The walls of Tulimshar

All development of pixel art, maps and other graphics.


User avatar
Len
Knight
Knight
Posts: 1479
Joined: 05 Feb 2007, 06:17
Location: Lurking in the shadows

Re: The walls of Tulimshar

Post by Len »

Here's what I have so far:
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.

"United Socialist States of America" not a fan of the new administration I take it :lol:
Image
Pixel Battalion
User avatar
kr0n05931
Knight
Knight
Posts: 652
Joined: 26 Jul 2008, 01:59
Location: United Socialist States of America
Contact:

Re: The walls of Tulimshar

Post by kr0n05931 »

Len wrote:"United Socialist States of America" not a fan of the new administration I take it :lol:
That's actually wishful thinking. I hope that he propels us into democratic socialism. ;)

More progress:
castle3.png
castle3.png (54.53 KiB) Viewed 4017 times
Lazy bum.
User avatar
feline monstrosity
Warrior
Warrior
Posts: 430
Joined: 27 Apr 2008, 14:08
Location: Wales, UK

Re: The walls of Tulimshar

Post by feline monstrosity »

kr0n05931 wrote:
Len wrote:"United Socialist States of America" not a fan of the new administration I take it :lol:
That's actually wishful thinking. I hope that he propels us into democratic socialism. ;)
Hear hear!

Progress looks very good, but as Len says it doesn't blend too well at the top.
~Feline Monstrosity
User avatar
Len
Knight
Knight
Posts: 1479
Joined: 05 Feb 2007, 06:17
Location: Lurking in the shadows

Re: The walls of Tulimshar

Post by Len »

Progress looks very good, but as Len says it doesn't blend too well at the top

I was just giving anouther option for marrying the two... he found his own way and it looks nice :)
Image
Pixel Battalion
User avatar
Modanung
Grand Knight
Grand Knight
Posts: 1719
Joined: 20 May 2005, 15:51
Location: Groningen, The Netherlands
Contact:

Re: The walls of Tulimshar

Post by Modanung »

Looks good, keep going
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
Matt
Grand Knight
Grand Knight
Posts: 1759
Joined: 07 Aug 2004, 10:47
Location: Germany->Bavaria

Re: The walls of Tulimshar

Post by Matt »

Modanung wrote:Looks good, keep going
If you have time for writing things like that you have time for finish your three-year-old project too! 8)
User avatar
yosuhara
Knight
Knight
Posts: 583
Joined: 16 Mar 2006, 21:19
Location: Slovakia
Contact:

Re: The walls of Tulimshar

Post by yosuhara »

Matt wrote:
Modanung wrote:Looks good, keep going
If you have time for writing things like that you have time for finish your three-year-old project too! 8)
word (sorry for one word response XD)
Image
Image
Image
User avatar
Modanung
Grand Knight
Grand Knight
Posts: 1719
Joined: 20 May 2005, 15:51
Location: Groningen, The Netherlands
Contact:

Re: The walls of Tulimshar

Post by Modanung »

Oh, I've got the time alright. I just spend too much of it.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
User avatar
Spit23
Novice
Novice
Posts: 191
Joined: 08 Aug 2008, 08:07
Location: Germany

Re: The walls of Tulimshar

Post by Spit23 »

If no one does it I have to do it I guess ;)
Attachments
tulimshar_walls.png
tulimshar_walls.png (35.83 KiB) Viewed 3591 times
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 16:08
Location: Germany

Re: The walls of Tulimshar

Post by Crush »

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.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
Bertram
Manasource
Manasource
Posts: 1026
Joined: 07 Sep 2004, 14:55
Location: France

Re: The walls of Tulimshar

Post by Bertram »

Hi,

Yes, they couldn't be perfect but I feel like anything than the current ones could be better, even if it's just a transition.

Just a thought, so.

Regards,
User avatar
Spit23
Novice
Novice
Posts: 191
Joined: 08 Aug 2008, 08:07
Location: Germany

Re: The walls of Tulimshar

Post by Spit23 »

I edited the texture. I see what I can do to make them look stronger. Maybe a base or something like that.
Attachments
tulimshar_walls.png
tulimshar_walls.png (43.85 KiB) Viewed 3553 times
User avatar
Bertram
Manasource
Manasource
Posts: 1026
Joined: 07 Sep 2004, 14:55
Location: France

Re: The walls of Tulimshar

Post by Bertram »

Hi,

they're getting better and better!

Regards,
User avatar
ElvenProgrammer
Founder
Founder
Posts: 2526
Joined: 13 Apr 2004, 19:11
Location: Italy
Contact:

Re: The walls of Tulimshar

Post by ElvenProgrammer »

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.
User avatar
Fother
Warrior
Warrior
Posts: 283
Joined: 26 Oct 2008, 10:50
Location: Gispaa Caldera, Tonori

Re: The walls of Tulimshar

Post by Fother »

ElvenProgrammer wrote:
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).
Image

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.)
  • Accessories (stair extenders, accents, etc).
"Fother" Jarrett Huxley
Evil Pixel Artist
Image
Wiki Page | Trello | Google+ Profile
Post Reply