FOnline Development > Tools

Tiled Mapper Release

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Horatio:
I noticed something: avoid setting tiles close to the upper edge,

or else you get this in NW.


I guess it has something to do with the tiles design, because every other side is okay.

Lexx:
You can resize the map. There should always be at least one free block for the edges. Just look at my example map in the first post.

Horatio:
A nice tool... I'm really interested in development of this. Remember RA2 and AoE level editors?

Surf:
While this is a nice idea and timesaver, the results look unfortunately much too unnatural and sterile for me. Maybe it's because the scenery is yet to be placed, but most of the time it looks more like a man made squarey abd blockey maze than a cave. I'll rather map them manually, even though it takes a bit longer. ))

JovankaB:

--- Quote from: Surf on October 07, 2012, 02:24:28 am ---While this is a nice idea and timesaver, the results look unfortunately much too unnatural and sterile for me. Maybe it's because the scenery is yet to be placed, but most of the time it looks more like a man made squarey abd blockey maze than a cave. I'll rather map them manually, even though it takes a bit longer. ))
--- End quote ---

Partially it's because of not enough different tiles for each connection variant.
Right now many of the connection variants have just one, most simple/blocky tile.

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