RE: FWWC Map mods?
Fwiw- I am pretty sure that hex edges won't work in FWWC - I don't know if I tested this out or not -but ordinarily something like that would have required an engine change so that the programming goes looking for the specific area on a bitmap file to read it off of.
Looking at a screenshot of the same file for both titles, my guess is that Ed (Williams) never bothered asking for that change to be made -so the only way that elevations shifts would be, I guess, highlighted, would be by toggling on and off the contours command line.
Personally I am not a fan of that particular command as it seems a little outdated. I'm more of a fan of the way Mr Freer added in his own style of elevation changes. For what it's worth I think that he really nailed that one.
But that is a different story ... different artist in FWWC, different working style.
In order to get to where you are talking about (and mind you I think it is a reasonable enough comment) - but one would have to do some trial and error testing on the colour spectrum being used for all of the elevations. It can happen, but it is a little tougher to do with out the aid of the elevation change hexside graphics.
I mean to be entirely honest too, that particular engine (in my opinion only) is missing a riverbank/shore hexside as well -which could be used to sort of make those areas look less hex-y -but that's just my personal preference style --- give me more, and then let me decide to leave things out if that has a better look/feel to it. Far easier to omit things that are in there than it is to try to come up with a work-around (which in some cases, is just not possible due to the limitations of the medium).
|