TERRAIN INFO

Provided is a very simple set of terrain tiles meant to not distract from
the sprites engaging in battle on top of them. The terrain tiles are in
terrain/ and there is a no-palette variant in the blank_palette download;
the palette for the latter is in palettes/terrain.png .

The tiles have approximately 18 pixels of height for every piece of
terrain, but sloped versions are available to connect tiles at different
heights. This allows hills and mountains to actually be higher-up than
plains and deserts by a substantial and visible degree, but could obscure
units if something tall is in the foreground (implementing some kind of
camera rotation is a good idea if you use multiple levels of height).
There are 16 versions of each kind of terrain supplied. Forest.png is
meant to be used when all neighbors have the same elevation, while
Forest_SW.png slopes downward toward its southwest edge, and is meant to
have a lower-elevation neighbor only to the southwest. Similarly,
Forest_SE_SW.png is meant for lower-elevation neighbors to the southeast
and southwest, and Forest_SE_SW_NW_NE.png is meant to have a higher
elevation that all of its neighbors. The actual images are the same size
as any standing frame for a super unit, and have a lot of extra room
that could be trimmed in a texture atlas or trimmed by hand in a graphics
editor. Specifically, a standing non-super unit takes up 40x40 voxels on
a flat suface, a standing super unit takes up 80x80 voxels, and a single
terrain piece has a 64x64 voxel top face with 12 voxels removed if there
is a downward slope. The conversion from voxels to pixels is not always
exact for these sprites because they are shrunken down from a larger
initial rendering, but a single voxel alternates between 1 and 2 pixels
in height and is always 2 pixels wide. In any case, you can stack the
no-slope images if you want to have edges, cliffs, or pits on the map.

The new version plays nicely with palette-swapping if you want to add
additional terrain types. Three colors are supplied for whatever purpose
your game might need, called Custom0 (red-orange-brown, possibly usable
for volcanos or landmine-covered ground), Custom1 (bright magenta, which
might make sense for irradiated or poisoned ground), and Custom2 (which
is bright lemon yellow, and could be used for highlighting squares in
the user interface or for general "caution tape" warnings). You can
customize these colors by changing the palette like any other indexed-
color image, or in code using the versions in blank_palette/terrain 
and changing the palette in palettes/terrain.png .

