Claimed floors: grey castle flagstones with an inlay in the owner's colour and engraving
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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# The masters' claimed floors (high-res)
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Generated on 2026-11-07 with fal.ai: `fal-ai/nano-banana-pro`, `aspect_ratio: 3:2`,
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`resolution: 2K`, one image per master. Each sheet has six tiles in a 3x2 grid on magenta; tiles
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1-5 are used (plain, engraving, cracks, chipped, broken; `HD_FLOORS` in `src/gfx.rs`, weighted
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4:1:3:2:1 so plain tiles come most often).
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Generated on 2026-11-07 with fal.ai. The same grey, worn-smooth castle flagstones for every
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master; every tile has a polished inlay in the master's colour with a light engraving of their
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own, so ownership shows on every tile (`HD_FLOORS` in `src/gfx.rs`).
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The first version (`v1/`) had regular slabs with thick grout frames and looked too even; this
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one asks for roughly hewn castle flagstones worn smooth by many feet.
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Earlier versions: `v1/` (regular coloured slabs with thick grout, too even), `v2/` (roughly hewn
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stones fully in the master's colour, too glaring).
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Prompt template (`{floor}` per master):
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1. The player's sheet: `fal-ai/nano-banana-pro`, `aspect_ratio: 3:2`, `resolution: 2K`; six tiles
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in a 3x2 grid on magenta, the prompt below with the player's inlay and engraving.
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2. The other masters: `fal-ai/nano-banana-pro/edit` with the player's sheet as the reference, so
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the grey stones stay exactly the same and only the inlays change.
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Prompt for the player's sheet (`{inlay}`, `{engraving}` below):
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```text
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A texture sheet of six square floor tiles for a dark-fantasy dungeon strategy game, arranged in a grid of 3 columns and 2 rows, the tiles separated by thin flat pure magenta (#FF00FF) gaps, magenta also around the outside. Every tile is seen straight from above (orthographic top-down, no perspective), flat even lighting, no shadows, and fills its square completely. Every tile is a piece of the floor of an old medieval castle dungeon: irregular, roughly hewn flagstones of clearly different sizes and shapes (some large, some small, uneven outlines, slightly rounded chipped edges), laid with uneven mortar joints of varying width - not a regular grid. Centuries of feet have worn the stones smooth and polished: soft sheen on the walked-on surfaces, rounded worn edges, shallow dips. Along the four edges of every tile runs a mortar joint as thin and irregular as the ones inside, so the tiles fit together in any arrangement without a visible grid. All six tiles use the same stone, colours and style: {floor} The six tiles differ: tile 1 plain worn stones; tile 2 with a carved engraving on one large stone, worn half smooth; tile 3 with hairline cracks; tile 4 with a chipped stone corner and missing splinters; tile 5 with a broken flagstone, cracked through, a piece sunk and loose rubble; tile 6 with a few small worn engravings. Style: hand-painted pixel art, crisp edges, muted natural stone colours, readable at small size. No text, no labels, no numbers.
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A texture sheet of six square floor tiles for a dark-fantasy dungeon strategy game, arranged in a grid of 3 columns and 2 rows, the tiles separated by thin flat pure magenta (#FF00FF) gaps, magenta also around the outside. Every tile is seen straight from above (orthographic top-down, no perspective), flat even lighting, no shadows, no vignette, and fills its square completely. Every tile is a piece of the floor of an old medieval castle dungeon: irregular, roughly hewn flagstones of neutral medium-grey stone (muted, desaturated, not glaring) of different sizes and shapes, laid with uneven dark-grey mortar joints - not a regular grid. Centuries of feet have worn the stones smooth: soft sheen, rounded worn edges, shallow dips. The joints along the four edges of every tile are as thin and irregular as the ones inside, so the tiles fit together in any arrangement without a visible grid. In the middle of every tile one polished inlay is set into the floor: a small rounded diamond-shaped inset of {inlay}, about a quarter of the tile wide, framed by a thin dark rim, with a light shallow engraving in it: {engraving}. The six tiles differ only in the grey stones around the inlay: tile 1 plain worn stones; tile 2 plain stones of other sizes; tile 3 with hairline cracks in the grey stones; tile 4 with a chipped grey stone corner and missing splinters; tile 5 with a broken grey flagstone beside the inlay, cracked through, a piece sunk and loose rubble; tile 6 with a few small scratches. Style: hand-painted pixel art, crisp edges, readable at small size. No text, no labels, no numbers.
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```
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## player
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Edit prompt for the others:
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```text
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dark red-brown stone with a crimson-purple tint (medium brightness, not black); the engravings are worn demonic runes and horned skulls of an evil dungeon master, the grooves faintly glowing red.
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Keep this image exactly the same - the same grey stones, mortar joints, cracks, damage, layout, magenta gaps and pixel art style - and change only the six small diamond-shaped inlays in the middle of the tiles: make them {inlay}, with a light shallow engraving of {engraving} in every inlay instead of the skull and runes. Do not change anything else.
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```
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## mossgrim
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```text
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grey-green stone, damp; moss and small fungi grow in the mortar joints and cracks; the engravings are worn mushrooms and coiling mould tendrils.
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```
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## nightwell
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```text
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cold blue-grey slate and marble stones with faint silver veins; the engravings are worn lilies and crescent moons with remnants of silver inlay.
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```
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## saffrax
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```text
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warm ochre-brown sandstone with a few brass studs; the engravings are worn alchemical sigils and suns, a few sooty scorch marks and yellow sulphur stains.
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```
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| master | inlay | engraving |
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|---|---|---|
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| player | deep crimson-red polished stone | a small horned demon skull and demonic rune marks |
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| mossgrim | mossy green polished stone | a small mushroom with spores and a coiling mould tendril |
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| nightwell | deep blue polished stone with a silver rim | a small lily under a crescent moon |
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| saffrax | golden-yellow polished stone with a brass rim | a small alchemical sun sigil |
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## Processing
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`tools/make_floor_tiles.py` crops the tiles, fills magenta inside them (chipped corners, holes)
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with a dark void, cuts a thin edge off (the joints and frames the model drew around every tile),
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evens out the light (no vignette, all tiles equally bright, so the grid does not show), scales
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and reduces the colours:
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Tiles 1, 3, 4, 5, 6 are used (plain, cracked, chipped, broken, scratched; tile 2 nearly repeats
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tile 1), weighted 4:2:2:1:3 in the game. `tools/make_floor_tiles.py` crops the tiles, fills
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magenta inside them with a dark void, cuts a thin edge off, evens out the light and scales;
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the colours are kept (a palette would let the large grey areas swallow the inlays' colours):
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```bash
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T=tools/make_floor_tiles.py
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python3 $T player-raw.png player --grid 2x3 --pick 1,2,3,4,5 --size 128 --bright 1.1 --inset 0.03 --flatten
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python3 $T mossgrim-raw.png mossgrim --grid 2x3 --pick 1,2,3,4,5 --size 128 --inset 0.03 --flatten
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python3 $T nightwell-raw.png nightwell --grid 2x3 --pick 1,2,3,4,5 --size 128 --inset 0.045 --flatten
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python3 $T saffrax-raw.png saffrax --grid 2x3 --pick 1,2,3,4,5 --size 128 --inset 0.03 --flatten
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python3 tools/make_floor_tiles.py <name>-raw.png <name> --grid 2x3 --pick 1,3,4,5,6 --size 128 --colors 0 --inset 0.03 --flatten
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# the same with --size 64
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```
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