OptionalelevationOptionalperturbMust match the terrain's, or the top edge tears. Defaults to the terrain's own.
OptionalelevMust match the terrain's. Defaults to the terrain's own.
OptionalnoiseMust match the terrain's. Defaults to the terrain's own.
OptionalwaterTerrain indices that count as water, for the MapSkirtOptions.waterCut band. Defaults to the built-in water terrain — pass the same set the water geometry was built with, or a custom liquid palette leaves its coastlines open. Water is identified by terrain, the way the liquid builders do it, not by the cell's water flag.
OptionaldepthHow far the base sits below the lowest ground on the map, in world units. The floor is flat and shared by the whole perimeter, so this is the thinnest the wall ever gets — measured at the map's deepest point. Default 2.
OptionalbaseBase Y in world units, overriding the derived one. Use when several maps must sit on one plinth; note that nothing checks the terrain clears it, so too high a value pokes ground through the floor.
OptionalwaterFill the cut from the ground up to the water surface on submerged edge cells. The wall itself always follows the ground, so without this a coastal map edge keeps an open slot between the sea bed and the surface. Default true.
Must match the terrain's. Defaults to the terrain's own.