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Thread: Test Dungeon with Torstans Tiles.

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  1. #1
    Administrator Redrobes's Avatar
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    Oh I hope I kicked off a new wave of torstan tiled maps.

    Maxboy that map looks great. I see that you have sprayed some light gray into the solid parts of the map which makes me feel a bit justified in trying that one. I think it works well. I was looking to see whether you used on the grid or by the grid walls but I cant make it out cos some are more on and some are less on so I take it that you did not have a snap to grid thing on when you made it. Also you must have scaled up or down some of the icons too cos the pit looks great and the 45deg walls too. I liked the use of the spiral stairs and in your map I see how that one with the wall across it works as I didn't quite get what that was all about from looking at the tile in isolation.

    Thanks for the gradient Rob, I used a normal torstan one on the initial map on the right and scaled one up double size for the one next to my pit. I thought that the wall there is trapped and the floor would suddenly drop into a sliding chute down to the pit edge

    I know we don't have too many ViewingDale mappers here but I wondered if anyone else was going to use it to make a similar map. I should add that when I am making the map I put a few loose icons on the map and clone them off as I need them or I can steal a clone of any bit that already been placed so it is pretty quick stuff. These tiles do make a dungeon build quite rapid !

  2. #2
    Administrator Redrobes's Avatar
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    Hang on a mo... where did those round alcoves come from ??? I think were missing some tiles

  3. #3
    Community Leader Facebook Connected torstan's Avatar
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    You're not. I believe that some warping has gone on.

    I didn't do round alcoves because you need one tile for every radius of curve - which is a lot.

    I'm certainly interested in the way these are being used.

  4. #4
    Administrator Redrobes's Avatar
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    Ahh, been checking real thoroughly and I can see that I/we are missing some. The hex alcoves weren't in the zip and I can see that a bit of warping on them made the round alcoves. Whats interesting is that unless there's more not on this site then some of the straight walls in maxboys map are from bits of those hex alcoves too which is odd (I see the diag wall tiles now doh !). So his map has really helped out a lot in showing up those missing images.
    Last edited by Redrobes; 10-01-2009 at 06:56 PM.

  5. #5
    Community Leader Facebook Connected torstan's Avatar
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    Um, hex alcoves?

    The newest version is always available on the site.

  6. #6
    Guild Novice maxboy's Avatar
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    Yeah, the first map was basically the first time i have put together a map with the tiles, so i wasn't really worried about getting it exactly right

    I needed some alcoves for monsters to jump out of
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