Reply To: Paul´s Art Corner

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We had to cut the objects, so that no element is wider than one tile and then piece them back together in the combat map. It was a hassle :( So we finally decided that our time is spent a lot better on improving the gameplay and adding content instead of finding a dodgy workaround to implement large structures.
Apart from the technical issues, the gameplay effect of large objects would be very doubtful as they would basically just clog the map without adding any strategic depth (even though of course they would look pretty cool).

I totally understand why the buildings were cut. I would however love more map variety. Graveyards with single hex grave stones, orc/brigand encampments with barrels and boxs (and wood floors to boot), etc etc. I still think map variety can be achieved without having to introduced big(multi-hex) buildings and structures.