# Creating terrain folds

In the [Map Editor](/documentation/editor/map-editor.md), there are two ways for terrain modeling, each tailored for different game scenarios and map design. Combining both methods allows for the most effective implementation of gameplay ideas, creating maps that are both beautiful and functional.

<table data-card-size="large" data-view="cards"><thead><tr><th data-type="content-ref"></th><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td><a href="/pages/PMLrhvXTP0fIfeNngLTw">/pages/PMLrhvXTP0fIfeNngLTw</a></td><td>This tutorial is about creating folds in the ground using the Heights brush.</td><td>This approach is ideal for modeling landscapes that do not create significant restrictions on the movement of units.</td><td><a href="/files/ljNd7biMpSwArWmRgdbY">/files/ljNd7biMpSwArWmRgdbY</a></td></tr><tr><td><a href="/pages/06yDPxRG1QOP2MjyoBvR">/pages/06yDPxRG1QOP2MjyoBvR</a></td><td>The tutorial focuses on shaping ravines and cliffs with sharp edges to create natural obstacles on the map.</td><td>Cliff entities can serve as strategic points and add gameplay complexity by limiting or directing unit movement.</td><td><a href="/files/ExWw6DcbXgIWDmHFi64j">/files/ExWw6DcbXgIWDmHFi64j</a></td></tr></tbody></table>


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