A Landscape terrain!
General information:
It is a square piece of land 1280x1280 meters
Topography goes slightly higher in the Wallward direction. The highest peak is ~245 meters above the lowest part of the landscape, excluding the quarries.
There are 3 hills and each hides a quarry. The Wetsoil isn't deeper than city level. Rockliff reaches 20m below the city level. And Blackhole being itself 300m deep reaches 222m below the city.
While Blackhole and Wetsoil seams to form of softer stone at the surface, showing very soft topography formed over the centuries, Rockcliff seams to have "islands" of firm stone reaching to the surface, which formed low cliffs around the quarrys hill.
Advanced setting:
Also, quarries are digged inside hills, because hills are higher than the city and there is a huge water reservoir below it. Given the nature of water flow in Yliakum, water from the reservoir could leak inside quarries beds a lot and result in its drainage and consequently emptying the reservoir completly, being kind of disaster to the Klyros. Another disaster could posibly happed when the city could collapse to the empty space.
Still, Blackhole reaches 222m below the city. This is consistency concerning, because although there are magic powered pumps for the water i'm very unsure if that still wouldn't work against drainage of the Amdeneir water reservoir. Although it is theoretically possible to put lots and lots of pumps, pumping the water back to the city reservour, it is almost certain that their maintanance cost would be far greater than profit from the quarry exploatation.
I think the quarry shouldn't be deeper than 150m and plans of making it bigger shouldn't include making it deeper, but wider instead.
Technical:
All surfaces with angles over 45
o will have a separate meshes covering these areas, such as cliffs, for a desired effect.
The landscape could have been possibly planned more flat originally, but later on it was found out that each computer game landscape should be somewhat hilly, to hide, at least a bit viev, to increase rendering performance.
The material and other maps will be images of 512x512px, while heightmap will be 513x513px
The city itself divided into 3 planned sectors, probably each including the landscape, but not quarries additional meshes
IMO, each quarry should be a separate sector, because each needs lots of faces, which should not be rendered if player doesn't want to look at them.
