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Messages - tilli

Pages: [1] 2 3 ... 5
1
Mapping / Re: first mapping attempt
« on: November 18, 2011, 09:40:25 pm »
just had a look at your map. Very good. I especially liked that ball on the swimming pool. Keep going.

2
Mapping / Re: new tile for +oriental
« on: November 16, 2011, 10:53:01 am »
MCR: Big sorry!!!!!!  :-[
Will try to do better the next time, honest!

3
Mapping / Re: new tile for +oriental
« on: November 13, 2011, 07:55:05 pm »
Quote
I haven't had a chance to check out your changes but I'm sure you've done a solid job like you did with +forest. Thanks again for all your work.

No thanks needed. If anything comes up, just say so and I will see what I can do about it.

On to the next maps to work on.

4
Feature Requests / selling prices ufos a suggestion
« on: November 13, 2011, 01:20:04 pm »
I know we don't have a market system yet, but maybe we can do a little about selling prices for ufos. At the moment it looks to me, as if the selling price of a captured ufo is independent of the damage. So I nearly get the same amount of money for just scrap metal.
Suggestion: why not simply multiply the damage with the current prices?
selling price= current price for ufo * damage

tilli

5
Mapping / Re: new tile for +oriental
« on: November 13, 2011, 01:10:03 pm »
finished some work on +oriental
- randomspawn
- added some buildings (houses, minaret, shed, stand)
- updated oriental.ump
- miscellaneous stuff

For the moment I would like to wrap it up, are there any issues, which need to be take care of in +oriental, which I'm not aware of?

6
Mapping / Re: new tile for +oriental
« on: October 04, 2011, 09:43:31 am »
got it, my mistake  :-[

will simply removing the seedlist be ok, or is more to do?

7
Mapping / Re: new tile for +oriental
« on: October 04, 2011, 07:51:45 am »
Quote
you readded the seedlist
please explain what that means?

I only did the following:
changed order of entries, so same tile types (houses, stands, etc) are in the same block
added missing tiles
added tilesets
incorporated that in the maps

any consequences I'm not aware of?

8
Mapping / Re: new tile for +oriental
« on: October 03, 2011, 09:21:09 pm »
Quote
your new map or_house_i is missing in the oriental.ump.

not any more, along with the other changes.

9
Mapping / Re: new tile for +oriental
« on: September 14, 2011, 08:29:18 pm »
thx kildor for the changes

the idea with a larger tile is good, I will implement that later.

I changed the walls texture of the minaret a little.

10
Mapping / Re: Making new map, any suggestions?
« on: September 02, 2011, 09:07:22 am »
Quote
try to not define that many different tile types - you might get in trouble with it, and maintaining this is often a nightmare.
completly agree with that.
Try to cut it to the minimum for starters, then expand slowly.
and really think about marking the tiles, you will otherwise search yourself gray with finding that small brush witch doesn't fit in all those many similar looking tiles.

What about some boulders dotting the landscape?

11
Mapping / Re: new tile for +oriental
« on: September 02, 2011, 08:59:40 am »
ok, several things:
1. probably a very stupid question: Why does it need a patch tracker?

2.
Quote
looks good, but does not really fit the remaining tiles of that theme, no?
Yes and no. What it really boils down to is: How much (in reason) variety in struktur and color in a map do we want?
That minarett is actuelly inspiered by a real one, which looks much more functional then it being a tourist attraction. As far as I know, in any village/town you will find variety, so why not do the same in +oriental. If I add some more "not fitting, but reasonable" buildings it will not stand out any more. Would that be acceptable?

3.
Quote
I call dibs on that sniper perch!
That's why it contains an alien spawn point on the top floor ( maybe I should make that two or three?) and one outside.

12
Mapping / Re: new tile for +oriental
« on: September 01, 2011, 08:47:54 pm »
somehow I ended up doing another one, this one for more modest.

is there a way to make walls brighter?

tilli

13
Mapping / Re: new tile for +oriental
« on: August 30, 2011, 08:23:09 pm »
thanks for your eagle eyes .-)

14
Mapping / Re: Making new map, any suggestions?
« on: August 30, 2011, 08:15:07 pm »
welcome

both H-Hour and geever are right. Large maptiles are easier to do and maintain, while many maptiles are a pain in the ass the maintain, but are very well worth the effort.
Just a small trick: Put markers on each tile which identify the tiles, it makes troubleshooting later much more easier. I used black an white binary code for that: http://ufoai.ninex.info/forum/index.php?action=dlattach;topic=5520.0;attach=6214;image

I had a look at your first images, they look good for start, keep going. And don't worry about reworking the whole desert.

tilli

15
Mapping / new tile for +oriental
« on: August 20, 2011, 07:46:59 pm »
after I can't see any more green forest tiles, I did go to town :-)

here is one new tile for +oriental, a minaret. Constructive critic welcome.

Tilli

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