I recommend to make cliffs default "tile" using 4x4 standard tiles. That would make tiling of large areas easier, and we could also made is huge. Since tiled can manage tiles groups that would be such problem.Crush wrote:Your cliff looks nice, but I wonder how you want to make it properly mapable without creating huge tiles noone can work with properly.
Did you already think about tileset organisation?
[WIP] Tileset and mapping - CR1 - AxlTrozz
Re: [WIP] Tutorial area tileset and mapping
Re: [WIP] Tutorial area tileset and mapping
no yetCrush wrote:Your cliff looks nice, but I wonder how you want to make it properly mapable without creating huge tiles noone can work with properly.
Did you already think about tileset organisation?
This was a palette test and was trying to integrate the elements I have, I hadn't have the chance to think on tiles yet.i wrote:I recommend to make cliffs default "tile" using 4x4 standard tiles. That would make tiling of large areas easier, and we could also made is huge. Since tiled can manage tiles groups that would be such problem.
If it looks good I start trying to do tiles so can be tileable (4x4 as your recommendation)
Re: [WIP] Tutorial area tileset and mapping
Remember that you don't have to use strictly 128x128px as "big tile". Instead of it you may create x4 tileset and use: 32x128, 64x128, 96x128, 128x128, etc.
And huge rocky cliff is not only option for seashore.
A1. Land -> cliff -> short beach -> mid water -> deep water
A2. Land -> cliff -> deep water + rocks -> deep water
http://commons.wikimedia.org/wiki/File: ... y_Rock.jpg
B. Land -> rocky beach -> mid water -> deep water
http://commons.wikimedia.org/wiki/File:Rocas-rafax.JPG
Both options are nice. But to shorten amount of time needed to achieve our goal we should pick one.
And huge rocky cliff is not only option for seashore.
A1. Land -> cliff -> short beach -> mid water -> deep water
A2. Land -> cliff -> deep water + rocks -> deep water
http://commons.wikimedia.org/wiki/File: ... y_Rock.jpg
B. Land -> rocky beach -> mid water -> deep water
http://commons.wikimedia.org/wiki/File:Rocas-rafax.JPG
Both options are nice. But to shorten amount of time needed to achieve our goal we should pick one.
Re: [WIP] Tutorial area tileset and mapping
So, here is what I've been visioning for the island layout and generic design.
A forest temple could already start to bring interested people into the lore of our world with a simple set of quests. And as for the lagoon and the cave: it never hurts to have a second dungeon besides the one in the academy cellar.
As for the academy, I've been envisioning a square cliché fortress with four square towers in the corners. We can have buildings on the campus inside and we can also have corridors and rooms in the walls. I was thinking of two floors within the walls and a third floor for the ability to walk on the walls. For the towers I was envisioning four floors plus the ability to walk on top.
As for the contents of the campus, it should probably contain one or more of the following: administrational building (my bet for the dungeon entrance), blacksmith, training halls and a mess hall (with a kitchen, of course). The actual per-topic classrooms I was thinking of having on the hallways in the outer walls.
It'd also be rather neat to have a moat and a dropbridge.
So, how do you, the artists doing this and the project management of this subproject react to my overwhelming taskhammer blow?
A forest temple could already start to bring interested people into the lore of our world with a simple set of quests. And as for the lagoon and the cave: it never hurts to have a second dungeon besides the one in the academy cellar.
As for the academy, I've been envisioning a square cliché fortress with four square towers in the corners. We can have buildings on the campus inside and we can also have corridors and rooms in the walls. I was thinking of two floors within the walls and a third floor for the ability to walk on the walls. For the towers I was envisioning four floors plus the ability to walk on top.
As for the contents of the campus, it should probably contain one or more of the following: administrational building (my bet for the dungeon entrance), blacksmith, training halls and a mess hall (with a kitchen, of course). The actual per-topic classrooms I was thinking of having on the hallways in the outer walls.
It'd also be rather neat to have a moat and a dropbridge.
So, how do you, the artists doing this and the project management of this subproject react to my overwhelming taskhammer blow?
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Re: [WIP] Tutorial area tileset and mapping
EDIT:
Long story short: scale: 1px ~~ 1tile
It gives us 2000x2000 tiles of island layout.
Scalable version: http://lasdomogrod.pl/tmw/design/Tutori ... ut_Map.svg
Long story short: scale: 1px ~~ 1tile
It gives us 2000x2000 tiles of island layout.
Scalable version: http://lasdomogrod.pl/tmw/design/Tutori ... ut_Map.svg
Re: [WIP] Tutorial area tileset and mapping
That map is exactly what I need to have an idea of what we are trying to do, thanks Irukard, now firts thing that comes to my mind, we will need let see....like..20 pixelartis ? or is too short, hehe
...while Axltrozz keep adding some pixels to the new (tileable?) cliff version....
...while Axltrozz keep adding some pixels to the new (tileable?) cliff version....
Re: [WIP] Tutorial area tileset and mapping
And I'm still working on that concept map. I hope it helps us to visualize what we are trying to do ;)
EDIT: Done for today: Source: http://lasdomogrod.pl/tmw/design/Tutori ... ut_Map.svg
EDIT: Done for today: Source: http://lasdomogrod.pl/tmw/design/Tutori ... ut_Map.svg
Last edited by i on 17 Oct 2009, 20:10, edited 1 time in total.
Re: [WIP] Tutorial area tileset and mapping
Wasn't this supposed to be a small, neat, tutorial area?i wrote:Long story short: scale: 1px ~~ 1tile
It gives us 2000x2000 tiles of island layout.
2000x2000 tiles are hundreds of maps in our usual map size. That's about the scale of the whole planned Argaes continent. And you want to finish all this in a few month? Total megalomania.
I would rather go with Rotonens map where each of the four squares in the overworld view is one map plus about the same number of indoor/dungeon maps.
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Re: [WIP] Tutorial area tileset and mapping
Rotonen said that ;) We always can scale it down ;) (I hope so)Crush wrote:Wasn't this supposed to be a small, neat, tutorial area?i wrote:Long story short: scale: 1px ~~ 1tile
It gives us 2000x2000 tiles of island layout.
2000x2000 tiles are hundreds of maps in our usual map size. That's about the scale of the whole planned Argaes continent. And you want to finish all this in a few month? Total megalomania.
I would rather go with Rotonens map where each of the four squares in the overworld view is one map plus about the same number of indoor/dungeon maps.
irc wrote: (17:12:52) Rotonen: which is a huge challenge :)
(17:13:00) Rotonen: yeah, it'll be a bit bigger
(17:13:11) Rotonen: i was thinking of something like 500x500 for the academy campus
(17:13:11) Iru (irc): I will try to make a concept of island
(17:13:27) Rotonen: which would make something like 2000x2000 for the island as a whole?
Re: [WIP] Tutorial area tileset and mapping
This is my idea of a tileset, its just partial but I need some feedback :
This is just the border of the cliff and some variations on the top shore area.
I will include diagonal variations, I hate those stairs-like maps due to a lack of diagonal sections.
Edit1: added rocks and some diagonal variations, I tested with Tiled, seems to be ok
Edit2: new version adjusted some pixels
This is just the border of the cliff and some variations on the top shore area.
I will include diagonal variations, I hate those stairs-like maps due to a lack of diagonal sections.
Edit1: added rocks and some diagonal variations, I tested with Tiled, seems to be ok
Edit2: new version adjusted some pixels
Re: [WIP] Tutorial area tileset and mapping
Here's a counter proposal for the island's map:
http://jaxad0127.googlepages.com/Tutorial_Island.svg
SVG:
Re: [WIP] Tutorial area tileset and mapping
And here is my counter~counter proposal for the island's map: Source: http://lasdomogrod.pl/tmw/design/Tutori ... _Map_2.svgjaxad0127 wrote:Here's a counter proposal for the island's map:
Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
I prefer the Irukard 2 design - mostly because of its clear linear path from academy to village to adventuring grounds without confusing forkings the newbies will get lost in (the lagoon so soon after the academy exit is still a weak point - maybe force the players to go through the village first).
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz
I agree the 2nd version is the best one so far, even if a bit too squared in my opinion.Crush wrote:I prefer the Irukard 2 design - mostly because of its clear linear path from academy to village to adventuring grounds without confusing forkings the newbies will get lost in (the lagoon so soon after the academy exit is still a weak point - maybe force the players to go through the village first).
Regarding the lagoon directly below the academy, why don't we flip the 2 bottom map squares?