Neorice's first tiles; Dungeon Walls
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- Art Developer
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- Eleazar
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it can't be added to the trunk until then, but the art could be completed.Boucman wrote:this work is postponed until 1.2 is out for technicall limitations on the terrain system
or at least until SkeletonCrew's code is merged in mainline
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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Are these graphics converted into a workable terrain yet under the Aegis of one of the Art/WML Devs? Has Neorice abandoned this promising work?
I like these even in their current state and would start using them in 1.2.1 straight away, if someone clued me up on how to use the tools to transform those into terrain graphic tiles...
I like these even in their current state and would start using them in 1.2.1 straight away, if someone clued me up on how to use the tools to transform those into terrain graphic tiles...
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- Kestenvarn
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I'd like to make some Underground tiles, but not sure if I'll ever get around to it. The ones I was interested in:Neoriceisgood wrote:-dungeon esque
-classy indoor castle esque
-ice cavern
-volcanic
-mine shaft
-ancient temple
-anything else you could think of
- Chasm with water at bottom instead of lava.
- Dwarven stone bridge across all types of chasms.
- Eleazar
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that stone bridge is definitely needed.Kestenvarn wrote:- Chasm with water at bottom instead of lava.
- Dwarven stone bridge across all types of chasms.
a water chasm has been discussed, and it's a bad idea. It looks like merfolk and such should be able to move along it, but not out of it, but those kind of barriers aren't possible.
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
- Kestenvarn
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Why that's simple to explain, they can't move in because otherwise they'd never be able to get back out again so you don't need to stop them from being able to move out as they'll never be in in the first place.Eleazar wrote:a water chasm has been discussed, and it's a bad idea. It looks like merfolk and such should be able to move along it, but not out of it, but those kind of barriers aren't possible.
Can I add one idea to that list while we're at it?
- Waterfall
I'd imagine this graphically to be like shallow water with special transitions (= the waterfall) to deep water. There'd always have to be a deep pool at the bottom of a waterfall, but that's not unrealistic. So basically it'd just be a different set of transitions for the shallow water tile...
- Waterfall
I'd imagine this graphically to be like shallow water with special transitions (= the waterfall) to deep water. There'd always have to be a deep pool at the bottom of a waterfall, but that's not unrealistic. So basically it'd just be a different set of transitions for the shallow water tile...
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- Kestenvarn
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True. The waterfall terrain I was thinking of would be a barrier to water units along a river, for instance (without adding a chasm to the middle of it a la Moses ).Kestenvarn wrote:waterfall would work for a chasm -> normal water transition
Going "on topic" again: what about these dungeon tiles? Who can help me?
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- Kestenvarn
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