dwarf cave terrain

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-wight-
Posts: 80
Joined: December 22nd, 2005, 8:33 am
Location: Australia

dwarf cave terrain

Post by -wight- »


hello
i was just making some maps and found that theres no alternative to the cave terrain when your underground. so i thought someone who can do pixel art could make a sort of more clean cut under ground hall sort of terrain that better suits the dwarfs.
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Jetrel
Posts: 7242
Joined: February 23rd, 2004, 3:36 am
Location: Midwest US

Post by Jetrel »

Yeah, that'd be sweet. We're all busy as hell making other new things, however, and don't have time to make that right now. If someone else wants to try, be my guest.

Also, given the content of this topic, I'm going to exercise my moderator powers and toss it over to the ideas section, where it is more appropriate.
scott
Posts: 5243
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

That would be great! There could be dwarven cave road, like dirty cobblestones. Some sort of forest has come up in the past, and that could be good. I think glowing cave walls would be nice too.
Hope springs eternal.
Wesnoth acronym guide.
-wight-
Posts: 80
Joined: December 22nd, 2005, 8:33 am
Location: Australia

Post by -wight- »


i was thinking there could be new houses that look like they have been carved out of single block of rock, i like the round ones for inside caves but i dont think it would suit this terrain.
one last thing, it should have a more square geometry to the structures and should be made with alot lighter gray/brown than the cave terrain to make it have a more lawful/neutral look.
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Eleazar
Retired Terrain Art Director
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Joined: July 16th, 2004, 1:47 am
Location: US Midwest
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Post by Eleazar »

Jetryl has added this dwarven village to the trunk. IMO it's pretty sweet.

Currently the engine can't support any more terrain types. It will take some time to change that. Otherwise the devs generally agree that caves are too barren graphicly and strategicly. When we can, more underground terrains will be added.
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Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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romnajin
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Joined: February 26th, 2005, 7:26 pm
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Post by romnajin »

Look cool.
Sorry for the meaningless post
-wight-
Posts: 80
Joined: December 22nd, 2005, 8:33 am
Location: Australia

Post by -wight- »

oh well, no worries.
BTW that house is cool
pacho
Posts: 72
Joined: February 7th, 2005, 7:42 pm
Location: Oviedo (Asturias), Spain

Post by pacho »

I like this house :)

But I think that current "dwarf" house is also good, so, I think that this two houses should be included in wesnoth.


But it is just an opinion :)
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freim
Retired Terrain Art Director
Posts: 1113
Joined: November 29th, 2003, 11:40 pm
Location: Norway

Post by freim »

pacho wrote:I like this house :)

But I think that current "dwarf" house is also good, so, I think that this two houses should be included in wesnoth.


But it is just an opinion :)
The cave villages are still there. The old dwarven village is removed though.
pacho
Posts: 72
Joined: February 7th, 2005, 7:42 pm
Location: Oviedo (Asturias), Spain

Post by pacho »

Thanks for information :)
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