Walled Narrow Street question

Robin Reeve

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Is ASL Terrain getting too far into simulation and forgetting this is a game?
Just wondering.
Design for effect should be the priority, indeed.
As an European, when I started playing SL in 1982, I had to adapt to buildings being separated by 80 meters with a road between them.
I chuckled, thinking of Usaians mostly having houses with a yard in front of their home.
Yes, that Russian village was rather an American suburb environement.

I greeted village terrain positively, as well as Light Woods and other variants.
But I don't think we can represent real terrain perfectly: the simple constraints of a hexgrid renders the endeavor impossible (HASL can possibly push the chrome further).
I am not hostile to additional terrain renderings, as long as the rules elaborated are short and simple.
 

sswann

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I would agree that unusual terrain should be considered for HASL maps.

I am just thinking that sometimes rules can take out the fun factor (Caves, LC, etc).
 

PresterJohn

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I would agree that unusual terrain should be considered for HASL maps.

I am just thinking that sometimes rules can take out the fun factor (Caves, LC, etc).
I wonder what is the most fun terrain to have on the map? Either regular or historical map boards where after the battle you say that was really cool.
 

GeorgeBates

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To be clear, this isn't for any project. I just wanted to throw an example out there to discuss the concept.

Tom
Glad you raised it. Something like this would be very useful to represent urban areas in Asia where it is common for individual property owners to wall-off their land just up to the right of way. Some of this can be seen in Okinawan towns, and it is also found on the continent.
 

ibncalb

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Glad you raised it. Something like this would be very useful to represent urban areas in Asia where it is common for individual property owners to wall-off their land just up to the right of way. Some of this can be seen in Okinawan towns, and it is also found on the continent.
FFS has, iirc, Dense Korean Village terrain which does a very good constrictive job.
 

Den589

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FFS has, iirc, Dense Korean Village terrain which does a very good constrictive job.
Yes, the Dense Urban Terrain seems like a very good way to restrict movement (depicting a very built up area) that could very easily be adopted by other TPP and MMP with very little additional rules needed. If I recall correctly the only real rules effect is no bypass if a building crosses a hex-side and fire will spread as if connected because of how close the buildings are and that's it.
 
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