Topic: [TILESET] Achitectural Tilesets
Hi everybody,
Today, I will share with you my current works about tiles sets, but first I need to introduce the idea behind.
According to me, maps for mods like CCTT, CSBB, Infection and InfClass works well with urban tilesets. Just look at some Landil's tilesets (Counterstrike, NewDust). In the same time, I enjoy the fact the TeeWorlds tries to stay visually coherent and invites mappers to use official tilesets. So the natural way to do is to make urban tilesets that are "teeish". But since even Landil never thought about add his tilesets in the official package because "they are not enough teeish" (and I agree with him about that), we are actually stuck.
What I purpose is to replace the official visual requirement by something else, a set of guide lines that can be respected by urban tilesets, in such ways that maps can stay coherent between them for mods like CCTT, CSBB, Infection and InfClass. For me, it's necessary since there is a need for new maps for these mods, but doing it with official tilesets is too difficult and not the best solution in term of gameplay. And using alternatives like warhouse, minecraft, mario, ect is not an option for me because these tiles sets are not visually interesting (it's just my opinion, of course). We can stay with tilesets like newdust and counterstrike, but the simplicity of these tiles sets is not reproducible for all architectural style. In addition, there is some small incoherences in the design of these tilesets.
Now, I can post my proposition of tileset, based on the architecture of the old damascus :
It's not the final version (more doodads are coming, the opacity of shadows must be adjusted, and somes colors are maybe not the best choice). But I prefer to have some feedbacks right now. There is several important points with this tile set :
I've fixed in my mind that the size of a tee is around the size of a human head. The motivation behind this is to have more spaces for details (a window take 2x3 tiles), and more coherences with the speed of the players.
I use soft shadows instead of hard shadows to produce visual clue about which tiles are solid tiles and which tiles are not. Soft shadows help also to product depth effects. But I still use hard shadows in some context
I've put windows in interior parts, with light effect. It produces visual clue about which parts are inside the building and which parts are outside the building.
I can post the SVG sources if needed.
PS: Thanks to android272 to found this style for trees !