![]() ![]() ![]() That is why both ceiling and floors are walkable, but you can't walk directly from one to the other - you'll need an override to do that. The wall/Ceiling tiles have been programmed for the option of simulating a two-level-dungeon like you can see it in a lot of JRPGs, where the player can walk both on the ground of a labyrinth and on the top of the walls separating the lower level of the labyrinth. They're also less of a pain to place since B-E tiles don't need to be shift-click placed.Įdit: Here's a quick-and-dirty example of step 1, followed by the shift-click touchups:Ī bit of background info should help as well: Overall, yeah they're a pain in the ass, but using floor tiles is a lot worse because players can enter from the top and sides, and you really don't want that.Īlso a note-I find that in a lot of cases, vines/ladders/ropes look better than stairs. Once finished, you can safely remove the template stuff from your map.As in, a flower in the upper-right corner of a 2x2 square will let the player enter tile. Add any B-E tiles, but take note that any B-E tiles that the player can pass over will override the ceiling tile restrictions that prevent players from entering them from the wrong direction.Scrub away any unwanted auto-shadows (like on the staircases).Right-click the pieces you laid out based on the image, then place them via shift-click to touch up the ugly spots.Don't worry about touchups yet, just get the elevations set up roughly how you want them to be laid out. ![]()
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