I like to start by saying that I am a big fan of he TNO Castle Exterior Rural and the work we've done to it as part of Project Q. However, after looking at many of the new tilesets out there - Wildwoods, Toro's Rural Override, Ravencast Forest, etc. - TNO wasn't cutting it anymore. Even with the Project Q enhancements it still looked...dated.
So I began looking at what I could do with it to make it more versatile and less dated, When Toro announced that he had merged portions of Wildwoods into BioWare TTR Rural, I got my answer. I really like Wildwoods, but I have always felt that the possibilities with it were too restirctive for my specific needs. Thus, I followed Toro's lead and decided to FULLY incorporate it as part of TNO. To be honest, I'm amazed at the possibilities that have opened up just by adding 200 tiles (aka Wildwoods).
With phase one (the merger) complete it was time to assess what changes would be required to make TNO and Wildwoods seem as if they had always been one tileset. The biggest eye sore was the TNO "Grassy Trees" - which are now gone, having been replaced by...
Like the original Grassy Trees terrain, these new tiles are nonwalkable under the forest portions; however, they no longer obscure LOS. Thus, the tiles retain their original purpose as blockers and are fully backwards compatible with areas built using older versions of the TNO tileset. Furthermore, the former Wildwoods "Wood" terrain - now incorporated as part of TNO's "Grass" terrain - can be painted adjacent to the tiles, allowing for transitioning from walkable to nonwalkable forest terrain.
Modifié par Pstemarie, 09 janvier 2014 - 03:17 .