| Introduction
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This is a
short article about using the mountain and hill types of terrain to generate
additional graphics for your scenario. This technique is particularly
useful when you want to add pictures (like your signature) which have
no effect on the game other than their visual impact. For ease of reference,
I have labeled the mountain icons from 1 to 16 as shown here. (The same
process applies to hills but I will only use mountains in my article from
now on).

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| How
the Mountain Icons are Chosen |
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These
icons can be found in the terrain 2 file. The next picture shows the 'mountains'
placed on a mountain base filter consisting of a brown circle. The mountain
base filter may be found in the terrain 1 file. This picture shows which
of the 16 mountain icons are used depending on whether there are other
mountain squares in diagonally adjacent squares. Note that mountain squares
on top, below or to the left and right have no impact on which icons are
used.

Although
it should be pretty apparent how the system works, I'll go through in
text, how the mountain icons are chosen. The way the mountain icons combine
can be divided into three groups.
Simple
Combinations
- Mountain
icon 1 appears when there are no adjacent mountains
- Mountain
icon 2 appears when there is a mountain square to the top left
- Mountain
icon 3 appears when there is a mountain square to the top right
- Mountain
icon 5 appears when there is a mountain square to the bottom left
- Mountain
icon 9 appears when there is a mountain square to the bottom left
Complex
Combinations
- Mountain
icon 4 : One mountain square to the top left and one mountain square
to the top right
- Mountain
icon 6 : One mountain square to the top left and one mountain square
to the bottom right
- Mountain
icon 7 : One mountain square to the top right and one mountain square
to the bottom right
- Mountain
icon 10 : One mountain square to the top left and one mountain square
to the bottom left
- Mountain
icon 11: One mountain square to the top right and one mountain square
to the bottom left
- Mountain
icon 13 : One mountain square to the bottom left and one mountain square
to the bottom right
Very
Complex Combinations
- Mountain
icon 8 : One mountain square to the top right, one mountain square to
the bottom right and one mountain square to the top left
- Mountain
icon 12 : One mountain square to the top right, one mountain square
to the bottom left and one mountain square to the top left
- Mountain
icon 14 : One mountain square to the top left, one mountain square to
the bottom left and one mountain square to the bottom right
- Mountain
icon 15 : One mountain square to the top right, one mountain square
to the bottom left and one mountain square to the bottom right
- Mountain
icon 16 : Mountain squares all round.
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| Obvious,
Non-overlapping Sets |
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Given
the way, the icons are used, you can't use all the icons at the same time
as they may appear in more than one situation. I have put some different
sets of mountain icons which you can put together without co-interference.
Please note that is possible to make certain icons blank. For instance,
if you are using set one, you can use icon 3 as a single icon by erasing
the picture for icon 9. The mountain square must still be on the map but
it will show only the base filter for that square.
Set
One
1
3,9
2,5
4,10,13,17
Set
Two
1
3,9,11
5,6,2
4,10,13,17
Set
Three
1
4,10,13,17
2,3,5,9,16
Set
Four
1
2,7,9
3,5,12
4,10,13,17
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| How
to make graphics for multiple squares |
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It
is quite hard to describe the process using words so you'll have to read
the explanation in conjunction with this sequence of pictures below. I'll
assume we are using the paint program that comes with windows for simplicity.
I'll also assume that we are doing a 4,10,13,17 combination.

- First
you get the right picture and resize it to fit four squares.
- Then
you start with the mold. Begin a blank bmp file by running the paint
program. Take one terrain diamond and repeatedly copy and paste it until
you have formed a bigger diamond. The terrain diamond from the terrain
files all contain one extra bit on the left and right which makes them
not fit together snugly. You must trim these off first.
- Then draw
an empty box around the bigger diamond and fill in the square with red.
The fill in the diamond with white.
- Next copy
the entire mold (making sure that you have set the background color
to white) and paste it over the picture you are using (use the do not
paste background color option). If you have done this properly, you
should have framed your picture with a big diamond.
- Now save
the file but keep it open and start a second file. Paste in three of
the four small diamonds, make them the same color as the mold. Cut the
remaining portion and paste it to the second file. Close the original
file without saving and then reopen it. Now repeat the process but pate
in the small diamonds in a different sequence.
- When you
are finally done, you should have four separate terrain diamonds. Put
them in the right position in the terrain 2 file.
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| Editor's
Note |
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A
good example of this approach can also be seen in the official
Microprose 'X-COM' scenario that came with the Fantastic Worlds
add-on.
The use of two connecting mountain terrain tiles running
north-east to south-west was used to create the impression
of a space shuttle. The south-western tile was used as the
city-square, that if destroyed by the Aliens, would become
desolate terrain (see image of 'The Executioner' as an occupied
'city' and after destruction).
The use of Terrain2.gif was
used judiciously in this scenario to create similar effects
for the Alien bases and other connected terrain effects.
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