Photoshop mapping test (by XoOt) 
30 comments well as the name explains this is just a testmap to see if my new style of mapediting is a success or not.
the first image shows what i did with map editor to edit it with PS later.
the main reason for me to work with that style? you will get maps with better quality. The other advantage i can use light and shadow effects for maps which are bigger than 100x100 tiles.
the tile properties wont be missing, those are just images which cover the current tiles.
i just uploaded it to want you guys to tell me if i keep working like that or should i use the standard method? feel free to comment.
i put all files in to give you guys a small tutorial about the project
what will be changed when i still use it?
-i wont use the tile by tile building anymore
-lights and shadows will be more realistic
-no tilesets will be needed anymore, except the one i added to this file)
-you dont need to use lightengine anylonger (good for ppl without good computer)
-the graphicsettings doesnt matter, keep them on low to get best performance you'll have the same quality anyway, since even shadows were placed with sprites(because it only affect tileshadow etc.)
-i will cut each image into pieces to create more but smaller files to make it easier to download by joining a server.
the first image shows what i did with map editor to edit it with PS later.
the main reason for me to work with that style? you will get maps with better quality. The other advantage i can use light and shadow effects for maps which are bigger than 100x100 tiles.
the tile properties wont be missing, those are just images which cover the current tiles.
i just uploaded it to want you guys to tell me if i keep working like that or should i use the standard method? feel free to comment.
i put all files in to give you guys a small tutorial about the project
what will be changed when i still use it?
-i wont use the tile by tile building anymore
-lights and shadows will be more realistic
-no tilesets will be needed anymore, except the one i added to this file)
-you dont need to use lightengine anylonger (good for ppl without good computer)
-the graphicsettings doesnt matter, keep them on low to get best performance you'll have the same quality anyway, since even shadows were placed with sprites(because it only affect tileshadow etc.)
-i will cut each image into pieces to create more but smaller files to make it easier to download by joining a server.
edited 5×, last 06.05.14 05:28:58 pm

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Well if you ask me via pm how to add lights i doubt that it will be better
but sure its just another style to map and nothing where only i have the rights to do.
@
Pagyra:
Will be done after i finished my other projects

@

Will be done after i finished my other projects
edited 1×, last 29.05.14 11:05:30 am

In my opinion for more realism need to fix some things:
The joinery is also wall and they should look like in a similar style
Very light scattering - it must be present, but transparency is close to 0.11, a better solution is to use light shaped windows - like these:






And there is benches:


Bit is not clear that it is in the form of gray tiles. I think this column.
Here are my suggestions for this image.

sorry i forget set +like
The joinery is also wall and they should look like in a similar style
Very light scattering - it must be present, but transparency is close to 0.11, a better solution is to use light shaped windows - like these:






And there is benches:


Bit is not clear that it is in the form of gray tiles. I think this column.
Here are my suggestions for this image.

sorry i forget set +like
edited 1×, last 07.05.14 12:24:58 pm

Not alot of places to hide and no crates and places to take cover. Not a ideal map to play on but a good start.

Yea yea, you have very good photoshop skills and even better avatar with Lucy but I forgot that is TEST and i thought you made small no sense map with all these stuff so I wrote ''I don't know why you made floor and walls images, for me it's useless'' - forgot about it
As I said, I think this unlimited size tileset would be good for all sort of 4fun maps and for normal play - shading is enough


Its floor as image thing is useless atm i totally agree but i will make completely different stuff with floors in the future to not be limited at 32x32tiles. Has been just a quick made testfile so its not that perfect as it should be. And it wont be another war.. i prefer those "talking" more than just comments with "it looks good" or "it looks horrible".
Btw. I said "new style" because i want to focus this type of map creation now.
Btw. I said "new style" because i want to focus this type of map creation now.
edited 2×, last 07.05.14 07:19:09 am
You wrote ,,my new style'' but f*ck it - I don't want to start another war.
,,And that destroying windows/breakables affect the lightsource is easy to do'' - I know how to do it and it's easy but till harder than normal work
and... I tested it and light engine by DC looks better (only till 100x100 xd) Yea that really p*ss me off! Shading by images is also more precise, you can do various shapes.
I don't know why you made floor and walls images, for me it's useless... - Nevermind, AMNESIA!
,,And that destroying windows/breakables affect the lightsource is easy to do'' - I know how to do it and it's easy but till harder than normal work

I don't know why you made floor and walls images, for me it's useless... - Nevermind, AMNESIA!