Well, come up with a little concept and we'll see who on the team wants to create your tileset.
I have a request. I'd like the Glest default Forest tileset modified to include two new objects. One Hexagon object and one Heptagon object with both being the same size as a Mossy Rock object. No fancy textures are needed - one solid color will be fine for the test. It doesn't matter which objects get removed from the default object list - but please include the default Mossy Rock object in the new modified tilseset so the 2 new objects can be rendered next to the old Mossy Rock object.
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/Geometric.jpg[/img]
Previous attempts to build wall sections have failed due to random alignment features coded into the game. Objects lack a "true north" code, so each object is dropped into the game world not knowing the direction it should face - also - objects aligned in a linear fashion in the map editor will be rendered in-game with slight deviations on linear lines - hence the slightly jumbled - north/east/south/west - object placement on the screen shot below.
square shaped objects rotate[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/castlewall.jpg[/img]
So, why not use a hexagon or heptagon shaped object? An object with 5 or 6 sides solves the "true north" object problem - it won't matter which side faces north. We will still have the not-quite-lined-up non-linear jumbled appearance but if the Hex/Hept objects are double size the same way Mossy Rocks are sized - then some Hex objects will overlap other Hex objects - just as Mossy Rocks do - but with 5/6 sided objects it wont matter because one face of each object will be overlapping the other and thus form partially homogeneous wall connection seams. The new wall sections will still have deviations N/S/E/W along linear lines but i think it will be tolerable due to the shape of each object.
Mossy Rocks aligned.
[IMG]http://i821.photobucket.com/albums/zz136/TrappinGlestMaps/alignment01.jpg[/img]
Special maps will need to be constructed with the object rendering limitations in mind but I think with some practice learning how hex objects render on the new tileset - we can ultimately design small scale castle-type siege maps.
Does this make sense to anyone? I think it will work. Anyone on the team want to take on this project?
EDIT: Modified to reflect Hectates comments - Glest random alignment
problems features coded into the game.
Edit2: add mossy Rock screenshot