Dark Forest
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- Retired Developer
- Posts: 2633
- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
Actually, that looks pretty cool. It needs a few variations to prevent the repetition being obvious, but good work so far!
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
Zebulon, for larger screen-shots, upload JPGs rather than PNGs. They will load much more quickly for those with slow connections.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
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- Posts: 108
- Joined: October 15th, 2005, 12:56 pm
- Location: Brazil
Hm... where may I find the normal forests variations? I cant find them on my Wesnoth folders!
As I'm entering vacations, I would like to finish some of the projects I've started here... And the Dar Forest tiles is one of these projects!
As I'm entering vacations, I would like to finish some of the projects I've started here... And the Dar Forest tiles is one of these projects!
Wild Elves playtesting! Come and give your comments!
The Sidhe Project
The Sidhe Project
- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
- Location: US Midwest
- Contact:
images/terrain/Thunderblade wrote:Hm... where may I find the normal forests variations? I cant find them on my Wesnoth folders!
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
This Tile is great, and well I feel like reviving it, since I need to use them in a map I'm making, and it would be great if someone completed improving it, since the only reason it died was because Thunderblade left Wesnoth due to workloadEleazar wrote:images/terrain/Thunderblade wrote:Hm... where may I find the normal forests variations? I cant find them on my Wesnoth folders!
Edit: Alot of the Developers thought this was promising aswell, and needed a few changes
I am Oreb, Lord of the Darthien
Give your comments to the World of Orbivm
Give your comments to the World of Orbivm
Well there was an evil castle made, and quite a good one... It was made in Pekka's Castle Thread and was of his design, but by another person.Tux2B wrote:Yes, this thread should really be revived. We need to have some "evil" tiles.
If that is commited why not evil forests, Or just misted forests, with them there would be a whole new type of ambush, which I plan the Sidhe Ancestors to have
I am Oreb, Lord of the Darthien
Give your comments to the World of Orbivm
Give your comments to the World of Orbivm
More than good idea, Oreb. I would even change the topic name to 'Dark Map Tiles', because as well as dark, shrouded forests Wesnoth is in dire need of some wastelands, and (Zhukov would probably appreciate it) some unfamiliar savannahs or steppes, some mix between grassland and desert, where nomadic, barbaric units could move with more ease than heavy cavalry.
POST-EDIT: 'Misted' tile also sounds attractive.
POST-EDIT: 'Misted' tile also sounds attractive.