This was for a project in my junior year Systems and Experience Design class. The assignment was to create a prototype of a system that would immerse the player in the game world. I chose to do a modification of the common "Fog of War" system where the map is covered in fog, but is uncovered as you explore the environment.
I got the idea for this system by playing games like Assassin's Creed, where you can climb up to specific view points, and those would uncover parts of the map. That was cool, but then I could climb up to another tall building or walk around on the ground and find things, and the map wouldn't clear up at all. It would only clear up if I climbed up to perches that were designated as viewpoints.
I decided to do my own version of this. As would be expected from most Fog of War systems, the map uncovers around you at a certain radius as you move around. What's different about this prototype, though, is that the radius grows as you get higher off the ground. So you could be on the ground and see what is right next to you, or you could climb on top off a building and see things that are far away.
This system could be used with tall vantage points, like in Assassin's Creed, but it also gives the player the ability to explore more and have more flexibility with how they uncover the map.