A downloadable asset pack

Buy Now$11.00 USD or more

Cold and snow-covered lands, lovingly digitally-painted as 2D terrain hex tiles suitable for an overworld, a strategy game, or boardgame-like visuals, or for making maps for your own RPG campaign!

  • 13 tile types x 4 variations + 20 additional location tiles = 72 tiles total
  • painted at 256x384 pixels so that trees, hills, and mountains can overlap the tiles behind
  • includes 40 transparent-background non-tile terrain decoration sprites that can be overlaid anywhere

Terrain types included:

  •  snow-covered mountains (+ 4 variants with caves)
  •  snowfields
  •  forest (pine, snow transition, snow-covered + clearing for each type) 
  • rocky hills (bare, snow transition, snow-covered + cave for each type)
  •  cold plains (bare, snow transition, snow-covered + pond for each type)
  •  ocean with icebergs
  •  cold dirt
  •  also some ruins, a giant skeleton, an ice palace, and logging camps

Changelog

  • 1.0: 2016 July 01
    • First release
  • 1.1: 2021 March 12
    • Cleaned up stray pixels
    • Improved all hex tile art
    • Added 9 new hexes 
    • Added 40 new decor sprites

Terms

  • You can use these to make a free or commercial video game, printed board game, or similar media project.
  • You can modify and remix these icons to use in your projects.
  • You can't give them away on their own, sell them on their own, or sell them in another asset pack
StatusReleased
CategoryAssets
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorDavid Baumgart
TagsHex Based, snow, Tilemap, Tileset, winter
ContentNo generative AI was used

Purchase

Buy Now$11.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $11 USD. You will get access to the following files:

Hex Cold Lands 1.1.zip 9.3 MB

Comments

Log in with itch.io to leave a comment.

Thank you for providing these! I'm going to leave this comment beneath the other assets as well, for visibility.

I know your art from Starsector (a game I adore) and for anyone who hasn't tumbled down the art direction rabbithole for their game, here's some food for thought as to what (game) art needs in order to look good (and why practically every bit of AI generated art sucks at that):

- Art direction, that is a uniform, consistent style, meaning:

- Line art that is not too thick or thin and stays visible and consistent when scaled down (icons, anyone?), separating the object from the rest of the scene, allowing easy distinction

- Proportions and details that do not overload the viewer or get lost when scaled down (icons, again) and are READABLE; plenty of AI images suffer from chaotic, exhausting messiness of details that only blur when scaled to icon size

- Colors that are muted and fit together. Just because there are 256^3 colors (in RGB space) does not mean that you get to use all of them all the time. Lighting is a thing. 2-3 desaturated (muted) colors that oppose one another are often the right way to go.

- "Uncanny Valley" sucks: AI art looks very much LIKE "the thing", but it IS NOT "the thing" and gives this weird vibe and stresses the eye, cheapening your game

- Lighting, especially for gems. Gems are cut a certain way, so that they reflect the incoming light out towards the viewer (think diamond cut, hence the term brilliant). I have yet to see a single gem made by AI that understands the cut and reflection in gemstones.

So thank you. Your artwork is gorgeous and after learning about a lot of things for my own artwork I can recognize the aforementioned aspects inside your assets. I loved this style in Battle Brothers and think it strikes a perfect balance between realism and abstraction.

Cheers!

They are superb! I hope you will make more such hex packs in the future.