No, these are good points here, and this brings up all sorts of philosophical issues.
Basicly, what I think I'm getting at is that, PURE includeds world builder to sexs up maps
Only in the demo, mind ye. I don't see a lot of reason why game designers would want to "sex up" maps, frankly, automatic or not. I think worrying about that is kind've pointless, tbh. My guess is that map-makers will do all the "sexing" on their own, given the tools, and release new "versions" that are the same ol' map, but using a tweaked version of this code that suits their needs.
It's a fun toy for P.U.R.E., but rather impractical, given that I don't want trees showing up on the moon or whatever. I could block it, or change the behavior based on the map, and I may do that until mappers start making scripts and getting on board, but meh, it's a pretty silly thing to do. It'd be better for mappers to pool their 3D stuff and use it from a common package, then tweak to fit their needs. No reason for game designers to be involved at all, unless they're going to be placing stuff that's specific to their designs.
Think of this as a form of L3DT, basically. It's a creative tool. It's not going to be very useful for situations where it's just being deployed on stuff without due regard for what's there, frankly.
Actully, having features not visible when not in unit sight compleatly breaks the imersion for me. Things like the tiny plants on aftershock being culled, i could agree with, but anything visible as more than just a pixel when you tab zoom should always render. This goes especialy for the method your currently using were they totly block things, as you could set of an attack on teh otehr side of the map, only to find your tropps got stuck half way in a forest that wasn't there when you last looked... (due to it being culled)
Well, the blocking factor is due to the fact that your troops don't know they're there yet, not that it's invisible. It's about exploration, basically. And not having stuff be the same way every time. Which is both good for replay value, and makes building complex content a lot easier.
Why make players play in a static place, anyhow? That's ultimately rather boring. At any rate, I'll look at the whole can-be-seen-from-everywhere stuff and see what happens. That'd take care of that, but it's probably going to make performance go downhill.
At any rate, everybody can have what they want. Mappers who want complete control can build stuff that gives them complete control. It's not super-hard. You could hand-place everything with .give, then script it to all be placed as a single giant script. Tedious, but meh, some people don't mind tedious. Or just do them as Features, in the traditional way, and take out the line obliterating them, and just use this for specific stuff. The game-side code won't obliterate the Features unless the game designer wants that to happen... and guess what? You can't stop them. It's just how it is.
I should probably put my philosophical position in here, even though I know it's probably an unpopular one with you mappers. Basically, I think that designing maps around mods was a bad thing from the start. I think that making the map formats TA-centric, and tied to a one-time format that wasn't reversible without the original content was a big mistake. I think that taking control away from game designers was colossal folly. Game designers should be in control of how a digital artifact operates.
Now, we are. LUA has set us free.
If a game design is built that doesn't like steep slopes- guess what, game designers can shrink your mountains down. If they want everything to feel like it's a different scale, ditto. If they want glowing, ugly Neutron Ducks everywhere on your map... they're going to get it. If they want to randomly vary your heightmaps... that's perfectly easy. I know that putting it that bluntly is going to cause cringes among you folks. I don't want to scare you, and I have no intention of doing this kind of thing. But it's possible to do now. I can't put that genie back into the bottle. Nor do I want to. It gives other gifts.
This approach gives
you a terrific amount of freedom, too.
Freedom to, among other things, creatively re-interpret your maps, over and over again, with far less time involvement. How long does it take to compile AfterShock V2 after tweaking those Features, aGorm? An hour? Well, what about not having to redo a FeatureMap to change stuff? Just tweak some code, make a few new models, and voila... change happens, new stuff shows up, and no need to revisit the process of compiling it, ever again. Tweaks for things like altitude and frequency are just a few variables away, and you can fire it up in Spring and see the results in seconds, not minutes or hours. Why operate any other way? I don't see any real advantages, frankly. Why make only one map every six months, like you have been when you can make a dozen really nice ones in the same amount of time?
The issue of detail is another thing that touches on philosophy, so I'll cover it here.
Basically, that's for mappers to adjust, but players get the final call, now that I have a semi-practical method. Players can adjust their IconDistance settings to whatever they want, to adjust what gets culled. The whole idea there is to let them manage the performance of their machines. If they have problems with framerate, they can set it really low, or vice versa. It's not an either/or thing. Nobody loses, unless you want to force people to all see the same thing, which I would not be inclined to agree with. Try setting your IconDistance to 1000, .give 50 ScoutCraft and fly 'em about, on any given map. Watch what happens. Lots of detail gets revealed, then gets hidden when no longer in view.
ftershockV2 has 5000+ hand placed features and I can play it happily at 1920 x 1200 4AA against an AI player at 25FPS, and my compter isn't that good
Don't confuse my choices with what's possible

By tweaking a few things here and there, we could pack far more objects onto a map than would be sane- it's not a limitation of the software.
It shouldn't be about how much, though- it should be about maximizing the player's experience. Which includes performance targets, in my book. 25FPS is not an acceptable level, to me, which is why I don't test P.U.R.E. on BlackLake Swamp, even though my machine can manage that, barely, with everything turned down and some minor action going on. I'm looking for targets of no more than 150K tris on-screen per pass, per frame. That means that on-screen foliage and etc. may only go into the 50K range, before performance is very obviously degrading due to polycount. It's a bad idea to throw polycount and huge texture sizes at stuff that's fairly small anyhow. There have to be better solutions. But I'm not going to be ultimately responsible for how this works on a given map, so meh, do whatever you want- I just think that just because this tool *can* pack more details in, at the same performance spec... doesn't mean it's a great idea.