Getting Lost in the Woods


A beautiful forest, full of twists and turns, hidden corners and tunnels, and hollow trees.  When I was younger, and sometimes even today, I enjoy walking around in clusters of trees and just getting lost in them.  Let's make a forest to get you used to the binome.

The Entrance

The first thing you should make is an entry point into the forest.  Navigate to the tree trunk section of the tileset and grab the bottom half of the tree.

Next, navigate to the tree tops section of the tileset.  At this point you may choose whichever tree top you like, but for my examples I will be using the default tree top.  Select the entire pattern and place it on the tree trunk.  It should look like this.  If, for some reason, the tree top appears under the trunk, that's okay.  Place the tree top and immediately press T to order it above the trunk.  If you make a mistake placing it, such as placing it accidentally behind a trunk and unselecting it, you can always just undo your last action.

Click and drag over the whole tree and resize it (Don't worry about accidentally making a mistake with this, the trees will only resize horizontally).

You can resize it as much ass you need, but for the purpose of the tutorial, I will just make it twice as big Save your work and (if you like) run the project.

This technically was unnecessary, but I often like to test the map just to make sure things look correct during gameplay.


All that's left is to add an entrance.  Navigate back to the tree trunks in the tileset, and then select the entire entrance entrance pattern.  When you place it, just like before with the tree top pattern, be sure that before you unselect it to press T Save it and run it.

Well, that almost looks right.  The entrance has all the proper layers, but the "tunnel" has an unwanted tree root in Link's way.  this tree root also blocks his path and prevents him from fully walking into the entrance.  We can fix this.


Let's add a black tile to the entrance.  This will get rid of the unwanted root.  Resize the black tile and place it under the tree top, on top of the root.  Before we can check the entrance, there is one more thing left to do....

Select the center of the tree top

Move it to Layer 1....

Press B.

Save and run.

That looks a lot better.  Link will now walk completely into the forest entrance!

Something to note.  Not all of the tree top centers will need to be sent to the back of Layer 1.  If you notice on this screenshot of the pine, sending the center to the back will make it look weird, so in this instance, it would be best if left on top.

I will leave the ordering of tree tops up to your judgment and keen eyes.

The Forest Interior

Most of the tile patterns are straightforward.  So, rather than teaching you how to create an entire forest biome, I'll just showcase some of the things you can do with it.

Unlike Link to the Past, there was never a way to walk on the walls of the forest floor.  But now, you can use them as upper levels.  Feel free to stack multiple levels for elaborate forest canvases.

You may also notice the flowers are semi-transparent.  This allows them to blend literally into whatever color ground they are placed on.


Hollow log entries work good for teletransporters, but something to keep in mind.

Because the tile needed to create the hollow log's look of being embedded into the forest wall is, by default, set to Layer 1, this might cause issues if you plan to make traversable areas on the wall itself. 

A helpful tip to prevent Link from clipping under the tile itself would be to place obstacles between himself and the tile.  This way, you can still use the traversable area while keeping him from getting too close to collide with that tile.


Creating a hollow log passage is simply a matter of placing the pattern and resizing it to fit the length you need.  But how about creating a hollow log passage that goes through the forest walls?

This might be a bit trickier, but still pretty simple to do.


Move the top parts of the logs aside and place a traversable black tile over the forest wall exactly the width of the logs.

 


Create some invisible walls which will prevent Link from passing through the area in a bad spot.  These walls will be invisible during the game.


Place a forest wall traversable tile on Layer 1 and cover over the black traversable tile.

 


Move the door entry tiles back over the newly placed traversable floor, making sure to move it to the top (T)

Save and run the game.  Link will pass through the forest wall now but will walk through the natural tunnel.

Fog & Canopy

Part of what makes a forest a forest is the dark, mysterious ambiance it gives off.  Well, why don't we darken the atmosphere a little bit?

Navigate to the top of the tileset, and grab any one of the tiles within the "semi-transparency" floor types.  Place the tile, and then move it to a really high layer (I am using Layer 3 for this tutorial).

After that, stretch the tile over the entire map, or at least the parts of the map you wish to show fog.


Now, locate the fog and canopy pattern on the tileset, located underneath the snow-covered dungeon biomes.

Place the fog pattern on the map, again, making sure that the pattern is on Layer 3, and then resize it to fit over the map (if your map's dimensions do not match with the size of the fog pattern, that's okay).


What a difference a fog makes!  This forest is a little spookier now.  Want the ambiance to change? Just change the color of the semi-transparent tile.  Want the fog to be thicker or thinner? move the fog behind the semi-transparent tile.

To use the canopy, repeat the same process as you did for the fog.

The canopy creates a dark atmosphere suitable for a forest, without adding the spooky mysterious ambiance to the woods.

Happy mapping!