Push Posted June 17, 2019 Share Posted June 17, 2019 I have been building a world using all open source resources with some adjustments. Due to limited resources, I have used a tile blending technique much like that commonly used in Minecraft. Any feedback on the outcome and if it works or not - would greatly be appreciated. Thanks! ^Normal Zoom^Zoom Out ^Zoom In Agoraphobic 1 Link to comment Share on other sites More sharing options...
Kibbelz Posted June 18, 2019 Share Posted June 18, 2019 Its interesting but I'm not convinced it works. Best of luck. Â Kibz Link to comment Share on other sites More sharing options...
Push Posted June 18, 2019 Author Share Posted June 18, 2019 Thank you for your feedback. You seem to be on the boarder, is there something you would do differently to help sell the look? @Kibbelz Link to comment Share on other sites More sharing options...
Kibbelz Posted June 18, 2019 Share Posted June 18, 2019 50 minutes ago, CosakiGames said: Thank you for your feedback. You seem to be on the boarder, is there something you would do differently to help sell the look? @Kibbelz Personally I would not mesh between different tilesets. You will instantly have more success. Link to comment Share on other sites More sharing options...
Push Posted June 18, 2019 Author Share Posted June 18, 2019 Would your approach be to start the mapping process over with much simpler tilesets? Are there specific tiles that really clash? Or is the tile-blending not doing it and I should design tiles to blend the biomes? Link to comment Share on other sites More sharing options...
Beefy Kasplant Posted June 18, 2019 Share Posted June 18, 2019 I like it a lot more when it's zoomed out.  The use of the plants make the tiles very obvious.  I like what you're going for and I think it would look better with auto tiled grass instead of these 1 tile grass squares Link to comment Share on other sites More sharing options...
Push Posted June 18, 2019 Author Share Posted June 18, 2019 Thanks for your feedback @Dashplant So it would be a good time investment to create tiles that blend the 2 biomes (i.e. grass & dirt) in the same tile? Â Â Link to comment Share on other sites More sharing options...
ODestroyeR BR Posted June 18, 2019 Share Posted June 18, 2019 When it's in zoom gets pretty pretty the map friend more when it gets close it seems that confuses a lot the mind haha Maybe a space between some lawn rocks plants or a little less square tileset would be perfect Most liked it very much  Link to comment Share on other sites More sharing options...
Push Posted June 18, 2019 Author Share Posted June 18, 2019 Thanks for your feedback @ODestroyeR BR I agree it looks better zoomed out, and the last photo is zoomed in - so it may look confusing, I wanted to show the tiles without the interface. I will implement some changes to smooth out the transitions and also clean up the plants. Link to comment Share on other sites More sharing options...
Push Posted June 18, 2019 Author Share Posted June 18, 2019 Updated a bit of the first image to smooth out the grass. Hows it looking? Agoraphobic 1 Link to comment Share on other sites More sharing options...
Agoraphobic Posted June 18, 2019 Share Posted June 18, 2019 Looks much better. Be careful on terrain that blocks if you are using real time combat because everything becomes a bottleneck fight without space to maneuver. Link to comment Share on other sites More sharing options...
Push Posted June 18, 2019 Author Share Posted June 18, 2019 Thanks @Agoraphobic and yes, are always difficult to work with blockage wise. The world terrain up to be free roaming.  Link to comment Share on other sites More sharing options...
Xeno Posted June 19, 2019 Share Posted June 19, 2019 The rocks with the purple shadow stand out the most. It's obvious that they are not part of the same tileset, and should be edited to fit.My other critique is that this terrain is really flat.. I mean even 1 tile height cliffs would bring it to life. The detailing is good. I would avoid completely square edges, but thats me. To edit the rocks, simply erase the purple shadow and give it the same shadow as the rest of the tiles. I would also give them more contrast. Agoraphobic 1 Link to comment Share on other sites More sharing options...
Push Posted June 19, 2019 Author Share Posted June 19, 2019 Thanks @Xeno, that helps a lot. I was trying to keep the maps more 'open'. Though, I agree some small height variations will really help give it dynamics. Â Xeno 1 Link to comment Share on other sites More sharing options...
Gibier Posted June 19, 2019 Share Posted June 19, 2019 Well maybe it's just me but i really like the fact that the map have only one level. It seens a little bit like anbandonned project from ubisoft survived by. But this type of mapping pretty much only work for fast gameplay (almost spamming) Link to comment Share on other sites More sharing options...
Push Posted June 19, 2019 Author Share Posted June 19, 2019 The biggest reason I try to avoid different terrain levels is that it's too easy to exploit NPCs. When I released a small game with similar concept using Mirage about 8-9 years ago, that was a big problem. Though I still do think I can implement some that don't hinder game play. The game is being designed to be team based, and semi-fast paced, so I do need to careful with the space/obstacles. Link to comment Share on other sites More sharing options...
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