This new keep tileset is work in progress. The terrains that are in it now are finished an working, but there are a few more I will still need in the future like a kitchen group and a bath terrain for thermae.
The 'rich' terrain is basically the same as the 'stone' terrain but with carpets and furniture added.
In the2018 update you'll find new prison cells, a throne room and a few other rooms.
I don't know what I changed, but my latest version is from April 2019 instead of May 2018, so I uploaded it. Probably just some minor changes. I didn't add anything new yet.
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Really beautiful. Attention to detail, innovative terrain usage. If this is a WIP I can hardly wait for updates. Thanks for sharing.
Wow...stunning work, really. I love how it feels more realistic of a castle interior, much more so than the BW tilesets.
Just some observations, and correct me if I'm wrong. And the following is all tendered in the knowledge that this is a WiP
To me, the Banquet Hall group uses a different stone texture in its interior, more rough-dresses than the stone terrain uses, and an earthier color too. I do see where it connects to the stone terrain, and that matches the stone. As well, the wood floors are simply stunning. My question is, do you intend to create a floor terrain that compliments the banquest hall? That would be absolutely wonderful if so, and give builders options of showing a slightly less prosperous Keep interior.
I love your rich terrain/tiles. My only recommendation there would be to remove any "protruding" furniture (anything out in the middle) as that would give builders the most options on what to do with their floor space. And your fireplaces don't have animations you can toggle on/off; that would be a bonus as well.
All in all, I am very pleased with this offering of yours (as I am with all your work, really). Alleyslink nailed it; your attention to detail and consistent high quality are certainly showcased here.
I won't vote yet, I'll wait til you say "Okay folks, mostly done" before I give that. But, based on what I'm seeing, it will be high marks indeed.
Thank you for yet another beautiful contribution to the community, Zwerkules. :)
For each tile type for rich terrain there is at least one tile variation without furniture, so you can press shift (I think, if that doesn't work it's ctrl) and right click on a tile to cycle through the possible variations to find one without furniture.
The textures used for the banquet hall will only be used for other tile groups such as barracks, kitchens and not-so-fancy-bedrooms(TM).
The fireplaces in the bedrooms use light sources instead of animations, but since those lights can be seen through walls I left them out on all later tiles with fireplaces. Using placeables is better than having animations for the fireplaces.
Tiles that have animations are all those with high windows (you can turn off the sunlight), candles (flames can be turned off) and wall hangings (those can be removed by turning off the animloop).
Thank you for the explanations. I'm really looking forward to seeing what comes next. :)
Beautiful
Looks great so far! :)
Amazing!
Useful. With some hitting of textures with bricks, this shall be a dwelling of Spleens...
Full marks for doing something which has, essentially, been done in NWN many times before from BioWare's Castle onwards and upwards - but finding a completely new way of doing it. Quite an achievement.
I've been playing around with this tileset for a bit, trying to get a feel for it, and I'm very impressed with how detailed it is. But I've noticed a few things that bug me. The bedrooms all have windows in them, which makes it very difficult to plan a believable floor layout with this tileset, since you pretty much have no choice but to position them on the "outside" of the structure. But what if I want to put a bedroom in the center of my keep? I'll have to either alter my floor plan to suit the tileset or have an out of place window inside of my keep.
The same thing also applies to the banquet halls; the placement of the windows makes it difficult to plan where to put them in a keep. Even the one that says it's empty has a window high up above the main fireplace where light comes through. Could you make "windowless" versions of these tiles so that builders could have more options when It comes to planning a floor layout?
Another thing I've noticed is that you have doors on corner tiles, but no diagonal corridors. How can these be used? If there is some novel use for these corner doors that I'm missing, then someone please enlighten me. Also, I feel that there are simply too many columns overall; open spaces feel completely cluttered even without any placeables; with placeables added, these spaces feel totally jumbled.
If you are already planning to address these concerns in a future update, then disregard this post and please accept my apologies. Like Miscr3ant, I will wait for the finished product before I vote; also like Miscr3ant, it will be very high marks if the current trend of high quality continues.
When I get back to working on this tileset, I can easily make some rooms without windows. I'll also keep that in mind for other rooms with wooden walls which are still to come.
If you have a door in a corner tile at the upper left corner for example, there are three variants of those, one with a corridor connecting to the upper part of the tile, one to the left and one with both.
The pillars can't be removed. A vaulted roof wouldn't make sense without them, but the terrain is called 'stone' for a reason. There'll also be one called 'wood' in the future with wooden roofs that won't need any columns.
It's possible that I don't even need another banquet hall group without the one window that is left. I use one animloop to turn on/off the light from that window and one for removing the tapestries. There should be one animloop left that I can use to make the window invisible and cover up the hole in the wall.
Thanks for taking the time to listen to my concerns, Zwerk. After building a test area and going through it with one of my test characters, I've come to the realization that the columns really don't clutter up the interior as much as I thought they did; the toolset's viewable area was playing tricks of perspective with my eyes.
Another thing I'd like you to think about is the possibility of making the beds in your bedroom tiles walkable, so a builder could script sleeping PCs or NPCs. I'm already trying to contact Pstemarie to see if he might make the beds in Project Q Walkable; if you could make your tileset's beds walkable, then I could really do something cool with my module.
I really loved the new additions in the latest update, Zwerk! But, I have one minor aesthetic gripe about the Throne Room... it's 2x3 rather than 3x3, meaning I can't line it up perfectly in the middle of my maps and have it look completely symmetrical. Other than that, I really like what you've done here!
<EDIT> BTW, thanks for addressing my previous issues with the bedroom windows, but unfortunately the banquest hall window remains.
This is really a nice tileset, only thing that I could say is that when trying to make a big stone or rich hall, there's way too many columns and with the skybox, too many arched ceilings.
An other thing that would be nice is to be able to scale the mess hall.
Beside that very nice.