Waterdeep screenshot feedback request
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I did, a couple of days ago. I'm just waiting to hear back, and I enjoyed working on a way to get it to work, so it's no bother either way.
Like I've said, if it's being taken care of then no drama. This was a welcome diversion from my building schedule, which continues with or without Waterdeep. If cipher and NWCitadel want me to do it then I'm offerring.
Like I've said, if it's being taken care of then no drama. This was a welcome diversion from my building schedule, which continues with or without Waterdeep. If cipher and NWCitadel want me to do it then I'm offerring.
My take on 32x32 is that it's a much better solution for covering large regions than 16. If I were to do the same amount of region at 16x16, 'm looking no longer at 18 32x32 areas, but 72 16x16 areas, or 48 24x24's.
32x32 covers 4 times the amount 16x16 does.
Now Silverymoon is wall to wall buildings in 32x32. 95% of them are enviromental. It has hundreds of trees. Now if there were hundreds of NPCs I'd agree with you that AI-induced lag would be a big issue, but NPC numbers will obviously need to remain low.
18 areas to a module is incomporably better than 72, or even 48, especially if it means the host has 4 times fewer areas occupied simultaneously.
32x32 covers 4 times the amount 16x16 does.
Now Silverymoon is wall to wall buildings in 32x32. 95% of them are enviromental. It has hundreds of trees. Now if there were hundreds of NPCs I'd agree with you that AI-induced lag would be a big issue, but NPC numbers will obviously need to remain low.
18 areas to a module is incomporably better than 72, or even 48, especially if it means the host has 4 times fewer areas occupied simultaneously.
Give me a chance to get with the Waterdeep team and NW Citadel. I've had a recent inquiry from a third party, a Skullport PW, about where we stand with WD, and NW Citadel has also reiterated their commitment to it. Although the Skullport PW indicates nothing but a polite community interest in our activities, take such things along with NW Citadel and Indio's work and it might indicate a potential initiative to build on again, no pun intended.
Enjoy the game
You learn so much by doing rather than talking about it. This is about 2 hours work...a real rush job. I can see each area taking about 7-10 hours via this method. To map it out by hand would boost that number to 20+, and probably more. And that means about 100 hours work all up when you factor in the 8 areas with less than half city in them, which makes it definitely possible by new year. And I start my 6 week break this Saturday.

If you look closely, it's not hard to see Photoshop at play in the textures....I'm using filters on my source maps to create the necessay texture layers, and I'm still only 50% successful. However, the fact that I can lay 5 textures down ithout touching a paintbrush is a massive boon, and is the only thing that makes this sort of project conceivable.

If you look closely, it's not hard to see Photoshop at play in the textures....I'm using filters on my source maps to create the necessay texture layers, and I'm still only 50% successful. However, the fact that I can lay 5 textures down ithout touching a paintbrush is a massive boon, and is the only thing that makes this sort of project conceivable.
I used your idea just to see how it would work..
Looks like I can have all the eyecandy on Phlan proper's exteriors done in about 20 hours. thats 1 28x28 exterior and 3 20x20s.
I found that if you scale your map for the right size for your textures (128 pixels per megatile), then change the grid settings on photoshop when working with your texture maps to 128 pixels per grid square (24 pixels per grid square when working with heightmaps), you can manipulate the map really easily to chop it up into areas where you need to for any city..
This technique makes building cities about 10x easier and faster.. I may have a decent screenie of Phlan ready by tonight..
Good on you indio..
Looks like I can have all the eyecandy on Phlan proper's exteriors done in about 20 hours. thats 1 28x28 exterior and 3 20x20s.
I found that if you scale your map for the right size for your textures (128 pixels per megatile), then change the grid settings on photoshop when working with your texture maps to 128 pixels per grid square (24 pixels per grid square when working with heightmaps), you can manipulate the map really easily to chop it up into areas where you need to for any city..
This technique makes building cities about 10x easier and faster.. I may have a decent screenie of Phlan ready by tonight..
Good on you indio..
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
