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EAWPRO

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Posted (edited)

No more repetitive borders or center tiles and more different villages. With this randomization all village and city tiles can be used at will where ever in the game  in any possible rotational state, and it's a lot less mapping work. I already showed the idea some time ago but not with the Harvest City Set. There is still some work to be done to narrow some borders and create the right impression I'm after but I think it's slowly getting there.

Here's a few screen shots, as an experiment a few village tiles were replaced with breaker field tiles and two different city/village layouts were tried, which means that the randomization for each layout is entirely different while the cities and village sizes and positions weren't changed. 

SCRN0002.jpg

SCRN0003.jpg

SCRN0014.jpg

SCRN0008.jpg

SCRN0013.jpg

You heard it first on combatace.com

VonBeerhofen

Edited by VonBeerhofen
replaced double picture
  • 3 months later...
Posted (edited)

Using my new resource I've started a new batch of village tiles to complement the new city tiles I'm working on. Can't get enough of them as they're an easy way to change our online games at the EAW Launchpad.

VonBeerhofen

Edited by VonBeerhofen
picture moved into next reply
  • 2 weeks later...
Posted
Update:

After a few failed experiments I think I'm heading in the right direction now. Sofar I've used 2 different tiles and two earlier versions of these in a flipped state to get the right impression and have a few more ideas for future creations.
Alcty00.jpg
 
Alcty01.jpg
 
Alcty02.jpg
 
Alcty03.jpg
 
Alcty04.jpg
 
Alcty05.jpg

VonBeerhofen
  • 1 month later...
Posted

Updated pictures! (Refresh page)
Sofar 11 new tiles have been created, which is more then the stock game can handle. However in EAWPRO tiles can be borrowed from other nature's when required by changing the EAW.TM at will. These tiles can also be thrown in freely if one doesn't like how it looks by overwriting one or more of the Alcty tiles or the borrowed ones with something else.

VBH

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