@HeelX, great job, that procedural sea-wall thingie is a really neat idea.

I also had fun with terrain editing, brush based vertex manipulation and setting hull and normals is okay, but I'm too stupid for the SDK (and absolutely have no time to dig into that deeply). I simply use the .dll what Widi used in his terrain deformer, but it works perfectly only in A7 compilation, in A8 the first chunk remains unchanged somehow (and unfortunately Widi couldn't help me)... fortunately in my editor saving/loading a vertex modifier array has its role beside direct storage in hmp.

moreover, as a relaxation, I'm experiencing with hierarchical pathfinding taking into account different unit sizes and movement capabilities (atm building up the necessary database):

Free world editor for 3D Gamestudio: MapBuilder Editor