Topic: Frisian roads
kaputtnik Topic Opener |
Posted at: 2019-03-28, 07:23
I have tried to create new roads for the frisians. Normal roads got a sandy coloring. The busy road are now colored like the bricks of big houses: Old style: What do you think? Fight simulator for Widelands: |
fraang |
Posted at: 2019-03-28, 08:44
I generally like the new roads: +1, but have suggestions:
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WorldSavior |
Posted at: 2019-03-28, 10:11
I prefer the old roads, they are straight and their nodes are visible. And somehow I prefer the salmonish color (and the blue as well) over the grey, because grey is rather boring. Edit: By the way, Frisian bricks are not grey. They are full of red... Edited: 2019-03-28, 10:30
Wanted to save the world, then I got widetracked Top Quote |
Nordfriese |
Posted at: 2019-03-28, 13:40
The new normal road looks nice, but too curved IMHO. It should be straighter, perhaps not completely, but more than this. I agree that the busy road should have darker edges if you make the middle darker. Top Quote |
kaputtnik Topic Opener |
Posted at: 2019-04-02, 18:20
New attempt regarding your comments: The normal roads looks a bit boring, although i have made two different ones. One has some transparent areas, so the terrain is shining through, best to see on green and yellow terrains. Fight simulator for Widelands: |
Nordfriese |
Posted at: 2019-04-02, 21:54
The new normal roads are great Could you make the busy roads shorter, so they don´t overlap that much at the ends? Top Quote |
kaputtnik Topic Opener |
Posted at: 2019-04-03, 07:31
Done: Fight simulator for Widelands: |
Nordfriese |
Posted at: 2019-04-03, 08:46
Perfect Top Quote |
fraang |
Posted at: 2019-04-03, 12:22
Perfect! EDIT: Just to clarify: the new roads come with build 21, right? Edited: 2019-04-03, 15:59
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GunChleoc |
Posted at: 2019-04-03, 16:42
Yes, Build 21. Busy indexing nil values Top Quote |