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Coup-De-Grace: Arena Design
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==Walls== By default, walls are just lines you can't move through. You can mix this up though! ===Breakable walls=== See breakable doors, above. Basically the same thing as a row of breakable doors! <br>Its also interesting to combine this feature with an accessible effect that breaks walls. Maybe the breakable wall is near the emplaced mortar, forcing a choice. Does the mortarist bombard his enemies, or smash the wall for the goodies behind (or to release the monster behind, or to access the shortcut behind, or whatever). ===Climbable walls=== A low wall could count as something that blocks line of sight, but only hinders movement a little - say 3MP to climb over to the far side. <br>Alternatively, walls could be passable by other means. Consider, for example, a scenario where walls are each keyed to one of two elements, and can be moved through by a mini that has picked up the appropriare elemental buff (but can only have one of those buffs at a time). ===Fences=== Conversely, you could have "walls" that can't be moved through, but can be seen through. For example, an iron rail fence could have sufficient gaps that it can be shot through but be close enough that noone can move through it. A few simple rules could be added to represent the cover provided as well. <br>An interesting setup might be to have such fences be all that divides two adjacent starting areas.
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