[FND]forest tileset
Re: forest tileset
I think I should widen the cave some, and then break it into two layers so players can walk into it before zoning
(mockup)
This would help the map feel less static
also, lets play 1 or 2!!!!!!!!
Play or I'm going to bite your butt
(mockup)
This would help the map feel less static
also, lets play 1 or 2!!!!!!!!
Play or I'm going to bite your butt
Pixel Battalion
Re: forest tileset
I honestly can't tell the difference between the two, aside from the plant to the left of the entrance. If that's the only difference to note, I guess I like 1 better. Are the rocks on the ground part of the widening process? Just looks like that lady will be dancing around (or tripping over ) the rocks, as she exits. Good idea, adding the layer effect.
Re: forest tileset
I think I should have taken that cave out of the 1 or 2 (just ignore the cave)
I was trying to determine which cliff base people preferred
I was trying to determine which cliff base people preferred
Pixel Battalion
- ElvenProgrammer
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Re: forest tileset
Can't we have both for the sake of variation?
Re: forest tileset
At this rate the tileset is going to be bigger than most maps lol (JK)ElvenProgrammer wrote:Can't we have both for the sake of variation?
Pixel Battalion
Re: forest tileset
Agreed with elven. But if i had to choose, 1.
Re: forest tileset
Agreed.Pajarico wrote:Agreed with elven. But if i had to choose, 1.
Re: forest tileset
I have no issues with huge tilesets. We have no technical reasons to limit the size if there is quality work and variation available. The mappers will just love it.
As a sidenote, that cave entrance roof does not really look all that stable, does it?
As a sidenote, that cave entrance roof does not really look all that stable, does it?
This message used to be meaningful.
Re: forest tileset
Why not lower a bit the floor so it looks more like you are descending into the cave?
- ElvenProgrammer
- Founder
- Posts: 2526
- Joined: 13 Apr 2004, 19:11
- Location: Italy
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Re: forest tileset
Agreed, that would improve it a lotPajarico wrote:Why not lower a bit the floor so it looks more like you are descending into the cave?
Re: forest tileset
Saphy’s treeElvenProgrammer wrote:Agreed, that would improve it a lotPajarico wrote:Why not lower a bit the floor so it looks more like you are descending into the cave?
Saphy’s plants
my crap
For the time being I want to move on to plants (which do we need, what can be improved, where to use them)
Anyways, I'm certain more trees (probably a few smaller ones) are needed
Please reply with your own thoughts on this matter
Pixel Battalion
Re: forest tileset
Definitely more size variations of Saphy's tree wouldn't harm... also we need dead trees- standing and fallen trunks. I was also thinking that we could use tree with a hole in it, as an entrance to cave under the tree, that sort of mossy cave with lots of roots?
Or maybe tree with hollow trunk. Inside could be anything... like NPC or whole house, maybe some stairs leading way up to top of the tree...-possible tree-top village? or just some kind of observatory or outlook on higher branches to enjoy the view above the forest ^^ ...but that would require much bigger tree than one we have now, I think.
Or maybe tree with hollow trunk. Inside could be anything... like NPC or whole house, maybe some stairs leading way up to top of the tree...-possible tree-top village? or just some kind of observatory or outlook on higher branches to enjoy the view above the forest ^^ ...but that would require much bigger tree than one we have now, I think.
Re: forest tileset
Len: maybe you should consider adding some cut trunks like this:
inner rings are just rendered from inkscapeRe: forest tileset
Its too clean, but you gave me a place to start
I added some of Saphy’s plants to the rotting trunk
I added some of Saphy’s plants to the rotting trunk
Pixel Battalion
Re: forest tileset
Len wrote: