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Editing File:Sphr square 16x16 mix.png

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Based off [[List_of_user_character_sets#SL|SL's work]] which in turn is based off other tilesets like GuyBrush and Flying Mage.  I also use modified versions of many tiles from [[List_of_user_character_sets#Red_Jack|Red Jack's Nintendo set]] to replace some of the oblique view tiles.  Also did my own share of original work in addition to some of the modifications.
 
Based off [[List_of_user_character_sets#SL|SL's work]] which in turn is based off other tilesets like GuyBrush and Flying Mage.  I also use modified versions of many tiles from [[List_of_user_character_sets#Red_Jack|Red Jack's Nintendo set]] to replace some of the oblique view tiles.  Also did my own share of original work in addition to some of the modifications.
  
A not so up-to-date demo (some tiles have been changed since then) uploaded to the Map Archive: [http://mkv25.net/dfma/map-3345-steelfortress Steel Fortress]
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A not so up-to-date demo (some tiles have been changed since then) uploaded to the Map Archive: [http://mkv25.net/dfma/map-3330-steelfortress Steel Fortress]
 
The colour scheme I'm using is found further below.
 
The colour scheme I'm using is found further below.
  
 
=Changelog=
 
=Changelog=
==v0.4.2==
 
*minor tweaks here and there.  most notably adding a more prominent indicator for underscore/channel-designation character.
 
==v0.4.1==
 
*Found more problems with engraved walls.  Redid the whole mask to suggest existence of small carvings without changing the rest of the wall. Also changed the engraved floor mask.  Last one looks horribly like a spider web.
 
==v0.4==
 
*Fixed a slight problem with one of the engraved wall masking that came from SL.  Also tried changing some of the tiles used by workshops from ascii to what I think they are trying to represent, if they are not double-used as conflicting items by the game.  Also put in a new experimental pattern for engraved tile in an attempt to make it darker (more black areas) when engraved so that it doesn't look worse compared to smooth floors.  Expect it to mutate or revert back any time...
 
==v0.3==
 
*Tone done sand/water tiles as they are too bright. Touched up a few tiles here and there
 
==v0.2==
 
*Tries to solve 2 main problems.  The ground dither is too bright to make out the trees.  So darken the dither (which also improves punctuation readability) and redone one of the tree for higher contrast and more pronounced outline.  But that in turns makes 1-z-level down terrain indicator too bright to easily tell ground from open space above a terrain 1 level below.  So those are darkened down as well.
 
*Fixed bins to appear as separate boxes.
 
*But some weight off idol.  But probably needs to be touched up later.
 
 
==v0.1==
 
==v0.1==
 
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be "normalized" yet. -- 10:13, 11 August 2008 (EDT)
 
*First uploaded version.  I'm replacing tiles as I see them in-game so some may not be "normalized" yet. -- 10:13, 11 August 2008 (EDT)
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[LGREEN_G:240]
 
[LGREEN_G:240]
 
[LGREEN_B:32]
 
[LGREEN_B:32]
[LCYAN_R:58]
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[LCYAN_R:56]
[LCYAN_G:218]
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[LCYAN_G:208]
 
[LCYAN_B:255]
 
[LCYAN_B:255]
 
[LRED_R:255]
 
[LRED_R:255]

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