Map Layout

The Commander Keen Community Mod!
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doomjedi
Posts: 341
Joined: Mon Jun 11, 2007 4:30 pm
Location: Israel

Post by doomjedi »

Sounds great :)

What other textures we need? Water, sand, durt, swamp etc etc...
lemm
Posts: 554
Joined: Sun Jul 05, 2009 12:32 pm

Post by lemm »

If you could draw a beach/sand texture, and make it blend into the water (solid blue) and also into grass texture D, that would be good.

Stuff that sits on the landscape would be good too. You could start drawing lick castle/ slug village elements... maybe aim for 1/3rd of the remaining empty tilespace for those?

some ideas:

-lick castle/castle walls
-lick water wheel
-(moat can be constructed out of existing river tiles)
-stone houses/huts, maybe one larger one for slug city
-guard post type things (lookouts, trenches, pikes, etc)
-other Age of Empires-inspired stuff :p
(all in isometric perspective)


Update:
After tweaking the tileset a couple more times, and iso-fying the map, here is the final contour diagram. The levels are a bit clustered in the middle, so they might need to be spaced out a bit better, particularly in the top left... I think the ARCH sites might need to be moved to the right more. The big map has been divided into 9 60x30 tile subsections (including border)

Image



Here is portion 7 in progress, where the BWB should be located...

Image
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doomjedi
Posts: 341
Joined: Mon Jun 11, 2007 4:30 pm
Location: Israel

Post by doomjedi »

lemm wrote:If you could draw a beach/sand texture, and make it blend into the water (solid blue) and also into grass texture D, that would be good.
Image
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