diff --git a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
index b8d3d5eb41..da6755fc87 100644
--- a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
+++ b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj
@@ -776,6 +776,7 @@
+
diff --git a/OpenRA.Mods.Common/Traits/World/CliffBackImpassabilityLayer.cs b/OpenRA.Mods.Common/Traits/World/CliffBackImpassabilityLayer.cs
new file mode 100644
index 0000000000..3ecd20dad4
--- /dev/null
+++ b/OpenRA.Mods.Common/Traits/World/CliffBackImpassabilityLayer.cs
@@ -0,0 +1,49 @@
+#region Copyright & License Information
+/*
+ * Copyright 2007-2016 The OpenRA Developers (see AUTHORS)
+ * This file is part of OpenRA, which is free software. It is made
+ * available to you under the terms of the GNU General Public License
+ * as published by the Free Software Foundation, either version 3 of
+ * the License, or (at your option) any later version. For more
+ * information, see COPYING.
+ */
+#endregion
+
+using System.Linq;
+using OpenRA.Graphics;
+using OpenRA.Traits;
+
+namespace OpenRA.Mods.Common.Traits
+{
+ [Desc("Sets a custom terrain type for cells that are obscured by back-facing cliffs.",
+ "This trait replicates the default CliffBackImpassability=2 behaviour from the TS/RA2 rules.ini.")]
+ class CliffBackImpassabilityLayerInfo : ITraitInfo
+ {
+ public readonly string TerrainType = "Impassable";
+
+ public object Create(ActorInitializer init) { return new CliffBackBlockingLayer(this); }
+ }
+
+ class CliffBackBlockingLayer : IWorldLoaded
+ {
+ readonly CliffBackImpassabilityLayerInfo info;
+
+ public CliffBackBlockingLayer(CliffBackImpassabilityLayerInfo info)
+ {
+ this.info = info;
+ }
+
+ public void WorldLoaded(World w, WorldRenderer wr)
+ {
+ var tileType = w.Map.Rules.TileSet.GetTerrainIndex(info.TerrainType);
+ foreach (var uv in w.Map.AllCells.MapCoords)
+ {
+ // All the map cells that visually overlap the current cell
+ var testCells = w.Map.ProjectedCellsCovering(uv)
+ .SelectMany(puv => w.Map.Unproject(puv));
+ if (testCells.Any(x => x.V >= uv.V + 4))
+ w.Map.CustomTerrain[uv] = tileType;
+ }
+ }
+ }
+}
diff --git a/mods/ts/rules/world.yaml b/mods/ts/rules/world.yaml
index 7644196a62..1da114f2ac 100644
--- a/mods/ts/rules/world.yaml
+++ b/mods/ts/rules/world.yaml
@@ -59,6 +59,7 @@
TerrainType: Veins
TerrainGeometryOverlay:
ExitsDebugOverlayManager:
+ CliffBackImpassabilityLayer:
World:
Inherits: ^BaseWorld