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Tilesets

Posted: Mon Jun 16, 2014 11:27 am
by FakeDeath
I like to make my own tilesets instead of using others or standard tilesets. Most tilesets used for maps are schematic and colorful. So to try something new: realistic tilesets. But the problem is that I don't know how detailed the tilesets may be, because most tilesets used for maps are schematic and colorful which prevent you from skipping frames (automatic lowering of your FPS). So here are some unusual tileset ideas.

- Realistic tilesets: not grass with only 2 different shades of green, but grass drawed with 20 different shades of green.
- 3D tileset: two layers, a cyan and red layer containing both the same tileset but, that you use to create depth. Downside: people need anaglyph 3D glasses.
- Moving tilesets: when you walk to the right, the main tileset is moving with you. [this one is hard to explain without a video or some pictures, so more on this later if you guys are interested]

I think the first one is achievable. The second one may be achievable, but not everyone has anaglyph 3D glasses. The third one is also achievable, but hard to make (I think), because you need exact numbers when using the envelopes. I'm not good with envelopes, but I'm going to try it any way unless someone else has time for it.

I came up with the idea when playing on a ANTS-mod server which aren't listen in the serverlist at this moment. I don't know if you can see it with the editor, but you can just run the map with a DDnet server.
AntNest_33935e3a.map
(158.56 KiB) Downloaded 308 times
So, what do you guys think of these three ideas. Maybe some of these already have been tried or achieved.

Re: Tilesets

Posted: Mon Jun 16, 2014 11:52 am
by Lady Saavik
I tried to make 'moving' tiles with Para and Clipping. But it needed many layers for few walls.
Should I show you what I mean and map it fast?

Re: Tilesets

Posted: Mon Jun 16, 2014 12:12 pm
by FakeDeath
Yes, could you map a little, please. I've tried it too, but I only used Para so it didn't turn out well. I don't exactly know what Clipping is...

What I meant with moving tileset is when you walk to the right, the tileset is moving half your speed with you or twice the speed with you.

Re: Tilesets

Posted: Mon Jun 16, 2014 12:22 pm
by Lady Saavik
It can also move left when you walk right; only up/down when you jump etc.

Clipping - this red frame around something. You can see only whats inside.

Re: Tilesets

Posted: Mon Jun 16, 2014 12:32 pm
by FakeDeath
That's cool :D But I had something else in mind. This is what I wanted to create.
walk_test.map
(1.09 KiB) Downloaded 320 times
Well, this is not exactly what I wanted to make. This 'prototype' didn't work out quite well

Re: Tilesets

Posted: Mon Jun 16, 2014 12:37 pm
by Lady Saavik
a bit mindfuck :D
deen made something like thiat but with mirrored? walls
It's weird with dynamic cam :o

But what can I say... it looks like you are faster and jump higher. You can do it with tune zones/config/idk.

Re: Tilesets

Posted: Mon Jun 16, 2014 12:40 pm
by FakeDeath
I don't know if someone succeeded at making something like this, but it's indeed mindfucking :D
It's possible if you could fix the hooks and weapons, but I don't think that's possible...

Re: Tilesets

Posted: Mon Jun 16, 2014 2:53 pm
by HMH
If you mean changing its physics by "fix", then you can use tune zones (http://ddnet.org/map/tunezones/ + http://ddnet.org/settingscommands/#tunings) ;)

Re: Tilesets

Posted: Mon Jun 16, 2014 2:58 pm
by FakeDeath
Thank you for the tip HMH, but it's not something you can fix with tune zones. If you want to know exactly what the problem is, you can download, run and play walk_test.map. Well, you could replace this system with the tune zones-system, but that's not what I want. :?

Re: Tilesets

Posted: Mon Jun 16, 2014 9:45 pm
by Nigel
The first should be nice, i've already thinks about this and I liked the idea but it's a very long work, I'm using Inkscape and gimp so If you need help about graphics you can ask :)