The micro terrain texturing I'm doing at all feilds will be enough. I realized after taking a few screen shots that seeing the far ground to near ground in game 3D visual relationship between hills and gullys didn't transfer with the 2D screen shot. It's like the real world where you walk up on the top of a hill and see the parking lot your car is in a mile away and you think your hike is over. Then you walk down into the low area between the next hill and can't see anything. The smallest hill I can make is 660ft across the base and I've accomplished that as a micro texture. I'm building 96 6 mile area tank maps to have every spawn area up to it's field textured with hills and gully's scaled to tanks.
I suppose Waffle could have made one tile for each tile set with pimples on the surface. I suspect just like the villages in the Eurotileset that I used for BowlMA, they would have been slope angle dependent. If I painted a village tile on too steep of a slope, the buildings would not be generated, only the trees and streets. And then the question would be how would I see placing pimples down on terrain I'm trying to scale to a theme? Or am I correct that most tank players in this game really want a super mario bros. tank world to play tank carnival after all is said and done?
Mounds where trees are sparse??
When you try to paint a few trees with the smallest brush, 660ft diameter, you are never sure of the outcome due to how the 1x1 mile source tile is oriented in the 1x1 mile grid area that you are trying to place one dot of tile paint on. The grid is oriented North and tiles are oriented North. So when you paint, your tile simply repeats itself oriented North across every 1x1 mile grid box or portion of your brush touches. Painting a 660ft dot is more like putting a cover over a 1x1 tile, then cutting a 660ft dot in that tile to let you see that position under the hole you cut.
By the way, 660ft is a very wide swath of terrain when you actually drive it in a tank. So anything smaller than 660ft, unless Waffle creates a tile that emulates sandpaper so anywhere I place a 660ft dot you have smaller mounds in some pattern I cannot change. Then you are talking tiny objects that have to be built like any other object such as revetments on vBases and made available for me to one at a time place them onto the terrain. Then you are entering into the realm of problems due to adding additional objects to the arena might impact localized FPS of large furballs. Or have issues of terrain functioning properly by placing objects too close to each other.
I have a lot of limitations I have to work with, and around, to get my terrain to the state it is right now. You can see many gully's to duck into on your way to attack that port in these next 4 screen shots. How do tank hiding pimples work here in this geological theme unless like in all the films I've watched of our competitors. They arrange their towns and terrain features to make a real world looking\super mario funlands for tanks. You should read some of the professional blogs about that. Realism is highly over rated versus super mario fun driving around blind siding other vehicles. They all want to shoot each other in the back our push each other off cliffs to drown each other. WW2 is highly overrated when you want super mario hiding spots where they would never be geologically in the real world.

You can clearly see the 660ft limitation I have to work with in all these hills and gullys and so many places to hide.



Notice this gully is higher than the land to the left but lower than the land to the right and the airfield in the distance? You are driving 2miles up from a river bottom at 1ft elevation while the airfield is at 25ft. This is about 1mile in and there is a gully past the trees in the far ground and more micro hills. So where do you want the super mario none local theme pimples in this? There is a geological formation left by glaciers called moraines and my micro hill texturing is consistent with what is called a "ground moraine" even though I'm creating run off gull's on a watershed. In the Cascades you can find "mounds" left by a glacier called terminal moraines which are about 200ft long and 50ft tall. You could always ask Waffle to make "erratic's" as objects which are house sized boulders left by glaciers something like 75ft by 50ft.
