Search found 826 matches

by Christophe33
August 13th, 2004, 10:36 pm
Forum: Art Contributions
Topic: forest/grass(large png)
Replies: 45
Views: 5064

Christophe: What do you mean by "more shades of green" ? More contrast? Btw, I did already draw some alternative images for the grass (rocks, flowers, dirt, greener plants, etc). I mean that in your version there appear to be only two shade of green while in the original grass there are 4 or 5 main...
by Christophe33
August 13th, 2004, 6:49 am
Forum: Art Contributions
Topic: forest/grass(large png)
Replies: 45
Views: 5064

I like Ayin's grass more than the previous two but it would need more shade of green. Maybe it could be blended with the grass presently used in the game. Agsin, I think the most important is to include many of the variations that were proposed before (rocks, flowers, pounds, single tree...).
by Christophe33
August 13th, 2004, 6:43 am
Forum: Art Contributions
Topic: Underground terrains
Replies: 29
Views: 4120

I also think we need more color in the cave and mushrrom isd a good way to get some. The one in the last example are rather too dense and I probably need at least one other size of mushroom. I will make three or four variants such as they can tile better. However it will have to wait after august 22...
by Christophe33
August 13th, 2004, 1:57 am
Forum: Art Contributions
Topic: Canyons
Replies: 46
Views: 4256

The picture wasn't a canyon built using Ayin's code but a composite made in photoshop to display most of the tiles and show how they connect. I'm not sure how Ayin's code will build a dense canyon (3x3) area since I don't have CVS but I will assune it will use the "canyon-all" version at the center ...
by Christophe33
August 13th, 2004, 1:10 am
Forum: Art Contributions
Topic: Underground terrains
Replies: 29
Views: 4120

Well, when I was going in woods to look for mushroom (to eat them ;)), most of the one I saw were not white, many are brownish, black, purple, slimy green, orange and even bright red. White musrrom are mostly the commercial ones and the one you found in field. But I cold maybe some light colored one...
by Christophe33
August 12th, 2004, 6:40 am
Forum: Art Contributions
Topic: New bridge
Replies: 54
Views: 5916

Yes this new bridges are really nice and should be added on to be used with overlay (on any type of bridgeable terrain). A stone bridge would be great too, but please with less pilar such as it can ber used over canyons.
by Christophe33
August 12th, 2004, 6:35 am
Forum: Art Contributions
Topic: Underground terrains
Replies: 29
Views: 4120

OK, I will do some variations in size and shape on this theme, using mostly one or two colors per tiles. Illumination would imply to put a live unit. I plan to have a poisonous mushroom (lvl0) to place in the middle of some fungal forest, so why not an illuminating one....but then people and AI will...
by Christophe33
August 12th, 2004, 1:01 am
Forum: Art Contributions
Topic: Underground terrains
Replies: 29
Views: 4120

Ok, here is a mushroom with wider base and presented with 5 color choices. Right now it looks like a disco but I don't intend to use every colors. Personnaly I like the yellowish and the purplish one (looks like some venenous mushroom). What do people prefer? Then i will play with shape and size to ...
by Christophe33
August 12th, 2004, 12:17 am
Forum: Art Contributions
Topic: Canyons
Replies: 46
Views: 4256

Here is a composite of canyon tiles made in photoshop to show how they tile with each other.
by Christophe33
August 11th, 2004, 11:03 pm
Forum: Ideas
Topic: New Lawful Race: Centaurs
Replies: 35
Views: 4161

Yes making modification is fairly easy. I would recomend you focus on a few "all-around" units first, nothing too fancy, maybe only one with its upgrades and show it with its stat. It could be use as a special character in a scenario first, like a centaur appear to help the hero of a campaign. Like ...
by Christophe33
August 11th, 2004, 9:08 pm
Forum: Art Contributions
Topic: forest/grass(large png)
Replies: 45
Views: 5064

After seeing that, I think I really prefer the old grass. This one use too few variation of green and the leaves sticking out looks like palm trees. What we need is more vatiation over the old grass. There have been a lot of graphic proposed with isolated trees, pounds, rocks, fence, fields.... I th...
by Christophe33
August 11th, 2004, 7:32 pm
Forum: Art Contributions
Topic: Canyons
Replies: 46
Views: 4256

I agree totally with Boucman. From my own limited experience of climbing and more extensive of hiking I can tell it is very different. When you go across mountains you don't needto go on the top of each and every one, you go through pass,follow area with limited slope or make zig-zag. The Alps are a...
by Christophe33
August 11th, 2004, 5:56 am
Forum: Art Contributions
Topic: Lava terrain
Replies: 32
Views: 3170

Nice artwork. Should this terrain be fully impassable, passable only by flying units? only by fire resistant units? Should gives fire damage whenever a unit move over it? I proposed the idea of terrain crossing resulting in damage a while ago but I'm not sure if it was coded or will be coded. Well, ...
by Christophe33
August 11th, 2004, 5:35 am
Forum: Art Contributions
Topic: Canyons
Replies: 46
Views: 4256

The new canyons with smooth tiling are finished. I tried to send them to Ayin but the server answered that both Ayin and me are over the limits of attached documents even though mine is only 4% full. I will try to post the zip file here on tomorrow. Then I will do some hills transitions that do not ...
by Christophe33
August 10th, 2004, 6:44 am
Forum: Developers’ Discussions
Topic: Drake Stuff
Replies: 65
Views: 4365

The description of the Drake people gives suggest an oligarchy (a few people with powers) or a caste system rather than a republic...and the existence of Drake slave rather goes in this direction. They could be originated from a separate island but have set up a few outpost in Wesnoth, profiting of ...