You could save yourself some work by blending/fading (not by blurring, but by pixeling) the top part (that looks as if its taken from another set) into the wall, rather than doing each little brick.
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Thanks for taking this task. But the floor texture you added has perspective issues. Due to the view angle of TMW (45°) the length ratio of x axis to y axis on floor textures has to be 0.7:1 (can be approximated to 3:4 or 2:3 when necessary).
There is also one thing which worries me about Modanungs walls in general: They do not give an impression of "power" like the current ones. It might be due to the small bricks, but the wall looks very fragile in my opinion.
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Crush wrote:They do not give an impression of "power" like the current ones. It might be due to the small bricks, but the wall looks very fragile in my opinion.
Could we try widening it a little. A width of a couple of tiles makes them also too thin for such a high and old wall. I'd make it at least 4 tiles wide.
Crush wrote:They do not give an impression of "power" like the current ones. It might be due to the small bricks, but the wall looks very fragile in my opinion.
Could we try widening it a little. A width of a couple of tiles makes them also too thin for such a high and old wall. I'd make it at least 4 tiles wide.
Spit23 has this covered, there would just need to be two additional stair tiles for the South face set in case of wider walls (theoretically 1 additional tile if the edge of the current bottom step was nudged into the tile above it, but imo I'm happy with their current lengths and it's not something that will make a mapper whine).
What does this leave left in this set?
South face
Archways
Doors (for interior wall towers or guard barracks entrance)
North face
North facing towers
East face
North-South walls
North-South stairs up
North-South stairs down
East towers
Archways
West face
West towers
Corners (not needed since these can be mapped with tiles from each face's big tower.)