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Update collision brush feature
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@ -14,13 +14,12 @@ A video going over all changes is forthcoming. This section will be edited with
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## Mapmaking
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## Mapmaking
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- **NEW: Collision brushes** (c. Veeq7)
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- **NEW: Collision brushes** (c. Veeq7)
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- Neutral (P12) **Spider Mine**s:
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- Makes pathfinder regions unpathable and disconnects it from walkable space
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- You can preview pathfinder regions in SCMDraft 2, where each region is denoted by a bold yellow outline
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- Neutral (P12) **Supply Depot**s:
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- Neutral (P12) **Supply Depot**s:
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- Sets the tile they are placed on to full collision (unwalkable)
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- Sets the tile they are placed on to full collision (unwalkable)
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- Neutral (P12) **Spider Mine**s:
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- This is not as reliable as **Spider Mine**s
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- Fills connected walkable tiles to full collision (unwalkable)
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- Doesn't apply to diagonal tiles
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- Respects neutral **Supply Depots** as boundaries
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- *It is recommended to use `Tile Overlay: Mostly Walkable` as a guideline when placing neutral **Spider Mine**s*
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## Game Modes
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## Game Modes
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- **NEW: Dark Ages** (c. Veeq7)
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- **NEW: Dark Ages** (c. Veeq7)
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