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LMAT 2011

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Mar 21, 2012, 10:23 AM
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Well, I guess it doesn't have to be "shootable", per se.

I was really angling for just a burnt out/put out/deadened torch, like one that had been extinguished by something. You asked for eyecandy, so I thought I'd suggest an idea.
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Mar 21, 2012, 10:24 AM
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It should be able.
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Mar 21, 2012, 10:32 AM
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Quote:
Originally Posted by Obi1mcd View Post
Destruct scenery from an animated tile? I don't know if that's possible.
It is. JCS balks a bit, but other level editors support it.
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Mar 21, 2012, 11:41 AM
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Hey guys, I've got a few questions about this LMAT Project...
1. Is this LMAT Project for all members of the community, or just a few people?
2. If so, why isn't this explained in the OP?
3. What does LMAT stand for?
4. Is this one of those posts that make me look like a total idiot?
EDIT: Thanks.
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Mar 21, 2012, 11:43 AM
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1) Everyone.
2) It isn't?
3) Let's make a tileset
4) kinda
Old Mar 21, 2012, 03:30 PM
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Old Mar 21, 2012, 04:24 PM
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Mar 21, 2012, 08:54 PM
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OK, so destruct scenery works. In any case, I didn't mean to say we won't have burnt-out torches because we should, that makes sense. I just didn't realize you could actually do that with destruct scenery.
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Mar 21, 2012, 09:24 PM
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That actually gives me an idea. The destruct scenery could work the other way around, where if you shoot the torch using the toaster (the weapon field on the event set to 6), the torch will light.



I tried adding smoke but never went well. Hopefully this looks good enough.

I also forgot to add that the fire uses 4 new colors, such that if a night version of the set is made the flame's luminosity does not change.
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Originally Posted by Sean View Post
The destruct scenery could work the other way around, where if you shoot the torch using the toaster (the weapon field on the event set to 6), the torch will light.
I'm working on such tileset (almost fully based on the concept) for almost 2 years.
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Mar 21, 2012, 10:17 PM
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I was trying to figure out how that could ever be useful, and then I got carried away. Done pretty sloppily, so 30-60% of the time the crate will just slide out of the wall instead of quietly exploding, but I guess the takeaway is that lighting torches could make sense if you attach triggers to them.
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Mar 21, 2012, 10:32 PM
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Hey, I was just about to do that!



A triangle bridge thingy. The dust is to shake off when he runs onto a collapse scenery.

You also have to burn the ROPE

I also meant that you could just make the thing reversed for little surprises for the player (Oh hey, this torch LIGHTS!)
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Mar 22, 2012, 05:44 AM
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Note: the reason I wrote the post above is to have any kind of reference when people start to whine about how unoriginal my idea is since it was already used in LMAT (even if in my tileset it's much more elaborate). Sheesh, it's really annoying when people suddenly publicly announce starting an awesome project you're secretly working on for a lot of time already. And lately this happens surprisingly often to me.
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Mar 23, 2012, 12:20 AM
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New signposts and arrows. The arrows can potentially be placed sideways on a wall.
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Are people still interested in this project? I may be able to find some time in order to contribute to LMAT again, although I'd like to know how many would still be willing to work on this tileset.
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I'll still be willing to work on it.
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Apr 17, 2012, 03:57 AM
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Coincidentally I was just going to start working on clouds for the background.
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This is a version altered by TreyLina long ago that she was going to show here but never finished. The main change she was trying to make is removing outlines. As I said, she stopped to work on it halfway through so what you can see is a mix of tiles with and without outlines which doesn't really look as appealing, but my opinion on the finished parts is certainly positive. If I were the one to decide, I would no doubt continue with the no-outline style and I'm fine with converting everything to it myself. But in before I do a load of unnecessary work I'm asking for opinions on it. Focus mainly on snow sections and the flower since I assume those are the only entirely finished parts. You can also notice some changes on the background (cave) tiles but since they don't tile too well now, I would be hesitant about keeping them.
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If anyone plans to continue work on this project, I strongly suggest giving the ground and "cave" tiles some more variety. The tiles at the moment are fine as they are, but without some kind of alternative pattern to work with them that are complimentary, I imagine people would get pretty sick of seeing octagons and squares everywhere. It would be nice to give JCSers the option of enhancing the appearance of the solid areas without having to do the oh-so-cliché method of filling them with holes.
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Jan 9, 2014, 07:27 AM
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I recolered some of the berries in Trey's image that SE posted! I'm not sure what to think of this...



They evolved into a rainbow bush! :P
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Jan 9, 2014, 08:41 AM
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Quote:
LMAT 2011
Oh my god we're late
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I was full of worries at first when I noticed this LMAT has 2011 in the name. Then I found out my latest contribution comes from only a little over a year ago so the edit I'm working on is not taking so long at all. Just give me a couple more months perhaps.
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Jan 9, 2014, 12:13 PM
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This set actually looks pretty usable as it is. (Hint hint)
In fact, it actually looks pretty nice. (Hint hint hint)
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Jan 9, 2014, 12:57 PM
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Needs a snowfall tile.
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Quote:
Originally Posted by Sean View Post
Oh my god we're late
pfff, this is practically punctual. Now, LMAT Valentine's Day is late, and February is just around the corner, so this would be a great time for someone to buckle down and do the mask...
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LMAT Valentine's Day is not late. It will be finished precisely when it is meant to.
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what is three years in the face of all eternity
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oh hey, this thing!

Since everyone is here at once, I was thinking of starting some kind of jj1-themed LMAT. Finishing any LMAT would be an achievement, though, so perhaps starting a new one from scratch isn't the best idea.

Oh and I recall trying to fit Valentine's Day to a palette a while back. I might go do some digging around.
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I made some snowfall tiles of varying sizes. Not sure what pallete you guys are using, but this should convert when pasted with the others, right?

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Quote:
Originally Posted by Violet CLM View Post
[...]this would be a great time for someone to buckle down and do the mask...
I could probably do a pretty decent job(I certainly would have the time).

And, if no one else wants to do it, I'd be happy to mask this set once it is considered ready. Which I doubt will be too long now, given Hare's snowflake tiles.
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Y/N?
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Very yes.

That looks like it would be a lot of work to update all the octogon tiles with the new style... But it looks great!
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Quote:
Originally Posted by Obi1mcd View Post


Y/N?
That looks awesome.
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The top/right shading is a little bit too harsh, I think, but it definitely looks more eye-popping than before!
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Alright, thanks! I'll work on it a little, and continue with where Trey was going with the outlines.
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Jan 10, 2014, 09:48 PM
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I like it, but I prefer the version already in the tileset.
No offense intended, of course; I'm just speaking my mind.
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This is what the original tiles look like in my current WIP version:


I thought you might want to use it for reference while removing outlines on yours. I have some other tiles but not all are finished and I'd rather upload them all together (and some are now obsolete if we're changing base tiles). I was being literal when I said I worked on this.
Hare, I'll speak as a level maker, I always hated group rain / snow tiles. I consider them useless. There are two basic ways you can think of putting them in a level:


Awful. It makes completely no sense for snow to fall in groups like that.


Rather bad. It looks repetitive and too much like tiles.

It's a much better solution to put each particle of snow on a separate tile. This way you give level makers more freedom, allow for better eyecandy and even give the tileset better AngelScript support.
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Obi's new tiles with a less distinct outline would be the bomb.

Also, what SE said about rain.



EDIT: I thought about the theme a bit - how did this Roman-era city become a ruin? - with disastrous results:



I turned snow into something that might resemble volcanic ash. I think it makes the green details pop out more and meshes better with the blue background, but it's only a suggestion. No idea how to include the ice into the theme, unless we're willing to accept that a nuclear winter took place...

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It's always possible to use snow or rain in a level, but use an AS or a trigger which determines or allows a player to determine when it's precipitating and when there's no precipitation in the level. Because I also hate playing with extreme weather in the foreground, it's an eyesore. However, falling snowflakes typically look amazing. And rain or snow tiles like to be in tilesets just to give mapmakers some inspiration, since they just look wet that way, so can be used for other purposes. For example, SE, maybe you wouldn't want snow to look that way as it falls, but that could depict snow that's already fallen and stuck as a foreground element to go along with the never-melting ice on the ground.
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Personally, I'm fond of the Snow event...
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I'm with Violet...

Also, I think that that volcanic ash thing could work as an alternate colour scheme, but otherwise, I prefer the original snow colours.
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Quote:
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Personally, I'm fond of the Snow event...
The Snow event will not allow you to create snowstorms, however. And you can't turn the event off without a hackish approach. And snow tiles also go well with the event, as you can see in devres60.j2l. And-- wait, I can't remember, did you make the event work for clients?
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