Some quick and dirty vertex slope terrain. Usually I'll use a more careful hand in sculpting terrain, but this video demonstrates the fundamentals of working terrain into a UDMF format map.
As the video progresses, you can see that the entire business end of vertex slopes is essentially flood-filling larger sector boundaries with triangles. There are a couple of things to keep in mind that aren't mentioned in the video.
- Assign all the lighting and texture properties of your terrain before butchering it into a mesh. It takes a lot more work to flesh in the small details when you're swimming in triangles.
- Monster/player collisions on slopes aren't exactly refined. Areas with very dramatic height variations should be avoided where a lot of foot traffic is to be expected.
- The least amount of triangles you need to achieve the desired effect, the better.