Venatrix wrote: IMO, do the dimensions of the warehouse not fit to the ones of other houses. I mean the door, the staircase, just about all is too big compared to the game keeper (for example) seen in the picture. One sees that it was a small picture made big, if you understand what I mean.
For everyone's reference, here I shared my thoughts on scaling immovables in Widelands. It is really difficult to size the buildings to look right in close proximity to each other, especially when the buildings are of different size categories. At the same time, the mechanics of roads and z-layering pose just that many more challenges to creating something that both looks right and behaves naturally on the game board.
@kingcreole - Your idea to accommodate the warehouse's hot spot with the stairs to a 2nd floor entrance is pure genius! And you were wise to delete the ground plane by the cellar doors. However, I think the problems we are currently facing can best be circumvented by reducing the size of the warehouse's footprint (i.e. how much of the building actually touches the ground). z-layering is currently not adjustable by anyone but a coder and that is not an option here. We seem to be faced with trying to squeeze a large image into a "medium/small" category space. Can you think of a way to shrink the footprint and still convey the idea of a "medium sized building"? For now, we are locked into these constraints and will have to find ways to work around them.
Changing the warehouse conf file's "size=medium" to "size=big" would likely give us room to play by stretching the boundaries to the green line in my map gauge (see my post above), but I don't know of any further ramifications such a change would have. I would guess it would move the warehouse into the category of "big" buildings and thereby upset some balancing in the game. That is a decision I would have to leave to SirVer.
So get out your shoe horn.