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