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Topic: Large 24×24 Tileset Critique & Arrangement advice |
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Flamesofshadow
Seaman
Joined: 31 January 2026 Online Status: Offline Posts: 1 |
![]() Topic: Large 24×24 Tileset Critique & Arrangement advicePosted: 23 February 2026 at 12:49pm |
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Hi everyone, I’m working on a 24×24 tileset and I’m looking for some feedback before I finalize everything.
The tileset is still a WIP — I don’t have every tile made yet — but I wanted to show the current state and get critique on the direction so far. What I’m looking for feedback on 1) Overall readability and consistency Do the tiles look clear and consistent as a set? Are there any areas where the materials feel confusing or hard to read? I’m aware that the grass+stone tiles need adjustments because the stone is hard to see, and the stone tiles themselves were recently updated (I included a small proto→current comparison at the end). 2) How should a tileset of this size be organized, especially with so many different tile types? Right now I have the basic terrain tiles arranged in a grid (four rows of 96×96 blocks for each material), along with the vertical/horizontal doubles, U‑caps, and the solid 4‑way tile. But I’m unsure how to arrange the more specialized tiles — things like erosion end tiles, slopes, waves, loops, and the solo interior corner tiles. Should these be grouped by function, by material, or separated into multiple sheets? Any advice on how to structure a large tileset so it’s readable and easy to use would be really helpful. 3) Whether the fitment demo communicates the tile logic clearly I included a small test map showing how the tiles connect (slopes, loops, waves, erosion, etc.). Does this demo make the tile behavior clear, or should I add/change anything to make the flow easier to understand? About the tileset The set includes: straight tiles (floors, walls, ceilings) interior and exterior corners slopes (gradual / normal / steep) erosion transitions between grass, stone, and dirt U‑cap tiles and double‑sided tiles loop tiles, round tiles, and sine‑wave tiles erosion end tiles, which serve two purposes: placed together, they form a 24×48 floating platform placed at the edge of terrain, they act as eroded cliff/pit endings updated stone tiles (shown in the last image) The PNGs below show the tiles grouped by material and slope type, plus the fitment demo. Thanks in advance for any critique or advice — especially on tile readability and how to arrange a tileset of this size. I really appreciate any guidance. the 3rd image is a fitment of the tiles to make a very basic sonic style level. the 4th image is the prototype grassy-rock and rock tiles on the left, and an updated version on the right.
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Trigonomicon
Rear Admiral
Joined: Yesterday Online Status: Offline Posts: 170 |
![]() Posted: Yesterday at 4:15pm |
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A couple of pointers:
1) The black outlines on the stones look very stark compared to how low contrast the dirt and the grass is. Maybe try shifting to a dark gray instead of black. 2) the grid is unfortunately very visible in the dirt tiles. I recommend this tutorial by Gas13 which directly addresses the problem of the grid. 3) consider lighting tiles differently depending on their orientation. If you expect light to mostly come from above, the ceiling tiles should be darker than the floor tiles. Whenever this makes sense or not might depend on how the tileset is meant to be used. |
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