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Subject Topic: 6x6 Concrete BUNKER (Released!) Post ReplyPost New Topic
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ProBono
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Posted: 03/08/2012 at 3:13am | IP Logged Quote ProBono

EDIT: See page four for the final released version!

Was contemplating a Bunker Tile Set.

Not yet sure if the choice of textures is optimal.

Parts, especicially "centres" from the 6x6 LRV Spaceship Tiles, should be interchangable. The 12x6
(agro-pod?) is an example of what Maxxx used in the Dungeon Tile Set - where 6x6 is just not big enough.
Empty versions would be followed by furnished ones. Existing Tiles from the 300 strong Dungeon Tile Set,
such as the Caves, can be bucket-filled with these textures so potentially there could be a lot with
little effort.

First draft (sample only, do not download):


Is it worth pursuing?

NOTE: texture version two is on the second page!

Edited by ProBono on 11/30/2012 at 10:02am
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mercutio
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Posted: 03/08/2012 at 4:51am | IP Logged Quote mercutio

I really really like these. They're damn awesome!

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Bogie
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Posted: 03/08/2012 at 5:45am | IP Logged Quote Bogie

Cool!

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ProBono
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Posted: 03/09/2012 at 2:39am | IP Logged Quote ProBono

Decided to do them at 600x600 pixels = 100 pixels per square, whereas the Dungeon Tiles had been
1200x1200 (200/square). Hopefully this should not matter beyond making them really quick and easy to
create and crop compared to the bigger size.   

Another dozen (sample sheet only)...


To do:
- naming / sorting conventions;
- ways to the outside world (big hangar doors / stairs / lifts);
- do some sample maps;
- furnish some tiles;
- links with existing caves;
- more tiles.

Miss anything?
Is 600x600 acceptable?
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ProBono
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Posted: 03/09/2012 at 3:07am | IP Logged Quote ProBono

Opinions sought (see sample pic below)-

1) The concrete background is not rotational. Is it
acceptable in the current form? Concrete is not
poured all at the time so would not be uniform...


2) On a whim had added the little metal reinforcements
at some of the joins. Do they work?


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ProBono
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Posted: 03/18/2012 at 7:25am | IP Logged Quote ProBono

Doubts abound, but here are samples, small size, and in more detail. Uses only the small selection of 31 tiles
above plus a blank. Converting a hundred or more variants from the Dungeon Set would be quick, but would
they be of any use at 600x600 anyway? Need they be 1200x1200? Should ProBono scrap them and just
play with the spaceship tiles?

Feel OK with the basic concrete texture, but have gone off those "lip" things, easy to redo those few tiles.
Thought they might have worked for space-pod world. So much for whimsy.

Sample (lo-res) using the whole DJ work area...


...And a partial close up...


Edited by ProBono on 03/18/2012 at 7:26am
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mercutio
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Posted: 03/18/2012 at 7:40am | IP Logged Quote mercutio

The floor rotation is actually more noticeable and distracting than the concrete texture. In some places, it looks like one of
those optical illusion drawings. It's not as noticeable in the close-ups, but in the scaled out picture, it's, and I hate to
say it, headache-inducing. Literally.

I still like the concept, but the rotations here are something I would absolutely try to avoid when using these tiles.

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Bogie
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Posted: 03/18/2012 at 7:40am | IP Logged Quote Bogie

Great work PB, you have been busy!

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anaxetogrind
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Posted: 03/18/2012 at 12:44pm | IP Logged Quote anaxetogrind

Feel like petting my cat and sending my minions for sharks with lasers on their heads.

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ProBono
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Posted: 03/19/2012 at 3:58am | IP Logged Quote ProBono

anaxetogrind wrote:
Feel like petting my cat and sending my minions for sharks with lasers on their heads.


"When Dr. Evil gets angry, Mr. Bigglesworth gets upset. And when Mr. Bigglesworth gets upset, people DIE!"


Mini-MrBigglesworth - a clone of Mr. Bigglesworth. "No Mini Me, we do not gnaw on our kitty."

Bogie wrote:
PB, you have been busy!


Not really. Have about 16 dja files with the Dungeon Tiles on them. Just done the first two bucket-fill with
new textures and cut out. This week spent 15 minutes making the sample maps to see how / if they work. Spent
more time cutting out Mr Bigglesworth, nearly.

mercutio wrote:
The floor rotation is actually more noticeable and distracting than the concrete texture. In some places, it looks like one of
those optical illusion drawings. It's not as noticeable in the close-ups, but in the scaled out picture, it's, and I hate to
say it, headache-inducing. Literally.

I still like the concept, but the rotations here are something I would absolutely try to avoid when using these tiles.

To get the identical shading without rotation would need up to four variants per tile, which is not my plan
(not that dedicated). Can't see the the floor problem so much as some parts of the the wall. One
possibility is to lose the bevel, or even the "wall", which to be honest bunkers don't have (the concrete
being the wall). Or replace the Kepli Tile used for both wall and floot, but it's a favourite one, so that
is unlikely.

Will work on it. Or rather let it simmer a while and hope something suitably Evil will occur to me.

Edited by ProBono on 03/19/2012 at 5:51am
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