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Author Topic: Terrain Features: Giant Pits, Fissures  (Read 3077 times)

Warlord255

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Terrain Features: Giant Pits, Fissures
« on: December 08, 2008, 07:11:46 pm »

Simple suggestion. Hopefully not inordinately difficult.

1. Larger Bottomless Pits/chasms. Up to double the size they are now?

2. Cave Incorporation. Add cave tunnels to existing underground features, such as chasms and bottomles pits. Apparently in the devlog.

3. Fissures; straight-ish chasms with tapered ends that have a few levels of magma at the bottom.

That is all. Carry on.
« Last Edit: December 09, 2008, 12:07:15 am by Warlord255 »
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Foa

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Re: Terrain Features: Giant Pits, Fissures
« Reply #1 on: December 08, 2008, 07:30:08 pm »

Do you always make great suggestions or do you know what the community wants?

Because I support this.
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Footkerchief

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Re: Terrain Features: Giant Pits, Fissures
« Reply #2 on: December 08, 2008, 07:33:21 pm »

Those are good ideas for the underground diversity megathread: http://www.bay12games.com/forum/index.php?topic=22308.0
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Reasonableman

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Re: Terrain Features: Giant Pits, Fissures
« Reply #3 on: December 08, 2008, 08:00:05 pm »

I wonder how hard it would be just to give a greater degree of variance to the existing points of interest?

EDIT: As in size and shape and soforth?
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Align

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Re: Terrain Features: Giant Pits, Fissures
« Reply #4 on: December 08, 2008, 08:01:48 pm »

3. Fissures; straight-ish chasms with tapered ends that have a few levels of magma at the bottom.
How come it doesn't come bubbling up?
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Warlord255

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Re: Terrain Features: Giant Pits, Fissures
« Reply #5 on: December 09, 2008, 12:06:29 am »

3. Fissures; straight-ish chasms with tapered ends that have a few levels of magma at the bottom.
How come it doesn't come bubbling up?

Well, to add to the fun of it - you have both a big chasmy-thing in the earth to play with, AND magma! If it was all filled with magma you wouldn't get to play in the chasm.

Having read the devlog recently, it looks like Toady's already working on incorporating caves more organically into chasms and pits, making them less "stand on a random ledge"-ey. I'm sure that adding size variance for the pits and chasms would be a trivial task after that. Since chasms use (as far as I've seen) river code, and there are massive major rivers...

As far as the fissures go, that'd have to be secondary, if he ever feels like adding more terrain features like that. A version with a brook or river at the bottom would be similarly awesome.

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Footkerchief

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Re: Terrain Features: Giant Pits, Fissures
« Reply #6 on: December 09, 2008, 12:19:44 am »

I'm pretty sure he's gutting the current underground features entirely.  I doubt you'll see any more perfectly vertical chasms with uniform width.
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BradB

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Re: Terrain Features: Giant Pits, Fissures
« Reply #7 on: December 09, 2008, 04:32:18 am »

Perhaps it could spray up some magma mist or spit up some small amounts of lava.

Probably not very high though ~3-4 z-levels for the lava and ~6 for the mist.
The lava should never really come out the top of the hole though.
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Granite26

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Re: Terrain Features: Giant Pits, Fissures
« Reply #8 on: December 09, 2008, 09:52:52 am »

3. Fissures; straight-ish chasms with tapered ends that have a few levels of magma at the bottom.
How come it doesn't come bubbling up?

Duke 2.0

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Re: Terrain Features: Giant Pits, Fissures
« Reply #9 on: December 09, 2008, 10:18:04 am »


 Also note: With the new underground features code, we can have features defined in 3D space. No longer would we have features stuck inside their defined region tiles and have no others nearby. You can then have a cave river snake around a large volcanic vent. You can have a chasm breach a volcanic vent. You could have a cave river flow into HFS.

 Then there would be features that are only pockets on a random couple of z-levels.

 Seriously, with what Toady has down we could make some really awesome things.
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Glacies

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Re: Terrain Features: Giant Pits, Fissures
« Reply #10 on: December 09, 2008, 10:34:37 am »

I hope the cave rivers DO NOT breach HFS. Having SOF work their way up the river and burninate everything as soon as I embark would not be fun. Also, any word on if we're getting non-mountain specific features?

Neonivek

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Re: Terrain Features: Giant Pits, Fissures
« Reply #11 on: December 09, 2008, 10:40:33 am »

I hope the cave rivers DO NOT breach HFS. Having SOF work their way up the river and burninate everything as soon as I embark would not be fun. Also, any word on if we're getting non-mountain specific features?

That would be very cool and interesting scenario!
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Warlord255

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Re: Terrain Features: Giant Pits, Fissures
« Reply #12 on: December 09, 2008, 11:27:35 am »

I hope the cave rivers DO NOT breach HFS. Having SOF work their way up the river and burninate everything as soon as I embark would not be fun. Also, any word on if we're getting non-mountain specific features?

It's been mentioned passingly, but signs point to yes.

Chasms bleeding into pits - or, better, rivers into pits! - would be quite interesting, though chasms breaching magma pits could have some dire effects on framerate...
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Align

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Re: Terrain Features: Giant Pits, Fissures
« Reply #13 on: December 09, 2008, 04:59:06 pm »

3. Fissures; straight-ish chasms with tapered ends that have a few levels of magma at the bottom.
How come it doesn't come bubbling up?


Yes, but see, magma tends to come from the inside of the earth, where extreme pressure and heat resides. Pressure that won't mind escaping by pushing out founts of magma.
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G-Flex

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Re: Terrain Features: Giant Pits, Fissures
« Reply #14 on: December 09, 2008, 06:13:19 pm »

Erupting volcanoes would be nice, but I don't know when Toady is going to be doing that. I can imagine it being a pain in the ass with the flow system.

I'd like to see some new features entirely, like geothermal steam vents and crystal caves.
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