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So right now I'm still expanding the castle terrain over 3 levels of raised ground. What method do you guys employ to streamline the "next tile to make" decision ? I need something visual where I can layout my plan so to speak.
I suppose I can use Sen's or MD's raise projects and substitute the ground terrain with the respective castle terrain...That's pretty visual ..
I'd still like to hear if others ever struggle with this and how they manage it..Do you keep an notebook or an excel sheet, how do you track what you did and need to do ?
Input please ..
Edited to include a screenie...

Technically, I would find it very unlikely that you even have to worry with "3 LEVELS" etc... The image you show actually only shows 2 basically, with the 2nd level stacked again on itself.
You need to think not in tiles, but their corners. That is what makes it all so confusing. Your basic terrain is always an "X" turned sideways, no alphabetic letter actually explains it. Center tile, with each side (top, bottom, left, right) where top - bottom can sometimes be the same, and left-right can also sometimes be the same, EXCEPT at the corners where the individual heights connect. Those are the most problematic.
Of course, once you add various crossers, IE roads, streams, walls/fences etc, you really can get lost in all the possible combinations. I literally wasted days, sometimes weeks, creating tiles that might actually get used once in a hundred builds of an area. Same can be said with TNO that 1200 tile set is so large due to the various crossers and terrain combinations, many of the tiles there are seldom seen.
Basically, attempt to keep it as simple as possible. do you really and truly need to have a tile that is raised on one side, with a stream across the left-right side, and a wall that connects top-bottom in the middle? I mean, TRULY need that specific tile? Or do you truly envision a builder using a 4 way connected tile, meaning 4 different versions of terrain, AND different versions of height AND various crossers?
Say, water, lower left hand corner, level 1, sand lower right hand corner, level 1, with Grass(cliff faced) upper left 2nd level and trees upper right 2nd level? Is there truly a need for a 3rd level or will just stacking 1st and 2nd be enough?
I am one of those "completion-ist" types that attempts to create a tile for every possibility, but in actual fact, 99% of folks never truly use at least 30% of any given tile-set in a given area, likely even less is used, meaning the tiles exist in a given set, but are seldom actually used or even seen.
I found this out by forcing myself to test and validate every single tile in multiple sets of tiles over the years, TNO being nearly the most painful due to having started the testing late in the process. CTP_Babylon was also a nightmare due to the high number of various combinations that I personally insisted MUST be created so that every possible combination could conceivably be painted by a builder should they choose to do so. Believe me, most of that effort was truly wasted or not even recognized by the general public.
I think that MerricksDad has a basic tutorial that shows the most common tiles needed in a given set, posted somewhere on the new vault. That tutorial gives a fairly accurate representation and is likely the easiest to follow to attempt to figure out what is required but I don't currently have a link available for it.
I believe that someone here in the past, has created some sort of macro for word, or office, or some-such whereby you put in the names of the various terrains, and it automatically does the various combinations for you, spitting out the names of the tiles etc. I know that Thrikreen was originally generating such a macro to include in NWMax, but it never was released... MDA may have also created some form of that for his version of NWMax, but I haven't been able to check these things lately.
Way back on the older forums, someone posted some code for me in the forums that would auto-sort your .SET file to make it more human readable and follow-able but their are issues, number one being that you can only run that sorting routine PRIOR to releasing any given .set file, after that initial release, anything built using that tile-set would break if you released an updated, and re-sorted .SET file. Basically, that becomes an issue that you just have to deal with, meaning, you have to deal with the fact that finding a given tile in a given set, NEVER follows logic as the individual sets were created by an artist and typically more than one artist, meaning that tiles were added at various times during the creation phase.... the olde "wouldn't it be nice IF we had X and some-one creates X but someone else creates Y and they both end up being added to the set for variety sake.
Jlen's set manager beta 085, manager tool, (can be found in Carcerian's The NWN Toolbox list of tools) CAN be used for viewing purposes to sort a given set file by tile name or terrain type or crosser type etc, however, do NOT EVER use it to actually re-write your .SET file as it will remove critical data from the set, and also very badly renames x to X etc when writing out the various bits of path and visibility nodes etc. It can also be used to suggest additional tiles needed If I remember correctly, Useful tool, but only for viewing purposes. I can't run things on this crappy pc to verify exactly what additional useful options are there, but just fully remember completely trashing a working .SET file exporting using that tool. If you use it at all, be absolutely positive to save a copy of the .SET file prior to export as you will sorely need that to correct the damages it causes.
Besides, 3rd level is so damned high during actual game play, that you truly can not even see most of it when you attempt to "look upwards" while playing. May look great in toolset view, but in game play, serves very little purpose.
I know, I know, LOTS of words, with very little actual help, other than basic advice which can always be taken or left behind by your choice.