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1.17 Terrain Help fixes (#7193)
* clean up SotA terrain aliases * add help entry for terrain elevation in Map Editor topic
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@ -126,7 +126,7 @@
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string=^focS
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recruit_from=yes
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recruit_onto=yes
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aliasof=Iwr
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aliasof=Gt
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unit_height_adjust=14
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submerge=0
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editor_group=sota
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@ -137,7 +137,7 @@
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name= _ "Ship Main Deck"
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symbol_image=ship/editor_tiles/main-deck
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string=^dekS
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aliasof=Iwr
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aliasof=Gt
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submerge=0
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editor_group=sota
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[/terrain_type]
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@ -149,7 +149,7 @@
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string=^pooS
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recruit_from=yes
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recruit_onto=yes
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aliasof=Iwr
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aliasof=Gt
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unit_height_adjust=14
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submerge=0
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editor_group=sota
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@ -160,7 +160,7 @@
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name= _ "Ship Hull"
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symbol_image=ship/editor_tiles/hull
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string=^hulS
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aliasof=^Qov
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aliasof=Qt
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editor_group=sota
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[/terrain_type]
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@ -178,7 +178,7 @@
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name= _ "Ship Railing"
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symbol_image=ship/editor_tiles/railing
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string=^ralS
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aliasof=^Qov
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aliasof=Qt
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editor_group=sota
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[/terrain_type]
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@ -196,7 +196,7 @@
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name= _ "Ship Lower Deck"
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symbol_image=ship/editor_tiles/lower-deck
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string=ldS
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aliasof=Iwr
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aliasof=Gt
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editor_group=sota
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[/terrain_type]
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@ -205,7 +205,7 @@
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name= _ "Ship Lower Deck Edge"
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symbol_image=ship/editor_tiles/lower-deck-edge
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string=ldeS
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aliasof=Xv
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aliasof=Xt
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editor_group=sota
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[/terrain_type]
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@ -218,7 +218,7 @@
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string=^focS
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recruit_from=yes
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recruit_onto=yes
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aliasof=Iwr
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aliasof=Gt
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unit_height_adjust=14
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submerge=0 # Necessary because the tiles will be overlays on water.
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editor_group=sota
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@ -229,7 +229,7 @@
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name= _ "Ship"
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symbol_image=ship/tile--deck
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string=^dekS
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aliasof=Iwr
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aliasof=Gt
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submerge=0 # Necessary because the tiles will be overlays on water.
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editor_group=sota
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[/terrain_type]
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@ -241,7 +241,7 @@
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string=^pooS
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recruit_from=yes
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recruit_onto=yes
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aliasof=Iwr
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aliasof=Gt
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unit_height_adjust=14
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submerge=0 # Necessary because the tiles will be overlays on water.
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editor_group=sota
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@ -252,7 +252,7 @@
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name= _ "Ship Hull"
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symbol_image=ship/tile--transparent
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string=^hulS
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aliasof=^Qov
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aliasof=Qt
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editor_group=sota
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[/terrain_type]
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@ -270,7 +270,7 @@
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name= _ "Ship Hull"
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symbol_image=ship/tile--transparent
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string=^ralS
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aliasof=^Qov
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aliasof=Qt
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editor_group=sota
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[/terrain_type]
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@ -301,7 +301,7 @@
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name= _ "Ship"
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symbol_image=ship/tile--deck
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string=ldS
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aliasof=Iwr
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aliasof=Gt
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editor_group=sota
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[/terrain_type]
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@ -310,7 +310,7 @@
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name=""
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symbol_image=ship/tile--transparent
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string=ldeS
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aliasof=Xv
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aliasof=Xt
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editor_group=sota
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[/terrain_type]
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@ -323,7 +323,7 @@
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editor_name= _ "Full Void"
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symbol_image=void-full
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string=VdS
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aliasof=Xv
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aliasof=Xt
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editor_group=sota
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[/terrain_type]
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@ -333,7 +333,7 @@
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editor_name= _ "Void Overlay"
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symbol_image=void-full
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string=^VdoS
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aliasof=Xv
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aliasof=Xt
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editor_group=sota
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[/terrain_type]
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@ -343,6 +343,6 @@
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editor_name= _ "Half Void"
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symbol_image=void-half
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string=^VdhS
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aliasof=Xv
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aliasof=Xt
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editor_group=sota
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[/terrain_type]
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@ -11,7 +11,7 @@
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[section]
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id=editor_mode_terrain
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title= _ "Terrain Editor"
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topics=..editor_mode_terrain, editor_palette, editor_masks, editor_tool_paint, editor_tool_fill, editor_tool_select, editor_tool_paste, editor_tool_starting, editor_terrain_overlays, editor_deprecated_overlay
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topics=..editor_mode_terrain, editor_palette, editor_masks, editor_tool_paint, editor_tool_fill, editor_tool_select, editor_tool_paste, editor_tool_starting, editor_terrain_overlays, editor_terrain_elevation, editor_deprecated_overlay
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sort_topics=no
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[/section]
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@ -165,6 +165,43 @@ This turns any base terrain into a village, providing income and healing." + "
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Fake Shroud looks like an unexplored area, even in scenarios that have shroud disabled and even when the player’s units can see the hex."
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[/topic]
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[topic]
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id=editor_terrain_elevation
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title= _ "Terrain Elevation Graphics"
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text= "<img>src='icons/terrain/terrain_group_elevation_30.png~SCALE(60,60)' align=left box=yes</img> - " + _ "A cosmetic elevation effect that looks a little different in the editor than in the game due to visual aids in the editor; all the overlays described here are found in the terrain palette’s “elevation” group." + "
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" +
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_ "editor^<bold>text='Direct Overlays'</bold>" + "
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<img>src='terrain/elevation/bluffs-tile.png' align=here box=yes</img> <img>src='terrain/elevation/regular-tile.png' align=here box=yes</img> " + _ "Bluffs and Gulch
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The bluffs, gulches, and similar variations are much like a standard terrain overlay, and can simply be used that way. However, for larger areas of the map, where you will want to allow the use of other overlay terrains, you will want to combine these with the “markers” described in the next section." + "
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" +
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_ "editor^<bold>text='Elevation Floodfill'</bold>" + "
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<img>src='terrain/grass/green.png~BLIT(terrain/floodfill/flood_high.png)' align=here box=yes</img> " + _ "Raised elevation on-map marker" + "
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<img>src='terrain/floodfill/marker-high-tile.png' align=here box=yes</img>" + _ "Raised elevation editor palette icon
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To make a patch of terrain higher or lower, and still be able to use other overlay terrains such as trees, you will need to use these markers. Placing one of these arrows on the map will flood-fill the map with a color-coded haze; neither the haze nor the arrow will be visible in game. The hazed area will have a border ledge, making it look higher or lower than the adjacent tiles.
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There are two high markers and two low markers, so it is possible to make terraces of up to five levels (lowest, lower, normal, higher, highest). Placing a high region next to a low region does not result in larger cliffs.
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" + "
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" +
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_ "editor^<bold>text='How to Use'</bold>
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The marker arrows are not very useful by themselves, but the bluffs/gulch-type terrains can be used to contain the floodfilled area.
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An example use case would be:
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1. Select the Bluffs (^Qhh) from the editor palette and use single-hex paint tool to outline a big blob over an empty, all-grass map.
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2. Place a Marker High (^_mh) arrow on a tile inside the blob (not on the Bluffs border).
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3. The blob should all be raised now, and as long as you don't overwrite the Marker or Bluffs overlays, you can add other terrain overlays as needed.
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The graphics used to represent the ledge borders are determined by the base terrain.
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" +
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_ "editor^<format>text='Note for UMC authors: The flood-filled tiles do not have their terrain codes changed, or any other properties affected, so filtering a location by elevation is not simple.' italic='yes' font_size=10 </format>"
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[/topic]
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[topic]
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id=editor_deprecated_overlay
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title= _ "Deprecated Terrain"
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