My Terrain (Mine!)
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- Simons Mith
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Re: Terrain
They're very clean monoliths, I notice. The brownness does helps, but nettles and/or moss, or even plants growing out of them would be something else to consider. I don't necessarily mean for these particualar specimens, but I do feel it's getting to be time we had at least one rock with a bit of green on it.
- Eleazar
- Retired Terrain Art Director
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Re: Terrain
If somebody does such rocks well enough, i'll commit them.Simons Mith wrote:They're very clean monoliths, I notice. The brownness does helps, but nettles and/or moss, or even plants growing out of them would be something else to consider. I don't necessarily mean for these particualar specimens, but I do feel it's getting to be time we had at least one rock with a bit of green on it.
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
Re: Terrain
I didn't have the brown monoliths, so these are not brown enough, but I think I've addressed the other concerns.
- Attachments
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- Rocks-shot3.png (472.75 KiB) Viewed 3874 times
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Re: Terrain
New monoliths would be really great!
The new set you show here has a pretty broad range of styles/techniques - is that on purpose?
From top to bottom and from left to right (plus note that I have nothing to say concerning terrain, just spontaneous impressions):
1. feels really plastic-y to me, uniform colour, smooth transitions, light lights. 2. is rather blurry and due to that soft 3. is the most stone-like but perhaps too sharp for wesnoth terrain 4. looks pretty good to me, especially the smaller pebbles make it blend in nicely 5. stylistically close to no three 6. also a sharper variant and the angle feels steeper than on the others.
The new set you show here has a pretty broad range of styles/techniques - is that on purpose?
From top to bottom and from left to right (plus note that I have nothing to say concerning terrain, just spontaneous impressions):
1. feels really plastic-y to me, uniform colour, smooth transitions, light lights. 2. is rather blurry and due to that soft 3. is the most stone-like but perhaps too sharp for wesnoth terrain 4. looks pretty good to me, especially the smaller pebbles make it blend in nicely 5. stylistically close to no three 6. also a sharper variant and the angle feels steeper than on the others.
Re: Terrain
Some of the stylistic difference may be because not all of those are mine. Numbers 3 and 5 are monolith1 and rock-cairn by Bluarrymanunm (I think, not sure). I'm trying to replace the rock1 through rock4, which right now are just grey blobs. I thought the rocks would be better weathered, so I didn't follow the sharpness of the monolith. But blurry plastic wasn't the goal.
Well, I don't know what the release schedule is, maybe there is no rush if it is just png swapping. But if it matters, here are browner versions.
Well, I don't know what the release schedule is, maybe there is no rush if it is just png swapping. But if it matters, here are browner versions.
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rocks.tgz
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| Abandoned: Tales of the Setting Sun
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- Eleazar
- Retired Terrain Art Director
- Posts: 2481
- Joined: July 16th, 2004, 1:47 am
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Re: Terrain
I committed them because they are infinitely better than the old ones. I think we'll have another release as soon as a couple bugs get resolved. Committing loose scenery images is a lot simpler than a new terrain, so i don't care if i have to do it again.
I think i generally agree with kitty. Just two of them are different enough to concern me. Going by file names, "rock1" does seem a little too soft, as if the chunks melted together a little. And "rock2" still seem too high in contrast, and still has some pixel art feel to it.
I think i generally agree with kitty. Just two of them are different enough to concern me. Going by file names, "rock1" does seem a little too soft, as if the chunks melted together a little. And "rock2" still seem too high in contrast, and still has some pixel art feel to it.
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
Re: Terrain
OK, I'll revisit rock1 & 2.
Here is the snow cone city.
EDIT: and rocks again.
Here is the snow cone city.
EDIT: and rocks again.
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- rock2.png (5.76 KiB) Viewed 3454 times
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- rock1.png (6.72 KiB) Viewed 3454 times
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- human-city3.png (7.55 KiB) Viewed 3600 times
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
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| Abandoned: Tales of the Setting Sun
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Re: Terrain
This is a stone encampment for when a human crafted castle-type thing doesn't look appropriate, like for trolls. I don't plan on making a second level, it is just like the tent & wooden fence encampment. I fiddled with the levels at the last minute and now it is too sprite-like, but other than that I think it is OK. I think the "keep" will just be one big slab.
Not sure about the colours though. I sort of want to make them more grey to match the mountains, but recent advice on rocks was to go brown, which would match the chasms and banks better.
Not sure about the colours though. I sort of want to make them more grey to match the mountains, but recent advice on rocks was to go brown, which would match the chasms and banks better.
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- troll-shot1.png (426.7 KiB) Viewed 3349 times
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Re: Terrain
It looks good to me. This would be really perfect for lots of things, I bet. However, the spiky monoliths look strange to me somehow.
Non-your-terrain question (well, sort of): Would you like me to alter your orcish castles to have this palette, while I'm fiddling with them?
Non-your-terrain question (well, sort of): Would you like me to alter your orcish castles to have this palette, while I'm fiddling with them?
"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"
Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
Re: Terrain
I'd hold off on that, to see where this is going first.Reepurr wrote:Non-your-terrain question (well, sort of): Would you like me to alter your orcish castles to have this palette, while I'm fiddling with them?
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- Eleazar
- Retired Terrain Art Director
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- Joined: July 16th, 2004, 1:47 am
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Re: Terrain
Then brown bank between the "castle" and water is supposed to be dirt -- that's my average dirt color. However for castles it would generally make more sense to make it look like stone -- though not for encampments. There's no reason we can't have a few different colors of that transition -- as long as they are the same shape at the bottom for water animations.doofus-01 wrote:This is a stone encampment for when a human crafted castle-type thing doesn't look appropriate, like for trolls. I don't plan on making a second level, it is just like the tent & wooden fence encampment. I fiddled with the levels at the last minute and now it is too sprite-like, but other than that I think it is OK. I think the "keep" will just be one big slab.
Not sure about the colours though. I sort of want to make them more grey to match the mountains, but recent advice on rocks was to go brown, which would match the chasms and banks better.
A rocky castle-to-water could be the same color as non-brown chasm or the basic cobbled road.
What you've got here is pretty close to that, though your shadows are notably browner than the highlights. If you want these to match the mountains better i'd use some brighter, whiter highlights.
Though my guess is that this castle would see the most use underground.
Also i think the spikiness of all these rocks seems unnatural. I'd replace the small spiky stones with a wall-like pile of assorted rough rocks.
New info for making castles
* Also be aware of multi-castle tiling. Unless there's a reason to do something else (which i would like to hear about), new castles should more or less mesh with regular human castle and especially the encampment.
Keeps don't have to mesh.
* Castle shadows: castle shadows tend to cause problems. I'd like to see them more in the 20-30% opacity range (like your desert castle) rather than 45% (like the human castle). Softer edges like the Elvish castle are preferred, and try to avoid cutting off shadows sharply at the chop points, since this causes glitches in mutli-part castles.
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
Re: Terrain
Good point. Never mind what I said about mountains, I'll try to make these match the underground. To my eyes, this matches (though I am colour-blind). The slab is more or less what I had in mind for the "keep", sort of a podium. I'm attaching the pngs in case anyone wants to shift the colours.Eleazar wrote:Though my guess is that this castle would see the most use underground.
Do you mean I should avoid sharp cuts, for example on the right side of the -bl images, so that the -bl and -br images of two different castle types can join without an abrupt glitchy junction? Or that there need to be mixed images, for example a -r piece of an orcish castle with a horizontal elf wall attached on the right, sort of like is done with the keep-castle-ccw stuff. I really don't like the sound of the latter, that's a lot of (dull) work and images for something that I can't see as being really very important.Eleazar wrote:* Also be aware of multi-castle tiling. Unless there's a reason to do something else (which i would like to hear about), new castles should more or less mesh with regular human castle and especially the encampment.
Keeps don't have to mesh.
One problem I see with not using hard-edged cuts is that the shadows add when they overlap. At least one of the older castles has this problem (elf maybe?). What are the chances the shadows could be in a separate layer and image. Then there could just be one generic shadow for everything. Or maybe two - one with "tower" shadows, one without.Eleazar wrote:* Castle shadows: castle shadows tend to cause problems. I'd like to see them more in the 20-30% opacity range (like your desert castle) rather than 45% (like the human castle). Softer edges like the Elvish castle are preferred, and try to avoid cutting off shadows sharply at the chop points, since this causes glitches in mutli-part castles.
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
Re: Terrain
I'm guessing you didn't intend the walls of the castle to be green. But then, you're colourblind.
Also, the recruiting slab is really, really bright red...
Also, the recruiting slab is really, really bright red...
"What do you mean, "a dwarvish dragonguard with marksman is overpowered"?"
Story of a Drake Outcast | The Nonsense Era
Played HttT-Underground Channels? Thought it was rubbish? Help us develop it here!
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Re: Terrain
If you're taking suggestions, then a Stonehenge-styled circle of slabs might be a good idea.doofus-01 wrote:The slab is more or less what I had in mind for the "keep", sort of a podium.

- thespaceinvader
- Retired Art Director
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Re: Terrain
Mm, a ring of dolmens would be fun. This would make a good default Troll castle, actually.
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Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.
Back to work. Current projects: Catching up on commits. Picking Meridia back up. Sprite animations, many and varied.