Yeah, that floor was messed up... sorry about that. Here's a fixed version of the tile. It'll be in the next release.
thanks! I'll let you know if I find any more.
Yeah, that floor was messed up... sorry about that. Here's a fixed version of the tile. It'll be in the next release.
This is a quick and dirty experiment to see what a multi-level underdark cliff face tileset would work like. There's no fancy texturing or modelling; just a vanilla layout with simple surfaces and tiled textures. But it does show the concept, at least for the first few levels of descent.

What do you think?
If you haven't already, I would suggest taking a look at the Crypt Pit tileset (http://neverwinterva...hakpak/cryptpit) as that is a three level tileset. How many floor levels are you proposing to have? Would it work with the multi-level cave based RWS Deep Chasms tileset? I could see that being useful for space reasons for a PW, to have a tileset underground instead of exterior as interior.
If you haven't already, I would suggest taking a look at the Crypt Pit tileset (http://neverwinterva...hakpak/cryptpit) as that is a three level tileset. How many floor levels are you proposing to have? Would it work with the multi-level cave based RWS Deep Chasms tileset? I could see that being useful for space reasons for a PW, to have a tileset underground instead of exterior as interior.
Yes I have seen the cryptpit tiles.
This is just an experiment at the moment, but I was tentatively aiming at nine levels. My thinking is for exits to just be single door tiles for lower level transitions and, yes, simple arched openings to connect with the Cave and Deep Chasms tilesets. Maybe bridge tiles to span gaps, but nothing like a complete tileset. Mainly it's about getting from point A to point B in the Underdark. The primary benefit would be more realistic vertical texturing than you get with exterior areas, in combination with lots of verticality.
Very cool looking, I love how big it feels.
As a simple transitional area few tiles would be required I think. One or two layers with some door to the side tile and perhaps a few landings to put critters on?
It's going to take a lot of work to have is connect to a tile set as these have fixed levels and this set can therefor only terminate at one of those levels. To maintain the grand scale that you have achieved would mean this should be a stand alone and used for transition/travel areas only?
I think it looks great and it's a nice "out of the box" idea.
It makes me think though. What about a stair or walkway shaft? A 2x2 room with more than one level and a stair winding up the outside.
PJ
It's going to take a lot of work to have is connect to a tile set as these have fixed levels and this set can therefor only terminate at one of those levels. To maintain the grand scale that you have achieved would mean this should be a stand alone and used for transition/travel areas only?
Yes, the lower doors would be for area transition only. My thinking was that it is mainly intended to create a sense of descent (or ascent) through the earth. (Somebody mentioned that as a need a long while ago, which led to this experiment.)
It makes me think though. What about a stair or walkway shaft? A 2x2 room with more than one level and a stair winding up the outside.
A problem there is that the walk mesh can only have single layer, so you can't stack multiple walk meshes in the same space. It's a limitation of the engine. Thus while you can have a spiral staircase, it has to spiral steadily inward as you go down. That severely limits the number of levels you can have, unless you build larger and larger metatiles.
But yes, it'd be nice to have a few metatiles like that; maybe one for each tileset.
A very nice spiral staircase.
A very nice spiral staircase.
Yes, I adopted it from the Dark Waters set.
I'm going to be needing that soon ![]()
PJ
Finally got around to doing this... a grand fireplace tile. ![]()

Bit of an experiment really, but I think it turned out all right. I need to come up with a decal to darken the back of the fire pit area.
Okay, version 1.1.3 uploaded with 46 new tile variants. Enjoy!
The new version is now supported in the tileset project.
I've been investigating some issues with texture swapping in the expanded tileset package, particularly in the standard interior and standard castle variants. The materials would appear to swap in the toolset, but when I go into the game engine the texture isn't swapped on some of the variants. PJ was very helpful in identifying this issue, since he does a lot of tile texture swapping.
In many cases I was able to resolve the problems by doing things like removing combinations of rotating and non-rotating floors in the same tile. This has proven to be the cause with just about all of the standard castle variants that had texture swapping problems.
However, some of the causes have proven very subtle, particularly with the Standard Interior tileset. In a few cases, it proved to be a slight difference in the material properties of a tile part. For example, the Specular Value needs to be identical (for the same tile parts) between tile variants, down to the gnat's eyebrow. I even had to go in with a hex editor and manipulate the floating point values at a bit level.
Some of the issues I still haven't figured out. It's baffling why it works in one case but not on a slightly different variant with the same parts and material properties. I'd like to put out a fix pack, but it's proving intractable.