I'm sure other people will prefer prettier looking pictures
But not only because they looking prettier:
The original colors mark each tile by how it behaves in the game -> i.e. a rock border tile still behaves like rock and must be sapped to pass.
Just the opposite - rocks and woods marked two colors because:
1. for better recognition rock vs dirt (original blended a bit when dirt squares too thin)
2. thin rocks edge differs and better visible where is a chance to break through with one sap
3. same things about forest pieces where is a chance to use one peon.
Having these different colors actually obscures things
...
the extra colors just add confusion.
4. lol, for example,
original colors of "dark grass" vs "light grass".
idk if this info useful, but i changed it to let them are less significantly differed, to not obscure my strategic point of view %-/
Sorry for a sarcastic tone, but the original readability is that what made me do this mod.
The only thing that is real cosmetic is "water", but why not - no another blue tones on minimap, so let it be beautiful.
but it seems to work ok.
Yes, when user typing, the fakecursor will be cut on edges only, but this is already excellent compared to no map or no cursor at all
or just hexedited
Done for new lobby (palette and both coords map and fakecursor):