# Z-level Rendering thought

**URL:** <https://discourse.cataclysmdda.org/t/z-level-rendering-thought/12575>\
**Category:** The Drawing Board\
**Created:** [September 23, 2016, 6:00pm UTC](https://discourse.cataclysmdda.org/t/z-level-rendering-thought/12575 "2016-09-23T18:00:32Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Cat09](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/cat09/32/285_2.png) [@Cat09](https://discourse.cataclysmdda.org/u/Cat09)\
**Post date:** [September 23, 2016, 6:00pm UTC](https://discourse.cataclysmdda.org/t/z-level-rendering-thought/12575/1 "2016-09-23T18:00:32Z")

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I’ve been mulling over an alternative method of Z-level rendering to the Dwarf-fortress style, and thought i’d throw it out there.  
The goal with Z-levels in time, given cars, should probably be to have some amount of sub-tile height value, to prevent extremely jarring level transitions.  
To make it appear even less jarring is to attempt to render what the player can see, even other z-levels, at the same time. (with a ‘relative’ height display when e(x)amining.) I really don’t know how difficult that would be to implement, but it would be a major visual improvement to the DF style.

on sub-level height: i’d assume that major constructions like walls would have to zero out the height to match tile base. you might choose if you want to build up to the next z-level, or down? which could possibly require different resources & tools.  
if we don’t actually want sub-tile height distinction, then cata should probably rebase to Kansas
