Welcome, Guest
Please Login or Register.    Lost Password?

Thoughts upon a Game Tiles Passage Set
(1 viewing) (1) Guest
Go to bottomPage: 12345
TOPIC: Thoughts upon a Game Tiles Passage Set
#58634
Re:Thoughts upon a Game Tiles Passage Set 11 Months, 2 Weeks ago  
jimibones83 wrote:
Why don't they just make a 1x2 tile with a wall on 1 side and give you twice as many? Then you could have narrow passages or set them facing each other and eureka, perfect 2x2 with walls.


The pieces may be too top heavy with this design, causing them to fall over when bumped. That's the only current drawback I can see, apart from all the other previous concerns in the thread for tile count/placement/design/etc.

I have every faith that Stefan & Co. will treat us with a functional design that works within their current molding constraints for Dwarvenite.

~iPaint
iPaint
Goblin
Posts: 40
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
#58636
Re:Thoughts upon a Game Tiles Passage Set 11 Months, 2 Weeks ago  
I think it would be slightly more stable than a diagonal wall piece.
jackattack
Minotaur Lord
Posts: 2660
User Offline Click here to see the profile of this user
Location: USA
The administrator has disabled public write access.
 
#58639
Re:Thoughts upon a Game Tiles Passage Set 11 Months, 2 Weeks ago  
Here's a quote from Stefan in regards to what he calls my "windmill design":

I still believe the first design is best for reasons I stated...your design includes a tease for full square rooms, thus opening a pandora's box for newbies...believe me, I talk from 17 years of experience, many people will be confusing those passage pieces as room pieces and they will become quickly confused and maybe even turn sour against the whole system...and we don't want that...

Stefan does not want full square straight walls and corner pieces in case it would break too much of DF's modularity. As much as I like Jack's full square 1*2 straight walls, such piece is pretty much also in conflict with Stefan's vision. If we are going to possibly ease the breaking of modularity, I suggest we might as well go for the "windmill design" itself! 1*2 pieces would be great for the "negative space" approach but I think to pull-off such system, many more odd dimension pieces would be required. Furthermore, this piece does not approach how corner, T and X corridor sections are made. Also, for a practical approach, I think I would prefer normal full square 2*2 straight passage piece to assemble corridors... it's half the work for quick assembly.
biowizard
Minotaur
Posts: 1063
User Offline Click here to see the profile of this user
Gender: Male thierry.bertomeu Location: Montreal Birthday: 02/03
The administrator has disabled public write access.
 
#58642
Re:Thoughts upon a Game Tiles Passage Set 11 Months, 2 Weeks ago  
Would a triangular cut on the back of each end of the corner wall (to allow complex intersections) be sufficient to avoid confusion?
jackattack
Minotaur Lord
Posts: 2660
User Offline Click here to see the profile of this user
Location: USA
The administrator has disabled public write access.
 
#58644
Re:Thoughts upon a Game Tiles Passage Set 11 Months, 2 Weeks ago  
Are you proposing this piece?



If so, it would indeed be compatible with Stefan`s approach at making passage corners, T sections and X sections. It would still leave empty triangle on the "outside" of long straight corridors though. It would also potentially open Stefan`s dreaded so-called Pandora box.

What would you have in mind for pieces to complete the negative-space approach? ...such as for corners or open space. A 2*2 full-square corner piece missing 1 square to form a L?

p.s. Nice avatar by the way... Does it represent anything special to you?
biowizard
Minotaur
Posts: 1063
User Offline Click here to see the profile of this user
Gender: Male thierry.bertomeu Location: Montreal Birthday: 02/03
Last Edit: 2013/11/12 03:51 By biowizard.
The administrator has disabled public write access.
 
#58645
Re:Thoughts upon a Game Tiles Passage Set 11 Months, 2 Weeks ago  
L-intersections (also known as "turns") would require a 2x2 corner piece, with the walls bumped out slightly. Keep the cut corners for consistency, visual differentiation, and complex intersections.

T-intersections would require a 1x2 floor piece.

X-intersections would require a standard floor tile.

As for the negative space -- the areas on the other sides of the passage walls -- and the Pandora's Box that MasterMaze addressed by releasing the Advanced Builder Sets, I don't address it. GameTiles are not meant to replicate every set or every piece that was previously produced in resin.

If eliminating negative space is a priority, then we are limited to recreating Narrow Passages in Dwarvenite (giving us 1" corridors on a 2" piece) and/or 4" wide pieces with 2 full squares in the middle and 1/2 squares along each wall (which we can already achieve with standard Straight Wall pieces).



The avatar is a heraldic griffin (rampant) I downloaded a while ago. For me, it represents classic, mythology-derived, old-school high fantasy -- the kind I prefer in my games.

And thanks for noticing! I figured it was finally time to choose an avatar...
jackattack
Minotaur Lord
Posts: 2660
User Offline Click here to see the profile of this user
Location: USA
The administrator has disabled public write access.
 
Go to topPage: 12345