1 (edited by analog 2010-11-13 02:08:11)

Topic: [map/graphics] ctf_cramped_attic

well.. i made a tileset in ~50 minutes, and I wanted to put it in a map and show it to you. Maybe you could tell me what is wrong with the tiles to you, or other things. the map is actually very cramped and hard to move around--on purpose. it's meant for 2on2, and it's fun because it's cramped :D
It's 107 kib, and my tileset is supposed to represent a warehouse.
here is a screenshot
http://i54.tinypic.com/24o25xh.png
there are NO weapons. makes it more fun :D
there ARE secret paths.
there is NO room to move in.
i defy all rules of vanilla maps, and still find the map fun with my friends.

anways, can you tell me how the tiles look?

Download

edit: creds to bee

it's my first tiles, don't expect to much!

2

Re: [map/graphics] ctf_cramped_attic

secret paths suck, but in regard it is your 1st tileset this is quite nice

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

3

Re: [map/graphics] ctf_cramped_attic

thanks, i know secret paths suck. I made  this map to give it a feel of a small, attic/warehouse. (and in movies, every attic has a secret wink)

but thanks for your feedback. is there anything to improve on these tiles? (more doodads, etc.)

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Re: [map/graphics] ctf_cramped_attic

can you please upload the tileset gfx seperately, then i will have a closer look at them

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

5 (edited by analog 2010-11-13 04:59:12)

Re: [map/graphics] ctf_cramped_attic

http://i55.tinypic.com/2e1vwy8.png
lightbulb=fail
and the 5th and 6th tile from the right is broken

i have ideas for a doodads but i am too lazy. maybe i will split the tilesets.

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Re: [map/graphics] ctf_cramped_attic

Starting from the top-left: the tiles (4 and 5 to the right) look weird when they have title (1 down) between them because of the subtle darkness under tile (1 down). Any all the boxes with [\] and [X] look weird in the middle. Use tile set boarder fix. Also, the 4 3x3 boxes at the bottom have doubles. Get rid of the extra. And it looks really nice. big_smile

Give others the respect you wish to be respected with. In the mean time, enjoy the website!

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Re: [map/graphics] ctf_cramped_attic

Nice tileset, sad you present it with a "no gameplay just fun" map smile

Not Luck, Just Magic.

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Re: [map/graphics] ctf_cramped_attic

Alias please put a watermark over your tileset until you finished the whole thing. otherwise you ll find Tons of maps using an unfinished tileset soon. And this would suck wouldnt it!!!!!!

So pls reup the pic so noone can use the tileset yet

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Re: [map/graphics] ctf_cramped_attic

Snazzy wrote:

Alias please put a watermark over your tileset until you finished the whole thing. otherwise you ll find Tons of maps using an unfinished tileset soon. And this would suck wouldnt it!!!!!!

So pls reup the pic so noone can use the tileset yet

It's a bit too late for that, hmm? Anyway, that would still work if you replace an old tileset by a new one. (People already use that to change the look of a whole map in 2 clicks smile)

Not Luck, Just Magic.

10

Re: [map/graphics] ctf_cramped_attic

small update...
fixed the two duplicate boxes at bottom, added really quick cement tiles

http://i55.tinypic.com/2u8i783.png

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Re: [map/graphics] ctf_cramped_attic

http://img510.imageshack.us/img510/923/aliascommentedcratesmap.png

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

12 (edited by analog 2010-11-16 03:23:21)

Re: [map/graphics] ctf_cramped_attic

i'm not so good in the wood grain field... are there any methods of doing so?

regarding the pixel between the corner boards, i did that to show that there is a joining there, because i don't think there is bendable wood in real life yet... so that part is purposely done. i also don't want it too visible.

7 colors... hm. Maybe i should decrease it to 4?

here is a screenshot of the use of the box tiles and shadows. the boxes can also be used as windows, as seen in the screenshot. (bee's idea)

http://i52.tinypic.com/2hg5mph.png

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Re: [map/graphics] ctf_cramped_attic

One should see immediately if a tile is a main tile or a background tile. That's the reason why you should either choose light colors for the main tiles and dark colors for background tiles or vice versa.

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

14 (edited by analog 2010-11-16 02:22:01)

Re: [map/graphics] ctf_cramped_attic

Wait, what? o.o the background is dark and the foreground is lighter, it's just a really dark shadow over everything.. i think that's what you mean.

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Re: [map/graphics] ctf_cramped_attic

Nice tileset (especially the last screenshot). I think 7 colors are ok.

Greetings,
Mo(2)

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Re: [map/graphics] ctf_cramped_attic

Mo2 wrote:

Nice tileset (especially the last screenshot). I think 7 colors are ok.

Greetings,
Mo(2)

think twice, then.

you cant even see them when you're ingame, cause the tiles will be resized. They look like a gradient then. Of course one can create tiles with many colors and gradients and younameit which look nice, but they wont be teeish. Never ever.

Antoine de Saint Exupéry: It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.
Besides -  I am the gfx guy!

17

Re: [map/graphics] ctf_cramped_attic

Gradient = unteeish? If I remember some "3D-Skins" I would agree that you can create "unreal" looking graphics that does not fit into the game - but in that case I think it's more a problem with "pseudo-3d-light vs flat-2D". However using some shaded-transparent gradient in front of a flat layer you can easy push that layer visible to the background which does not bite the tees and still help others to see immediately what's background and what's game and still does not destroy the illusion of 2D. I've read some of your "how-to-create-weapon-howto" and remember something regarding the gradient there too. And in that case I would even agree... the 2 colors stuff of the tube looked better. But even if "gradient = unteeish" I would not agree on "gradient = un-2d" or "gradient = uncompatible or always bad looking in teeworlds". 


Greetings,
Mo(2)

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Re: [map/graphics] ctf_cramped_attic

i think they are ok and i agree with landil try fixing that and they will be perfect!

>:]