<fidgets uncomfortably...>
_six wrote...
Personally I'd reccomend Friedeyes' summer only version of Seasonal Forest instead of Worms' if you want to use that, though. The size of the combined SF tileset makes building hellishly slow, not to mention loading ingame. Pathfinding can also be laggy in both, on account of the walkmeshes being pretty badly made - a natural by product of Worms having to make so many tiles in a relatively short time for the set.
Unfortunately, what I'm trying to do is to set up 36 alternates for each of 8 areas that are "active" for the PC. 8 states (blasted heath to climax forest) x 4 seasons.
To the PC, when he crosses the transition from the central area, he is always going to the same area (West Hearthwood, for instance), but the area seems dynamic, responding to both the state of the forests health and the season. I am also considering a round-robin of 4 mods for the seasonal variation, though I think that would be very kludgy.
The point, though, is that having seasonal variations
with the trees & features in the same places makes immersion deeper, IMHO. Always being able to count on "turning left at the old stump and 50 paces past the willow...", whether clad in flowers or snow.
So I'll take malleability over beauty...
Except I get an exception if I try to adjust tile properties in SF and that makes me nervous... :-P
And the laggy pathfinding (not an issue for me yet, as I'm still setting up the geometry. Haven't started populating anything yet) is also a big downer :-(
Probably a deal breaker...
Both have their advantages. SF has far more options and terrains, whilst the options in Wild Woods generally work together much better. SF has a much wider colour pallette, whilst Wild Woods is a tiny fraction of the file size. SF has loads of content ripped from NWN2, whilst Wild Woods content is all my own original work - which limits its scope considerably.
I only need the broader scope in that my concept is such a tiny target :-P
I honestly and absolutely love the look of the Wildwoods. I think it works well lit and dark. And, yes, I like the smaller file size.
But I *
really, really* want seasonal variations that are consitent between both seasons and states... like having that one grand old tree that hangs on even through the farmers logging until finally, in the blasted heath, you find its charred & hacked carcus lying on the ground...
...and I really like the hermit's treehouse as PC HQ...
Another option I've been thinking about involves primarily meadow tiles and creating seasonal variations with placeables. This would also allow for the vegetation to be manipulated by PCs... but then I have a great many active resources...
And making them static kind of brings me back to a tileset approach.
OTOH, Placeables let me "grow" the trees...
Why not just use both? Considering the comparatives file sizes, adding Wild Woods is a no brainer IMO if you wanted to use both - its not like you've got two huge downloads for players.
Consistency of syle between the main play areas, primarily.
I do intend to use Wildwoods for certain sub-areas (The Hart of the Wold, Druid's grove), regardless of the monster I use for the other 289 areas. The look and feel is just perfect.
<...still straddling the fence>