Savannah Tileset

All development of pixel art and graphics
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Crush
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Savannah Tileset

Post by Crush » 07 Oct 2005, 21:20

we planned to create some savanah maps as intermission between desert and forest maps. as a inspiration, here a picture made in the Tarangire National Park in Tansania. It would be a good reference and inspiration, don't you think so?
Image

so, what have we got here:

-Grass, but not entirely green. it is more brown and yellow with a little bit green.
-bushes which are much more green than the grass
-sand surfaces near the water
-dead and living trees with a very interesting shape

making these tiles won't be an easy task but it can sure be done. don't you think so?
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Post by Rotonen » 08 Oct 2005, 17:41

Additionally there could be three layers of transition: "savannah meets desert" - "pure savannah" - "savannah meets forest".

Offtopic, but this method would probably lead similar transitions between forest - swamp, forest - plains - mountains, etc..
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Crush
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Post by Crush » 08 Oct 2005, 17:45

my plan was to create some pure savannah tiles first and then use them to create some transmission into woodland and desert tiles to place at the east and west parts of the map.

so you have a map which is forest in the west, savannah in the center and desert in the east.
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Post by maci » 08 Oct 2005, 17:52

that map would be quite big .. maybe its better to split it
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Post by Bjørn » 09 Oct 2005, 15:20

Maybe these are cool trees to include:

Image
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Post by degen » 21 Nov 2005, 12:32

perhaps as a closer to the woodlands then the desert since i eprsonaly find the bushy like trees to be more accustomed to the hazzardus desert envirement.
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Post by Modanung » 21 Nov 2005, 15:58

I've done 2 tiles for the 'Savannah' tileset:
ImageImage

Note that they need some grid-killing. And most important: I know that.
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Post by Crush » 21 Nov 2005, 16:07

the tiles got enough grid killing IMO. doing more would just make them too plain. why don't you make some variant tiles instead?
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Post by Modanung » 21 Nov 2005, 16:12

How about the bow-like arc and the light blob in the grass tile? and the big dark spot in the mud?
I did the over a week ago and I'm not doing anything now because I'm VERY busy with school.
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Post by Metalcore » 21 Nov 2005, 22:09

it's hardly noticable to non-artists, however in larger areas it may be more obvious.

Also, perhaps less rocks in the dirt?
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Post by i » 23 Nov 2005, 13:38

second one look really nice. gr8 job.
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Post by Jetryl » 26 Nov 2005, 04:49

Modanung wrote:How about the bow-like arc and the light blob in the grass tile? and the big dark spot in the mud?
I did the over a week ago and I'm not doing anything now because I'm VERY busy with school.
Modanung knows what he's talking about - those errors are legitimate, albeit subtle, and would manifest themselves in use.

I have to tip the hat to him, though - that kind of rigor is precisely what is needed to make quality work, and those tiles are quite good, regardless.
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Post by Ultim » 27 Nov 2005, 14:59

There's no such thing as a flawless tile anyway. No one will see those as defects.
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Post by Modanung » 27 Nov 2005, 23:54

Ultim wrote:There's no such thing as a flawless tile anyway. No one will see those as defects.
I do... and I can't stand declaring someting as final if I'm not contend with it yet.
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Post by Ultim » 28 Nov 2005, 01:19

Nothing is final. It just takes hours, maybe days longer to put in a few pixels to make a difference that the players aren't going to even comprehend. i give up.
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