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Improve Epic Tilesets!

Violet CLM Violet CLM's Avatar

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Nov 9, 2006, 02:16 PM
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Improve Epic Tilesets!

This topic is intended to serve as a listing for bugs or things that could be otherwise improved in the official tilesets. It should come in handy whenever someone wants to make an edit of a tileset, as they'll be able to see where to start beyond simply changing the colors. post more plz!

Castle:
* No tile to connect 6,19 and 8,22.
* 8,22 and cannon not available against bricks.
* 9,21 and 9,22 unmasked.
* Slides have questionable masking.
* No tile to expand doors' height.
* No / version of 10,10.
* 3,12 requires floor on both sides, limiting level design.
* Exit sign only points one way, and is only against bricks.
* No good transition tiles from 4,1 to 2,29.
Day-Specific:
* 10,19 unmasked.
Night-Specific:
* 10,19; 4,53; and 5,53 horribly masked.

Carrotus:
* 10,18 and 6,31 have strange masking.
* All background stuff is fully or automasked which could be inconvinient.
* 1,13 and 3,65 are masked differently and don't have enough other tiles to be particularly useful.
* Row 71 (or 72 in night) does not do a perfect job of extending the castle.
* 10,72 stencil masking.
* 1-7,67 automasked.
* Caves have only horizontal borders available.
* 5,65 and 7,65's masks are too tall.
* The giant carrot's bottom grass tiles are not particularly useful.

Beach:
* 5,1 and 9,1 have stencil masking.
* 9,25 to 10,29 are from an old background and no longer connect.
* 2,39 and 3,39 have unfinished ground.
* The sunken ship has outdated masking.

Diamondus:
* Tiles 1,2 and 7,7 are exactly the same.
* Cave spikes have an outdated cave background.
* 1,40 is too dark.
* Pointless tiles under the top half of textured BG.
* Caves have only horizontal and diagonal borders.
* Foreground tree has outdated inaccurate masking.
* 8,16 and 10,16 are uselessly masked.
* 1,20 and 2,20 shouldn't have the bonus thing solid.
* The bottoms of 3,23 and 4,23 are badly masked.
* 5-9,23 are all stencil masked duplicates of tiles found elsewhere in the set.
* No reverse versions of 6 and 7,73.
* V-pole can not extend into the ceiling.
* Poles and vines can not appear inside caves.
* Tree branches cannot go between cave and sky.
* Exit sign only points right.

Tubelectric:
* Spikes mostly missing (though their mask carries over into the rows above).
* 9,40 stencil masking.
Dam Nation:
* Metal vine at 5,21 is fully masked and does not perfectly link up to its wall-connection tiles.
* Row 55 appears useless.
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Last edited by Violet CLM; Nov 18, 2006 at 02:17 PM.
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Nov 9, 2006, 09:50 PM
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Oh, I like this thread. I'll search for some bugs when I get home later today.
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Nov 10, 2006, 11:10 AM
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I'll start looking for more, but the most obvious bug in Dam Nation is the metallic vine tile thats fully masked.
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Nov 11, 2006, 03:25 AM
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The terrible masking on Medivo and Inferno.
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Nov 12, 2006, 02:18 AM
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Quote:
Originally Posted by Purplejazz7
The terrible masking on Medivo and Inferno.
Don't forget colon.

And I would like to see the old background trees added in the Jungle tilesets from the OEM version.
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Nov 14, 2006, 10:58 AM
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Improved layout of the Colon, Psych, Beach, Medivo, Jungle and Haunted House tilesets.
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Nov 14, 2006, 11:11 AM
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I have never really found Tileset layout to be that much of a problem.
Especially on the latter 3 that you've mentioned.
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Nov 14, 2006, 11:12 AM
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Here's some from diamondus:

Tiles 1,2 and 7,7 are exactly the same
Pointless tile 1,19
Cave spikes have the background from the old 1997 diamondus
No opposite version of tile 8,40
Pointless tiles under the top half of textured BG
Tiles around background trees that aren't needed
Diagonals at the bottom of the set don't join to the main tiles

There are probably more but these are the ones I could find.
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Nov 14, 2006, 12:45 PM
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"Pointless tile 1,19" <-- Not true, you can use it to add shine to some tiles. Although the application of the shine is very limited.
"No opposite version of tile 8,40" <-- Theres an opposite version at 1,40, it just needs to be lighter.
"Tiles around background trees that aren't needed" <--- Just about as unneeded as tiles saying "Tileset conversion by (Insert author name)"
"Diagonals at the bottom of the set don't join to the main tiles" <-- .... Yeah they do:

"Pointless tiles under the top half of textured BG" <-- Actually they match right up with the mountain reflection tiles, perhaps some unfinished sky reflection? It looks alright in the Parallax view in JCS, but pretty lame ingame.

Last edited by n00b; Nov 14, 2006 at 01:13 PM.
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Nov 14, 2006, 01:05 PM
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I like the bug in Tubelectric that the empty big light does have masks but the empty small light doesn't (small one is 8,3)
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Nov 17, 2006, 01:38 PM
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The walls in Inferno tile horribly, the mask is bad, and it is hard to use. I would appreciate it if someone fixed this...
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Nov 17, 2006, 01:42 PM
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You can make the Inferno tiles look like they're tiling if you work hard enough.

It's not like the casual player is constantly going "OMG DIS DOZ NOT TIEL RITE!!!1!" when they're playing the level. And if they are, well then you're level must be pretty boring that people stop caring about what's actually going on and more about "Hmm, did he tile everything right?"
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Nov 17, 2006, 10:18 PM
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Inferno I ignore, but it's not like it's used much anyway. Carrotus pains me when done incorrectly.
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Nov 18, 2006, 01:56 AM
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Quote:
Originally Posted by Unknown Rabbit
Inferno I ignore, but it's not like it's used much anyway. Carrotus pains me when done incorrectly.
Indeed, Carrotus is quite easy to tile in my opinion, but a huge amount of levels using Carrotus have tilebugs everywhere.
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Nov 19, 2006, 02:48 AM
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too many bad tiled castle levels. period.
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I hate it when Medivo tiles wrong. Yuck.
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Nov 20, 2006, 07:20 AM
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I hate wrong tiles in general :P

but we're moving offtopic, so rather check for possible fixes in Epic tilesets :P
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Medivo...

*Bad Masking
*Bad Tile Placement
*Background isn't big enough to be used as a Textured BG
*Pointless tile 8,28
*Pointless tile 7,34
*Tiles 7,54 and 8,54 aren't masked
*Random pink tiles?????
*No opposite version of tiles 6,84, 7,84 and 8,84
*The bee-hive is masked
*Text and exit signs can't be used against the cave tiles
*No key block or text sign in Medivo 2

And this list only has a few bugs, there are WAY more in that tileset.

So I'll fix this.
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I think theres a connection bedween the pink tiles and the missing textured bg
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Nov 21, 2006, 05:32 PM
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I Believe the Labrat tileset's background has some odd masking.
Can anyone Confirm this for me?
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Nov 21, 2006, 08:23 PM
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(-) has a rather annoying mask with some of the stalagtites.
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Quote:
Originally Posted by Murderbeam
I Believe the Labrat tileset's background has some odd masking.
Can anyone Confirm this for me?
Yeah, labrat's background has outdated, weird masking.
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I'll make a list of the HH98 bugs soon.
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what are we going to do with htese buglists? I haven't seen a fixed version showing up
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They're just for general information, so people will know what to fix as the rudimentary basics as editing a tileset. The next step is convincing people to do more than change the masking and add rain, waterfalls, and background mountains from Psych.
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Quote:
Originally Posted by Unknown Rabbit
They're just for general information, so people will know what to fix as the rudimentary basics as editing a tileset. The next step is convincing people to do more than change the masking and add rain, waterfalls, and background mountains from Psych.
Here.
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