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Map Graphics Thread, Part II

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  • I have just had a shower, so my brain is a little clearer.

    The difference between my calculations and Axi's is that I perceived the coast at a corner going right to the corner. This meant that, at a bay, the landlocked land square had no sea on it at all. That would work all right if the coast had no width and could go to a point. Since it can't, that method won't work.

    Axi's approach has a little bay corner on the landlocked square. This system will work and is hereby officially adopted!

    The 47 (unless I got that calculation wrong too, I await Axi's approval) required squares per terrain type made me think about having the coast in the sea square. Then we would need only 47 coast tiles all together (they would all be coastal sea tiles). None of the land tiles would have any sea on them. A minor problem is that we couldn't use the sea coasts for river, but we could always have customized river overlays.

    The more serious problem with that is the question of whether ground units can go on the beach. If they can, can they fortify there? Can they build cities? Can they build roads along the beach? Grow cabbages?

    At that point I abandoned the idea of coasts on sea squares.

    The 47 distinct tiles, per land type, can be built from 12 independent coast overlays (as detailed in Axi's analysis above) overlaid on different terrain tiles. Any anomalies such as half trees could be patched later. So the work might not be as great as at first sight.

    What do you feel about all this, Stian?

    This thread is now full, please use the new thread at Map Graphics Part III

    Cheers
    Last edited by Gary Thomas; February 12, 2002, 14:44.

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    • Sealed and approved! Of course these overlays could be made different or the same with a different orientation (we could have only 6 original overlays and have them mirrored into the other six).

      For the isthmus, we should need just two overlays (1=east-west, 2=north-south) but I don't know how the terrain affects this number. These overlays should cover the diamond created by the 4 adjacent diamond areas where the edge overlays would normally be and will consequently be twice the size and 4 times the surface of the edge overlays.

      A final thing: we should once and for all define the width of the coast/river overlays in respect to the width of a tile, because we will presently need to make graphics for cities, forts, resources that fit into the center of the tile without interfering with the coasts. I propose the width to be no more than 1/4, leaving a 60x30 center_of_tile for the other graphics.
      "In a time of universal deceit, telling the truth is a revolutionary act."
      George Orwell

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