AxlTrozz wrote:I would say just put all we already have like trees, rocks, caves, cliffs, grass and desert together is enough work for all us, so I would say lets take all we have and try to create the tileset ASAP.
Please forgive my absence
Regarding the cliffs they still have a few issues I need to concentrate on:
*They need another set of tiles so they can be used in enough directions to create a workable map.
*I didnÃƒÂ¢Ã¢â€šÂ¬Ã¢â€žÂ¢t give much thought to the collation layer when I started the cliffs (something I now regret) and this might cause some issues later
* they are currently over complex (I donÃƒÂ¢Ã¢â€šÂ¬Ã¢â€žÂ¢t want the mappers head to exploded)
BTW, Saphy amazing work so far on the high grass tiles (which I know from my failed attempts is not an easy task)
This is a rough example but it illustrates my point. Here I have a grass 'fringe' that I've applied over both mud and sand. I now have 18 additional tiles that I didn't need to draw and stick into a disk file. Since Maps now have an 'unlimited' number of layers, this may help to create some effects that otherwise may have been unreasonable. For instance, this method would allow the artist to draw only a few different corners. The mapper would then place those corner tiles in whatever fasion he/she finds acceptable while still keeping the overall number of tiles down to a minimum.
Just a thought...
The problem with that is that its going to look like its tacked on