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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0008159||[DCSS] Upload: Graphics||trivial||N/A||2014-02-16 05:26||2014-12-08 07:32|
|Status||closed||Product Branch||0.14 ancient branch|
|Summary||0008159: Various wall and floor tile tweaks|
I think it is important for stone walls in Vaults to look like stone walls elsewhere, so that players know what's up with them -- that said, I think the walls could be jazzed up a bit, so here's a few edits. The first two rows are supposed to be weighted to display normally, the third row is intended to be weighted as low as the decorative walls of Snake or D.
The floor tiles in the fourth row are lower contrast and slightly darker than they currently are in the game. I think this will improve visibility a bit, the current tiles makes Vaults look too busy sometimes.
The changes to basic stone tiles are subtle, but I think they'll make stone tiles a little bit easier on the eyes. I smoothed out the texture slightly, and made the divider line a little less uniform.
I like the new metal tiles, except I think they are too uniform in shape. Here are some variants to mix it up.
White floor tiles clash terribly with anything on top of them. These aren't necessarily perfect replacements, but they work well with Bloax's new walls. The third and fourth tiles should be weighted lower than the first two.
These grass tiles were especially noisy, so I toned that down a bit.
I don't know if crawl auto-creates these tiles. If it doesn't, this replaces the bazaar tiles which overlay the above grass and Vaults floor tiles.
|Tags||No tags attached.|
vaults.walls.floor.png [^] (19,211 bytes) 2014-02-16 05:26
stone.png [^] (7,204 bytes) 2014-02-16 05:27
metal.png [^] (12,839 bytes) 2014-02-16 05:27
icecave.floor.png [^] (9,631 bytes) 2014-02-16 05:27
grass1.png [^] (24,107 bytes) 2014-02-16 05:27
grass2.png [^] (30,855 bytes) 2014-02-16 05:27
misc.overlays.png [^] (21,421 bytes) 2014-02-16 05:28
metals.png [^] (10,620 bytes) 2014-02-17 05:28
icefloor.2.png [^] (8,932 bytes) 2014-02-17 05:37
who dragged the contrast filter slider all the way up on those metal tiles
whoever you are we're gonna get you
Sorry, that was me. I altered the levels on them in my actual crawl folder, and forgot to include some of the original horizontally-tiled tiles with the new levels. Here are more (I'm sure you're excited about these, Bloax).
I feel that these tiles look more metallic at a quick glance, and are more distinct from rock walls in D. I don't think your tiles look bad, though -- they look good!
|Most of these have landed - the metal tiles haven't pending figuring out what to do with them.|
|2014-02-16 05:26||roctavian||New Issue|
|2014-02-16 05:26||roctavian||File Added: vaults.walls.floor.png|
|2014-02-16 05:27||roctavian||File Added: stone.png|
|2014-02-16 05:27||roctavian||File Added: metal.png|
|2014-02-16 05:27||roctavian||File Added: icecave.floor.png|
|2014-02-16 05:27||roctavian||File Added: grass1.png|
|2014-02-16 05:27||roctavian||File Added: grass2.png|
|2014-02-16 05:28||roctavian||File Added: misc.overlays.png|
|2014-02-17 00:48||Bloax||Note Added: 0025323|
|2014-02-17 05:28||roctavian||File Added: metals.png|
|2014-02-17 05:32||roctavian||Note Added: 0025329|
|2014-02-17 05:37||roctavian||File Added: icefloor.2.png|
|2014-02-17 18:29||sgrunt||Note Added: 0025332|
|2014-12-08 07:32||roctavian||Note Added: 0028013|
|2014-12-08 07:32||roctavian||Status||new => closed|
|2014-12-08 07:32||roctavian||Resolution||open => done|
|2014-12-08 07:32||roctavian||Fixed in Branch||=> 0.16 development branch|
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