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Author Topic: new tile for +oriental  (Read 12349 times)

Offline tilli

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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

Offline Mattn

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Re: new tile for +oriental
« Reply #1 on: August 20, 2011, 10:44:16 pm »
Please also add this to the Patch tracker

Offline H-Hour

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Re: new tile for +oriental
« Reply #2 on: August 20, 2011, 11:03:34 pm »
Looks cool. If this is supposed to be for a mosque, maybe lay some oriental carpets down on the bottom floor (though I like that ground tile texture). Also, it could be cool to have an actual light hanging down on a long cord from the cieling. It would give a physical source to the light in the room and be a nice visual effect.

Offline H-Hour

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Re: new tile for +oriental
« Reply #3 on: August 22, 2011, 01:33:26 pm »
I had a quick look at it in radiant and it looks good. I just noticed one slight texture issue between the first and second floor walls. See the attached screenshot. The same alignment issue is on the inside wall, but it's not as noticable with that texture.

I say throw some alien spawn points in, make sure that the worldspawn settings match other oriental tiles and go ahead and integrate it. You could make a new assembly or add it to an existing assembly. Whatever you want.

Offline tilli

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Re: new tile for +oriental
« Reply #4 on: August 30, 2011, 08:23:09 pm »
thanks for your eagle eyes .-)

Offline tilli

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Re: new tile for +oriental
« Reply #5 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

Offline Mattn

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Re: new tile for +oriental
« Reply #6 on: September 01, 2011, 10:26:17 pm »
looks good, but does not really fit the remaining tiles of that theme, no?

Offline Mattn

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Re: new tile for +oriental
« Reply #7 on: September 01, 2011, 10:28:15 pm »
here is the patch tracker item with the map attached: https://sourceforge.net/tracker/?group_id=157793&atid=805244

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Re: new tile for +oriental
« Reply #8 on: September 01, 2011, 11:45:10 pm »
I call dibs on that sniper perch!   ;D

Offline Llamageddon

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Re: new tile for +oriental
« Reply #9 on: September 02, 2011, 05:32:57 am »
Nice addition, I'll be putting these to good tactical use.

Offline tilli

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Re: new tile for +oriental
« Reply #10 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.

Offline Mattn

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Re: new tile for +oriental
« Reply #11 on: September 02, 2011, 10:15:56 am »
1) because it would get lost in the forum
2) well. if you add more... its fine

Offline H-Hour

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Re: new tile for +oriental
« Reply #12 on: September 03, 2011, 03:01:40 pm »
I haven't looked at the new tile yet. I'll check it out later today, but my thoughts on the consistency vs. variety issue with the new minaret:

1. I'm not against variety, but one of the things that makes +oriental (and +africa as well) distinct is that they reflect a very rural, undeveloped setting. One of the main characteristics of these settings is that buildings are made from local materials and tend to exhibit a very particular cultural style. That's why variety in +oriental might stand out more than variety in other RMAs.

2. I'm not really opposed to the style at all. But from the screenshot it's not quite clear to me what the construction is. If you just changed the construction of the walls to a more yellowish stone that reflects local materials, that would probably help it blend a lot better. The actual construction (angled roof, wooden roof, windows with shades, etc.) is actually very nice and fits in well.

3. Either way I'm happy leaving the decision in your hands, especially if you're willing to build more structures for the RMA.

Offline Kildor

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Re: new tile for +oriental
« Reply #13 on: September 05, 2011, 08:37:51 am »
I`ve made some changes in your minaret tile (fix texture alignment, add some nodraw textures.

Also, what do you think about extending the tile, because now it has broken (cut) shadow. We can extend the tile, add some trees, or may be square in front of the building.

Offline jerikojerk

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Re: new tile for +oriental
« Reply #14 on: September 05, 2011, 12:33:54 pm »
i don't know a thing about minaret but whenever i think of a minaret i imagine a round tower.

Now i guess it will be a real challenge to implement round (helicoïdal) stair.