This post covers adventure-map ground, mountains and vegetation. The earlier long post remains as a development archive; map work is now published as focused updates.

Replaceable ground materials

Grass, rough, dirt, sand, snow, swamp, subterranean and lava ground, together with roads and rivers, now use newly painted high-resolution materials. Original tile boundaries, transition geometry, masks and passability remain in control of the original assets, so added detail does not alter map rules.

Ground-material comparison

Mountains

Alongside grass, rough and snow, desert, swamp, subterranean and lava now have matching mountain replacements. Every object retains its original canvas, shadow and occlusion layers; only the visible body changes, preserving draw order and click bounds.

Grass and rough mountains

Mountains across biomes

Volcanic, desert and deadwood

Woodland canopies

The eight horizontal, vertical and square woodland-canopy footprints on the adventure map have their own replacements. Each retains its native object canvas and occlusion layers, preserving occupancy while the new bodies add layered foliage, visible trunks, ferns and stones.

Woodland canopies

Forests, brush and wetlands

Grass forests, pines, snowy trees, palms, dead trees, thorn brush and swamp reeds have been replaced group by group. These are not simple enlargements: generated art provides bark, foliage and rock detail, while the registration tool fits it back into the original object silhouette.

Vegetation comparison

Brush and reeds

Natural objects across biomes

The assets are enabled in a local private mod and require no VCMI source changes. This remains an ongoing replacement pass; unrepainted objects are not presented as complete.