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POLL: What size of dungeon tiles do you prefer?

If you were to use dungeon tiles to create/build a dungeon, how big do you want the tiles to be? My current crypt set uses 3 sq x 3 sq (210px on each side), which allows for a lot of creativity and flexibility, but can take a long time to do if you are building a large dungeon and makes it difficult to throw together something on the fly. The other option is to make much larger tiles... going up to 8x8 or larger, but this reduces variation and flexibility. in exchange for ease of use and speed. Attached below are four examples of the crypt style dungeon tiles I've made and a larger example of a crypt made using the tiles. So you can see how flexible the smaller tiles are, but building a dungeon on the fly would be out of the question unless you're really, really fast. So again, what size dungeon tiles do you prefer or would you like a mix of the two? Individual tiles that are parts of a whole or entire rooms on one tile that you can mix and match to build a dungeon quickly?
Um, maybe this means too much work for you, but I'd like both sets: the 3x3 one along with the 8x8. Especially for freely combining the small tiles with the large ones.
Actually I had that thought a little bit ago. I can make the tiles at 3x3 and then build entire rooms out of the tiles and export those. Also... working on a new style of generic dungeons. Do you like the wide or the thin walls? Just to note, this is zoomed in at 150% inside Roll20.
Again, I'd like both walls, wide and thin, for different flavours and purposes . Sorry! :) OTOH some curved variations of corners and/or more irregular tiles, instead just square ones, can be interesting for somewhat more "organic" maps that don't exactly match with the "perfect" layout of square grids.
The crypt tileset was my first attempt. The dungeon tileset I made after that had more variation on the tiles with interesting corners and passageways, but has its own issues... so I'm starting from scratch. I think I'll use the wide for exterior walls and the thin for interior / stone fences.
I understand. Good to see that you are going to keep both types of walls!
I agree with Axel, both look great, for different purposes. I'd probably primarily use the thick ones, though.
Something I whipped up, but I found a "bug" or well... a feature of rotating tiles. If they're not square, they won't snap properly it appears. They're snapping based on the center of the tile after being rotated. So a tile 2 wide by 3 long doesn't work properly.
Added floor texture and turned on the dynamic lighting. If you don't mind covering up the stony backfill texture behind the walls, snap to grid polygon works really well and is fast.
Just for a comparison, here are tiles based on a 4x4 format. They snap into place and are very easy to use, and extremely versatile.
Any square tile, regardless of size will snap into place even after being rotated. It's the 3x2 square that is causing issues. I like to have a few 3x2 filler/spacer pieces for when I want to extend part of a dungeon but not the full three squares of a regular tile.
You resolve that issue by simply overlapping the tiles.
Doesn't work. I'm using transparency with shadows and when they overlap, they double up on the shadow where they overlap and stand out.
It looks like you are using a black background (I have to use that with my tiles), if that is the case you don't need to use transparency, just fill all of your dead space with black and that should work. And the problem with None square tiles is that when you rotate them 90 degrees, as you mentioned they center on the horizontal gridline. Try adding a black border so that the tile is still square. It will be the shape you want and will then line up no matter how you have it rotated.
The shadow transparency is inside the walls. It adds depth to the dungeon tiles when I put the texture beneath the floor tiles.
Another small example of a dungeon.