important flying units should also have map sections where they have disadvantages or barriers.

6}  Lava ~  I haven't seen lava as one of the types of terrain for Elemental.  This terrain can provide a natural barrier for ground units.   The lava can also be used by active volcanoes.  Hopefully Elemental will have a few active volcanoes which have about a 3% chance of erupting each turn.  Special boats immune to fire can be used for crossing such map sections which also have High Winds.

7}  Mountain Peaks ~ Extremely high mountains which are impassable by both ground and flying units due to the high elevation and steep cliffs.  This provides a natural barrier for all units.

8}  Jungles ~ Extremely high amounts of dense vegetation and trees allowing only human sized units to travel.  Also only human sized flying units would be able to land within this terrain.  Such a unique terrain would provide several strategic options.  Special plant creatures may also be found here, if plant creatures exist within Elemental.

9}  Swamps ~ As by definition this is wet spongy land which is unfit for cultivation and diseases are more likely by most races.  Structures on this land may sink(vanish) for many turns before rising again. Also although very very rare a structure from long long ago may raise out of the swamp.

9}  Coral Reefs ~ Sections of the oceans and seas where there's higher amounts of seafood(fish) available.  Any large ships have a 20% chance of being seriously damaged or sunk by the reefs when entering these waters.

10}  Toxic Ponds ~ Deadly gases and acidic liquids are being released here from deep within the planet.  It's common for diseased animals and bags of sewage to be catapulted into these locations since these areas have no other uses.  Any ground travel here causes high chances of disease and will cause damage to any units crossing.

 

19,321 views 18 replies
Reply #1 Top

The mountain peaks (blocking flying) would have to be very small area or magical in nature for me to get behind.  How do we know most of these won't be in though? 

Mostly I want to campaign for magic being able to make any terrain type as well.

Reply #2 Top

Quoting SnallTrippin, reply 1
The mountain peaks (blocking flying) would have to be very small area or magical in nature for me to get behind.  How do we know most of these won't be in though? 

Mostly I want to campaign for magic being able to make any terrain type as well.

I haven't seen any solid evidence these terrains as being available which is why I created the topic.  I've also added unique traits to several specific terrains as well, allowing them to be more strategic as well as fun.

Anyone who has created maps for other games would know the importance of having sections/barriers which block all units including flying units, thus the importance of the mountain peaks.  The random map generators do not need mountain peaks in moderate or large numbers.

Reply #3 Top

I go along with the mountain peaks if they have a value other than a natual block.    I dont like peaks becasue it removed a tile from a game.  Normaly its a dead square, hex, etc... no production or value.   I rather have an army fortify a square than a dead tile.

Reply #4 Top

Quoting AM_Shark, reply 3
  I dont like peaks becasue it removed a tile from a game. 

As I wrote earlier... anyone who's a map maker understands the importance of having a tile which cannot be accessed.  This allows the map maker to create worlds which may require a special key to access or the need for the adventurers to first travel thru underground caverns or it could provide extra defense for an AI opponent or human player. 

The list of reasons are very extensive why at least map makers would want a tile which cannot be accessed.  AgeofWonders:ShadowMagic also had this type of terrain by providing the mountains from the Shadow Tiles which also prevent all travel.

Reply #5 Top

thats a pretty cool idea although i do think that if some civs are native to a certain area should be immune to disease and stuff but thats an unnecessary detail. the only problem i have is the glacier or ices burgs. that would be really hard to do b/c they would most likely cause high tides or earthquakes when they move

Reply #6 Top

Quoting olp33, reply 5
thats a pretty cool idea although i do think that if some civs are native to a certain area should be immune to disease and stuff but thats an unnecessary detail. 

   Yes, a few races should be immune or highly resistant to diseases from the swamps such as  Lizardmen and Undead.  That's why I wrote most races.

Quoting olp33, reply 5
the only problem i have is the glacier or ices burgs. that would be really hard to do b/c they would most likely cause high tides or earthquakes when they move

 High Tides, Tsunami's, Earthquakes and other events of nature are hopefully being considered for at least expansion material.  Even active volcanoes might be tough to accomplish, but hopefully we'll have the graphics for a few dormant volcanoes.   Icebergs might start as just a moving terrain tile, but eventually become more realistic from patches and expansions.

 Having visible signs of nature and natural disasters affecting/changing the environment helps the world feel more alive.

Reply #7 Top

Judging by the medallions, the types of terrein we will be getting in the original game will be: Evil (?), Deasert, Plains, Swamp, and Snow. Evil LOOKS somewhat volcanic, and I suppose impassible nterreins would not be included, but I doubt that the devs will add more so soon. Good idea, though.

Reply #8 Top

Mountain peaks as so-called 'dead tiles' would be a swell thing for those of us in the Wild Spaces camp. No wall-to-wall fantasy asphalt for me ;)

Those and the high winds idea remind me first that I'm a bit worried that we won't have any flying units. They also remind me of when I was studying in Austin and met the director of the terribly under-appreciated doc flick Plutonium Circus and learned about how the unending wind in places like Amarillo, TX, can lead to all manner of craziness. Any pop center in a High Winds area would need something like the sanity mechanics in Call of Cthulhu, from what I've been told.

Reply #9 Top

Nice list Ntjedi! I'm pretty much behind tile types being as varied as possible.. obviously the more complexity involved the harder it will be for the random map generator to come up with reasonable looking maps (I mean you don't really want one spot of rainforest in the middle of a grassy plain), but I have faith the devs can do it :D Even if they can't, as Ntjedi says, I certainly could see how a tile such as the unpassable mountainpeak would be invaluable to map makers so I think there'd be a case for including it in the map creation bit of the game even if it wasn't automatically inserted into randomly created maps :)

Reply #10 Top

Quoting Jonny5446, reply 9
... obviously the more complexity involved the harder it will be for the random map generator to come up with reasonable looking maps (I mean you don't really want one spot of rainforest in the middle of a grassy plain)...

But what about things like the Ancient Power of Geoff the Slug maintaining a modest few tiles of swamp in the middle of a large post-cataclysm desert?

I'm kind of hoping to see 'odd' things on the map that are linked to features like an independent power or even a major 'dungeon.'

Reply #11 Top

I think we should go a step further and have odd terrein features be an indicator of large and/or powerful dungeons. That is, of course, if dungeons are not immediately visible from the moment you see the title, which is also a good idea.

Reply #12 Top

Quoting GW, reply 10

Quoting Jonny5446, reply 9... obviously the more complexity involved the harder it will be for the random map generator to come up with reasonable looking maps (I mean you don't really want one spot of rainforest in the middle of a grassy plain)...
But what about things like the Ancient Power of Geoff the Slug maintaining a modest few tiles of swamp in the middle of a large post-cataclysm desert?

I'm kind of hoping to see 'odd' things on the map that are linked to features like an independent power or even a major 'dungeon.'

Yeah and that'd be great, but it's a bit of a different situation where you've got a proper thematic reason for the unusual terrain placing than if the game gives no reason and doesn't on any level realise there's soemthing odd going on :)

Reply #13 Top

Quoting Jonny5446, reply 9
Nice list Ntjedi! I'm pretty much behind tile types being as varied as possible.. obviously the more complexity involved the harder it will be for the random map generator to come up with reasonable looking maps (I mean you don't really want one spot of rainforest in the middle of a grassy plain), but I have faith the devs can do it Even if they can't, as Ntjedi says, I certainly could see how a tile such as the unpassable mountainpeak would be invaluable to map makers so I think there'd be a case for including it in the map creation bit of the game even if it wasn't automatically inserted into randomly created maps

  Thanks...  these ideas will allow the world to feel more realistic and would allow map makers great creativity for providing interesting and strategic maps. 

For the random map generator the best method would be assigning each terrain a list of qualified neighbors and then have the map generator dump ink blots of each type.  Thus a forest and swamp could be neighbors yet not a swamp and desert.  Lava would be linked with a volcano... and may not even exist on the map if the game doesn't have any volcanoes.   I really hope the different terrains listed above are being considered for the current game or at least expansion material or at least possible for us gamers from modding.

Quoting GW, reply 10



But what about things like the Ancient Power of Geoff the Slug maintaining a modest few tiles of swamp in the middle of a large post-cataclysm desert?

I'm kind of hoping to see 'odd' things on the map that are linked to features like an independent power or even a major 'dungeon.'

 This can still be possible yet would be seperate from the original terrain creation.  The best way to make the suggestion you describe work would be during map generation when independent creatures and structures are being placed on the map.  So if  the Ancient Power of Geoff the Slug is randomly placed within a desert section of the map the game would recognize his special terrain needs and add the swamp squares.  It's possible specific creatures and structures may even change the original terrain...  this was done by a few creatures and items within AgeofWonders such as the snow witch.

Reply #14 Top

so things like 'tundra' and 'desert' are being avoided since they are pretty standard, is that right?

Reef

Atols

coast (is that too standard?)

filth (like areas of prettymuch solid sewage or bug-slime or something)

Buttes

Canyon

 

alright, I'm stopping with my list.  I want to create lists like "hilly plains"  "rocky plains"  "glacier till"  (that would be like 'hilly plains' except wiithout real hills, rather till mounds and strange rocks left behind by the melting glacier)  "mountain- sedimentry'  "mountain- ignious"   (notice how subtly different these are.   But if I were running the project with infinate budget, time, and artists, I would totally have all of the above and more since I feel the terrain looks very different by doing something as simple and subtle as changing the basic type of bedrock as in the mountain example.)

Reply #15 Top

 

Correct, I did not add tundra, desert, beaches and a few other common ones since they are pretty standard.  I believe canyons and valleys will also be seen or at least possible to create within the map editor. 

Thanks landisaurus I have added two new ones from the ideas you listed.   I really hope we'll have the majority of these terrains or at least the option of adding them into the mix for randomly generated worlds via modding tools.

Reply #16 Top

I think extra terrain, especially with the possibility of creating it all with magic, and how cool it would make the cloth map look, and strategy options..all equal = GOOD.

Reply #17 Top

Goodmorning all

Quoting AM_Shark, reply 3
I go along with the mountain peaks if they have a value other than a natual block.    I dont like peaks becasue it removed a tile from a game.  Normaly its a dead square, hex, etc... no production or value.   I rather have an army fortify a square than a dead tile.


while this is true, Mountains are often dead tiles, this doesn't NEED to be the case,   infact moutains are highly productive things, with lots of Rock for building, minerals for mineing, forced and relaible rainfail for fresh water and aquaducts.  . . .

Moutains can not be passed,  But that doesn't mean the MUST not be useable.

Infact i could see a game that has a mountain range seperating two cities, and both cities work the same mountain tile,  one from each side,  with all the extra surface area, and the natural devied, how would either side know or prevent the other sides work??

Make Mountians Unpassible, for obvious reasons,  but make them Multiply workable, any town in range can work a shared mountain tile, without conflict,  just because it's so big.

Take care All

Robbie Price

Reply #18 Top

I for one love the idea of dead spaces in the map. A world of fantasy needs its foreboding peaks and deadly deserts. To make thing more interesting, some of these places could hide great riches, shards, or other reward that would make traversing them worth it. Moreover, moving large armies around will actually become the great undertaking it should be, as moving your troops across mountains Hannibal-style should not be as easy as marching across a plain (and is frankly more interesting too). Heck, I might even go all the way and propose that troops exposed to harsh terrain should have their numbers dwindle. Just imagine how awesome terrain modifying spells would be if that were the case. You could, at great cost, surround your kingdom with deserts that will make the idea of invading you rather daunting, without you having to spill blood or maintain a huge garrison.