Yes this is my thread of stuff. I’m going to shorten the intro because I’m not that big of a person, so uh, yeah. Please check my Dropbox folders and the large text box below this for quick info.
DO NOT TRAIN YOUR AI ON MY PIECES. THANKS.
Note: All materials within my Dropbox folder are F2U and F2E unless otherwise labeled (which, at the moment, shouldn’t be anything.) My F2U F2E Portraits are scattered throughout this thread, but a large amount are in this initial post; if there’s any uncertainty, ask me.
If you can’t find something I’ve used in this thread somewhere, ask me and I can try soul searching to find where I put it. I rarely delete anything.
This overwrites any previous messages I’ve sent in this thread (I’ll try cleaning them up.)
All of my F2U, F2E with credit Portraits. Half of 'em are splice anyways, so there’s no harm in splicing with them. Still would rather you not, though.
Revamped Fields Tileset. [August 2019, most recent edit by me in the form of additional tiles for a Thracia remake, November 2020]
Fields Village [October 2020, most recent update on January 2021, adding many missing tiles. Located inside of the Fields Tileset thread.]
Updated Stronghold Tileset [September 2019, most recent edits by Me, Flasuban, N246 on March 2020, but credit to 2wb/Wan for the original concept I worked with!]
Updated Desert Tileset [September 2019, credit to SME for the original. Now extremely outdated, see Desert Bastion v.2.1]
Updated Cave Tileset [September 2019, left incomplete but most recent update by DerTheVaporeon on October 2019]
Updated Village Tileset [September 2019, most recent edit by me on 9/14/2020. Much of the work done by Vennobennu.]
Flasuban Castle Padoruized [November 2019, credit to Flasuban for the original. Uses an outdated version of his Castle as the base.]
Mapping Guides I’ve made (all are message numbers):
Mountains for Peak, Fields, Mountainous etc. - Post 84
Lava Cave tileset Lava guide - Post 96
Cool people that deserve being put here that i respect
ObsidianDaddy does basically everything right. He’s a great battle animation maker, makes the funny portrait, likes kirby, and shitposts without being a dick about it. Please follow him on twitter.
NickT had the best maps on the planet when I started, and I still think he did a better job than almost everything I’ve done.
Wan helps me through virtually every major project, giving advice I both do and don’t want to hear in the pursuit of making my stuff actually good. They’re a cool person and give me actual motivation.
How the fuck do SHYUSTER and Redbean do all that cool stuff animation wise what the hell
zahl was the best staff member, but Chair, Gamma, and Levin are also based as hell
Ancient Sewer-style map with flooding built in. You’d get a warning as the characters hear a rumbling a distance off, 2 turns later it’d flood to max, 1 turn after that it’d be at half flooding as it trains through the rocks, and then 2 turns after that it’d be at 0 again.
Same thing that happens in that FE7 chapter, they’re just stuck and useless unless a flier comes and saves them. Would definitely recommend giving ample warning on water level changes in maps like this (or better yet, making it manual.)
Realized that was literally what I said earlier, so lemme re-edit this.
Basically what Pik said, or since its Water tiles and not Sea tiles they could probably have very restricted movement if infantry and completely stopped movement if armored or horseback.
A very nice Arena map from my updated Stronghold tileset which this totally isn’t a shill for. You can find it by those words which are a different color.
Plus, animation gif!
Unfortunately, about half of the stills during this map’s creation got deleted through annoying means so I cant share all of the map’s development.
A Merchant village where my main goal was to use the fun fence wall tiles along with having an Inn very close to sea. More like a Tavern for a D&D campaign.
‘This Was A Bad Idea’, a water map which required several triggers to raise the water, trapping units on either side of the map as they progressed upwards. No Fliers Allowed!
And a ‘flashback’ style palette for Fields, which lacks one. Mountains are a bit rosy.
That “DnD campaign” map reminded me how useful fe maps are in making a makeshift dnd campaign map. Already said how i like your water maps so yeah, keep it up!
‘The Yawning Abyss’, an experimental map into testing tall cliffs with voids and cave walls, with a special thanks to RodgeAurablader in the FEU Discord for providing for me some palette differences, special tiles, particularly the bridge over the abyss!
Cavern practice utilizing my Revamped Cave Tileset which is getting an update later today. Lots of twisting holes above water.
Lorelei, a map inspired around a section of the Rhine river called the Lorelei.
…Along with the progress Gif of this map’s creation.
A desert map I created for fun when initially testing sand beaches and the extra tiles I added in my Desert Tileset.
Nekoyama Falls, Inspired by Noel Canyon’s massive waterfall section which is honestly one of the most interesting yet hard to execute map concepts. Probably would be a nice cutscene map, while not the greatest to play.
And a progress gif of this map’s creation, including the various palette ideas I rotated with (including Nickt’s autumn palette into an edit of that and then finally into a warm evening color.
All of these maps will be included in an update to my bucket of maps that’s at the top of the first post for use by the public. All fields tileset maps and cave tileset maps here require use of my fields or cave tileset.
EDIT:
Here’s a cave tileset map that I initially made when testing things out for a friend, which is a bit unfinished but will be finished when its posted for public use.
Damn. As before these just look great and the gif is super satisfying.
If I were a romhacker, would definitely use the public ones. Well, actually not fond of the cavern and the cave as mentioned needs help but I really like the rest.
Most of my maps are massive, but you can actually cut most of them in half and they can serve a similar purpose (ex. if you cut the bottom half of the forest off you get this:)
That’s why I make truly massive maps; they look nice when viewed as a whole, but you can take individual pieces to create entirely different maps that… truly aren’t that different!