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Tileset Opinions Wanted

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Rosalee
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Total Votes : 26
 
 
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Post by The Amethyst Dragon Thu Sep 16, 2010 4:01 pm

Hi folks,

Thanks to a certain suggestion thread, I'm soon going to start work on expanding some underwater adventuring areas. But before I start actually building them, I want to know everyone's opinions on possibly adding one or more tilesets to Aenea:

1. Undersea (link for screenshots)
2. Seasonal Forest (link for screenshots)
3. Versatile Dungeon (link for screenshots)

Two of these are rather large downloads (especially the seasonal forest one), but they do look very nice in-game. Please vote in the poll, checking off which one (or both) that you'd like to see added to Aenea's collection of haks.
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Post by eeriegeek Thu Sep 16, 2010 5:19 pm

The downloads for Aenea are already pretty big... so what's a few more terabytes? As long as all the stuff that needs to be downloaded is clearly specified for new players (and a few of us easily confused old ones) have at um! The seasonal forest looks like it would be great for building out some of the Wildlands South of Calithia.
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Post by Eric of Atrophy Thu Sep 16, 2010 5:20 pm

They all look so delicious! So many tilesets, so little time!
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Post by Rosalee Thu Sep 16, 2010 6:34 pm

The undersea looks beautiful, but the seasonal forest looks really nice too, so I voted for them both. Very Happy


sunny
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Post by MannyJabrielle Fri Sep 17, 2010 10:36 am

Haven't voted yet, haven't decided yet.

The seasonal forest tileset is indeed nice. The one concern I have though is it's absolutely killer on lower end machines, so some players may find the areas somewhat unplayable. I myself get a rather decent FPS hit when using that tileset in a SP module. My video isn't high end at all, but it's not low end either.
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Post by The Amethyst Dragon Fri Sep 17, 2010 11:37 am

MannyJabrielle wrote:The seasonal forest tileset is indeed nice. The one concern I have though is it's absolutely killer on lower end machines, so some players may find the areas somewhat unplayable. I myself get a rather decent FPS hit when using that tileset in a SP module. My video isn't high end at all, but it's not low end either.
Kind of like the rural trees override. Lots more polygons to be rendered. Works smoother for me at 800x600 than at full resolution.

The versatile dungeon and undersea ones aren't as render-intensive (and also don't take up 500 MB of hard drive space once decompressed like the seasonal forest).
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Post by Skywatcher Fri Sep 17, 2010 12:28 pm

OK I had to go with the undersea, it actually reminds me of Kedge Keep in original EQ, the first really epic level area you could access way back when.

The Amethyst Dragon, thanks for all you do!
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Post by eeriegeek Fri Sep 17, 2010 2:38 pm

Hey, some more thoughts... downloaded the Worms tilesets and fired them up in the editor.

- Seasonal forest - is very nicely done ... he seems to have struck a pretty good level of detail... the trees look good but up close dont actually look like they have that many polygons. A 13x13 area full of trees did not seem to slow down my framerate at all (circa 2007 MSI/nVidia 512M video card) at 1680x1050. It did have slow tile painting in the editor which seems to happen with some of the larger CEP tilesets (like forest) as well.

- Maybe initially the forest tileset could be limited to a certain region until it's known how much it effects folks with older hardware.

- The screen shots at the nwvault dont really do the undersea tileset justice. It has a very nice mix of wilder area tiles with a few sunken civilizan tiles thrown in. I've made some underwater areas with the default tilesets and placeables and I have to say just having the bubbles as part of the tileset will save a lot of time and placeables. drunken

- I downloaded and played a bit with the scorched earth tileset there. Its a smaller set like the undersea and its just begging to be integrated into the Dark Realms at the next expansion/rework. Shocked
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Post by RustyDios Sat Sep 18, 2010 4:20 am

As a tileset junkie, I've voted for all three !! .... IMO you can never have enough tilesets and tileset versatility .... including as many different types of area to explore makes it fun for players....

I love the look and feel of the undersea area from the screenies, will make those underwater area's that much more special....

If I recall the seasonal forests looks ace (if a little slow on my machine), and has potentially good options for syncing up with Aenea's real-time clocking and seasons....

I've played with the versatile dungeon before (I think) and it's possibilities seem endless, based on what placeables/effects/lighting/fog are created... it could be a sewer, a crypt, an inn.. whatever really....

I'd love to be able to d'load and play with some of these and see what they're really like (or have a little refresher!), but alas I won't be able to do that for another 2wks...
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Post by Elhanan Sat Sep 18, 2010 8:51 am

FYI - I am uncertain if these were the tiles in question, but testing in combat situations should be done.

I have used these tiles before, I believe, And if these are the ones I recall, battle became a crawl; most likely to crash to escape system lock. To equate it with something those here might know, it was as bad or worse than the huge 3 hour battle in the barbarian graveyard hosted by Dave & Manny, but with AoE spell frreeze added. Beautiful to behold; impossible for encounters. I might be confusing these with the last couple of Premium mod tilsets, as they also had problems on my old system.
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Post by The Amethyst Dragon Sat Sep 18, 2010 9:33 am

RustyDios wrote:I'd love to be able to d'load and play with some of these and see what they're really like (or have a little refresher!), but alas I won't be able to do that for another 2wks...
Don't stress too much while on holiday, RustyDios. It'll probably be about two weeks before new areas go in with any new tilesets, based on what I've got going on right now:
- making new potion icon parts (I'm trying to do 25 more bottles finish filling out the 245 "bottom" parts)
- writing code for enchanting selectable-level casting items (starting with scrolls for every PC spell)
- hak file editing
- - - decide which tilesets to add (looking primarily at undersea and versatile dungeon)
- - - incorporating new tilesets into Aenea haks
- - - deciding on any other custom content additions and adding them
- - - reorganizing several files within the Aenea haks
- - - removing redundant/outdated files from Aenea haks (such as some things now in CEP)
- - - repacking haks into new full PLAYERPACK and PATCH downloads
- building new areas once new tilesets are added
- raising four offspring
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Post by Elhanan Sat Sep 18, 2010 11:50 am

The Amethyst Dragon wrote:
RustyDios wrote:I'd love to be able to d'load and play with some of these and see what they're really like (or have a little refresher!), but alas I won't be able to do that for another 2wks...
Don't stress too much while on holiday, RustyDios. It'll probably be about two weeks before new areas go in with any new tilesets, based on what I've got going on right now:
- making new potion icon parts (I'm trying to do 25 more bottles finish filling out the 245 "bottom" parts)
- writing code for enchanting selectable-level casting items (starting with scrolls for every PC spell)
- hak file editing
- - - decide which tilesets to add (looking primarily at undersea and versatile dungeon)
- - - incorporating new tilesets into Aenea haks
- - - deciding on any other custom content additions and adding them
- - - reorganizing several files within the Aenea haks
- - - removing redundant/outdated files from Aenea haks (such as some things now in CEP)
- - - repacking haks into new full PLAYERPACK and PATCH downloads
- building new areas once new tilesets are added
- raising four offspring

Well, as long as our priorities are in place, we will be fine.... jocolor
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