Case studies for WildWestMOD terrains
- April 12th, 2010
- Posted in New Terrain . WildWestMOD
- By Casaubon
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My second post for WildWestMOd is regarding
the graphical style for terrains; I left the Weewar design principles in some points:
bases that can be captured do not change their color as a whole but the change of ownership adds only distinctive attributes. those are side specific colors at the hex-borders (as you have seen already in the factions post) and a flag or any other side- specific symbol- items that can be manipulated (like units or capturable terrain) have a black border to display more contrast to background
the playing field consists of terrain hexes that look less symbolic than in weewar and are more naturalistic. I’m working on 3 naturalistic terrain sets : grassy (green set), barren (red set), and prairie (yellow set).- combination of naturalistic terrain and more comic style units (and buildings) should help the player to distinguish between the map and things he actually could manipulate
terrain of the same kind may show just 1 or more than 1 slightly different graphics to increase diversity of the whole map appearance- hex size is 10 px larger









Wow Cas!! This is looking Awesome!!
Kudos! Looking spectacular
I love it X), excited how it will look as finished map