Terrain Boundaries, Scales, and Horizons

Hello, everyone! I am attempting to make an RPG. I am original, as maybe you have noted. At any rate, I am having a theoretical/design issue with my terrains.

Firstly is scale. I wish to do a simple game, not too large. As such, I want to keep my “levels” relatively small, since this is primarily a learning exercise in both game design and Unity proper. The screenshot below was taken on a terrain of 100x100 dimensions. Under what circumstances would that be considered “too small?”

The main meat and potatoes of my question, however, deal with terrain boundaries. I have Googled my heart out and have come up with little. I am familiar with and can (noobishly) implement the common “natural” barries (treelines, big rocks, mountains, raging rivers, etc). However, I am looking for something simpler in these smaller levels I’m making. The reason is I wish to have the “action” occur in my small levels, and then the player can transition to a Zelda/Mario-like overland map and find another level (if this is bad/good/difficult, feel free to let me know). That overland map will essentially be my largest terrain, since it is effectively “the world.” One thing at a time however.

So, here’s the current setup:

As you can see above, there is that common yet ugly “hole” in my terrain. Gaps like this are all over, and are a naturally inevitable part of the process. As I’ve said, I know the normal ways to deal with this (see the mountain to the left). However, I want to implement something a bit subtler (yes, “subtler” is correct, I checked.).

Specifically, I’ve been trying to find a way to do this:

The above is a screenshot I found on the forums for a game called Shroud of the Avatar (made in Unity). You can see the forest is surrounded by what appear to be 2D images and/or billboards of trees. Within the confines of those 2D images is a whole forest level that looks like the screenshot below:

Does anyone know or can theorize about how those 2D images were made/imported/billboarded? I have attempted to set a texture on a quad and lock a camera to it via GUI, but that didn’t work so well. Also, you’ll note the 2D textures have the unique shape of a treeline, whereas anything on a quad will be a rectangle/square shape.

Finally, does anyone know the PROPER name for these things? I wonder if I couldn’t find what I was looking for becuase I was using the wrong terminology for whatever the heck those things are called. I use a lot of variations on “boundaries” and “horizons” and “level size delimitation” and so on.

Search for ‘Horizon’ in this forum ;-). I think HORIZON[ON] is what you’re looking for.

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Oh, I ran across that plenty of times in my searches. Is that what they’re using to do that? I never really considered it an option, since I can’t really spend any money on any assets. I only briefly glanced at is, as I am searching for more of a “home brew” way of doing things so as to improve my skills.

You could make the terrains larger, say… 150x150, but only use 100x100 as gameplay terrain, reserving the remaining terrain as “border” where the player cannot go. Though you’d still need to block off said border area with natural barriers of some kind, the “gaps” wouldn’t be as prominent.

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You could use a skybox with mountains. If you google ‘skybox with mountains’ you’ll find some free ones.

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Thank you both for your replies!

I actually stumbled upon this last night! However, it still doesn’t answer the whole question. It does, however, answer a part of the quesiton. I want to give the impression to the player of vast, sweeping meadows and fields with mountains in the far distance. After much more searching, the old Unity project Bootcamp seems to have a map that does this. It is a small terrain on top of a large terrain.

But, since I have crap for luck, the scene is (of course) no longer available on the Asset Store. So, I have no way of tinkering to see how it was done.

Thank you! I tried this too, but I seem to always get crappy results. Also, I’m looking DIFFERENT sceneries. Forest on one side, mountain on another, and plains on a third. A skybox with mountains all around isn’t as “custom” as I need it to be.

There is a YouTube video that gives a “flyby” of this old map so you can see what I’m talking about. Here is a link to the video. Below is a screen cap I got from the YouTube video itself. It is hard to see, but I have outlined the small map in red, and the large map in blue.