Blunderbuss wrote: ↑
Sun Jun 03, 2018 12:15 am
Your point is well taken, kodiakbear; “innovation” was poor wording on my part. The word implies improvement, which I did not mean to suggest in my post. Both water tiles and negative-space have their merits, and while we all might have our preferences, I don’t think that either is inherently better than the other.
I only meant that negative-space was the more recently adopted approach by Dwarven Forge (in Kickstarter V), as opposed to water tiles (in Kickstarter II). And should that signal an artistic direction that Dwarven Forge elects to pursue, then I don’t necessarily think that they should feel obligated to generate additional water tiles merely because they utilized them in the past.
I am not sure that this is a "signal of artistic direction" so much as it is keeping environments appropriately mapped out.
For dungeons, negative space works best. It would be hard to make 3D tiles look and work well in the dungeon environment IMO. Especially where in theory, there is going to be less "part" of the encounter and more "under" the encounter. Negative space works really well here.
For caverns, 3D tiles work best (IMO). Cavern water sets, cavern lava sets... look and work amazingly well and COULD NOT BE REPLICATED in negative space with the same beauty.
Outdoors, I see a mix. Beaches would work well with negative space. Rivers and lakes, work really well in 3D (if you have outdoor tiles). Mix and match.