damezzi -> RE: New Alpha Graphics Mod (1/5/2010 9:55:08 PM)
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Thank you all for the compliments! Colin, it’s really an impossible thing to adapt a mod to everyone’s taste. Every person will be able to pick a terrain feature he would rather see represented differently. If there is any element which seems to bother most people, I’ll try to find a solution, but I can’t please everyone, so I need to use my own criteria. There is always the possibility of modification of this mod by others, also. I have had, once or twice, the same impression on hills as you had. This is a normal optical illusion when we use slightly beveled surfaces, but most of the time our brains will settle with what we know is the right perception. I now experience difficulty reproducing the impression of dug in hills and I think that, after a while, most people that experienced that way of perceiving it will too. Increasing the relief made things look very convoluted, at least for my taste. I think that the original Toaw hills look to bumpy. Escarpments are one of the most difficult tiles to produce in Toaw, since they must follow the hex side they are associated with. Being difficult to create an organic looking tile with that constraint, I opted for a symbolic one. Bulldog, post 17 is frozen terrain. It’s less perceptible in this picture than it is in game, since all tiles are frozen and so there is no adjacent contrasting hexes. I opted for a striped pattern for frozen, so that it can be easily distinguished from snowy. And I really like the aspect of paper texture it creates. Original snowy tiles in Toaw were too obstructive and if I decided simply for two levels of transparency, it would be difficult to distinguish frozen from snowy when only one was present like in post 17. I’m posting some extra winter images.
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