(http://i1212.photobucket.com/albums/cc448/Vidumec/logo.png)
Hey there. Just want to share with you this tileset. Some things were drawn from scratch, some were taken from other tilesets.
I always liked the simplicity and feeling of ASCII tilesets but at the same time i really missed solid backgrounds and some interesting tiles from graphical tilesets. So my first try was to apply a solid background to all tiles of Talryth square tileset ( except few ones ), but it came out looking like a bunch of vermins swimming in a goblin's vomit... anyway i tried further and began to experiment with different base tilesets and finally made my own, using elements from tilesets of other authors ( mainly Tocky's one, big thanks to him! ). Then i have spotted Alexander's Jolly Bastion and took some ideas from him ( big thanks to Alexander too! ) like sky tiles and color. Then i applied Lee's Natural Color Scheme with modified "BLACK" value and here it is! Grim Fortress. It is pretty dark, kinda foggy and i think the name "Grim Fortress" fits well.
CREDITS: Tocky ( Tileset design ), Alexander Ocias ( Jolly Bastion's "Sky" tiles handling ), Lee ( Color Scheme )
(http://i1212.photobucket.com/albums/cc448/Vidumec/Untitled-11.png)
(http://i1212.photobucket.com/albums/cc448/Vidumec/Untitled-8.png)
(http://i1212.photobucket.com/albums/cc448/Vidumec/Untitled-10-1.png)
(http://i1212.photobucket.com/albums/cc448/Vidumec/Untitled-9.png)
Download
http://dffd.wimbli.com/file.php?id=7365 (http://dffd.wimbli.com/file.php?id=7365)
(http://i.imgur.com/attu5Ei.png) (http://i.imgur.com/rqtaBGy.png) (http://i.imgur.com/RkIZOEF.png) (http://i.imgur.com/1oBd4tY.png)
Color Scheme [BLACK_R:30]
[BLACK_G:30]
[BLACK_B:50]
[BLUE_R:30]
[BLUE_G:85]
[BLUE_B:165]
[GREEN_R:70]
[GREEN_G:125]
[GREEN_B:55]
[CYAN_R:45]
[CYAN_G:145]
[CYAN_B:135]
[RED_R:170]
[RED_G:20]
[RED_B:0]
[MAGENTA_R:130]
[MAGENTA_G:40]
[MAGENTA_B:115]
[BROWN_R:120]
[BROWN_G:80]
[BROWN_B:50]
[LGRAY_R:160]
[LGRAY_G:160]
[LGRAY_B:160]
[DGRAY_R:100]
[DGRAY_G:100]
[DGRAY_B:100]
[LBLUE_R:90]
[LBLUE_G:130]
[LBLUE_B:210]
[LGREEN_R:110]
[LGREEN_G:180]
[LGREEN_B:55]
[LCYAN_R:70]
[LCYAN_G:215]
[LCYAN_B:195]
[LRED_R:215]
[LRED_G:60]
[LRED_B:0]
[LMAGENTA_R:210]
[LMAGENTA_G:85]
[LMAGENTA_B:190]
[YELLOW_R:235]
[YELLOW_G:180]
[YELLOW_B:0]
[WHITE_R:230]
[WHITE_G:230]
[WHITE_B:230]
d_init changed setting:
[SKY:250:0:0:2]
ENJOY
Damn, this color scheme looks great with the outlined/gradiented Vherid-Plague edit I did;
(https://dl.dropbox.com/u/63152810/VheridBloaxPreview.png)
Me likes very much!
While this thread is still up, im not sure if ill get a response from the OP, but to just help out a little bit it seems like tree's are not supported by this tileset
[TREE_ROOT_SLOPING:127]
[TREE_TRUNK_SLOPING:127]
[TREE_ROOT_SLOPING_DEAD:127]
[TREE_TRUNK_SLOPING_DEAD:127]
[TREE_ROOTS:172]
[TREE_ROOTS_DEAD:172]
[TREE_BRANCHES:172]
[TREE_BRANCHES_DEAD:172]
[TREE_SMOOTH_BRANCHES:'#']
[TREE_SMOOTH_BRANCHES_DEAD:'#']
[TREE_TRUNK_PILLAR:'O']
[TREE_TRUNK_PILLAR_DEAD:'O']
[TREE_CAP_PILLAR:'O']
[TREE_CAP_PILLAR_DEAD:'O']
[TREE_TRUNK_N:205]
[TREE_TRUNK_S:205]
[TREE_TRUNK_N_DEAD:205]
[TREE_TRUNK_S_DEAD:205]
[TREE_TRUNK_EW:205]
[TREE_TRUNK_EW_DEAD:205]
[TREE_CAP_WALL_N:205]
[TREE_CAP_WALL_S:205]
[TREE_CAP_WALL_N_DEAD:205]
[TREE_CAP_WALL_S_DEAD:205]
[TREE_TRUNK_E:186]
[TREE_TRUNK_W:186]
[TREE_TRUNK_E_DEAD:186]
[TREE_TRUNK_W_DEAD:186]
[TREE_TRUNK_NS:186]
[TREE_TRUNK_NS_DEAD:186]
[TREE_CAP_WALL_E:186]
[TREE_CAP_WALL_W:186]
[TREE_CAP_WALL_E_DEAD:186]
[TREE_CAP_WALL_W_DEAD:186]
[TREE_TRUNK_NW:201]
[TREE_CAP_WALL_NW:201]
[TREE_TRUNK_NW_DEAD:201]
[TREE_CAP_WALL_NW_DEAD:201]
[TREE_TRUNK_NE:187]
[TREE_CAP_WALL_NE:187]
[TREE_TRUNK_NE_DEAD:187]
[TREE_CAP_WALL_NE_DEAD:187]
[TREE_TRUNK_SW:200]
[TREE_CAP_WALL_SW:200]
[TREE_TRUNK_SW_DEAD:200]
[TREE_CAP_WALL_SW_DEAD:200]
[TREE_TRUNK_SE:188]
[TREE_CAP_WALL_SE:188]
[TREE_TRUNK_SE_DEAD:188]
[TREE_CAP_WALL_SE_DEAD:188]
[TREE_TRUNK_NSE:204]
[TREE_TRUNK_NSE_DEAD:204]
[TREE_TRUNK_NSW:185]
[TREE_TRUNK_NSW_DEAD:185]
[TREE_TRUNK_NEW:202]
[TREE_TRUNK_NEW_DEAD:202]
[TREE_TRUNK_SEW:203]
[TREE_TRUNK_SEW_DEAD:203]
[TREE_TRUNK_NSEW:206]
[TREE_TRUNK_NSEW_DEAD:206]
[TREE_TRUNK_BRANCH_N:207]
[TREE_TRUNK_BRANCH_N_DEAD:207]
[TREE_TRUNK_BRANCH_S:209]
[TREE_TRUNK_BRANCH_S_DEAD:209]
[TREE_TRUNK_BRANCH_E:199]
[TREE_TRUNK_BRANCH_E_DEAD:199]
[TREE_TRUNK_BRANCH_W:182]
[TREE_TRUNK_BRANCH_W_DEAD:182]
[TREE_BRANCH_NS:179]
[TREE_BRANCH_NS_DEAD:179]
[TREE_BRANCH_EW:196]
[TREE_BRANCH_EW_DEAD:196]
[TREE_BRANCH_NW:217]
[TREE_BRANCH_NW_DEAD:217]
[TREE_BRANCH_NE:192]
[TREE_BRANCH_NE_DEAD:192]
[TREE_BRANCH_SW:191]
[TREE_BRANCH_SW_DEAD:191]
[TREE_BRANCH_SE:218]
[TREE_BRANCH_SE_DEAD:218]
[TREE_BRANCH_NSE:195]
[TREE_BRANCH_NSE_DEAD:195]
[TREE_BRANCH_NSW:180]
[TREE_BRANCH_NSW_DEAD:180]
[TREE_BRANCH_NEW:193]
[TREE_BRANCH_NEW_DEAD:193]
[TREE_BRANCH_SEW:194]
[TREE_BRANCH_SEW_DEAD:194]
[TREE_BRANCH_NSEW:197]
[TREE_BRANCH_NSEW_DEAD:197]
[TREE_TWIGS:';']
[TREE_TWIGS_DEAD:';']
[TREE_CAP_RAMP:30]
[TREE_CAP_RAMP_DEAD:30]
[TREE_CAP_FLOOR1:249]
[TREE_CAP_FLOOR2:249]
[TREE_CAP_FLOOR1_DEAD:249]
[TREE_CAP_FLOOR2_DEAD:249]
[TREE_CAP_FLOOR3:249]
[TREE_CAP_FLOOR4:249]
[TREE_CAP_FLOOR3_DEAD:249]
[TREE_CAP_FLOOR4_DEAD:249]
[TREE_TRUNK_INTERIOR:10]
[TREE_TRUNK_INTERIOR_DEAD:10]
Enclosed are the default tile allocation settings for trees on d_init, hence i've got a little problem running it on 44.12 with blacked out tree tiles after copy and replacing (not a problem though i just need to cross reference everything on a more recent one). Everything else is very pretty though, so a 1.3 release would be very welcome.
Particularly pretty to walk about on adventure mode and see the generated settlements.
WARNING: Do NOT copy over the d_init.txt from an earlier version of DF.
Always read the file carefully, including the comments.
Thankfully there's a warning on file anyway ported with vanilla. oops.