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Here will be some polished pixel art game assets, silly descriptions and serious gun models.

War and the City (WIP)

Warcity to be ‘polished’
 Reverse working with dis and fucking up everything what I already polished. Yep - it’s like unwork actually. Original reuses basic intact terrains, so I'm gonna/wanna separatize almost all files except URBANWAR and add dem in via ruleset. They'll be written in battlescape savegames, but that's not too bad.πŸ‘
...MADDECOR(_WAR) terrain is still unfucked :(

Original Urban II - Old and New Outcomes

 City terrains (also known as ex-vanilla Urban) polished. They share the same store and some furniture tile sprites with the Village terrains, but if someone still wants to make them differ even more from each other, it’s possible because both use separate files (plus a new FRNITURE_CITY version just for City tileset)

Phew! I’m so glad to release my year old experimental pixel art practical work with the same terrains. They finally got their use as customized kitchen and furniture sprites, also polished storage structures and big boxes were already waiting. Wohoo!
There was an additional MADDECOR terrain which tiles aren’t generally used in City mapblocks. It has now few tiles to which I remodeled besides all polishing and copy-paste work. Take that, Mad Decorator!

Checked/fixed MCDs, set variations to deathIDs and customized data values a bit. Three mapblocks’ (#36-38) unwalkable tilemap bugs (water on grass) were also fixed.

This is my semi-serious contribution for the 'finished' XPZ palette assets and I just can't improve the vanilla 90’s vibe better than this (btw, now the '00s) even with the new palette.

As intended - it's still the same terrain set, but a slightly modded version.

Modified City Copies - Welcome to the Jungle

 Rolled right away to City terrains, where tile sprites are quite the same as in Village(And actually, IMO, it's reasonably funny also as a vanilla lore-wise way to still have the same original 90's stuff all over the placeπŸ‘)

Current mood: submodding megamod's battlescapes more clear for tactics

Village Pillage - Rural Logical Mindset

SLAVIC VILLAGE terrains polished

CHANGELOG:
- fence gates recolored to be better spottable/observable
- "A-are there monsters in the fields or just night vision illusions?"
- shadows of the flipped sprites changed to from right-to-left
- tiles armor values slightly raised -> now gals with low strength or crappy guns
  might not break their way through obstacles so easily (early game problems)
- pixel art fixes/edits and color adjusting
- new destructed floor tiles and more variation in deathIDs
- couple custom detailings and remodels
- wooden walls click visually together in multiple floors
- size reductions and grid position pushes
- double-checked MCDs (and in there made some LoFT changes)
- additional rough road TU costs
- strong structures/ruins are walkable content
- tractor has rounded corners allowing walked diagonally around
- in mapblock#50 one tile position was changed to get a free lane
- tiled big tree’s greenery sprites have now many new suitable tilemap building
  possibilities, but are they all really needed - I cannot say πŸ€”

PS. There are some unused shop/store tiles, so maybe those could be placed
  in some big mapblock (rural marketplace may not be possible, but..?)

What in the World - Too Clean for Chaos

 Lately I've been thinking about terrains, because it'd be cool to replace some of the polished ones with so-called rough XPZ ...