Desert environment
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- Retired Terrain Art Director
- Posts: 1113
- Joined: November 29th, 2003, 11:40 pm
- Location: Norway
Desert environment
Some time ago I got the idea of making gfx for "complete" climatic zones could be cool to expand the variation of the terrain in Wesnoth.
I have been working a while on a desert environment. The goal was to make tiles that fit well together, but not necessarily with every other tile in the game. They are more suitable for campaign/scenario/map designers that want something a bit special than for random maps and such I guess.
So far I've made:
- Desert tiles
- Desert hills tiles
- Desert mountains tiles
- Some villages (the tower is multihex)
- A few specials (mostly vegetation)
- A desert castle (just the basic shape, no details yet. The keep is just a placeholder gfx at the moment)
- Savanna tile (grass)
- Tropical forest (only a test tile yet, doesn't look very good).
I'm kind of undecided on the castle yet when it comes to coloring, towers and keep.
The perspective is different on these villages than the current ones. It was meant to match the castle, but it ended up somewhat off. Need to fix that...
Still has a lot of stuff to finish, including a gazillion transitions *sight*
I have been working a while on a desert environment. The goal was to make tiles that fit well together, but not necessarily with every other tile in the game. They are more suitable for campaign/scenario/map designers that want something a bit special than for random maps and such I guess.
So far I've made:
- Desert tiles
- Desert hills tiles
- Desert mountains tiles
- Some villages (the tower is multihex)
- A few specials (mostly vegetation)
- A desert castle (just the basic shape, no details yet. The keep is just a placeholder gfx at the moment)
- Savanna tile (grass)
- Tropical forest (only a test tile yet, doesn't look very good).
I'm kind of undecided on the castle yet when it comes to coloring, towers and keep.
The perspective is different on these villages than the current ones. It was meant to match the castle, but it ended up somewhat off. Need to fix that...
Still has a lot of stuff to finish, including a gazillion transitions *sight*
The perspective of the double-tent village is messed up a little by their positioning and relative size. It looks like the second one is on top of the first one. I don't know what to suggest to fix it... maybe shrink it or flip it on the vertical (so it faces right) and lower it behind the first one.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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- Retired Terrain Art Director
- Posts: 1113
- Joined: November 29th, 2003, 11:40 pm
- Location: Norway
I plan to replace it... with something that has a doorscott wrote:Amazing! How about a door for the keep?
Yeah, it looks a bit weird. I'll try out some different stuff.scott wrote:The perspective of the double-tent village is messed up a little by their positioning and relative size. It looks like the second one is on top of the first one. I don't know what to suggest to fix it... maybe shrink it or flip it on the vertical (so it faces right) and lower it behind the first one.
I'll second that
I'll second that. I have need of those tropical trees in two scenarios (The tropical island ones)... Thank you very much!Jetryl wrote:Thank you.
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- Retired Terrain Art Director
- Posts: 1113
- Joined: November 29th, 2003, 11:40 pm
- Location: Norway
I will probably start to add some of it this weekend. I just need to add some more transitions and finish things here and there first.quartex wrote:Thank you. I'd love to see these tiles included with 0.8.9. Can you post attachments with the tiles and transitions. I made placeholder artwork for a desert tent village and desert sand dunes, but these look a lot better!!!
Re: I'll second that
I'll second that too. I can use it too make Morogor look more like a place drakes would inhabit.Shade wrote:I'll second that. I have need of those tropical trees in two scenarios (The tropical island ones)... Thank you very much!Jetryl wrote:Thank you.
One problem: where will you get the terrain letters for all of these tiles?
"ILLEGITIMIS NON CARBORUNDUM"
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Father of Flight to Freedom
http://www.wesnoth.org/wiki/FlightToFreedom
Re: I'll second that
There are over 70 letters and symbols, and we don't use anywhere near all of them.MadMax wrote: One problem: where will you get the terrain letters for all of these tiles?
Even if we run out, we can consider resorting to using binary...
We could, of course, also consider moving to two-characters per tile, but that'd require code changes.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming