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256 Terrain Slots. That’s nowhere near enough, let’s face it. And to make matters worse, you can’t even modify the first 91! They almost mock you with how inefficient they are. The four cave walls with a secret door built in. (Couldn’t I just use a secret door special node... Please? Actually, better yet, don’t put secret doors into cave walls! They make absolutely no freaking sense!) The hill and ocean terrain set — which automatically format no matter which # you select. There’s fully 41 terrain slots in the first 91 that are redundant. But alas, you can’t do anything about them other than change their name or graphic, so just leave it be.. That leaves 165 terrain slots for you to play around with. In a short homogenous scenario that’s plenty. In a long scenario, you’ll run into real problems fitting everything in. Trust me, I have. Now when I begin a scenario, I anticipate and compensate, it makes things much easier and simpler in the long run. My suggestion : Clear terrain right at the start, and add custom terrain as you need it. It’s easy to think that you’ll just change ‘X’ terrain slot when you need it, but you’re just lying to yourself. As the scenario progresses, you’ll forget exactly what terrain you’ve used where. By the time you’re on town 45, can you exactly what terrain you used in town #14? Have you used the Round Rug on vahanatti floor yet? You think you haven’t, change Round Rug to Slime Pit, only to have your beta tester’s puzzled when they visit the kindly old hermit Wizard’s home. The best way to avoid this is clear default slots right up front. Take every terrain slot that you don’t think you’ll need, and give a blank graphic. That way, whenever you need a new piece of custom terrain, you can add it without fear that you’re changing your past work. To this end, here are the terrain slots that I recommend you think about clearing:
(Chances are for topside scenarios the party might still go into a cave, hence the reason for leaving most of the cave graphics untouched.) Don’t underestimate the need for terrain slots — you’ll often find you need to have identical looking terrain with different properties. By setting aside a chunk of the slots at the beginning, you’ll allow yourself to design more quickly, without the worry of accidently making retroactive changes you didn’t desire. |
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