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       <dc:date>2026-05-13T16:23:08+00:00</dc:date>
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        <dc:date>2017-08-31T04:40:51+00:00</dc:date>
        <title>l3dt:algorithms:dm:params:altrange</title>
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        <description>The 'altitude range' slider in the design map parameters wizard determines the steepness of your map.

This is demonstrated below, where where I've made terrain with altitude range settings from 0% up to 100%:


  Altitude range    Design map    Heightfield    3D render    0% (left, flat)          25%          50% (centre, default)          75%          100% (right, steep)</description>
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        <dc:date>2017-08-31T06:41:55+00:00</dc:date>
        <title>l3dt:algorithms:dm:params:averagealt</title>
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        <description>The 'average altitude' slider in the design map parameters wizard determines the average height of the terrain, and consequently the fraction of land above sea-level.

This is demonstrated below, where where I've made terrain with average altitude settings from 0% up to 100%:</description>
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        <dc:date>2017-08-31T05:36:09+00:00</dc:date>
        <title>l3dt:algorithms:dm:params:cliffs</title>
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        <description>The 'cliffs and terraces' slider in the design map parameters wizard determines the number and strength of the cliff/terrace overlays applied to your heightmap. 

This is demonstrated below, where where I've made terrain with cliffs and terraces settings from 0% up to 100%:</description>
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        <dc:date>2017-08-31T07:00:13+00:00</dc:date>
        <title>l3dt:algorithms:dm:params:erosion</title>
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        <description>The 'erosion' slider in the design map parameters wizard determines the amount of fluvial and thermal erosion that will be applied to your heightmap. 

This is demonstrated below, where where I've made terrain with erosion settings from 0% up to 100%:</description>
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        <dc:date>2017-08-31T05:02:57+00:00</dc:date>
        <title>l3dt:algorithms:dm:params:featurescale</title>
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        <description>The 'scale of features' slider in the design map parameters wizard determines the height and width of features in the design map, such as valleys and hills. With a large feature scale setting, your map will feature taller and wider mountain ranges, whereas with a smaller feature scale setting, you map will consist of smaller hills.</description>
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        <dc:date>2017-08-31T04:55:38+00:00</dc:date>
        <title>l3dt:algorithms:dm:params:lakes</title>
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        <description>The 'lakes' slider in the design map parameters wizard determines how large lakes will be on your map, and how far L3DT will go to find areas to flood these lakes. This setting has no direct effect on the heightfield.


water map flooding


This effect of this parameter is demonstrated below, where where I've flooded the map with lake settings from 0% up to 100%.</description>
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        <dc:date>2017-08-31T05:20:40+00:00</dc:date>
        <title>l3dt:algorithms:dm:params:noiseshape</title>
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        <description>The 'noise shape' slider in the design map parameters wizard determines whether the random noise applied to the heightfield will be smooth like rolling hills, rough like jagged rocks, or a mix of the two. 

This is demonstrated below, where where I've made terrain with noise shapes from 0% (rolling) up to 100% (fractal):</description>
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        <dc:date>2017-08-31T06:53:38+00:00</dc:date>
        <title>l3dt:algorithms:dm:params:noisestrength</title>
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        <description>The 'noise strength' slider in the design map parameters wizard determines the amount of random fractal and peak noise that will be applied to your heightmap. 

This is demonstrated below, where where I've made terrain with noise strengths from 0% up to 100%:</description>
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