Blaugust #09: when did Wesnoth get pretty?

I saw this post on Leaflocker about Battle of Wesnoth yesterday which brought back fond memories, so I went and downloaded it again — I’m still casting about for something to really grab my attention. I’m pretty sure the last time I played, it was using a very retro (even for the time) pixel-art style. Not 8-bit exactly, but chunky enough. Now, as you can see above, it’s much more detailed, and where two different terrain types meet at a hex boundary they blend together nicely.

The best thing about Wesnoth for me, though, isn’t even the game, it’s the map editor. I don’t even have to play them; just making them and then taking screenshots is enough to keep me happy enough for an hour or two. Being divided up into hexes — you can toggle to show or hide the boundary lines — also makes them handy for using in other roleplaying projects, too.

Screenshot 2015-08-09 17.50.47

There’s something to be said about games that are easily modded. The only problem now is as games get more complex and graphically detailed, it gets harder and harder for the amateur to get quickly involved. When I was younger, my friends and I spent many, many more hours making Quake deathmatch maps and StarCraft campaigns than we ever did actually playing the games themselves. So games like Wesnoth, with a reasonably sane campaign editor, or even the Skyrim Creation Kit (with which I made this custom follower) are much appreciated.

  2 comments for “Blaugust #09: when did Wesnoth get pretty?

  1. August 9, 2015 at 10:32 pm

    I can spend literally hours in map-making programs (e.g. Campaign Cartographer) or simply on paper. I definitely have a map fetish…

  2. August 11, 2015 at 4:06 pm

    When did Wesnoth get so pretty? It seems like every time I turn around it gets better!
    The map editor in Wesnoth is something that I haven’t screwed around with much, but I’ve always meant to. The idea of using it for other things…well, that’s just another WHOLE can of worms, isn’t it?

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