Tim Rightnour wrote: > > 1) All trees on the worldmap will be of the small variety. > 2) All trees on the worldmap will be of the big variety. > > I can honestly make arguments either way. Once you get out of town.. the > smaller trees really do look better. Unfortunately, the cobblestone roads > kinda blow that sense of scale away. If the roads were more like the river > tile, it would work better.. but we made them 2 wide for a reason. My personal thought is this: Both types of trees can exist, they just shouldn't be mixed with each other. I like the small tree images because they give a much better feel of there being a forest, as they tile together well. However, I really don't think those images work very good solo or in small quantities. Thus, in town, or lown trees scattered here or there, the larger image works better. The larger trees might also work better for organized plantings, like orchards. So in summary, for large forest areas, the small images that tile together nicely look better and should be used. For towns or where there is just a couple trees, the big trees probably look better. IMO, you can never get the scale in crossfire to really be right. We still have two scales - indoor and outdoor. However, there is only one set of images for this stuff. IMO, the scale for indoor is probably pretty good in terms of all the misc objects, doors, monsters, etc. However, when those objects get moved to outdoors, the scale is odd (is a titan really the size of several buildings? Certainly not). However, to have two sets of images would be too much work, and wouldn't be interesting (having items be proper scale for outdoor would mean that basically you couldn't see them). So in some sense, I would probably say do whatever looks better, and worry less about scale being proper for outdoors, since that can never really happen anyways.