   WORMS map system? (2d)
  In the Worms series of games, how do you suppose the map system was rendered? Non-tile-based, I guess? Most of the terrain could be destroyed, so that seems like pixel-perfect collision, but then how would you implement the non-destructible map areas -- or any map area that should be treated specially, for that matter? Say you wanted the pixel-perfect accuracy of the terrain, but you also wanted bullets to make a certain sound based on the texture of the piece of the map they just hit (bullet hits grass, it makes a thump; bullet hits metal, it makes a richochet effect).What I can think of is that it would be something like either of these two:1. The map is loaded as a sprite, but instead of one big map image sprite, the map is actually saved and loaded as layers of separate sprites, one for each texture (metal, grass, stone, indestructible, etc.). Collision detection compares other sprites to each of these map sprites and then reacts accordingly. If a bullet is shot, it'll enter the rectangle of every map sprite, but only when it connects with a pixel will the game check which sprite "texture" that pixel was.or2. The map is a huge tile-based array, tiled pixel by pixel.I imagine both are possible, but I wonder about the performance consequences. Can anybody confirm anything?   
  Use the search, this topic has been discussed several times already.   