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Terrain and placing units

Structure first, decoration later.

2 min read

Terrain can be prettied up any time, but the layout of areas feeds straight into your triggers and locations. Block out the big pieces first - hunting ground, town, shops, boss room.

What matters in terrain is passability more than appearance: whether units can get through, and where they get stuck, is what decides how the game plays.

  • Corridors that are too narrow jam units against each other. Give any stretch several players use at once plenty of room.
  • Cliffs and water block ground units completely - the most reliable way to separate areas.
  • Some doodads block movement and some do not. Always walk the area after placing them.

The usual mistake when placing units is ownership. Get it wrong and mobs will not attack players, or town units get attacked.

What you set when placing a unit
소유자 (Owner)Whose unit it is - computer for mobs, the player themselves for a starting unit.
체력·실드·마나Set as percentages - useful for starting a boss weakened, for instance.
무적 (Invincible)Turn on for markers and buildings that must not die.
은폐 (Cloaked) / 버로우Start the unit hidden or burrowed.
환영 (Hallucinated)Used for effect units that should not affect a real fight.

Do not draw all the terrain and only then start on triggers. Build one area, wire it up, and alternate - a structural mistake usually only becomes obvious once a trigger is running on it.

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