This is a 2 elevation tileset. (working the same way as the mountain tileset), the tileset contain several diagonal tiles for further flexibility. This tileset require SoU textures to work and Supports systems with both SOU and HOTU installed but it doesn't require HOTU. This Tileset contain 1 New Generic Door and 4 Generic Windows (2x2) as well as reusing 5 tileset specific doors. This tileset is a bit diffrent to build with but give it a little time and you will love it. no more step hill fortress's News in this version: *Basic CityHouse terrain (8 directions). CityHouse terrain looks best on 2x2 houses because the roof crosser isn't added yet. contain Following Area's Fortress Exterior v0.3.3 Town Exterior v0.1.0 but this is only two diffrent starting points it is the same tileset. the version number only give you an idea how flexibel that terrain is in todays patch.
Please contact me if you find any abnormalties or errors.
Any suggestion on how to improve the tileset is welcome. Coming in patch 0.4.1: *Diagonal second floor Fortress tiles *Fortress[1] + Wall[1] Combo Tiles.
Posted by Daedrous at 2007-12-10 16:57:38 Voted 7.75 on 12/10/07
Not particularly fond of the textures on the tiles, mainly how they remain ruined, but still quite good. _________________________ This is a clever signature; filled with quotes, humor, and spooky statements.
Posted by Estelindis at 2007-01-16 07:18:29 Voted 9.50 on 01/16/07
well following things will be done if i ever get this of the ground:
*retexture of the tileset
*changing the plaza into cobble for good transition to bioware's city exterior.
*modifying the elevation height so it's has smaller steps ie height 3,6 instead of 5,10. for better scale and the possibility for any interior/exterior merge far into the future. but for you that want high towers those will still be possible. (you simply need more floors that's all)
*the city house terrain will be replaced with another style of building.
*expect some style changes
*the lightning will be improve drastically since that was one of my beginners misstakes. (lack of knowledge at the time)
well following things will be done if i ever get this of the ground:
*retexture of the tileset
*changing the plaza into cobble for good transition to bioware's city exterior.
*modifying the elevation height so it's has smaller steps ie height 3,6 instead of 5,10. for better scale and the possibility for any interior/exterior merge far into the future. but for you that want high towers those will still be possible. (you simply need more floors that's all)
*the city house terrain will be replaced with another style of building.
*expect some style changes
*the lightning will be improve drastically since that was one of my beginners misstakes. (lack of knowledge at the time)
I can't do that without losing quality of my own project. if you haven't noticed the tiles areelevated 500 units into the air. and the reason for that is not only because it's a MUST for the alley crosser but it's also a MUST for having the tower casting shadows correctly. all i can do is add in some of the extra terrain so you can use them as borders. such as grass, trees, cliffs and such but they must all be converted up to my elevation. i am looking into how i can improve this tileset.
whoops i thought this tileset was forgetten by now. it is my first tileset project after all. i have learned alot since i made it. i also have quite a bit of tiles that never was realised to it. and about 100 tiles for that rural project, that i dropped because of texturing problems, which i know how to solve now. and about adding it to the TCN01 tileset. forget it. a could convert some tiles into this but since i dislike many things aboutthe TCN tileset it is very unlikley to happen. there is a few features, cobble and the water that might be worth using but all those tiny buildings no thanks, i rather make my own. all i can promise is that i will take a look on it.
Posted by Nissa_Red at 2005-01-23 12:01:00 Voted 8.75 on 01/23/05
Here are the full comments on my vote, since somehow they were cut :/
Vote : 8.75
Comment : "An innovative approach of building on several levels that works ! This tileset could almost be used as such, as it already features custom buildings that you can shape at will, and "doors" that you can place on walls to simulate huge stone buildings. A promising tileset that should have a place in everyone's "To watch for" portfolio."
Posted by Nissa_Red at 2005-01-23 12:01:00 Voted 8.75 on 01/23/05
Here are the full comments on my vote, since somehow they were cut :/
Vote : 8.75
Comment : "An innovative approach of building on several levels that works ! This tileset could almost be used as such, as it already features custom buildings that you can shape at will, and "doors" that you can place on walls to simulate huge stone buildings. A promising tileset that should have a place in everyone's "To watch for" portfolio."
Posted by Nissa_Red at 2005-01-23 11:59:39 Voted 8.75 on 01/23/05
An innovative approach of building on several levels that works ! This tileset could almost be used as such, as it already features custom buildings that you can shape at will, and
Posted by Nissa_Red at 2005-01-23 11:51:00 Voted 8.75 on 01/23/05
Voted for you, to help a bit on the advertizing. Thank you again for your work, CID-78 :)
Posted by Nissa_Red at 2005-01-23 11:43:00 Voted 8.75 on 01/23/05
I would agree with the last poster : this tileset has alot of potential. I can see "pueblo-like" cities built on hills along slopes, on several levels (Sigil came to my mind somehow, or perhaps the starting city of KotoR) in which you are supposed to get the feeling that you are "lost"...
Anyway, please consider integrating this tileset into the standard TCN01 city tileset. I am certain that the effect could be astounding (alleys between buildings and now alleys between walls on several levels !). Thank you, CID.
PS : It is really a shame that I had passed on this one till now, I think you might want to advertize for it, perhaps make a more appealing screenshot (with your custom buildings and such).
Posted by Anonymous ( 65.238.xxx.xxx ) at 2004-11-02 16:56:00
this tileset is VERY nice. it has a diffrence from other tilesets that i havent seen since LOK dungeon. i like also how youborrowed from SOU, but made it look completely different. I really hope you make a complete tileset out of this, because that would be awesome. Oh the wonders. I seriously hope you decide to work on this some more.
well, im out, laters
Posted by CID-78 ( 212.181.xxx.xxx ) at 2004-06-21 12:04:00
I have resumed my tileset project with a new start. ie I am currently converting RURAL tilset into a 2 elevation tileset. after that i will retexture and push this fortress into it. So those guys asking for grass will get it but it will take me a long time to convert all the rural tiles. (i will realise several version that doesn't contain everything on the way). I will also retexture the fortress into a dark stone castle. I will also create a forum for the tileset after 0.1 realise. (new tileset, new version number). So that you can vote for 50% of each patch content. I will pick the other 50%.
Posted by CID-78 ( 195.252.xxx.xxx ) at 2004-05-24 11:22:00
Well i would like to continue my work. and i hope everyone like it so far but i haven't been able to work´on it the last months. But I will continue as fast as i can. (can't backup and my trial license has run out) can't afford to buy 3dstudiomax so i need to fix my Cd-burner or get some other means to backup all the files i have on the hardrive before i will resume this project. I have alot of tiles that is done, but it's only 40% of the next update. I hope to get this fixed within a couple of week but i can't promise anything. I lack CASH as usuall. that is the main reason why i haven't been able to do anything. But i am not given up on NWN i am helping with the construction of "Forbidden" meanwhile i wait for some more cash so i can fix the broken parts on my computer.
Great tileset! I have been looking and looking for a tileset that would let me do castles well, and have found some that were pretty good, but this takes a new approach that adds a lot of flexibility.
For new features, I'd vote for:
- A moat or ditch
- A drawbridge or bridge over said moat/ditch (even a non-functioning, static drawbridge would be useful).
- A way to have some grass tiles (for the outside of the walls)
Keep up the excellent work!
Posted by CID-78 ( ..xxx.xxx ) at 2004-03-25 11:43:00
well i have ruined wall in the big picture but because there is much more important terrains still missing, you will not see that terrain/crosser for a very long time. i am not sure how i will create them but it it will probably be a crosser instead of feature.
the 3-4 patches after the currrent will focus on the CityHouse terrain so that it will be possible to build a very flexibel City.
but i guess that i can throw in some type of group terrain in upcoming patches. because there is none so far.
the current status of next patch is:
updated tiles 26 st done
new tiles 32 st done
oh and i should probably warn that the fortress window arch is going to move up 20 units in next patch. so that it match upcoming interior terrains (all windows on same place) so any previous builds need to move them up. (just adjust location or delete and replace them.
Posted by Guybrush ( ..xxx.xxx ) at 2004-03-17 03:12:00
Ruined Walls - CID to satisfy people wanting ruined walls i suggest you make 1 or 2 features and groups. That way they could create the ruined castle wall with minium of effort. It would also be used as groundwork if you ever decided to make a terrian. People would use it alot more imo if you did.
Last version was terrific, i'll look at the lastest version tonight.
Posted by whalebones at 2004-02-20 10:37:19 Voted 9.00 on 02/20/04
Overall: 8 Usefulness: 9 Value for Size 10 Ease of Use 8 Quality Control 9
Posted by abates at 2004-02-20 10:35:19 Voted 8.00 on 02/20/04
Overall: 9 Usefulness: 9 Value for Size 10 Ease of Use 7 Quality Control 7
Posted by CID-78 ( ..xxx.xxx ) at 2003-12-17 12:48:00
I am almost finished with version 0.3 and it fix the doorway bug that someway sneaked into version 0.2.1
I have added a pool in custom content forum that you people can give me your oppion about some change i my or may not do. (depend on what you also wants)
Posted by CID-78 ( ..xxx.xxx ) at 2003-12-06 09:32:00
too use interior terrain you must first place the wall terrain where you want it, and after that place the interior terrain. it nothing new with my tileset, you have to do that in the original tileset also.
Posted by The Elf ( ..xxx.xxx ) at 2003-12-05 21:46:00
Doesn't seem to want to let me place any interior tiles over the default blank exterior tiles you get when you open a new area. Any ideas how to get around this?
Posted by CID-78 ( ..xxx.xxx ) at 2003-12-05 14:14:00
well the problem with ruined wall idea is that i would have to do twice the number of tiles. and that means twice as big hakpak and more work time. (not twice as much because i can use alot of the old) but it is not anything i will do. or atleast not do before i am happy with the current version. (not atleast if none sign up for the job. i can send that person the orignal max files.) you can either use biowares "Wall" terrains as a destroyed version. i will add wall/elevation combos later. and add some placeable rocks.
and please if you set up a large battle keep me posted of any battle AI problems. (you will probably need to add some more length to the ranged weapons for good effect).
Posted by BoromirNo1 ( ..xxx.xxx ) at 2003-12-05 00:26:00
How about some ruined walls so that you can have a before and after a major battle look.
Posted by Wizbane ( ..xxx.xxx ) at 2003-12-04 23:26:00
Yup. Just a "GO CID!" supporting exclamation, to incite you go on with this. Could be a masterpiece (it is already actually).
Wizbane
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