[WIP] Tileset and mapping - CR1 - AxlTrozz

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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Bertram » 23 Oct 2009, 16:20

Hi,

I'll let the professionals take out what my non-artist eyes can't see, but I think you've got it for a good start. :)

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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by John P » 24 Oct 2009, 01:29

The lighthouse was originally attended to be off the coast of Port City and on its own rocky island (built to highlight the port's success). It's up to you if you want to keep it with tutorial island, as the lighthouse might be perfect for a "returnable" event, but it should be water-locked so perhaps "guy with small boat" will only take you across when you are level x.

Also, I think the dock should only allow for smaller boats (ships must anchor at sea) in order to play up Port City.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 24 Oct 2009, 01:41

I somehow see the benefit of each port having a lighthouse. You can still have your special lighthouse in the port town harbor.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz » 24 Oct 2009, 02:00

I live in a Island, we have 7 lighthouses. :wink:

We had a conversation on IRC about the 2 lighthouses, in fact there is a chance of more than 2 but will see.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 » 24 Oct 2009, 02:02

We'll have more than the one, definitely. A few around Argaes will likely be needed.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Rotonen » 24 Oct 2009, 02:23

The way I see this is that the backstory has to overrule mapping for the sake of consistency. Cooperation and information sharing in advance is encouraged both ways to avoid frustration on both sides.

I'm rather sure we can resolve this conflict between mapping design and backstory development quite peacefully this time: you have one special lighthouse in the port town, which does not mean there cannot be other lighthouses in the game. If you so desire, you can request the graphics for a wonder of the world scale of a lighthouse for this purpose. Just do remember the port town will be on the CR2 side of things to come, not relevant to building CR1 as we're doing here.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by John P » 24 Oct 2009, 16:54

Ok, I guess I was just confused thinking that the lighthouse from the "port town" topic in the graphics forum was being hijacked for Newbington.

If there are going to be multiple lighthouses, they cannot be fantastic; as I think one of our more important guidelines is not having the "same things" all over the world. To me, a lighthouse falls under the category of a unique building. Most towns are not going to have one. While realistically islands and shore towns should all have lighthouses, they should not all be important landmarks (if we feel we need multiples). Not saying that this was the plan, but something to be considered.

Awesome work so far, thanks for doing such an amazing job.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 » 24 Oct 2009, 17:27

John P wrote:Ok, I guess I was just confused thinking that the lighthouse from the "port town" topic in the graphics forum was being hijacked for Newbington.

If there are going to be multiple lighthouses, they cannot be fantastic; as I think one of our more important guidelines is not having the "same things" all over the world. To me, a lighthouse falls under the category of a unique building. Most towns are not going to have one. While realistically islands and shore towns should all have lighthouses, they should not all be important landmarks (if we feel we need multiples). Not saying that this was the plan, but something to be considered.

Awesome work so far, thanks for doing such an amazing job.
We can have certain ones be landmarks, others just plain lighthouses.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz » 26 Oct 2009, 17:41

ok, a fresh approach to the cliff

version 4 :
seashore041.png
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by i » 28 Oct 2009, 08:20

AxlTrozz wrote:ok, a fresh approach to the cliff

version 4 :
seashore041.png
Fresh indeed. It looks good for a option:
Sea -> Beach -> Clif -> Graslands

For transition
Sea -> Clif -> Grasslands
I would prefer a bit more "rocky" and sharp one. But it's only idea. If we run out of time this cliff have to be one and only. We could add rocky shore later. Nice work ~ so far.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz » 28 Oct 2009, 17:31

version 4 vs. version 5
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seashore041.png
Old version, small rocks
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seashore05.png
New version, more texture, bigger rocks
seashore05.png (8.94 KiB) Viewed 1766 times
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz » 29 Oct 2009, 01:13

If there is no more votes, we will use map version 2.
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by Jaxad0127 » 29 Oct 2009, 01:38

AxlTrozz wrote:If there is no more votes, we will use map version 2.
Irukard's second version?
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by AxlTrozz » 29 Oct 2009, 02:04

jaxad0127 wrote:
AxlTrozz wrote:If there is no more votes, we will use map version 2.
Irukard's second version?
yes
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Re: [WIP] Tileset and mapping - CR1 - AxlTrozz

Post by i » 29 Oct 2009, 08:06

jaxad0127 wrote:
AxlTrozz wrote:If there is no more votes, we will use map version 2.
Irukard's second version?
Rather third (this one in not squared outline) with map split by Jaxad, so it will be version:
3a
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