/*-- BristleRidge --*/

// Fills an area with some materials.
overlay Mats {
	mask=1;
	overlay { algo=rndchecker; turbulence=100; mat=Granite; a=3; };
	overlay { algo=rndchecker; turbulence=100; mat=Rock; a=4; };
	overlay { algo=rndchecker; turbulence=100; mat=Ore; a=6; };
	overlay { algo=rndchecker; turbulence=100; mat=Earth; tex=earth_root; a=6; };
	overlay { algo=rndchecker; turbulence=100; mat=Earth; tex=earth; a=6; };
	overlay { algo=rndchecker; turbulence=100; mat=Rock; tex=rock; a=5; };
	overlay { algo=rndchecker; turbulence=100; mat=Gold; a=4; };
	overlay { algo=rndchecker; turbulence=100; mat=Earth; a=3; };
};

// Sky high pillars separated by abyss.
map BristleRidge {
	// Sky high pillars.
	overlay {
		x=-10; wdt=120;
		y=5; hgt=100;
		algo=lines; a=26; b=46;
		zoomY=60;
		mat=Tunnel; 
		turbulence=200; loosebounds=1;
		overlay {
			algo=rndchecker; a=2;
			zoomX=40; 
			mat=Earth;
			turbulence=100;   
			Mats{};
		};
		overlay { mat=Earth; hgt=3; turbulence=100; };
		overlay {
			algo=lines; a=5; b=30; 
			rotate=75; turbulence=50; 
			mat=Earth; 
			Mats{};
			overlay { algo=rndchecker; a=2; mat=Tunnel; turbulence=100; };
		};
	};
	// Bottom of the map, slight sinusoidal with abyss.
	overlay {
		algo=sin; mask=1; oy=80; 
		zoomY=-100; zoomX=50;
		overlay {
			algo=border; invert=1; a=2; b=2;
			mat=Earth; turbulence=100;
			Mats{};
			overlay { algo=lines; a=13; b=55; mat=Tunnel; turbulence=20; };
		};
	};
	// Start location, checkpoint clear of materials.
	overlay { y=80; hgt=5; wdt=3; mat=Tunnel; };
	overlay { y=75; hgt=15; wdt=6; mat=Tunnel; turbulence=250; loosebounds=1; };
	overlay {
		x=0; wdt=6;
		y=85; hgt=15;
		turbulence=10;
		mat=Earth;
		Mats{};
		overlay { algo=rndchecker; a=2; mat=Tunnel; turbulence=100; };
		overlay { algo=border; b=2; mat=Rock; turbulence=100; };
	};
};
