Cave Village

Contribute art for mainline Wesnoth.

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Quality?

Ultimate
6
11%
Good
39
68%
Poor
10
18%
Abominable
2
4%
 
Total votes: 57

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xtifr
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Post by xtifr »

frame wrote:I will get to it :)
Ah, well in that case, ROCK ON! :)

And congrats to Zebulon! Really nice work. I'm particularly impressed with how quickly and how well you were able to respond to criticisms and suggestions.
"When a man is tired of Ankh-Morpork, he is tired of ankle-deep slurry" -- Catroaster

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nonobots
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Post by nonobots »

Quick question:
To be able to get all the latest modifications like that, you must get the site from cvs and build it? It won't get in the main download until a new version is out?

Plus: Great work Zebulon!
Tux2B
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Post by Tux2B »

We AT LAST have good cave villages!
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
dtw
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Post by dtw »

I dunno what these look like on a entire cave level but they do NOT look right on "A Choice Must Be Made" - I know that is not their intended environment but they look flat out bizarre.
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xtifr
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Post by xtifr »

dibblethewrecker wrote:I dunno what these look like on a entire cave level but they do NOT look right on "A Choice Must Be Made" - I know that is not their intended environment but they look flat out bizarre.
And this makes them different from the old ones how? I had no idea the old ones were even supposed to be villages until I saw an enemy unit move into one and start healing.
"When a man is tired of Ankh-Morpork, he is tired of ankle-deep slurry" -- Catroaster

Legal, free live music: Surf Coasters at Double Down Saloon, Las Vegas on 2005-03-06. Tight, high-energy Japanese Surf-Rock.
freim
Retired Terrain Art Director
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Post by freim »

One thing I noticed after playing with these are that units more or less totally cover the village gfx making it harder to spot than the old one, you basicly have to look for the flag.
Zebulon
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Post by Zebulon »

frame wrote:One thing I noticed after playing with these are that units more or less totally cover the village gfx making it harder to spot than the old one, you basicly have to look for the flag.
How would I fix that?
freim
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Post by freim »

Zebulon wrote:
frame wrote:One thing I noticed after playing with these are that units more or less totally cover the village gfx making it harder to spot than the old one, you basicly have to look for the flag.
How would I fix that?
hmm, not sure.... Making it taller would look kind of strange I think. It's not a huge problem, maybe someone will post a good idea on how to fix it :)
Darth Fool
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Post by Darth Fool »

Small outhouses or wells adjacent to the building?
Zebulon
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Post by Zebulon »

Well? :wink:
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Tux2B
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Post by Tux2B »

Just a bit fuzzy.
"There are two kind of campaign strategies : the good and the bad ones. The good ones almost always fail because of unforeseen consequences that make the bad ones succeed." -- Napoleon
Zebulon
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Post by Zebulon »

Darth Fool wrote:Small outhouses or wells adjacent to the building?
I don't really think wells would work.

What would outhouses look like?
Darth Fool
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Post by Darth Fool »

Zebulon wrote:
Darth Fool wrote:Small outhouses or wells adjacent to the building?
I don't really think wells would work.

What would outhouses look like?
Small version of the big one, door the same size as the big one, but without any light coming from it, maybe a wooden door on it, and no windows.
Nothsa

Post by Nothsa »

What would outhouses look like?
Just be sure they have a little crecent-moon shaped window on the door...

Instead of worrying about height, what about making something distinctive on one side or the other? To me, the brightly lit doorways or windows are what distinguish your buildings from the background. The flag could go on any sort of structure, couldn't it?
Oreb
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Post by Oreb »

I think these look way, way better than the original cave villages
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