Wild Woods tileset
#201
Posté 23 novembre 2010 - 08:31
Windmill
Farm
Fields (crops and such)
Water mill
#202
Posté 23 novembre 2010 - 01:46
-Thicket next to water and next to cliff.
-High wall like castle wall but a little bit dirty because forest (walkable if its possible).
-Wooden wall like the wild lands (are great and you don't need to put placeables to decorate next to them).
-Something like cliff tunnel, I mean cliff both sides but with cliff roof. Difficult to explain... like a stone tunnel using the cliff tile.
#203
Posté 23 novembre 2010 - 09:04
#204
Posté 23 novembre 2010 - 09:24
/eyetwitch.
Modifié par Eradrain, 23 novembre 2010 - 09:24 .
#205
Posté 23 novembre 2010 - 10:19
#206
Posté 23 novembre 2010 - 10:28
Also, I've finally cracked, and will add Meadow variants of the cottages and a couple other things.
Modifié par _six, 23 novembre 2010 - 10:37 .
#207
Posté 23 novembre 2010 - 10:55
FP!
#208
Posté 24 novembre 2010 - 03:35
#209
Posté 24 novembre 2010 - 04:15
#210
Posté 24 novembre 2010 - 05:44
#211
Posté 24 novembre 2010 - 11:57
TR
#212
Posté 25 novembre 2010 - 12:34
#213
Posté 25 novembre 2010 - 01:33
TR
#214
Posté 25 novembre 2010 - 05:54
#215
Posté 25 novembre 2010 - 06:46
#216
Posté 25 novembre 2010 - 07:31
Another suggestion for the Wild Woods Tileset.
When you create a blank area, it's filled all over with trees which is great. A forest ready to work with. But when you raise the terrain, the trees no longer appear on the hilly portion. My request is that they do remain.
Cycling through the forest tile will put trees on the lower grade of the hill but not on top.
So if you have a diagonal raise terrain, it's bare all on top. I could post a screen if required.
FP!
#217
Posté 09 décembre 2010 - 11:07
My other suggestion might be easier as I think it would only involve (I think) some retexturing. Its all very green(ish) at the moment. How about some dead (cursed/spell-blasted/just plain dead/magically dead) areas with brown(ish) leaves.
One final thing. Why not include a quick little test module to showcase how you think it could be used. I only suggest this as PHOD recently did so for thier latest release.
Anyway, these are just suggestions with the aim of trying to help you enhance an already superb tileset. If they don't fit in with your vision of what it should be, just ignore them.
TR
Modifié par Tarot Redhand, 09 décembre 2010 - 11:11 .
#218
Posté 09 décembre 2010 - 05:36
#219
Posté 10 décembre 2010 - 03:40
#220
Posté 21 décembre 2010 - 01:03
#221
Posté 21 décembre 2010 - 05:40
Drewskie wrote...
If you have manor terrain on four sides a cobbled court with a gargoyle fountain linking them together. The manor is extremely cool looking.
Oh my god this.
#222
Posté 21 décembre 2010 - 10:13
#223
Posté 21 décembre 2010 - 12:37
In the meantime I just want to say how useful the manor is, and in particular the fact that the roof is walkable. In Sanctum 3 one of the travel options is to fly (either by wind-walking, or riding pegasi) to various destinations. One is a large country inn in a heavily wooded area along a main road, which the manor tiles worked perfectly for -- and also allowed me to use the roof as a landing area for flying travelers. Cool, and no wasted space.
Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?
Modifié par AndarianTD, 21 décembre 2010 - 12:41 .
#224
Posté 21 décembre 2010 - 02:24
AndarianTD wrote...
Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?
- dark and gloomy, especially with rain makes one hope for an inn just over the next hill.
- sharp colors coming through the wood adds a nice depth to the tileset.
EDIT: UG! Six my good man! This is bigger than any new tile added to this wonderful tileset! NO MAIN LIGHT 1 or 2 for TILE PROPERTIES!
FP!
Modifié par Fester Pot, 21 décembre 2010 - 02:36 .
#225
Posté 21 décembre 2010 - 03:09
Fester Pot wrote...
AndarianTD wrote...
Right now I'm trying to pick a (CSP) skybox that would go well with Wild Woods' style and color scheme. Any suggestions?
- dark and gloomy, especially with rain makes one hope for an inn just over the next hill.
- sharp colors coming through the wood adds a nice depth to the tileset.
FP, thanks! The first will probably work better for the western moors (using Wildlands), but I think I can use both of them. But you only posted links to the screenshots, and I can't tell what hak or Vault entry they came from. Could I trouble you for links to those too?





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