openclonk/planet/BackToTheRocks.c4f/BristleRidge.ocs/Landscape.txt

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/*-- BristleRidge --*/
// Fills an area with some materials.
overlay Mats {
mask=1;
overlay { algo=rndchecker; turbulence=100; mat=Granite; a=3; };
overlay { algo=rndchecker; turbulence=100; mat=Rock; a=4; };
overlay { algo=rndchecker; turbulence=100; mat=Ore; a=6; };
overlay { algo=rndchecker; turbulence=100; mat=Earth; tex=earth_dry; a=6; };
overlay { algo=rndchecker; turbulence=100; mat=Earth; tex=earth; a=6; };
overlay { algo=rndchecker; turbulence=100; mat=Rock; tex=rock_cracked; a=5; };
overlay { algo=rndchecker; turbulence=100; mat=Gold; a=4; };
overlay { algo=rndchecker; turbulence=100; mat=Earth; a=3; };
};
// Sky high pillars separated by abyss.
map BristleRidge {
// Sky high pillars.
overlay {
x=-10; wdt=120;
y=5; hgt=100;
algo=lines; a=26; b=46;
zoomY=60;
mat=Tunnel;
turbulence=200; loosebounds=1;
overlay {
algo=rndchecker; a=2;
zoomX=40;
mat=Earth;
turbulence=100;
Mats{};
};
overlay { mat=Earth; hgt=3; turbulence=100; };
overlay {
algo=lines; a=5; b=30;
rotate=75; turbulence=50;
mat=Earth;
Mats{};
overlay { algo=rndchecker; a=2; mat=Tunnel; turbulence=100; };
};
};
// Bottom of the map, slight sinusoidal with abyss.
overlay {
algo=sin; mask=1; oy=80;
zoomY=-100; zoomX=50;
overlay {
algo=border; invert=1; a=2; b=2;
mat=Earth; turbulence=100;
Mats{};
overlay { algo=lines; a=13; b=55; mat=Tunnel; turbulence=20; };
};
};
// Start location, checkpoint clear of materials.
overlay { y=80; hgt=5; wdt=3; mat=Tunnel; };
overlay { y=75; hgt=15; wdt=6; mat=Tunnel; turbulence=250; loosebounds=1; };
overlay {
x=0; wdt=6;
y=85; hgt=15;
turbulence=10;
mat=Earth;
Mats{};
overlay { algo=rndchecker; a=2; mat=Tunnel; turbulence=100; };
overlay { algo=border; b=2; mat=Rock; turbulence=100; };
};
};