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path: root/crawl-ref/source/rltiles/dc-floor.txt
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* Hopefully fix shoals coastlines & inkontoclasm2014-06-251-0/+164
| | | | | They should draw underneath features now; it remains to be seen how WebTiles will work out.
* Recolor floor_frozen to fit the new Coc wallsontoclasm2014-02-091-0/+6
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* Shift some D tiles; add recolored floor for low Dontoclasm2013-11-031-0/+12
| | | | | The floor and torches shift noticeably once you're past D:14 (and thus the rune-lock).
* Mosaic tilesontoclasm2013-07-251-1/+20
| | | | These likewise don't appear anywhere yet. Maybe Temple?
* Etched floor tilesontoclasm2013-07-251-0/+7
| | | | | These currently aren't used anywhere, but could be used for vaults and so on.
* Crypt floor tile editsontoclasm2013-07-251-0/+6
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* Alter some abyss wall/floor tile colorsontoclasm2013-07-231-9/+13
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* Change lab floor tile weightsontoclasm2013-07-051-0/+2
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* Orc walls (roctavian, 7278)ontoclasm2013-07-051-4/+15
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* Match Abyss tile colours to console's (and provide tile variants).Steve Melenchuk2013-06-111-1/+97
| | | | | | | | Abyss now looks considerably less boring in tiles (in a good way). Sadly, the wall_abyss tiles vary too much in hue to easily recolour from just dc-wall commands, so a complete re-hued set is included - all for the sake of ensuring it can display in any colour!
* Add a couple of colour variants for cave wall/floor tilesPete Hurst2013-05-301-0/+7
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* Revert changes to floor_pebble_white.ontoclasm2013-02-221-4/+4
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* New floor tiles for the vestibule.ontoclasm2013-02-101-0/+8
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* Alter some wall/floor recolors.ontoclasm2013-02-101-35/+39
| | | | | The biggest changes are to magenta walls, which should hopefully look "purple" instead of "laser pink" now.
* Tweak some tile weights (roctavian).Florian Diebold2012-08-131-0/+2
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* Slime tiles by roctavian and ontoclasm (#5911).Florian Diebold2012-07-241-0/+16
| | | | | | For the acid overlays, I've used both the original directional overlays by roctavian and the altered floor tiles by ontoclasm. I think this looks suitably dangerous.
* roctavian's new Shoals tiles (#5864).Florian Diebold2012-07-041-9/+8
| | | | | This is only the basic improved floor/wall/water tiles, not the other additions in that issue.
* Rename floor_hive to floor_orc, as that's its remaining use.Adam Borowski2012-06-251-4/+4
| | | | | All vaults use it with the meaning of "orc", too (or in a commented out use in pan_disco_hall, for its colour).
* Drop the dc- prefix from three tile directory names, for consistency.Adam Borowski2012-06-101-7/+7
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* wad's set of floor tiles.Adam Borowski2012-06-051-0/+10
| | | | Probably too bright, but let's see how they'd look in their intended use.
* Remove redundant dngn_ from tile file names.Adam Borowski2012-06-031-2/+2
| | | | | It was inconsistently present or missing, and the directory is already named dc-dngn.
* Adjust the weights for the spider floor tiles a bit.Florian Diebold2012-04-231-0/+6
| | | | | Some of the tiles (5, 6, 10, 11) are very noticeable and look repetitive if they occur too often.
* roctavian's tiles for Spider Nest's floor.Adam Borowski2011-12-011-0/+13
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* roctavian's edits to Snake floor tiles.Adam Borowski2011-11-271-4/+18
| | | | Per Keskitalo's advice, these are variants A, C and D from the eight submitted.
* roctavian's tiles for Cocytus.Adam Borowski2011-11-191-0/+9
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* Darken the pandemonium floor tile colours a bit.Michael Gagno2011-11-071-1/+6
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* Use Denzi's green bones floor for the ruined half of tar_minmay_river.Adam Borowski2011-11-061-0/+15
| | | | The rest of the endings are unmodified for now -- still the space base floor.
* Denzi's new pandemonium floor tiles.Michael Gagno2011-11-061-0/+51
| | | | | | They come in 8 colours. This removes floor_tomb from pandemonium and gives the tiles version of it a similar random feel to the console version. The tiles might be worth editing a little still.
* A set of floor tiles, by Denzi, meant for Tartarus.Adam Borowski2011-11-041-0/+14
| | | | | I did not install them there yet since it would be a pity to detach the skull wall from skull floors.
* Denzi's tiles for Dis.Adam Borowski2011-11-031-0/+8
| | | | | Metal walls appear to regular brick at the first glance, though -- not sure if that's good.
* ontoclasm's new tiles for Crypt.Adam Borowski2011-08-311-0/+9
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* A great set of Lab tiles by ontoclasm.Adam Borowski2011-08-261-0/+6
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* Denzi's "infernal flower" tile set.Adam Borowski2011-05-101-0/+19
| | | | They don't get assigned anywhere yet.
* Add co's new lair floor tiles, appropriately weighted.Johanna Ploog2011-01-271-0/+23
| | | | | | I renamed the old lair tiles to floor_moss, but was too tired to go through the (small number of) minivaults that make use of it.
* In dc-floor.txt, set %sdir dc-dngn/floor and change paths accordingly.Johanna Ploog2010-12-291-186/+189
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* Add hellbinder sigil tiles for the demon wizlab.Johanna Ploog2010-12-291-0/+34
| | | | | | | | | | | | 31 tiles for a single vault (plus several more I didn't use), but the result is absolutely worth it. I also did some minor rearrangement in the ASCII patterns so as to make the tiles fit better. Players loading old saves will get the opportunity to admire the new tiles in the main dungeon because, as usual, all wall tiles get shifted around because of this. :(
* Add the missing floor tiles referenced by dwarf.desAdam Borowski2010-09-251-0/+12
| | | | | The lame solution would be to replace them with some random floor, but we're not lame. If these tiles suck (it's likely they do), you know what to do.
* [1961] Add blue tutorial tile. (Poor Yurik)Enne Walker2010-07-131-0/+2
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* Change new dungeon tiles to be floor/wall_normal.Enne Walker2010-07-091-2/+2
| | | | | This allows any .des file referring to "floor_normal" to do use the new dungeon walls and floors.
* First pass at Yurik's new dungeon tiles.Enne Walker2010-07-091-0/+12
| | | | Default floors and walls are changed with a first pass at weighting.
* Split dngn tile page into feat/floor/wall.Enne Walker2010-05-301-0/+480
Due to the set of coloured floors and walls, it was getting perilously large. The tiledef-dngn.h file now just indirectly calls the correct feat/floor/wall functions depending on which tile index is used.