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Savannah Tileset

Posted: 07 Oct 2005, 20:20
by Crush
we planned to create some savanah maps as intermission between desert and forest maps. as a inspiration, here a picture made in the Tarangire National Park in Tansania. It would be a good reference and inspiration, don't you think so?
Image

so, what have we got here:

-Grass, but not entirely green. it is more brown and yellow with a little bit green.
-bushes which are much more green than the grass
-sand surfaces near the water
-dead and living trees with a very interesting shape

making these tiles won't be an easy task but it can sure be done. don't you think so?

Posted: 08 Oct 2005, 16:41
by Rotonen
Additionally there could be three layers of transition: "savannah meets desert" - "pure savannah" - "savannah meets forest".

Offtopic, but this method would probably lead similar transitions between forest - swamp, forest - plains - mountains, etc..

Posted: 08 Oct 2005, 16:45
by Crush
my plan was to create some pure savannah tiles first and then use them to create some transmission into woodland and desert tiles to place at the east and west parts of the map.

so you have a map which is forest in the west, savannah in the center and desert in the east.

Posted: 08 Oct 2005, 16:52
by maci
that map would be quite big .. maybe its better to split it

Posted: 09 Oct 2005, 14:20
by Bjørn
Maybe these are cool trees to include:

Image

Posted: 21 Nov 2005, 11:32
by degen
perhaps as a closer to the woodlands then the desert since i eprsonaly find the bushy like trees to be more accustomed to the hazzardus desert envirement.

Posted: 21 Nov 2005, 14:58
by Modanung
I've done 2 tiles for the 'Savannah' tileset:
ImageImage

Note that they need some grid-killing. And most important: I know that.

Posted: 21 Nov 2005, 15:07
by Crush
the tiles got enough grid killing IMO. doing more would just make them too plain. why don't you make some variant tiles instead?

Posted: 21 Nov 2005, 15:12
by Modanung
How about the bow-like arc and the light blob in the grass tile? and the big dark spot in the mud?
I did the over a week ago and I'm not doing anything now because I'm VERY busy with school.

Posted: 21 Nov 2005, 21:09
by Metalcore
it's hardly noticable to non-artists, however in larger areas it may be more obvious.

Also, perhaps less rocks in the dirt?

Posted: 23 Nov 2005, 12:38
by i
second one look really nice. gr8 job.

Posted: 26 Nov 2005, 03:49
by Jetryl
Modanung wrote:How about the bow-like arc and the light blob in the grass tile? and the big dark spot in the mud?
I did the over a week ago and I'm not doing anything now because I'm VERY busy with school.
Modanung knows what he's talking about - those errors are legitimate, albeit subtle, and would manifest themselves in use.

I have to tip the hat to him, though - that kind of rigor is precisely what is needed to make quality work, and those tiles are quite good, regardless.

Posted: 27 Nov 2005, 13:59
by Ultim
There's no such thing as a flawless tile anyway. No one will see those as defects.

Posted: 27 Nov 2005, 22:54
by Modanung
Ultim wrote:There's no such thing as a flawless tile anyway. No one will see those as defects.
I do... and I can't stand declaring someting as final if I'm not contend with it yet.

Posted: 28 Nov 2005, 00:19
by Ultim
Nothing is final. It just takes hours, maybe days longer to put in a few pixels to make a difference that the players aren't going to even comprehend. i give up.