Okay, so I have see stuff on 3d art and all that. I have also seen people mentioning 2.5d. A while ago, I made a system for labeling it’s 3d-ness in top-down modes, but I hadn’t really introduced my system, but now I will. The system includes four gradients:
ᵹ₀
So first off, the symbol is called an insular g. I typed it by using unicode. The code is u1d79. I also used unicode for the subscript numbers, which are u2080 for 0, u2081 for 1, and so on. A GimPlane of 0 is when you have the map, but you don’t use layering or anything.
ᵹ₁
This is when you use layering in a map, making multiple levels and making it have a 3dish element, like fake digging to show dirt under it on a separate layer. This can also be when use use extensive prop layering.
ᵹ₃+ᵹ₄
Both of these are only theoretical things, and are not actually possible, unless major upgrades came to gimkit. Both of these use a UVCA (Universal Visual Camera Angle) of 45° (u00b0). In the 3rd GimPlane, you have the normal directions, but also one z direction, like digging or jumping. Both is the 4th GimPlane, where it is a full 3d. Neither the 3rd or 4th GimPlane denomination are ever likely to become a reality, but I still include them for imaginatory purposes.
Purpose for you guys: This can be used to bring excitement into your games. By using ᵹs, you can make your game more interactive. For example: False Digging (button that reveals terrain underneath, creating the illusion of digging), good map design with layered props making maps look realistic, illusion of dirt (or other things) sticking out of the ground (my fav, creating an element of strangeness/otherworldliness), and just overall improvement of map quality.
Also, experimentation with 2.5d can make truly revolutionary map ideas, and formation techniques!
I accept if everyone rejects this. -@the_chosen_one