Tiles that could use improvement


If you are interested in helping with tiles, vaults, patches or documentation, this is the place for that.

Ziggurat Zagger

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Post Wednesday, 25th February 2015, 21:19

Re: Tiles that could use improvement

the second one looks like a metroid

edit: this is a joke if you couldn't tell
Last edited by duvessa on Wednesday, 25th February 2015, 23:12, edited 1 time in total.

Barkeep

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Post Wednesday, 25th February 2015, 21:21

Re: Tiles that could use improvement

duvessa wrote:the second one looks like a metroid


I was literally just about to post this.

Yes, to me, even the second one looks like a metroid. Not sure how bad/much of a problem that is, but I imagine people will have that association for either of those tiles.

Dungeon Master

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Post Wednesday, 25th February 2015, 21:47

Re: Tiles that could use improvement

Hmm, what about different colors for the core-thing? Changing the shape would help too but I don't have any ideas for that.
Image
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Pandemonium Purger

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Post Wednesday, 25th February 2015, 22:19

Re: Tiles that could use improvement

I certainly wouldn't mind a metroid reference in this game, since it's pretty cool and all.
take it easy
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!lg * won !DD-- min=turns -log
<Sequell> 20749. Bloax, XL24 VSTm, T:13320: http://crawl.lantea.net/crawl/morgue/Bloax/morgue-Bloax-20140907-000920.txt

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Dungeon Master

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Post Thursday, 26th February 2015, 07:43

Re: Tiles that could use improvement

CanOfWorms, I extremely dig the tiles you've made.

Arch, I do think I will bump that one particular floor set up in brightness a smidge.

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Slime Squisher

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Post Thursday, 26th February 2015, 09:14

Re: Tiles that could use improvement

Ironically enough cold is one of the few things metroids are vulnerable to....

Dungeon Master

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Post Friday, 27th February 2015, 04:28

Re: Tiles that could use improvement

And now a WIP bone dragon:
Image
Pretty satisfied with it myself, waiting for some more feedback at the moment. This is how it looks in-game:
Image
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Dungeon Master

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Post Friday, 27th February 2015, 05:18

Re: Tiles that could use improvement

CanOfWorms wrote:And now a WIP bone dragon:
Image
Pretty satisfied with it myself, waiting for some more feedback at the moment. This is how it looks in-game:
Image


I'd slightly darken the tail, the upper arm which is below the head, and lower portion of the right hand -- I also don't really like it when a tile runs so close to the edge it can't have a back border, so maybe the right hand could be moved left a pixel? Overall it looks quite good, and I'm excited for it to replace the current bone dragon.

I also have concerns about how the tail curves directly into the left hand -- it disrupts the silhouette.

You should consider this an invitation to make tiles for all dragons.

Ziggurat Zagger

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Post Friday, 27th February 2015, 05:51

Re: Tiles that could use improvement

roctavian wrote:You should consider this an invitation to make tiles for all dragons.
Image

Image

Image

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Dungeon Master

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Post Friday, 27th February 2015, 19:02

Re: Tiles that could use improvement

Alright, ontoclasm took a shot at it and the edits look pretty good, most of roctavian's issues were also fixed. Here's the current version after some minor tweaks:
Image

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Ziggurat Zagger

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Post Friday, 27th February 2015, 19:26

Re: Tiles that could use improvement

duvessa wrote:
roctavian wrote:You should consider this an invitation to make tiles for all dragons.
Image


A dongon?
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Dungeon Master

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Post Monday, 2nd March 2015, 06:57

Re: Tiles that could use improvement

rip dongon
Image
Iron and Golden dragons are monochrome and look a but too much like statues, I'll mess around with them more later.

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Snake Sneak

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Post Wednesday, 4th March 2015, 10:43

Re: Tiles that could use improvement

My price for the absolutely worst tile currently in-game goes to the earth elemental though
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Pandemonium Purger

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Post Wednesday, 4th March 2015, 11:08

Re: Tiles that could use improvement

Image
I have quite a bunch of good things that aren't in the game.
take it easy
  Code:
!lg * won !DD-- min=turns -log
<Sequell> 20749. Bloax, XL24 VSTm, T:13320: http://crawl.lantea.net/crawl/morgue/Bloax/morgue-Bloax-20140907-000920.txt

Did you know that I like ruining crawl every now and then? Go check it out.

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Ziggurat Zagger

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Post Monday, 9th March 2015, 14:12

Re: Tiles that could use improvement

and quite a bunch of bad things that are

Spoiler: show
Edit: that elemental looks fine to me though, I'd like to see it in the game.

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Mines Malingerer

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Post Wednesday, 18th March 2015, 16:03

Re: Tiles that could use improvement

I have an addition for the iron dragon.
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iron_dragon.png
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Lair Larrikin

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Post Wednesday, 15th April 2015, 14:45

Re: Tiles that could use improvement

Here's my attempt at improving Tiamat.
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tiamat_yellow.png
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Lair Larrikin

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Post Saturday, 18th April 2015, 02:03

Re: Tiles that could use improvement

Spriggan Rider? Crits? :D?
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spriggan_rider.png
Spriggan Rider
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Ziggurat Zagger

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Post Saturday, 18th April 2015, 05:32

Re: Tiles that could use improvement

Compared to existing tiles, a little too flat. And the spriggan looks like it's facing the wrong way, and may or may not have legs.

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Lair Larrikin

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Post Saturday, 18th April 2015, 13:20

Re: Tiles that could use improvement

Entropy Weaver tile, edition 'Pissmaster'.
entropy_weaver.png
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Also some silly tile I made that could work as placeholder for Crown of Eternal Torment.
crown-of-eternal-torment.png
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Lair Larrikin

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Post Saturday, 18th April 2015, 17:52

Re: Tiles that could use improvement

Okay, less flat. More of a leg. I made the wasp have a bigger butt because I realized I had a lot of the 32x32 left to use but I'm not sure if I like it. More critique please!!
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spriggan_rider2.png
Update Spriggan Rider
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Lair Larrikin

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Post Saturday, 18th April 2015, 21:39

Re: Tiles that could use improvement

Okay, I think I'm gonna roll with this spriggan rider?
Image


Does anybody have opinions/critiques on these giant concepts? I won't be offended if you straight up hate them. I'm not sure how I feel about them.


Image

Tomb Titivator

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Post Wednesday, 22nd April 2015, 07:06

Re: Tiles that could use improvement

It is my understanding that the Crawl tile art convention is to use a slightly angled "top-down" perspective to emphasize the hugeness of huge monsters. Your redesigns are all straight-on, so they lose the sense of scale. The two-headed giant could just as easily be a two-headed hobbit.

which should, like, totally be a thing

Edit: Also, what are the third and fourth creatures from the left? (the one w/ the blue baseball cap and the one that looks like mostly-cooled lava) I don't think I've ever seen them in-game.
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Lair Larrikin

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Post Wednesday, 22nd April 2015, 12:12

Re: Tiles that could use improvement

tedric wrote:It is my understanding that the Crawl tile art convention is to use a slightly angled "top-down" perspective to emphasize the hugeness of huge monsters. Your redesigns are all straight-on, so they lose the sense of scale. The two-headed giant could just as easily be a two-headed hobbit.

which should, like, totally be a thing

Edit: Also, what are the third and fourth creatures from the left? (the one w/ the blue baseball cap and the one that looks like mostly-cooled lava) I don't think I've ever seen them in-game.

They are both from sprints. The Iron Golem and Chuck.
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Spider Stomper

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Post Sunday, 28th June 2015, 06:58

Re: Tiles that could use improvement

ontoclasm wrote:Less critical:
Warg
Quokkas

I redid my warg to make it little less toy-ish.
warg.png
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Here's variant with a collar for domesticated wargs that often run with orc parties.
warg_collar.png
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And there is my old quokka, if needed. Can't see anything wrong with it.
quokka_lighter_and_bigger.png
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Spider Stomper

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Post Sunday, 28th June 2015, 12:11

Re: Tiles that could use improvement

ontoclasm wrote:Need major improvements:
Alligator and baby

About that...
I suggest using current crocodile tile for alligator, cause it's bigger and scarier.
I edited it a bit and here it is.
alligator.png
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Feel free to use old (unedited) one if you like, but it was rubbing me the wrong way.

Here's an alligator baby.
alligator_baby.png
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And here's a new crocodile.
crocodile.png
crocodile.png (4.53 KiB) Viewed 1694 times

It's another edit of current croc, but I guess it's ok for alligator and crocodile to look kinda similar (although there is plenty of difference if you look close enough).
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Spider Stomper

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Post Sunday, 28th June 2015, 18:23

Re: Tiles that could use improvement

ontoclasm wrote:Need major improvements:
Small abominations

I attempted to make them, but can't say I'm too happy about the result.
Anyhow, here they are:
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small_abominations3.png
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Spider Stomper

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Post Saturday, 4th July 2015, 13:26

Re: Tiles that could use improvement

Here's Geryon:
Geryon.png
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Any feedback?..

Pandemonium Purger

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Post Monday, 6th July 2015, 16:33

Re: Tiles that could use improvement

He looks scary and potent. And like he has 3 heads. :D
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Spider Stomper

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Post Friday, 10th July 2015, 07:14

Re: Tiles that could use improvement

What do you, guys, think of this vampires remake?..
vampire.png
Reason: current vampire looks like a caricature. This one is just a creepy pale dude - no silliness.
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vampire_knight.png
Reason: current vmpire knight is ok really, but a bit too blend. This one has more character. And looks great with weapon in hand.
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vampire_mage_better.png
Reason: current mage is actually works pretty well with my tiles, but I did a new one anyway.
vampire_mage_better.png (4.31 KiB) Viewed 1558 times

vampire_Jory.png
Reason: current Jory is plain silly. It's fun, I guess, but I think that most powerful vampire should look more menacing.
vampire_Jory.png (3.64 KiB) Viewed 1558 times
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Spider Stomper

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Post Sunday, 12th July 2015, 04:44

Re: Tiles that could use improvement

Mummies.
mummy.png
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mummy_priest.png
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mummy_Menkaure.png
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mummy_Khufu.png
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Temple Termagant

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Post Tuesday, 13th October 2015, 17:36

Re: Tiles that could use improvement

That is a very good reference, I feel like I really should give it another try. Previously the main reference was https://en.wikipedia.org/wiki/File:Black%26brownbears.JPG, chosen because the light direction seemed to be close to what it needs to be, and because I thought fur was complicated (but interesting to learn).

While I am at it, maybe I should also shorten the polar bear neck a bit? Long neck is a characteristic feature, but now it looks like I might have exaggerated too much.

And there are some other experiments I might try. If there are suggestions, I appreciate the effort of writing about them.

edit:

Ok, here's a little attempt to adjust the shading on the original image without full redraw:
Image
The back leg highlight in the previous version might have been from the reflex light from the white surroundings.
Maybe the front leg highlight could continue a little bit higher to hint continuation of the shoulder hump highlight.
Maybe head could be smaller, I think it somewhat resembles a mole now. I still don't quite get it how it could resemble a wolf.
Kept the exaggerated chubby round body which should be characteristic to black bears.

A teeny bit different proportions on polar bear:
Image
Considering that the body is more turned away from the viewer than the neck (I hope it looks that way) it should look OK now, if the three pixel angle on the back also looks OK.

A bit less angular shading on the grizzly:
Image

And I am still wondering why you have shard shrikes but prefer real bears to bugbears and owlbears.

As for the bennu, maybe bringing the head lower might make more space for the crest, or maybe a star above the head would be enough.
I was hoping the crazy color scheme would make it magical enough, but really I don't know the context of bennu in the game, like the monsters that are usually seen with bennu might make it look bland and it might indeed need some flames or something.
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