Some “light” creative work I did earlier today.
I remade and re-imagined the first few chapters of FE11. Although, the last prologue map will probably take a little longer. I swear this has been done before. Prologue 1
Prologue 2
Prologue 3
If anyone would like to use the bridges in their own tilesets/hacks/maps or whatever, I’ll leave the assets below.
Finished my little quadrilogy of FE11 maps. I was originally planning on recreating them all and building some new custom tilesets to fit them all - but I’m not feeling that at the moment.
The tileset used for this map will be released at a later date, once I’ve tidied it up a little.
On another note, I hope to have another tileset out by the end of the week - an extended version of the Western Isles tileset - containing a few useful additions. Including some swanky new bridges.
Thanks to a certain world event, IRL has been particularly hectic these last few months.
A lot of my older projects have been put on hiatus.
In the meantime, here’s some F2U and F2E wasteland trees sat on top of some barren sand.
Earlier this year, I was hoping to create a totally custom tileset based on the swampy wastes from FE2…
With the way things are going at the moment, I doubt these will see much use in a project. Feel free to use/edit them for your own custom tilesets.
Could you make the palette a little less saturated, maybe? My eyes are having a hard time differentiating the map sprites from the background, especially with the greyed out map sprites.
First release will probably just be the town elements. I’m using the “fields” as a base to build upon, so the mountains, seas and rivers we all know and love will be present.
I’m looking at the possiblity to add more port/market assets that have been adapted from similar titles but they may take a little more time to plan.
Could you make the palette a little less saturated, maybe?
I’ll definitely try to make the palette more “Fire Emblemy”. Hopefully without loosing its charm.
I do agree though: the greyed-out sprites blend in a little too nicely. Might be worth adding a little more yellow to the path, like the majority of FE tilesets.
Been testing a few tweaks to the road’s palette. It’s tricky to make large changes to the palette as it’s tied to the buildings.
I think the Blue tint works best for visibility without making it look like sun-down. Though I’ll definitely be keeping the yellow tint for a sunset variation of the tileset.
Nice it’s a map of Stratford-upon-Avon.
Me and my history class in Year 11 are the blue units, the tourists we saw are the red units.
Can’t see the McDonalds anywhere though. 9/10.
I do agree that the blue tint works the best, though I wonder if you might be able to drop the brightness or saturation a touch on it? Not enough of a change where the "readability"of the units becomes too hard again, but it feels a little overly blue to me at the moment?
(The yellow is definitely good for a sunset though!)
Well… This took a lot longer than expected to be released. Sorry about the wait - life’s been awfully busy - what with the world in its current mess…
But, here it is at last - the Town tileset, based on the towns from FF2.
I’m not totally happy with the palette, so that may get an update sooner or later - and I certainly think there could be more details - like flowers or a market stall. However, this is out in the open now. So, if you have got the inclination - go ham and add/change whatever you’d like!
Other than additional pieces of shaded grass, the overworld’s pretty much remained unchanged - so it should be compatible with older maps if you’d like to use them as a base. There are multiple open doors - each with a different function: vendor, house etc.
There isn’t much space left on the object-set - but with a bit of jiggery-pokery, you may be able to add a few more tiles of your own.
Anyway - that’s all I’ve got to say! So, have at it!
Get ready for another project that’ll probably never see the light of day!
I’ve been working on a completely custom tileset loosely inspired by the Immora level from Doom Eternal. I’ve also taken a few references from Half-Life 2’s Citadel and The City Without Light chapters of Three Houses.
The goal over the next few days is to build a basic set of walls that closely mimics the style of GBAFE’s castles and then work on adding visual details and flare.
Just placing this here to gather people’s initial thoughts…and, if I’ve made no progress for a couple of months, the current work will be fair game for anyone to take and use.
All the main wall pieces have been developed… some just need refining.
There are a few place-holder elements and plenty of palette space for some creative additions.
Doors will probably be some kind of laser shield - however, I’m still wondering what to do for the “throne” or the chests.
I’ll probably start importing things into the engine later.