Standard Tile variants
#26
Posté 14 juillet 2014 - 07:09
#27
Posté 14 juillet 2014 - 07:19
#28
Posté 14 juillet 2014 - 07:32
#29
Posté 14 juillet 2014 - 07:33
If you guys want a bunch of exotic floors it's a simple matter to create a series of floor planes like the three or so placeable ones in game. All you do is change texture and they can be used anywhere. I'm surprised a comprehensive set hasn't already been done
There is a set but they're variable in quality. Or is that what the oops was for?
PJ
#30
Posté 14 juillet 2014 - 07:35
It could be. How much of the surrounding wall would be needed?
Just the arrow slit and frame would be all that is needed. Nice and slitty would be great rather that small windows which I what I have used in the past.
Perhaps some cross ones as well?
PJ
- rjshae aime ceci
#31
Posté 18 juillet 2014 - 03:43
Just the arrow slit and frame would be all that is needed. Nice and slitty would be great rather that small windows which I what I have used in the past.
Perhaps some cross ones as well?
Okay, I'll take look.
#32
Posté 18 juillet 2014 - 03:44
Field testing some recessed Castle floor tiles:

The pillar at center is a placeable.
- Calister68 et PJ156 aiment ceci
#33
Posté 20 juillet 2014 - 12:46
The Lord of the Castle needs a private bathing area for him and all his concubines. Otherwise, what good are all those nudie packs?... ![]()

- andysks et 4760 aiment ceci
#34
Posté 20 juillet 2014 - 01:38
These are fantastic. Could have used so many of these over the years. Great job!
#35
Posté 20 juillet 2014 - 03:07
Thank you.
#36
Posté 01 août 2014 - 03:18
With the Castle tiles wrapped, I decided to do a little work on the Mine set. Below, looking clockwise from upper left, is the obligatory corner stairs, a hall ending at a mine working dig site, an angled corner piece, and my experiment in a lowered floor tile. The last seemed to work out all right, so I think I'm going to expand on it.

- Calister68, IAmDeathComeForThee et 4760 aiment ceci
#37
Posté 01 août 2014 - 07:12
Nice that you are gicing this set your extra attention Bob.
I like the 45 degree wall it will be nice to create octagonal (nearly) rooms.
I am not sure about the double depth room though. I always felt the mine set was too open for a mine but put that down to the limitation of the tiles. If you are going to invest time here I wonder if that would be best spent in creating some more diverse tiles rather than the large number of double depth variants you will need. I have often thought that this tile set would benefit from some narrow tunnels like the castle that's a lot of work though.
PJ
#38
Posté 01 août 2014 - 01:09
I am not sure about the double depth room though. I always felt the mine set was too open for a mine but put that down to the limitation of the tiles. If you are going to invest time here I wonder if that would be best spent in creating some more diverse tiles rather than the large number of double depth variants you will need. I have often thought that this tile set would benefit from some narrow tunnels like the castle that's a lot of work though.
Thanks. The double-height tiles are fairly lightweight and straightforward to put together, so it won't be a big time drain really. It took a lot more work just getting that diagonal corner piece looking right. Plus I like to have a little verticality to work with.
I'll probably add some tiles with protruding sides, like a hall piece, so those can be used to create narrower, twisty passages.
#39
Posté 01 août 2014 - 01:16
How about mine wall placeables? Then we could place down open tiles and make any shape rooms we wanted.
- rjshae aime ceci
#40
Posté 01 août 2014 - 02:20
The conceptual problem I'm having with placeable tile walls is that they don't play well with the uneven ceilings. They would be fine for exploration mode, yes, but in character mode they would look not so great. The tiles are built so that the walls line up well with the ceiling parts.
#41
Posté 01 août 2014 - 02:57
I've often seen rock and stalagmite placeables used in the caves (at least in the official campaigns, not sure about other modules) to create narrower sections of cave tunnels.
#42
Posté 02 août 2014 - 09:23
Here's what I meant about using indented walls. The protrusions create a corridor effect with a niche between each pair of tiles (that you can fill up with a wall if you prefer). With various tile shapes like these, hopefully it will help restrict the space a little more.

#43
Posté 02 août 2014 - 10:19
Nice work ![]()
PJ
#44
Posté 04 août 2014 - 06:06
Wow. That's GREAT.
And good for adventurers, too -- they tend to depend on choke-points to survive. ![]()
#45
Posté 16 août 2014 - 01:22
Clockwise from upper left: (1) I finally settled on a lowered tile--it has indented lower walls for stability and some constriction; (2) angled corners and indented walls; (3) I borrowed Callister68's mine shaft tile model to put one at the end of a corridor (hope he doesn't mind); (4) a view from the bottom of the lowered section looking up the ramp.

The lowered floors will only be found among the plain corridor tiles, forming a mini-set of about six tiles. But hopefully it'll be enough to add a feel of verticality, if that is what is wanted.
Getting close to the end of the mine tile variants now...
- Calister68, IAmDeathComeForThee et 4760 aiment ceci
#46
Posté 16 août 2014 - 01:30
Those look great, I like the idea of the narrower lower tiles. It adds some variation into the set.
By any happy circumstances does the slope match dark waters sloped mine rails?
PJ
#47
Posté 16 août 2014 - 03:00
Thanks. I'm not sure--it's a pretty steep 2/3 slope in order to fit it in a single tile, so not really good for pushing up a stone-loaded cart. Instead, I was picturing some sort of hoist at a hall-end tile.
I guess the rails could be scaled along one dimension to change the slope, although that might make it look oddly compressed.
#48
Posté 16 août 2014 - 03:07
It looks good! The mine shaft seems to fit nicely in the corridor end tile. Is it possible to walk around it ?
#49
Posté 16 août 2014 - 03:36
#50
Posté 16 août 2014 - 03:37





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