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Level

The brightness added for each height level a cell stands above the ground, or the height added to every cell of the map.

Height brightness

Specification — Height brightness
Applies to
scenarios
File
map file
Section
[Map]
Value
integer
When omitted
0The engine starts each scenario with about a sixtieth of full light here, but the fallback used when the key is absent divides two whole numbers and truncates to zero, so an omitted key stores zero rather than that fraction.
map file
[Lighting]
Level=.016

Cell brightness is the ambient level, plus this figure for each height level the cell stands above the ground, minus Ground. The same figure also scales the height bonus drawn onto aircraft and onto elevated units and infantry. At 0 the map is shaded flat, with no cliff or hill standing out from the ground around it.

IonLevel replaces this value for the length of an ion storm, and it truncates on omission in the same way.

Map height offset

Specification — Map height offset
Applies to
scenarios
File
map file
Section
[Lighting]
Value
floating point
When omitted
0
map file
[Map]
Level=1

The figure is added to every cell’s height as the map dimensions are established, raising the whole playfield by that many levels. It shares only its spelling with the [Lighting] entry of the same name and has no bearing on lighting.

See alsoGround, IonLevel, ion-storms