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[WIP] Woodland and Hurnscald maps

Posted: 04 Mar 2018, 21:38
by Micksha
Hey all. Here is my Hurns ground tileset:
hurns-ground.png
hurns-ground.png (128.07 KiB) Viewed 865 times
I made a big map with it already (here is a small version to be placed in forums):
008-1.png
008-1.png (556.01 KiB) Viewed 865 times
, so I would like to keep the layout. I will add the long grass from Merlins tileset (I believe its the one known as Lens grass, right?), and I will add Merlins stone ground instead of mine, also Merlins Dimonds cove. Additionally I will use the grey mountains. Then we hopefully have something usable soon to go to test server.

Please feel free to comment any aspects of that.

Re: [WIP] Hurnscald Ground palette

Posted: 07 Mar 2018, 12:04
by WildX
The tileset is good and the map is classic TMW and one of our best maps IMO, but I would still make a few changes:
  • The two largest buildings are the farmhouse and Dimond's, these should be broken up into two or three smaller buildings for each with more realistic proportions. Also keeping in mind proportions between indoor and outdoor.
  • The very north of the map has always been inaccessible. This if fine because we can make the Kazei region begin there. There should be higher rocky cliffs all over this area and maybe a couple of sign NPCs warning that this is were the mountain passes begin.
  • We will need to take the player from Artis to Hurnscald. This is impossible unless we have a western port in Argaes. This map will need a second map to its west (north of the Graveyard) with a small village and a port which can receive incoming ships from Artis. I suggest to use the GY map which already has a village and just adding a small port to it. It would help to put the two existing maps side-by-side so we can see what areas need to be filled in. I suspect we already have most of the work done anyway.

Re: [WIP] Hurnscald Ground palette

Posted: 08 Mar 2018, 21:08
by Micksha
Hello,
here an update for the ground tileset:
hurns-ground.png
hurns-ground.png (147.49 KiB) Viewed 821 times
Basic changes: grass to fit the long grass color, cliffs color and dirt path color to match better.
All stuff is only a handful of colors so the overall look can be changed within a couple of minutes.
Basically we just need someone to decide when its finished and can be used to work on further stuff (houses, accessoires etc).

Re: [WIP] Hurnscald Ground palette

Posted: 08 Mar 2018, 21:58
by WildX
I'm not the expert here but I think we reached peak ground tileset. 10/10.

Re: [WIP] Hurnscald Ground palette

Posted: 09 Mar 2018, 00:44
by TeZeR.D
WildX wrote:I suggest to use the GY map which already has a village and just adding a small port to it. It would help to put the two existing maps side-by-side so we can see what areas need to be filled in. I suspect we already have most of the work done anyway.
Is it smart to have the landing area (for the real map) right next to GY? IMO, GY should always be in a remote out of the way place that isn't immediately there near port.

Re: [WIP] Hurnscald Ground palette

Posted: 20 Mar 2018, 14:11
by Micksha
As the tileset is basically agreed on, I will use this as a map post for now. We agreed on using IvanMorve's barn and windmill, so here is Oscars Cottage - refurbished:
Oscars Cottage.png
Oscars Cottage.png (370.29 KiB) Viewed 739 times
I hope Oscar is capable of using that mill. I think he is not very successful with growing pumpkins, at least.

It seems shadows are missing, just on it. Please forgive me for not preparing the mill wings shadows right now.
Please feel free to comment.

Re: [WIP] Woodland and Hurnscald maps

Posted: 20 Mar 2018, 14:43
by WildX
It looks great! The barn is slighly off with the perspective but I think you can overlook that. Medieval buildings tend to lean in weird positions anyway.

My general feedback for this map:
  • More houses. They don't have to be all accessible, I wouldn't expect anybody to walk into every private home in a town, but they should be there to give the idea of a populated town. Lore-wise Hurnscald is not huge, but it's way bigger than it is currently in-game. I would say there needs to be 3 more small houses within the walls and 4 houses towards the north. The area north of Hinnak's farm and outside the Obelisk cave is boring. I don't see why the people of Hurnscald wouldn't turn that into farmland.
  • I think Valia's house should be moved on the left of Dimond's Inn, on the other side of the river. The area it's in now will need to be left empty because it's the devastated land bridge that sank into the sea after the famous earthquake. I say it should be moved to the left of Dimond's because that entire area is quite empty and useless at the moment.
  • The trees. Different stages of growth and everything else we discussed.
That's all I have! :)

Re: [WIP] Woodland and Hurnscald maps

Posted: 26 Mar 2018, 16:53
by MerlinX420
I think the grass is from saphy. The stone road I use and in use on evol is the work of Ivan.

The only problem I see with your set is having to remap its about everything but I assume you are doing that anyways with the whole evol tmw merger.

Re: [WIP] Woodland and Hurnscald maps

Posted: 13 Dec 2018, 18:51
by Søren
l'm in love with this new tilesets :D