woodland tileset

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xand
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Post by xand » 01 Oct 2005, 01:12

Crush wrote: the trunk has exactly the size of the trunks used for the bridge pilars and the sign. those trunks must come from somewhere.
Hmm but I never saw a sign that is made of a complete tree trunk :D

Oh and don't forget that the bark needs to be removed and most probably
some of the outer regions of the trunk. As the core is the best material.
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Crush
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Post by Crush » 01 Oct 2005, 03:10

the release of the tileset comes closer and closer.

i just uploaded a new version to the wiki.
Image

as you can see there are only 7 tiles left. so if there is something you want to have on the first woodland maps, then say it now.

when i made these 7 tiles and a 3rd ground tile i will declare the tileset as ready for mapping. that means that you can start building maps with the tileset because i won't make any changes at the organisation. i will still make some improvements but i will only make changes which don't affect the integrity of already made maps.
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maci
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Post by maci » 01 Oct 2005, 07:05

maybe some natural upstairs on the stone walls
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maci
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Post by maci » 01 Oct 2005, 07:14

ahh .. and you could improve "the path" i think its way to dark and it lacks in variation

but for sure this is a very nice tileset :)
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Modanung
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Post by Modanung » 01 Oct 2005, 10:01

And ofcourse don't be afraid to add a second tile bitmap for the same tileset.
If you're looking for 3D FOSS games be sure to check out LucKey Productions on itch.io
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Crush
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Post by Crush » 01 Oct 2005, 18:15

maci wrote:maybe some natural upstairs on the stone walls
i already thought about this but there are some technical problems which have to be solved before this makes sense.
Modanung wrote:And ofcourse don't be afraid to add a second tile bitmap for the same tileset.
see http://forums.themanaworld.org/viewtopic.php?t=986
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Post by Golgo » 01 Oct 2005, 18:26

Nice tiles, but with the new character sprites going to replaced the old small sprites you have to remember that they are 64x tall sprites and you have to remember that when you make objects like tree's and things so you adjust to that, other then that good job.
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Crush
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Post by Crush » 01 Oct 2005, 18:28

Golgo, i kept that in mind from the first day.

so, anyone having any more ideas what to add (not improve, just add)? or shall i declare it as ready for mapping now?
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Post by Golgo » 01 Oct 2005, 18:30

Crush wrote:Golgo, i kept that in mind from the first day.

so, anyone having any more ideas what to add? or shall i declare it as ready for mapping now?
Oh ok wasent looking at the top left corner, theres a bigger tree :oops: , anyways good job on the tiles.
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Post by xand » 01 Oct 2005, 23:03

Hey Crush, did you make those examples with tiled ?
They looked like parts of maps that could be used...

A little modification, and you have a small map ready to play :D
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Crush
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Post by Crush » 01 Oct 2005, 23:16

yes, i'm doing the examples with tiled. a also got a larger test map which could even find its way into the finished game.
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Post by ktm » 02 Oct 2005, 00:51

i think the path could use some more work. as is, it looks kinda "wet" (shouldn't it be dry since it's exposed to the sun?) and not path-like, more like a spot of soil where all the plants just (magically) disappeared. it should be lighter (more like the cliffs; making it look less wet) and with a less harsh border (softer transition towards grassy areas) i think.
as for the remaining tiles, how about some more variations of grass, but with a little soil showing through?
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Crush
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Post by Crush » 03 Oct 2005, 17:42

here is the example map i made:
http://www.crushnet.org/TempFiles/woodland_map.rar

note that the tileset in the package is a new version which doesn't contain any new tiles but is slightly reorganized. i would have uploaded this version to the wiki but it is down atm.

overview screenshot:
Image

it is now 10/03/05 16:54 GMT. i'll stop the time until the map is ingame ;)
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Post by Rotonen » 03 Oct 2005, 17:59

Everything is of a standard height (the cliffs mostly) and the forrests look too regular to be natural and too clamped to be tended.

Other than that it looks relatively good.
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Crush
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Post by Crush » 03 Oct 2005, 18:36

and you can tell all that by the overview?
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