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The Ancients


azkanan
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@Jungle:

> How do you plan to make wide, grassy areas interesting? It seems it would get a bit boring trying to travel for multiple regions.

Elevation, water sources, woody areas, so forth.

Also;

![](http://puu.sh/eeZJ)

Additional; fixed roofing and new Ramp tile.

![](http://puu.sh/egOt)
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@Rusher:

> There are a few things wrong with both maps. And some minor things with the pixel art. For instance the stairs in the second map make me think they go down but noticing the cliffs, the stairs should be going up.

Yeah… noticed those things too...
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The housing is quite strictly **bland** at best at the moment, and the variations are repetative. I've tried to refrain from too much light-based shading because we will have Dynamic light-based shading in-game. Once we have Dynamic Light implimented, I can edit the tiles to suit this.

As for the ramp, it's meant to be a skewed view of the road, going higher as it comes southward. Albeit, it is a little darkly.
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@kibbelz:

> This looks pretty good, i hope it goes far!
>
> ~Kibbelz

Thanks! Here's the city as it currently stands, with transparent green grid squares (with white labels, top left of grid square) indicating completed blocks.

![](http://puu.sh/eAol)

**7 Down, 9,993 to go.**
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@Fuu:

> wow that pixel art sucks
> (but i like the rest of your stuff)

dude, its not meant to look that good, its just to represent where everything is.

@Azkanan:

> Update: Water Tiles [25/01/2012]
>
> ![](http://puu.sh/exd9)
>
> A demonstration of full water tiles (As opposed to lesser fills) in action, also demonstrating the inclusion of extended cliff tiles from water edges.

SEXY!
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