Request for new woodland map

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Crush
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Request for new woodland map

Post by Crush » 02 Mar 2009, 15:42

We recently pushed a few more tiles to git which can be used for a new woodland map. Here are the new tilesets:

http://gitorious.org/projects/tmwdata/r ... _swamp.png
http://gitorious.org/projects/tmwdata/r ... _cover.png
http://gitorious.org/projects/tmwdata/r ... and_x2.png
http://gitorious.org/projects/tmwdata/r ... and_x3.png
http://gitorious.org/projects/tmwdata/r ... and_x4.png
http://gitorious.org/projects/tmwdata/r ... and_x5.png
http://gitorious.org/projects/tmwdata/r ... and_x8.png

There is also a new tileset called Forest.png, but this tileset is going to be reorganized in the near future, so it should not be used for productive mapping yet.

Now we are searching for a volunteer mapper who would like to create a new forest map using these tiles. These are potential locations for the new map:
new woodland map.png
new woodland map.png (191.05 KiB) Viewed 3626 times
For now we don't want a new map for every single one of these locations. One map would be enough for now to praxis-test the new tilesets. It is not unlikely that you will find a few problems with the tileset which will require a reorganization. When the new tilesets have been tested in praxis we will proceed with the other maps on the image above.
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Re: Request for new woodland map

Post by Jaxad0127 » 02 Mar 2009, 16:15

Woodland_x2 and Woodland_x3 were resized. Tiled will automatically detect this, and resolve it for you.
Last edited by Jaxad0127 on 02 Mar 2009, 17:53, edited 1 time in total.
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Re: Request for new woodland map

Post by Crush » 02 Mar 2009, 17:38

Fixed links in first post.
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Re: Request for new woodland map

Post by octalot » 02 Mar 2009, 23:31

I think the planned world map should be updated before mapping either 4 or 5, or the existing maps brought in line with the plan.

Assuming the "woodland village" is Hurnscald, the map doesn't seem to fit well with the existing in-game maps. The planned bay south-west of Hurnscald is merely a stream, for me this loses the idea that logs could be travelling down it from the logging camp. It's also too shallow, but that's a tileset problem.

I've rescaled the existing maps so that the Dimond's Cove fits the grid, which is why the southern maps are more in-place than the northern ones.
The XCF file lets you fiddle about with layer transparency
Attachments
20090302 new woodland map.xcf.bz2
(236.44 KiB) Downloaded 63 times
20090302 new woodland map.png
20090302 new woodland map.png (229.02 KiB) Viewed 3566 times
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Re: Request for new woodland map

Post by Crush » 02 Mar 2009, 23:49

The world map and the argaes article on the wiki are a rough outline, octalot, not a dogma. It is not necessary to adhere to it by pixel.
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Re: Request for new woodland map

Post by Crush » 07 Mar 2009, 03:07

The task is still open to anyone who would like to map.
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Re: Request for new woodland map

Post by octalot » 10 Mar 2009, 23:28

Crush wrote:It is not unlikely that you will find a few problems with the tileset which will require a reorganization. When the new tilesets have been tested in praxis we will proceed with the other maps on the image above.
The trees in Woodland_x3 and Woodland_x4 are narrow, and in the middle of two tiles in an east-west direction. There should be a collision when you walk through them east-west, but neither of the possible collision tiles makes sense. Moving them half a tile fixes them to fit the collision layer:
trees_x3_oldcollision.png
trees_x3_oldcollision.png (12.77 KiB) Viewed 3287 times
trees_x3_newcollision.png
trees_x3_newcollision.png (12.31 KiB) Viewed 3290 times
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Re: Request for new woodland map

Post by 5t3v3 » 10 Mar 2009, 23:30

I'm a bit confused, wasn't it the idea to (eventually) have the current woodland area re-mapped with the new forest tileset? If so, wouldn't that be higher on the priority list? The two tilesets do seem highly inconsistent in quality/color-scheme.
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Re: Request for new woodland map

Post by Crush » 11 Mar 2009, 14:43

5t3v3 wrote:I'm a bit confused, wasn't it the idea to (eventually) have the current woodland area re-mapped with the new forest tileset?
That was Lens idea, but Len isn't a developer anymore. And the current developers don't want to waste that much work to end up with the same amount of content as before.

The work by Len and Saphy, albeit high quality, is not enough to map a complete area with them. That's why we combine their work with the existing. There already have been some adjustments to the new tiles to fit them together with the existing ones.
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Re: Request for new woodland map

Post by Rotonen » 11 Mar 2009, 16:00

It's a fine balance between saving work now and possibly having to redo stuff later.

I have no stand on this, though.
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Re: Request for new woodland map

Post by Nyxl » 11 Apr 2009, 16:18

Hi, I'm trying to have some fun with Tiled ;)

This is the map I've started to make:
http://www.blue-sphere.de/tmw/blubb.png

(This could become the map "1".)

The most important issue I think is the swamp tileset:
http://www.blue-sphere.de/tmw/blubb2.png

I marked red where some pixels look wrong, which happens with the edge-tiles often (I tried switching between the upper and the lower version in the tileset, but the problems remain)

Then, I couldn't find the top part of one tree (see second image) in any of the tilesets

Some of the plants look really nice when placed near water or swamp I think, but on plain grass some of them nearly vanish (white box, I think this isn't that bad though) or stand out (yellow box).

I also think that some tiles just don't fit together well, but I probably just shouldn't use them next to each other then, however the two trees octalot posted and the plant on the bottom left of the x3-tileset are in my opinion too blurred to be used.

The most difficult part for me was to make the cliffs anyway, because the cliff-tiles don't have normal "sub-tiles" and it's always hard to find a piece that fits and goes into the same direction that I want to go ;)

And another small thing - I don't like being stuck with rectangular "cover"-areas, as there are only inner edges

By the way, is it possible to make additional layers, for example a second fringe layer to put plants on top of "covered" ground?
And: In Tiled I could place a 3-tile-high tree one tile below a covered area on the same layer and the covered area was kept beneath the tree, does TMW display it the same way?

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Re: Request for new woodland map

Post by Jaxad0127 » 11 Apr 2009, 17:05

Nyxl wrote:Then, I couldn't find the top part of one tree (see second image) in any of the tilesets
It should be right above the trunk piece you used on the woodland ground set.
Nyxl wrote:I also think that some tiles just don't fit together well, but I probably just shouldn't use them next to each other then, however the two trees octalot posted and the plant on the bottom left of the x3-tileset are in my opinion too blurred to be used.
Which ones are you talking about?
Nyxl wrote:And another small thing - I don't like being stuck with rectangular "cover"-areas, as there are only inner edges
What?
Nyxl wrote:By the way, is it possible to make additional layers, for example a second fringe layer to put plants on top of "covered" ground?
Please read Map development and Mapping tutorial again.
Nyxl wrote:And: In Tiled I could place a 3-tile-high tree one tile below a covered area on the same layer and the covered area was kept beneath the tree, does TMW display it the same way?
What?
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Re: Request for new woodland map

Post by Nyxl » 11 Apr 2009, 19:15

It should be right above the trunk piece you used on the woodland ground set.
http://gitorious.org/projects/tmwdata/r ... and_x2.png

it isn't.
Which ones are you talking about?
this looks odd
I was talking about the trees that octalot had suggested to rearrange (which is a good idea in my opinion)

You can find them here on the right side, the blurred plant I was talking about is at the bottom on the left side.
What?
http://gitorious.org/projects/tmwdata/r ... _cover.png
You can only use these tiles in a rectangle, because it the tiles that would be necessary to make, for example, an L-shape, are missing
Please read Map development and Mapping tutorial again.
Okay, I found something that might help me :)
What?
In this picture I used the plants from Forest_cover.png once.
There's a tree that overlaps this area. The tree is on the same layer as the plants, but you can see the plants behind the tree, which seems to me like there is one tile beneath another one, but on one layer.
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Re: Request for new woodland map

Post by Jaxad0127 » 11 Apr 2009, 21:53

Nyxl wrote:
It should be right above the trunk piece you used on the woodland ground set.
http://gitorious.org/projects/tmwdata/r ... and_x2.png

it isn't.
Try the woodland ground set like I suggested: http://gitorious.org/projects/tmwdata/r ... ground.png (It's right of the upper left)
Nyxl wrote:
Which ones are you talking about?
this looks odd
I was talking about the trees that octalot had suggested to rearrange (which is a good idea in my opinion)
What's so weird there? A variety of plants is a good thing.
Nyxl wrote:In this picture I used the plants from Forest_cover.png once.
There's a tree that overlaps this area. The tree is on the same layer as the plants, but you can see the plants behind the tree, which seems to me like there is one tile beneath another one, but on one layer.
So? We have the ability to use oversized tiles to make that easier. And you can use as many layers as you need anyways.
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Re: Request for new woodland map

Post by Nyxl » 11 Apr 2009, 22:36

Oh okay, I was still working with an old version of the ground tileset as Crush didn't mention it in his post and I got it from somewhere on my computer
So? We have the ability to use oversized tiles to make that easier. And you can use as many layers as you need anyways.
If oversized tiles look the same in TMW as in Tiles it shouldn't be a problem
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