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Sep 28, 2011, 06:50 PM
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It doesn't really like like a jungle temple in space anyway.

It looks like a lifeless planet whose atmosphere is being prepared for colonization by Devan Shell's space exploration science nerd minions. Hence the single plant, the Devan Shell statue, the ground-color surface rocks(?), rock-colored background tiles, the well, the waterfall and water drops from the ceiling hole, and the small fire. The vine and lichen seem engineered since the vine is helical and the lichen is a neony green. Also there are no buildings.

Or, I guess the tiles I interpreted as rocks were stones of construction. Just an idea, I don't think I could attempt to draw.
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Sep 28, 2011, 06:53 PM
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We could add elements where we need it.

Seriously though, the octagons would suggest something rabbit-made, and I'm not sure what else I can think of other than a temple.

IN SPACE. (God I'm pushing this)
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Sep 28, 2011, 07:10 PM
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Yes, the octagons defy my interpretation completely.
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Sep 28, 2011, 08:57 PM
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You know, with the original color scheme Obi put up (blue and green) I could see it as a sci-fi sort of garishly colored spaceship. Now, as you said, they defy interpretation completely.
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Sep 28, 2011, 09:48 PM
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Could the octagons perhaps not be the entire wall structure? I know that would involve losing some of the work done already, but I think I'm not the only one who isn't really feeling this tileset at the moment. They could be enclosed in something else, or disconnected from the actual floor, or just only a wall texture while a dedicated platform rests on top of them with some perspective. For example, dropping the "elemental temple" but keeping the "ruin" and "space" ideas, it would be kind of cool to stick a street platform on top of those octagons and make it a series of asteroid-like bits of blasted apart cityscape floating through space. One way or another, though, I think the walls need to be a little more than just this single texture.

(in case the Nature's Ruins discussion continues for whatever reason, I didn't mean to say that it's unbeatable -- it has problems, and it can be surpassed -- but this particular tileset is not currently on track to be the one to surpass it.)
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Sep 28, 2011, 10:12 PM
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Yes, quite good points. We can do it in space, since everybody does seem to want to, as long as we make sure it does actually have a lot of spacey bits in it, rather than just a couple of asteroids. Perhaps we could have some dirt to accommodate some jungle aspects like trees and grass? We'd get a little more variety that way.
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Sep 28, 2011, 11:03 PM
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The floor idea is great. It's great. I vote for the floor idea. With the added note of "ruined city in space".

So much space. Need to see it all.

SPAAAAAAACE!
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Sep 28, 2011, 11:28 PM
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We get it, you've played Portal 2. Concentrate on LMAT now?
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Sep 29, 2011, 01:18 AM
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Not when I'm away from my graphics program.
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Quote:
Originally Posted by Obi1mcd View Post
We can do it in space, since everybody does seem to want to
However Sean made a lot of posts about it indeed, I don't think you should call him "everybody".
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Sep 29, 2011, 04:54 AM
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Well, we know it's either Jungle Temple or Jungle Temple in Space, so we can add tiles that fit either, really. By the way, if we were to add some dirt tiles, should they be geometric, or more natural looking?
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Sep 29, 2011, 05:46 AM
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Geometric, I think would be better.
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Sep 30, 2011, 04:26 AM
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I've been thinking about the idea of putting this into space and well, I'm not sure if I like that idea. I mean, big, floating in space octagonic jungle temple with Devans statue on it, sounds quite stupid. If we are going to put this into space why shouldn't we also add a big floating jelly in the background? Whatever, we can make it look more nonsense.

I think that is a good idea to add some kind of another texture, soil maybe. maybe just regular dirt with some kind of destroyed something(street for example) elements, or just grass. We can also make just a jungle set with temple elements, but I think that I mostly like idea of making a ruined octagonic city.
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Sep 30, 2011, 09:09 AM
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Hey, that's a pretty good idea. I mean there have been ruined temples and such, but how about something in the style of an old, ruined Roman city? I visited a place in the Middle East on a holiday a few years ago, and the ruins there were quite interesting. Not just temples and such, but streets and houses. Anyone else think this would be a good idea for a set? After all, it would still fit with what we've got.

EDIT: Oh, and it would match Devan's toga, too.
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Last edited by Obi1mcd; Sep 30, 2011 at 09:53 AM.
Ktos.

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Sep 30, 2011, 01:02 PM
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Well indeed. I think that making ancient, octagonic city that is covered with plants and such is quite nice idea. Of course we will have to add waterfalls, maybe some levers and things like that... Columns maybe.
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Sep 30, 2011, 04:58 PM
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Ruined octagonic city it is! Now, where's that old picture of ruins in Assassin's Creed: Brotherhood I gave Obi... I personally think it's a good picture to keep in mind.
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Sep 30, 2011, 09:23 PM
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Also, do you guys think we should have a nature section? Grass and trees etc.
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Sep 30, 2011, 09:23 PM
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Double post tiem. What are people's thoughts on only putting the bare bones for nature? I think it would fit in with a ruin theme, like it only just got ruined. Nature is just starting to reclaim the land. A patch of grass here, a barely leafy plant there, the occasional vine made of... well, vine.
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Sep 30, 2011, 10:48 PM
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Everyone needs to be sure to emphasize the city aspect of this idea, because otherwise you end up with generic castle/temple plus grass and vines and stuff, a simplistic theme that long before Nature's Ruins, JJ1 managed to do five times (Marbelara, Sluggion, Pezrock, Exoticus, and Stonar).

Another way to differentiate this from such sets: set the ruined city somewhere else. Instead of straight up grass and vines that everybody's seen many times before, why couldn't it get overtaken by ice or uranium? Sand's been done with Turtemple and Deserto and Temple and stuff, but there are other possibilities. Or it could be on an entirely alien world and have the encroaching nature look more like something out of sets like Slimy Land or Future.
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Oct 1, 2011, 12:05 AM
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I like the idea of ruins of a city covered with ice and snow.
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Oct 1, 2011, 12:28 AM
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blizzard
How about two versions, one summer and one winter?
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Actually, Blizzard is looking more like a village in mountains than octagonic ruins of city.
Of course swapping this set to some kind of winter theme will force deleting few of the tiles now, so yeah, we can use everything what we have got for now for summer theme, but im not sure if we will make a snow version of it then.
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How about a Snow version and a Sand version? If done right, sand dunes could look like snowy hills, and we could have modified art between versions to replace snowmen or something with cacti. Just throwing concepts about.
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Oct 1, 2011, 02:14 AM
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Some throws indeed. I'd definitely like the nuclear winter idea that Violet put forward. Also, I'm declaring a vote so that we can continue with artwork instead of fumbling with concepts.

1. Normal ruined octagonic city
2. Ruined octagonic city with plants
3. Ruined octagonic city with very few plants
4. Ruined octagonic city covered in snow/ice
5. Ruined octagonic city taken over by sand
6. Ruined octagonic city in space

Please vote for one, we can decide the alternate version(s) later.
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1 is too limited. 2/3 have been done before, I suppose. 4 is relatively unique. 5 is not so relatively unique.

I'll vote for 4, with the possibility of 5 as a palette swap when the set's nearly done. There aren't nearly enough good quality snow sets.
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Oct 1, 2011, 02:21 AM
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4 too. We have a clear majority.
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Your discussion doesn't interest me at all so I just throw in some missing tiles.
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2 if it's lots of plants, 4 otherwise.
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Oct 1, 2011, 04:46 AM
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Regardless of theme, I'm going to put this here. I've sorted the palette a little, so it's a little more organized now. Note that I put all the different shades of green into one palette line, so they're all the same sort of colour.

Also, I haven't added SE's sucker tubes yet, but only because I want to add a few necessary bits like corners before I stick it in.
So, if possible, use this image as a base colour-wise.

EDIT:
Also, wondering about the water tiles n0 added. The text signs work great on an angle, but the water tiles are a little unusual, and wouldn't work with Water Block events. What do the rest of you guys think?
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This octagon texture has always felt too small for me, like it belongs more in a background layer than as the main wall. Partly because of the actual size of the octagons, partly because of the low contrast, and those unrealistic dark borders have never done it any favors. I tried upscaling it a bit, and I think it looks much more like something you could walk on like this:
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Ouch. That does look better than my work on the initial tile.
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But is a bit late.
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Is it, though? If any of the proposed resettings go through, all the vine and moss tiles are probably doomed anyway, as are the green pipes on account of not really fitting into a ruined city of any sort. Things like the Devan statue or the (still diagonal?) waterfalls could be easily transplanted, and most of the rest is simple variations on the basic texture that could be easily redrawn in minutes. Not just in reference to my upscaling in particular, but just in general, if the theme is changed in accordance with most anything on Sean's list, a lot of stuff will have to go and so it's a good time to reexamine what we already have and make sure it's the best stuff to go forward with in the retheming.
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Oct 2, 2011, 12:51 PM
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True. (Hmm, now when I think about it, I have given this only one single tile)
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Violet: that turned out very blurry, maybe you can try downscale the 32x32 octagons instead?

I also think that the vague "octagonal Devan temple with plants" theme is cool. It's like a more interesting version of Turtemple. It's also not intrusive and leaves quite a bit up to the player's imagination, like Kansas. Which is better than outright saying "this will be a ruined city"!
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Oct 2, 2011, 08:49 PM
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What's wrong with blurriness? I think it looks much better this way.
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Oct 2, 2011, 09:11 PM
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It does look better than the original, but it's also looking pretty colour-heavy. How many does it use?

EDIT: Ah, only 9. That's not bad at all. Perhaps a little less blur would be good though.
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Note that "9" is including transparency. It's an 8-color gradient, like the official JJ2 sets use for absolutely everything that they don't use a 16-color gradient for instead. Basically, the standard number of shades for a given color within a tileset. Nothing to worry about on that front. I'll see if I can figure out what "blurry" translates to on a pixel-by-pixel level and try to fix that.
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Oct 7, 2011, 03:26 AM
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I decided to try drawing a set of octagons from scratch, and got this:

I tried making it look a little more like stones this time around rather than just octagons. Opinions?

EDIT: Also, the only reason these are green is to make it easier for me to do some of the pixel-by-pixel shading. The colour scheme can be changed whenever.

EDIT2: Getting a little carried away, but how's this for a surface?
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Recolored:



And again:

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