Chaos Project

RPG Maker => General Discussion => Topic started by: KRoP on October 25, 2008, 10:24:44 pm

Title: Mapping Improvement Thread
Post by: KRoP on October 25, 2008, 10:24:44 pm
It's pretty self-explanatory. You post up your maps, people critique whichever maps they like and if they so choose post their own. Remember to take criticism with a cool head, (i.e. no flaming) yer the one who wanted critique in the first place.
To the mods: If this is in the wrong section, please move it, or if one of these threads already exist, feel free to lock it. :)
I'll start this off:
Spoiler: ShowHide
(http://img291.imageshack.us/img291/361/whatanuglyforestuk4.png)

Crappy version of Photoshop caused it to fad out around the edges, sorry. :P
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on October 25, 2008, 10:27:59 pm
1. I don't think that horizontal walling for the cabin is intended to be used like that. It certainly isn't a noticeable bad side, but I think it's meant to be used to connect two rectangles of the cabin together to make a half T or a T shaped cabin.
2. Those clothes can be stolen real easily. :P In a realistic perspective.
3. Talk about not clearing the path from the trees. @_@ (One of those pathways has the stump and log, just a minor nitpick, but doesn't matter)


That's all I'm really pointing out. I would focus more but I'm on a StepMania crusade right now, so my apologies.
Title: Re: Mapping Improvement Thread
Post by: KRoP on October 25, 2008, 10:40:15 pm
Thanks for the tips. :D  I'll make sure to go back and fix those problems.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on October 25, 2008, 10:44:32 pm
Alright, just for the sake of it. xD

Spoiler: ShowHide
(http://i67.photobucket.com/albums/h316/bblizzard/Screenies/snap112.png)
Title: Re: Mapping Improvement Thread
Post by: Satoh on October 25, 2008, 10:46:48 pm
People who live in the woods have OH so much to worry about with people stealing their drying clothes... >.>

@KRoP It has a nice degree of natural randomness to it... I myself have trouble with random.... I think my best map was probably the ship I made... that one time....

@ Bliz thats good too
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on October 25, 2008, 10:49:35 pm
1. Very interesting map Blizzard. But because it's large and on RMXP, it tends to get boring. I hope you have something interesting plotted up for this.
2. I wonder what those statues are there for...and they're not some arbitrary furniture some nut decided to put. (This isn't implying you should remove those gargoyles though).
3. Actually, this is a good map to learn off of, especially when working on caves. Good work, Blizzard.

Just note that some things that are arbitrary or random aren't always the best things to add, so there should be some reason why it's there but not one that's too specific and not something TOTALLY random random. @_@ I'm confusing myself here. XD
Title: Re: Mapping Improvement Thread
Post by: Satoh on October 25, 2008, 10:55:13 pm
Quote from: Starrodkirby86 on October 25, 2008, 10:49:35 pm
1. Very interesting map Blizzard. But because it's large and on RMXP, it tends to get boring. I hope you have something interesting plotted up for this.
2. I wonder what those statues are there for...and they're not some arbitrary furniture some nut decided to put. (This isn't implying you should remove those gargoyles though).
3. Actually, this is a good map to learn off of, especially when working on caves. Good work, Blizzard.

Just note that some things that are arbitrary or random aren't always the best things to add, so there should be some reason why it's there but not one that's too specific and not something TOTALLY random random. @_@ I'm confusing myself here. XD


I have always wondered who puts the random furnishings in supposedly desolate places....

I think I should make a satiRePG
Title: Re: Mapping Improvement Thread
Post by: Blizzard on October 25, 2008, 10:55:45 pm
1. The map may be big, but you get through within seconds. That's because it is a multi-map. It has actually 4 different paths, one of them being a dead end. I avoid making maps too big in RMXP. They really tend to get boring. Instead I like to create many smaller maps. It's easier and gives you a feeling that it's actually big. The map itsef isn't so large either, it's just 50x40, it only looks rather big.
2. The gargoyles are a hint there is something wrong with the volcano. The truth is that at the bottom is a so-called Chaos Source. But I am not spoiling you anything more. You can approach them or similar pillars (which aren't in this map) and you get a comment by Jason.
3. Thanks. :) The creation of this map would have been great for an expert tutorial in mapping, but oh well.
Title: Re: Mapping Improvement Thread
Post by: Satoh on October 25, 2008, 11:02:44 pm
To be honest, at first I wasn't even half interested in Lexima... but the more I read random bits about it the more interesting it seems...

I may even try to get involved with it at some point if you're not careful...

On topic though I had an idea for a series of exactly 100 maps in a tower, (though really some areas are not accessible easily and require you to backtrack to get to them... so its really like 387 rooms... unfortunately I'm not sure how to finish it... I mean... it IS 100 maps... and not all of them have to be uber detailed.... but they do have to stay interesting and not be repeated every five floors.... It was actually going to be a massive plot point in an RPG I was making.. where floor 53- 55 were inhabited but the other floors were filled with monsters and the like... (effectively trapping the citizens in the tower for eternity...
Title: Re: Mapping Improvement Thread
Post by: Blizzard on October 25, 2008, 11:25:25 pm
When I did my 20 volcano maps, it took me hours to finish them. Putting a general guide through those maps helped a lot. I originally planned 15, but it just grew out of proportions. It took me 2 or 3 days. I wasn't working on it every minute I was awake of course.

Careful, Lexima is very infective! D: Many people at this forum can confirm it. You should see the list of beta testers that have signed up. I think there are already more than 30.
Title: Re: Mapping Improvement Thread
Post by: Satoh on October 25, 2008, 11:32:24 pm
I think I may sign up to test it, but not read anything about it beforehand... that way it will be like I'm an actual consumer.

I really want to make my tower map look good but I don't have the right stuff to put in it... I need to make the walls look dirty somehow...

Though I did start working on a futuristic game, for which I had to make an entirely new tileset... which is still unfinished...
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on October 25, 2008, 11:33:26 pm
Quote from: Bugs Bunny on October 25, 2008, 11:25:25 pm
When I did my 20 volcano maps, it took me hours to finish them. Putting a general guide through those maps helped a lot. I originally planned 15, but it just grew out of proportions. It took me 2 or 3 days. I wasn't working on it every minute I was awake of course.

Careful, Lexima is very infective! D: Many people at this forum can confirm it. You should see the list of beta testers that have signed up. I think there are already more than 30.

Lexima isn't that infectious at all. Unfortunately, your long wait has really buzzed some of the excitement out of me, but I wasn't totally into it as I used to be with my RPG Maker games...But that was me in the 2000 generation, this is me in the XP generation.

I can see how a general guide helps. You need a basic infrastructure no matter what or else you'll be lost when development. Write something down for notes as diagrams maybe, or draw an image on Paint (Some of this is mentioned in Blizzard's tutorial for mappers). So yeah...A general plan ALWAYS helps no matter what.

@Satoh: All you need to do is make dirty graphics yourself. You being a good spriter I know you can do that. :P
Title: Re: Mapping Improvement Thread
Post by: KRoP on October 25, 2008, 11:44:56 pm
Yay for on-topicness.
Spoiler: ShowHide
(http://img511.imageshack.us/img511/2971/principalsofficecg3.png)

Oh noes, a principal's office. :p
Yes it's a small map. BUT IT'S STILL A MAP. >8U
Title: Re: Mapping Improvement Thread
Post by: Satoh on October 25, 2008, 11:46:09 pm
Quote from: Starrodkirby86 on October 25, 2008, 11:33:26 pm
@Satoh: All you need to do is make dirty graphics yourself. You being a good spriter I know you can do that. :P


Ah, but making things tile correctly and making them look good is not always easy to do at the same time...

Here's some autotiles I made of some catwalk type things... one is for overlaying on top of a level so it is visible but not intrusive, the other os for being the main focus of the area, taking priority over the room below...
Spoiler: ShowHide
(http://i86.photobucket.com/albums/k99/eremes/grate.png)
Spoiler: ShowHide
(http://i86.photobucket.com/albums/k99/eremes/grateT.png)


Here is part of a large room in some sort of lab (using the tileset I'm making) it looks kind of barren though... not sure what typ of lab-y things to put in it...
Spoiler: ShowHide
(http://i86.photobucket.com/albums/k99/eremes/futuremap1.png)

Title: Re: Mapping Improvement Thread
Post by: KRoP on October 26, 2008, 12:57:14 am
Tables?  Beakers?  Generic things, but you need to at least put something in that room to break up the monotony.
Title: Re: Mapping Improvement Thread
Post by: Satoh on October 26, 2008, 01:09:15 am
Yes, I know something.... but the question is what should be sitting around... I was thinking big rows of oversized computers and such... but when it comes down to it, anything I want to put in there I have to draw first... which means I have to decide how it will look and from what angle I'll be drawing it... it's almost like making a whole map in and of itself...

and the map may be small, but not all rooms are big, plus, it isn't an uninteresting shape, and it seems well furnished (have you ever seen a person of authority that didn't have some personal items strewn about?)

One thing that I don't care for though, is the color... it's very...white... you may want to splice some wood in that tileset for the offices, (all the staff offices at my college are wood interior... to make them seem more comfortable or something while the classrooms are plain white painted cinder block...)

Also the small room size gives perspective to the other rooms(granted I haven't seen them...)

However, be careful when mapping the outside of the building, that you don't neglect to put the odd shape of that office on it... (since its a window office, that means the back wall will not be smooth form the outside.)
Title: Re: Mapping Improvement Thread
Post by: Punn on October 26, 2008, 08:10:25 am
Spoiler: ShowHide
(http://img227.imageshack.us/img227/4733/zzzxf2.png) (http://imageshack.us)


I was going for this "Checkpoint"-like area where you need to pay to go through, it's supposed to look like it was recently abandon.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on October 26, 2008, 08:22:19 am
Quote from: Satoh on October 25, 2008, 11:46:09 pm
Spoiler: ShowHide
(http://i86.photobucket.com/albums/k99/eremes/futuremap1.png)



Erm... Where are those shadows coming from? It's an interior map, isn't it?
Title: Re: Mapping Improvement Thread
Post by: Punn on October 26, 2008, 08:38:38 am
Maybe hes trying to show that there's some kind of catwalk up there or something. (Or he's just playing around with the map...)
Title: Re: Mapping Improvement Thread
Post by: DeathLock on October 26, 2008, 09:25:05 am
@Mumerus: Lower the shadows opacity. And add a few of nature's things here and there to make it look more attractive.

@Satoh: Blizz is correct, use interior shadows in a defined light source (lamp, etc).
Title: Re: Mapping Improvement Thread
Post by: Punn on October 26, 2008, 10:06:07 am
Its those tileset.. I think I should change the tree with the opacity..
Title: Re: Mapping Improvement Thread
Post by: Satoh on October 26, 2008, 10:14:18 am
Could you rephrase? I'm not sure what you're getting at...

It wasn't a shadow, but the catwalk itself.

Unless you mean the shadows on the right wall... those are there simple because the other sets I've seen had right wall shadows...
Title: Re: Mapping Improvement Thread
Post by: legacyblade on October 26, 2008, 12:08:42 pm
This thread is a good idea. So, I decided to post my two newest maps. What do you guys think?

Spoiler: ShowHide
(http://celenath.com/DR/Screenies/C1/5.png)

(http://celenath.com/DR/Screenies/C1/6.png)


@blizz, this is just my personal taste, but you map looked a bit empty to me. But then you could easily argue my maps are too messy, XD It's just my preference.
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on October 26, 2008, 12:25:46 pm
Too much visuals detract from the game sometimes, especially in a dungeon. They're perfect for games that primarily focus on the aesthetics or beauty. But for one that works on gameplay or anything, having too much scenery can prove to be quite a distraction. ;)

Some of the items scattered on your map may seem a bit too random, even for what a human would place in a natural environment. I mean, what use would there be that box right there? D: It's just a minor nitpick of course, and shouldn't be regarded too much. See if any of the cliffs are conflicting or they look too strange, a map like that with a lot of cliffs may be bound to those errors.

Those are nice maps, I suppose.
Title: Re: Mapping Improvement Thread
Post by: legacyblade on October 26, 2008, 12:33:18 pm
Oh, I probably should have specified, but the second map is a cave that's being turned into a fortress. But then it got raided by a cult, who are taking it over. It's a construction site, thus the box and the barrels. And I found and fixed all the cliff errors I could find, but if anyone sees some, please point them out! thanks for the comments, starrod!
Title: Re: Mapping Improvement Thread
Post by: DeathLock on October 26, 2008, 01:11:48 pm
@LB: Doesn't look raided to me, looks like a bunch of leftovers. Maybe some "damage", it pretty much clears it up. Plus if it was a construction site, then maybe a few people there, guarding or working?
Title: Re: Mapping Improvement Thread
Post by: legacyblade on October 26, 2008, 05:50:17 pm
Well more like they snuck in in the middle of the night, and stole the base, XD About the guards, there will be some once I sprite it. One will run inside and alert everyone, and a few will stay and fight.
Title: Re: Mapping Improvement Thread
Post by: KRoP on January 03, 2009, 04:28:53 pm
SUPER BUMP
A few maps from a forest I've been working on.
Spoiler: ShowHide

(http://bb.xieke.com/files/screen1.png)


(http://bb.xieke.com/files/screen2.png)


(http://bb.xieke.com/files/screen3.png)


(http://bb.xieke.com/files/screen4.png)


(http://bb.xieke.com/files/screen5.png)


(http://bb.xieke.com/files/screen6.png)


(http://bb.xieke.com/files/screen7.png)


(http://bb.xieke.com/files/screen8.png)


(http://bb.xieke.com/files/screen9.png)
Title: Re: Mapping Improvement Thread
Post by: Valcos on January 03, 2009, 05:35:51 pm
Im not good at mapping or anything but the map with the stars in the back ground the cliff area there it seems way to straight?  :huh:
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on January 03, 2009, 05:46:26 pm
I agree with Valcos...Try adding some zigzag patterns or something else natural you would see on a cliff.

I'm really curious about the number of trees on the edge of land or on water...It looks extremely awkward that way. It would look fine if the roots were a little masked by the water, but it isn't, making it look totally strange. The ones on the edges are worse for me, in my opinion...I wonder if that even is water. :P
Title: Re: Mapping Improvement Thread
Post by: KRoP on January 03, 2009, 06:21:51 pm
  Thanks for the critique, guys.  I'll fix up that cliff.  And yes, Starrod, that's water. xD  I'll see if I can have it go over the tree roots, but if I can't, idk.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on January 04, 2009, 07:43:18 am
The stairs going down the waterfall look a bit illogical. Firstly, it looks like the go into water. And secondly it's looks as if the stairs are very, very steep. You might wanna fix that as well.
Title: Re: Mapping Improvement Thread
Post by: KRoP on January 04, 2009, 12:58:25 pm
I'm sorry, but . . . how?  I've been thinking forever on a more logical way to descend the waterfall. :l
Title: Re: Mapping Improvement Thread
Post by: Valcos on January 04, 2009, 03:24:00 pm
A SLIDE!!!!  :haha:!!!

I have a question tho... is the waterfall map connected to the map with the stars in the back ground? Cause it goes from water to stars?

Oh... and this is constructive criticism from us. I cant tell if you are getting frustrated or not xD! I like the maps by the way :haha:
Title: Re: Mapping Improvement Thread
Post by: KRoP on January 04, 2009, 07:35:59 pm
The right of the waterfall and the left of the panorama do connect with each other, yes.

Also, thankyou.
Title: Re: Mapping Improvement Thread
Post by: Reygekan on January 04, 2009, 07:55:14 pm
Getting down a waterfall? Jump it.

Or use a rope. But I like my idea more.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on January 05, 2009, 04:19:54 am
Quote from: KRoP on January 04, 2009, 12:58:25 pm
I'm sorry, but . . . how?  I've been thinking forever on a more logical way to descend the waterfall. :l


I can suggest a ladder or a cave that you enter on top and leave on the bottom or a rope lie Rey said. Or make a multiplatform path down with stairs. It's not too real either, but it's much harder to notice.
Title: Re: Mapping Improvement Thread
Post by: Sally on January 05, 2009, 07:44:11 pm
Spoiler: ShowHide

(http://i707.photobucket.com/albums/ww73/kerthil/scrn1.jpg)

(http://i707.photobucket.com/albums/ww73/kerthil/scrn2.jpg)
Title: Re: Mapping Improvement Thread
Post by: Valcos on January 05, 2009, 08:00:19 pm
Didnt you post the first one before? And i think for the second one, the pillar the farthest to the left should be moved up one square? :???:
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 18, 2009, 12:23:21 pm
Quote from: Punn on October 26, 2008, 08:10:25 am
Spoiler: ShowHide
(http://img227.imageshack.us/img227/4733/zzzxf2.png) (http://imageshack.us)


I was going for this "Checkpoint"-like area where you need to pay to go through, it's supposed to look like it was recently abandon.


Hmm...
The forest is just wrong. I'm just saying that those auto-tiles are not meant to be in correlation with trees on the map. Your best bet would be to line the interior edges of your map with many trees using the 2nd and 3rd layers...
Title: Re: Mapping Improvement Thread
Post by: Landith on January 28, 2009, 12:52:30 pm
Spoiler: ShowHide
(http://img520.imageshack.us/img520/8269/scr1np5.png)


I'm not good at making snow maps so how could I improve it?
Btw, the snowmen are there because I'm making it where you come in and it scrolls the map and you see kids throwing snowballs and making snowmen. Which is why the snowmen are at odd places.
Title: Re: Mapping Improvement Thread
Post by: G_G on January 29, 2009, 09:18:33 pm
I'm no mapper but that looks really good landith.

Susys those are cool VX maps.

Punn neat checkpoint thingy,
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 29, 2009, 10:44:48 pm
Well...
Landith I can say it looks pretty damn good from here, but you definitely need to fill it more...By that I just mean add more random crap all over the place.
Title: Re: Mapping Improvement Thread
Post by: Landith on January 29, 2009, 10:50:50 pm
Yea, I'll probably do that.
But I still have to leave enough room for a snowball fight.
I'm trying to make it where you learn the controls by having a snowball fight lol
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on January 29, 2009, 10:51:54 pm
Quote from: Calintz16438 on January 29, 2009, 10:44:48 pm
By that I just mean add more random crap all over the place.

You wouldn't want to put too much random crap...I mean, you have to have accessibility over visual appeal. Both in a compromising balance works perfectly.

The only area I'm really iffy about is the top left section of the map, and its dark snow spots. They seem a bit peculiar, though I can't put my finger on it.
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 29, 2009, 11:00:56 pm
I don't know...it's just not enough for me...

Here is an example of one of my maps. You can notice that the ENTIRE map is damn near covered, but nothing is too extreme. It looks VERY nice. Well, in my opinion it does...
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Map.jpg)


And that is without the fog I use for that map...
Title: Re: Mapping Improvement Thread
Post by: Landith on January 29, 2009, 11:05:41 pm
That's what my mountain maps kinda look like, although a little less clutter
But I think it looks good Calintz :)

My map just bugs me for some reason but I don't know what's wrong with it  :O.o:
Oh and the blueish snow/ice is going to be slippery and you slide on it, I just have to find a way to event it and I'm using Blizzard's drunk script to make it look like your slipping. 
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 29, 2009, 11:11:08 pm
Lol...
well if it is any help at all, I'm not sure if it will or not...here is a snow map I made a while back. I'm not even using it anymore, so I can't change the screen tint like I would normally, but...

Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/MASnowyPass.png)


As you can see...I basically did the exact same thing as with my mountain map, however the tint and fog aren't utilized very well in this particular map...This was back when I started mapping.
Title: Re: Mapping Improvement Thread
Post by: winkio on January 29, 2009, 11:13:46 pm
@Calintz's forest map: Sorry Calintz, but in my opinion, that is too much.  I do agree that Landith could use a bit of sprucing up, but yours looks like it took a couple thousand direct blasts from the scenery shotgun.  You used a TON of grass and ground plants, to the point where a clear tile is a rarity.  I think its distracting and unattractive.  Perhaps focus more on placing your ground scenery in logical places.  (Crabgrass does not grow in the middle of cleared paths.  Neither do flowers.)  Also, you have a mapping error in the top left where the trees overlap.  Might want to fix that.  the great things on your map are the excellent shape and the superb use of large scenery.  Just work on the small stuff. :)  

@Landith: In my opinion, what you are missing are the hills and valleys of snowy terrain.  In other words, it looks too flat.  You can add some 3d effects with the autotiles.  Also, a bit more scenery would round it off nicely.

@Calintz's snow map: Your brownish/bluish ground autotiles make no sense.  And again with the scenery...  It just doesn't look natural =/

(Posting text chunks ftw!)
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 29, 2009, 11:26:21 pm
@Winkio:
Not saying that I don't appreciate the opinion Winkio, but the snow map got a 5star rating from all judges at the place I learned to map. Abut the brown/blue trail ordeal. It is a personal look that I personally like. That's all. I don't think it looks bad at all. Nature is wild. It's not vague and therefore you need to put shit everywhere to make it seem wild (again my opinion). I can understand man-made paths always being cleared out, but occasionally in nature you can find grass clusters on a trail if the trail is not used very often...Granted I would not have normally placed those clusters on that mountain pass where they are, I threw that map together in roughly 15mins and wasn't paying close enough attention...

I am happy I posted here though. Now I can fix that mistake, and the tree error.
Thank you Winkio =)

As for everything else...
I just simply disagree. it's no offense to you obviously...
I don't know. I won't clean them up because I really like the detail of having stuff everywhere. I don't think it's distracting at all. I actually believe it grips the player's attention more than anything...

I think that by having more objects thrown all over the place, it will make the player look harder to notice the little things, like hidden chests and what not...

@Landith:
I am going to run a check on your map and give you my personal advice...wait like 10mins...

EDIT
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/Mapping%20Tips/LandithMapcopy.jpg)


Suggestions are opacity coordinated...I'm sorry, but I am in a hurry...

Other notes...
You simply have too much free space. The map is big, but blocky...I know you want room for a snowball fight, but maybe you should think about designating a particular area for the snowball fight, and map that particular area accordingly, and map the rest normally...Your cliffs are too blocky and not rounded enough all the way across...The water hole is also too blocky and not round enough...You used too many of the same tree "in the same general area." I don't want you thinking you used that tree too much alone. You kinda can't seeing as how that is the main tree...
Title: Re: Mapping Improvement Thread
Post by: winkio on January 29, 2009, 11:40:39 pm
Oh no, I hope you didn't think I was trying to force you to change them or anything. :O.o:  Was just dropping in my personal opinion.  Obviously, different people will respond differently, and style is personal preference.  I was just putting in my take on it . :)

On a relatively boring note, I have this weird conundrum with mapping.  I know how good maps are supposed to look, and I never settle for less than maximum quality with my final maps.  Because of this, I have not "completed" one map to date, because I can never get it quite right.  I've tried all types of mixes and balances of scenery, but it never looks quite like I want it to.  It's like, I start out with a vision of how the map is supposed to look, and then I try and make it, but I never get it right.  The challenge for me is representing the real world in the scale of the game: it distorts some details but not others.
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 29, 2009, 11:44:45 pm
No no no...I understood that, and that is why I kept referencing that MY mapping is my own personal references...I mean, when I release my new DEMO and people get to playing it. Some will absolutely adore my game, why others...not so much...

Again...creating your video game is all about preference. I understand that some people look to target certain groups, keeping them in mind when making their game, (I do) but for some, they just don't care what other people want and they make it how they want it to be.

That is why I am using a SVBS...it's my personal favorite of battle systems for 2-D RPG's...

I kind of understand where you're coming from, but you need to remember that this IS a game and not reality, and you are going to HAVE to forfeit some quality in the end...
Title: Re: Mapping Improvement Thread
Post by: winkio on January 29, 2009, 11:49:15 pm
Something I'm saying isn't clear, so I'm just going to stop posting for a few hours and gather my thoughts, and see if they come out more coherently :wacko:

I have, by the way, gotten much closer to reality than most people by using unorthodox mapping techniques, such as rolling hills and circular bases.  I know that this makes no sense, but when I eventually post one that I finish (which will actually be soon ^_^) you will see what I mean.  Anyways, I'm done.  Sorry.
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 29, 2009, 11:50:54 pm
I know exactly what you mean by rounded bases...
That is not a bad technique!! It is in fact, a very useful one, and I don't think I would call it unorthodox per say...
Title: Re: Mapping Improvement Thread
Post by: Landith on January 30, 2009, 05:08:28 pm
Thanks Calintz!

New Map: ShowHide
(http://img206.imageshack.us/img206/5008/scr1yy1.png)


Is it any better?
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 30, 2009, 09:07:23 pm
By adding more to the river and making it wind more, you made an improvement, however...The actual river as a whole still has a "blocky" construction...

The top right grass patch has an ill-shaped pattern also...You might want to check the blue ice ground around your river and reform it a "tiny" bit. It looks good, but you may have too much of it placed there...

You might want to watch about putting too many of the bigger tile objects next to one another. Check my screen for more info on that...it is best to place these objects kiddy corner from one another. [BLUE = errors] [RED = good points]

You should finish the trail to the cave's entrance though... [GREEN for this]

You did a GREAT job improving this map. It looks MUCH better!! Those are just simple suggestions. Remember...when mapping, its the little shit that counts!!

IMAGE:
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/Mapping%20Tips/LandithMap.jpg)
Title: Re: Mapping Improvement Thread
Post by: legacyblade on January 30, 2009, 09:35:08 pm
Here's one of my maps. Any suggestions?


Spoiler: ShowHide
(http://i42.tinypic.com/ru5p1l.png)
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 30, 2009, 09:52:49 pm
I will have all of my suggestions for you soon.
I am currently busy. Give me like 15mins please...

"Personally," I would move those torches atop the stairs parallel to the two at the bottom. It would become more aesthetically pleasing to the eye...Bottom left. Same thing I told Landith. Those three tiles are ALL parallel and nature doesn't normally run that way. I would split them up kiddy corner or just place them more diagonally...Other than that, I would just add more of the dark green grass all over the place. That should pretty much cover everything...

GOOD LUCK!
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/Mapping%20Tips/LegacyBladeMapcopy.jpg)
Title: Re: Mapping Improvement Thread
Post by: Landith on January 30, 2009, 11:06:34 pm
Thanks Calintz  :^_^':

Quote from: Calintz16438 on January 30, 2009, 09:07:23 pm
The actual river as a whole still has a "blocky" construction...

Could you explain what you mean by this and how I could fix it?
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 30, 2009, 11:10:37 pm
Of course...
Use this buddy

Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Random%20Resources/-RoundWater01.png)


I'm not even sure who made it, but don't credit me...
Title: Re: Mapping Improvement Thread
Post by: Landith on January 30, 2009, 11:11:21 pm
Well I do use that but I need one for snow lol  :^_^':
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 30, 2009, 11:13:46 pm
...oh sorry, Lol.
I didn't even notice!!

Perhaps I will make an update for it =)
Title: Re: Mapping Improvement Thread
Post by: Ryex on January 30, 2009, 11:17:51 pm
I have never had any one critic my maps and need some suggestions on improvement

example of Out doors It is supposed to be a lords castle in the forest valley in the mountains. the blank space behind the castle is a sky panorama. it feels like there is a lot of empty space and I don't know what to do.
Spoiler: ShowHide
(http://i15.photobucket.com/albums/a400/ryex/screen%20shots/FirstScene.png)


Indoors the forth level of the castle above
Spoiler: ShowHide
(http://i15.photobucket.com/albums/a400/ryex/screen%20shots/Floor4.png)


Title: Re: Mapping Improvement Thread
Post by: Calintz on January 30, 2009, 11:23:14 pm
Quick notes...
OUTSIDE:
I think you made the map itself too big. You lost track of what you could put where, so you made the huge ass farm. TWO wells...you wouldn't need two wells in real life...

Add some custom tiles to the castle tileset so you can ad more detail to the castle itself, because the plain feeling is just radiating from it...

...I don;t mean to hurt your feelings, but the exterior map is simply constructed very poorly...moats around castles are normally man-made, and therefore wouldn't be jagged like that, but very fine and square in this particular case. Unless of course...that is a junky castle...

My main advice is to make the actual size of the map smaller and start over...

INDOORS:
No problems off the top of my head. Just add more, because it too, is somewhat plain...but still. That indoors map is very nice...

I will look further into this tomorrow...
Title: Re: Mapping Improvement Thread
Post by: Ryex on January 30, 2009, 11:33:01 pm
Quote from: Calintz16438 on January 30, 2009, 11:23:14 pm


...I don;t mean to hurt your feelings, but the exterior map is simply constructed very poorly...moats around castles are normally man-made, and therefore wouldn't be jagged like that, but very fine and square in this particular case. Unless of course...that is a junky castle...

My main advice is to make the actual size of the map smaller and start over...



It IS too square thanks for pointing that out, Lord Marsh's Castle is supposed to be HUGE so I'm not sure about smaller. changing the shape however sounds like a good idea, that of course means redoing the interior to account for shape... there goes several hours of work... I wonder...

how about this interior map? it is supposed to be right below the other interior map. don't mind the bottom left corner It isn't finished
Spoiler: ShowHide
(http://i15.photobucket.com/albums/a400/ryex/screen%20shots/Floor3.png)


EDIT: I redid the outdoor map is it any better or are they still flaws in the concept. oh and the place where the dummy is overlapped by the wall, ignore that, it is a flaw in the generated image, I'm using a script to create them.
Spoiler: ShowHide
(http://i15.photobucket.com/albums/a400/ryex/screen%20shots/FirstScene-1.png)
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 31, 2009, 02:12:06 am
Ok, so the new exterior map is beautiful...
Simply add some more flowers in the grass and maybe another tree or two and presto!!

The layout of the interior map is great, but where you put things...terrible.
You have a bed in what seems like the living room and chairs and footrests in the middle of the hallway type room...A set of armor in there too...

Armor would be placed in a bedroom for memorial purposes in Castles or Houses. A sign of valor to it's owner. They wouldn't be strung about willingly, unless the map is a shop. Don't use the RTP default armor in places of importance...

Just be careful and double check things before you actually place them there...Think, would I put this here if it were my house...??

You certainly have potential...utilize it!! and go for the gold!!
Title: Re: Mapping Improvement Thread
Post by: Tazero on February 09, 2009, 05:30:05 am
The problem with rmxp is depth......2d is hard to optomize depth!
Nice map tho i may post one sometime soon
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 22, 2009, 06:33:18 am
Here's an interior I did.. let me know what ya think.
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/home.png)


Here's a end part of a cave I did
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/endofcave.png)


Here's a town I did.
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/atown.png)
Title: Re: Mapping Improvement Thread
Post by: Blizzard on May 22, 2009, 09:17:05 am
The cave's good and detailed, but the walls shouldn't be like a square, it looks weird. Check out the mapping tutorial I made to see how I do walls.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 22, 2009, 10:16:30 am
okie I'll read the tut and see what I can do.

kk I made this after reading your tut and useing your final pic as a reference.
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/new.png)


And here's a mockup of the end cave.
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/endofcaveedit.png)
Title: Re: Mapping Improvement Thread
Post by: Blizzard on May 22, 2009, 01:09:20 pm
Much better. :) I hope you will post the final version of the cave as well.
Title: Re: Mapping Improvement Thread
Post by: Sally on May 22, 2009, 01:11:17 pm
its better, but try not to make it in a straight line the cave give it some turns.

the indoor map, imo: theres to much open space, make the whole thing smaller. i havent been in a house thats like that.

lastly the town,
all i can say is that its a good start.

{srry is i was to harsh}

Level++
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 22, 2009, 02:00:55 pm
No worries you wasn't harsh.  :) The indoor map was from like a year ago, I just recently started using rmxp again.

Here's a castle I created.
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/castle.png)


And here's another town.
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/castletown.png)
Title: Re: Mapping Improvement Thread
Post by: Sally on May 22, 2009, 02:26:09 pm
castle:
castles usually will have a stone walkway, or something not just grass, and a castle will still call for random trees, this means, trees not on a pattern, and those bushes don't have to be there. if you don't want players to go over there make it a part of the wall.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 22, 2009, 03:18:40 pm
Like this:

Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/castleedit.png)


Here's that cave I did after the tut.. edited
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/newedit.png)
Title: Re: Mapping Improvement Thread
Post by: Sally on May 22, 2009, 08:29:15 pm
castle:
good job, but instead of fountains try one in the center.

cave:
nice... now want a challenge? make a map same tileset as that one, make it 30 by 50. and make floors.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 26, 2009, 12:10:20 pm
Quote from: Sally on May 22, 2009, 08:29:15 pm
castle:
good job, but instead of fountains try one in the center.

cave:
nice... now want a challenge? make a map same tileset as that one, make it 30 by 50. and make floors.



Sorry took so long for me to reply, been busy. ^^

@castle:
Like this..
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/castleedit1.png)


@cave: could you possibly post a example so I could have a reference to look at, to see how it's done.

....
here's another cave:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/newcave.png)
Title: Re: Mapping Improvement Thread
Post by: Calintz on May 26, 2009, 09:32:35 pm
Your map are beautiful ...
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 26, 2009, 09:45:03 pm
Quote from: Calintz16438 on May 26, 2009, 09:32:35 pm
Your map are beautiful ...


Thx.. :D
Title: Re: Mapping Improvement Thread
Post by: Calintz on May 26, 2009, 09:47:35 pm
No joke ...
It's been a long time since I've seen some gameplay maps that caught my attention. I like the style you use. It's very similar to mine. Keep up the good work.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 26, 2009, 11:31:46 pm
Quote from: Calintz16438 on May 26, 2009, 09:47:35 pm
No joke ...
It's been a long time since I've seen some gameplay maps that caught my attention. I like the style you use. It's very similar to mine. Keep up the good work.


:)

Here's another cave:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/newcave1.png)
Title: Re: Mapping Improvement Thread
Post by: Calintz on May 26, 2009, 11:37:48 pm
Do you use 8-directions??
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 26, 2009, 11:41:06 pm
Quote from: Calintz16438 on May 26, 2009, 11:37:48 pm
Do you use 8-directions??


Yeah I have it, ^^


Here's a edit of the last cave I did.
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/newcave1edit.png)
Title: Re: Mapping Improvement Thread
Post by: Calintz on May 27, 2009, 01:07:21 am
Pretty bad-ass my friend.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 27, 2009, 06:12:42 am
Last edit of this cave.. I think.  :)
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/newcave1edit2.png)
Title: Re: Mapping Improvement Thread
Post by: Blizzard on May 27, 2009, 08:01:39 am
Nice.

Spoiler: ShowHide
(http://i67.photobucket.com/albums/h316/bblizzard/Screenies/snap790.png)


EDIT: :3

Spoiler: ShowHide
(http://i67.photobucket.com/albums/h316/bblizzard/Screenies/snap112.png)

Title: Re: Mapping Improvement Thread
Post by: Dragon X on May 27, 2009, 10:03:52 am
Woah awesome o.o I'm picking up tips here, some of my maps are still square but its mainly because they arn't finished because I'm trying to make as much of the story as possible then going back to re edit the maps.

Small picy of the first castle town main square.
Spoiler: ShowHide
(http://i516.photobucket.com/albums/u323/Dragon_XX/Screenshot11.jpg)

See? although it's much bigger, I also need to edit the edges of the tower to make it more rounded in accorandce to the actual walls. =/
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 27, 2009, 11:31:22 am
@Blizzard :O.o: Nice maps
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on May 27, 2009, 07:07:48 pm
Dragon X:

Your map is reminiscent of many newbies' RMXP things. A few things I have to comment on:

Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 29, 2009, 12:44:37 am
Here's another part of the cave.
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave3.png)
Title: Re: Mapping Improvement Thread
Post by: Ryex on May 29, 2009, 12:58:50 am
look good except the exit on the left doesn't look passable as there is a wall piece underneath the ceiling wall piece..
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 29, 2009, 01:35:14 am
... Thx I should've seen that lol. :P
Okie.. fixed:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave3edit.png)


And another part:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave4.png)
Title: Re: Mapping Improvement Thread
Post by: Sally on May 29, 2009, 06:32:32 am
very good reaper, you really are improving!
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 29, 2009, 08:08:35 am
 :) Ty I got a couple more cave rooms to make, Then I'm gonna start improving on my indoor mapping. :D

Title: Re: Mapping Improvement Thread
Post by: Dragon X on May 29, 2009, 11:09:31 am
Quote from: Curly Brace (SRK86) on May 27, 2009, 07:07:48 pm
Dragon X:

Your map is reminiscent of many newbies' RMXP things. A few things I have to comment on:


  • Your map is terribly square. Many towns are definitely not that linear or 'cookie-cutter'. It's not like the people who founded the town went, "Hey, this is all flat land! We can build it perfectly!" No, the location of it probably has all sorts of terrain that the builders would have to go around.
  • The houses are dull. They're nearly the exact same thing. I don't have the tileset readily available with me, but I'm sure you can add more of a shape with it. Again, not all houses are just xx rows at something like that...I suppose. And all of them don't need the same stuff...(Unless this is a Communist town...)
  • You have an interesting design on some areas at least. Good for you on that...Just think what creative areas you can put so it'll be spiced up.
  • Many newbie maps are terribly empty. In the real world, space isn't something that is so available, especially in bustling areas. Don't make them so largely empty. :o
  • This is just a minor thing, but I don't think the dark stone tile is used for that. Doesn't matter though...I guess.

    Keep working on it though~ :) I find it easier to actually just map or diagram some basic thing out and go for it...If I ever go back on the editor...It's a little bit difficult when you have the stuff down and there's some maps you have to mangle and manage through.


Yeah I know that was a very early map though I never ever finished the town, when making part of the world map its intently cluttered with random trees and plants and animals wandering around, so much so I had to install the anti lag script D: it also has random cliff formations and stuff and was my best map. That map I showed was like the 3rd map I made when making the game and I'm gonna improve it, also it doesn't show the crowds of people events that I added in later on.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 29, 2009, 02:21:41 pm
Here's another cave:  :)

Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave5.png)


There's a piece of the wall missing on the bottom left.. just seen it lol

And another piece of the cave:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave6.png)
Title: Re: Mapping Improvement Thread
Post by: Calintz on May 29, 2009, 06:49:30 pm
So your maps are pretty amazing, I'm not gonna lie.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 29, 2009, 06:54:08 pm
 :) Thx
Title: Re: Mapping Improvement Thread
Post by: Calintz on May 29, 2009, 07:19:47 pm
There is really only one suggestion I can make to help you improve on your caves.

Along the bottom line of the cave(where if the player stood, you would only see half of him) you never place any objects. Use two-tile map pieces here and there along that line.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on May 29, 2009, 08:38:09 pm
Quote from: Calintz16438 on May 29, 2009, 07:19:47 pm
Use two-tile map pieces here and there along that line.


:???: I didn't understand that. ^^

Here's the boss part of the cave don't think I'm done with it though :P :
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave7.png)


Here's the last part of the cave:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave8.png)


Before reading tut on on the indoor shop:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/oldshop.png)


After reading:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/shopnew.png)
Title: Re: Mapping Improvement Thread
Post by: Aqua on June 04, 2009, 03:49:20 pm
Spoiler: ShowHide
(http://img192.imageshack.us/img192/2164/lolsobad.png)


Lol soooo bad... @.@

Um... there are event thingies, too XD
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on June 04, 2009, 03:57:23 pm
still looks good :) level++
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 04, 2009, 04:44:33 pm
It is pretty good Aqua.
Title: Re: Mapping Improvement Thread
Post by: Sally on June 04, 2009, 08:21:39 pm
Quote from: reaper72004 on May 29, 2009, 08:38:09 pm
Quote from: Calintz16438 on May 29, 2009, 07:19:47 pm
Use two-tile map pieces here and there along that line.


:???: I didn't understand that. ^^

Here's the boss part of the cave don't think I'm done with it though :P :
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave7.png)


Here's the last part of the cave:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/cave8.png)


Before reading tut on on the indoor shop:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/oldshop.png)


After reading:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/shopnew.png)



the boss room, has the same thing on each side its.
the other cave map looks nice, i like your style.
for the shop, i would make it a bit smaller, right now it looks like a mansion.
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 05, 2009, 03:19:44 am
I agree with Sally on the shop.
Title: Re: Mapping Improvement Thread
Post by: Sally on June 05, 2009, 06:39:15 am
Spoiler: ShowHide
(http://i707.photobucket.com/albums/ww73/kerthil/ss32.png)


just for fun, its not that good, i mean i hadn't had time to do what i wanted and spend the correct amount of time that i wanted to do the dimensions and shape of the map, so i copied reaper's
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on June 05, 2009, 09:08:15 am
K here's the redone boss cave:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/editbosscave.png)


And here's the shop.. I didn't change it much mainly because it's gonna be the only shop with 3 shopkeepers:
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/shopedit.png)
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 05, 2009, 05:26:00 pm
I like them.
Title: Re: Mapping Improvement Thread
Post by: Sally on June 06, 2009, 11:44:44 am
ok, the cave make the pillars different from eachother, make some bigger some with a different shape... try it.
Title: Re: Mapping Improvement Thread
Post by: reaper72004 on June 06, 2009, 12:58:09 pm
Spoiler: ShowHide
(http://i101.photobucket.com/albums/m45/reaper72004/edit1bosscave.png)
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 06, 2009, 03:29:51 pm
Again, no downpoints for me ... I like it.

Construction: Blake's Woods
Layer 1
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Map%20Creation/BlakesWoods001-1.jpg)

Layer 2
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Map%20Creation/BlakesWoods002-1.jpg)

Layer 3
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Map%20Creation/BlakesWoods003-1.jpg)

Events
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Map%20Creation/BlakesWoods004-1.jpg)


Gameplay: Blake's Woods
Gameplay001
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Gameplay/BlakesWoods001.jpg)

Gameplay002
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Gameplay/BlakesWoods002.jpg)

Gameplay003
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Gameplay/BlakesWoods003.jpg)

Gameplay004
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Gameplay/BlakesWoods004.jpg)
Title: Re: Mapping Improvement Thread
Post by: Sally on June 14, 2009, 07:16:12 pm
Very nice! i love it! 
just 1 question, what are all them events at the center/ left part of the maps for?
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 14, 2009, 07:37:03 pm
During Blake's walk through the woods, he activates a flashback.
Those are the events that appear during the flashback. It's not finished yet though. I have more to add yet.

Screenshot:
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Gameplay/BlakesWoods005.jpg)
Title: Re: Mapping Improvement Thread
Post by: Sally on June 14, 2009, 07:52:09 pm
ooh, alright. looks nice, where did you get that flashback picture? thing, the frame.

edit: oh! and some comments on your overall map,
the top right the bushes cover the water too much, i would show a bit more water, IMO.
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 14, 2009, 07:59:51 pm
I created the Flashback frame, and I am thinking about remodeling it into a circle ...
Would you like a copy of it??

P.S. Thanks for the comment, but I like just showing a little bit =)
Title: Re: Mapping Improvement Thread
Post by: Sally on June 14, 2009, 08:07:59 pm
alright, it was just IMO.   yes i would like a copy of it, but the resolution is different in VX, if you could resize, it.      544 by 416
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 14, 2009, 08:11:52 pm
You got it =).
I will whip up a couple for you to choose from real quick.
Title: Re: Mapping Improvement Thread
Post by: Sally on June 14, 2009, 08:13:33 pm
sweet, thanks. ill be waiting.
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 14, 2009, 08:19:57 pm
Coming in a PM.
Title: Re: Mapping Improvement Thread
Post by: Sally on June 14, 2009, 08:28:54 pm
Spoiler: ShowHide
(http://i707.photobucket.com/albums/ww73/kerthil/ss23.png)


hmm a vx cavemap. pretty good imo.
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 14, 2009, 08:42:48 pm
Looks nice ... Near the main entrance (or exit) I don't like how the cave is at the end of the wall though. I think you should move it over one tile and place it against the corner.
Title: Re: Mapping Improvement Thread
Post by: Sally on June 14, 2009, 08:52:09 pm
witch exit?
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 14, 2009, 08:57:04 pm
This one ...

Screenshot
Spoiler: ShowHide
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Mapping%20Advice/Sally/SallyMap001.png)
Title: Re: Mapping Improvement Thread
Post by: Sally on June 14, 2009, 08:58:35 pm
oh, yeah i agree with you, i don't know what i was planning to do with that bit right there but, ill change it.
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 14, 2009, 09:01:50 pm
Lol, okay ...
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 19, 2009, 09:50:03 pm
Spoiler: ShowHide
http://www.megaupload.com/?d=T388PCYF (http://www.megaupload.com/?d=T388PCYF)
This is a demo for a mountain cave, rather than a screenshot. I figured that a demo would help give better critique.


By the way, the upper levels are accessed by going into seperate, smaller rooms. Don't criticize my lack of upper levels please  :P.

Title: Re: Mapping Improvement Thread
Post by: Valcos on June 19, 2009, 11:48:01 pm
I find that your main problems with your maps are that, for indoors, they are too big and empty. You need the make the maps smaller, and fill it up. Use a variety of the tiles, it'll give it a better affect. Your out door maps, are not too bad. They are very empty for an outdoor map. Try putting random shit everywhere, in a nice fasion though.

Sorry if my two cents aren't too great... its not really what I do best xD.
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 19, 2009, 11:56:31 pm
That wasn't aimed at me, I hope.
Title: Re: Mapping Improvement Thread
Post by: Valcos on June 20, 2009, 12:07:18 am
Sadly, it was. -_-". I hope you didnt see my post as making fun of your mapping skills. It was just me trying to give some adive, which does not happen to often :^_^':.
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 20, 2009, 12:29:18 am
*edited for bad language*

I uploaded one map, very simple and all. It's just a cave.

... But, uh...

... That project you opened must've appeared out of nowhere, or something. 'Cause I just downloaded it, and I actually have never seen it before.

Edit: Here's mine: http://www.megaupload.com/?d=T388PCYF
Title: Re: Mapping Improvement Thread
Post by: Valcos on June 20, 2009, 12:35:38 am
Thats the one I downloaded and played. It was several maps?  :huh:
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 20, 2009, 12:40:02 am
This is pretty weird. I just uploaded a project I've never seen before.

Sec, while I try to upload the map. =p

Edit: http://www.megaupload.com/?d=RR7B33ZX
Here we go.
Title: Re: Mapping Improvement Thread
Post by: Valcos on June 20, 2009, 12:53:40 am
Where the eff did you get that other project from?  :huh:

Anyways, that cave is alot better than that last projects one :O.o:. You did alot of things with the ground tiles, but, you didnt put as much objects actually around the map. You can probably fill it up a bit more. But, nothing really wrong with it. Good work  :-*
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 20, 2009, 01:14:32 am
That other project? Well, I'd say it magically appeared, except that doesn't make sense. So I dunno.
Title: Re: Mapping Improvement Thread
Post by: Aqua on June 20, 2009, 01:26:06 am
That other project is some weird thing that happens with megaupload.

Sooo um... don't use Megaupload XD
Title: Re: Mapping Improvement Thread
Post by: Blizzard on June 20, 2009, 07:05:31 am
Try www.sendspace.com instead.
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 20, 2009, 08:19:21 am
I'll keep it in mind, Blizzy.

No more critique? =p. Well, that's alright, I guess. I'm probably well enough for caves... I'll have to try my hand at indoor mapping, soon. My weakness.
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 20, 2009, 08:21:43 am
Well, I can't RMXP to play properly on my Vista(never could) or I would look into it.
Title: Re: Mapping Improvement Thread
Post by: Aqua on June 20, 2009, 09:09:33 am
Cal, try playing the program in either XP compatibility mode, admin mode, or both :O
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 20, 2009, 09:24:23 am
You don't understand.
I have done everything suggested everywhere!

The program itself WILL run after switching to compatibility mode and what not, but when I attempt to testplay or run the RGSS in ANY way(music tester) the game becomes quite unresponsive. I think that maybe I need a different sound card.
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 20, 2009, 06:19:31 pm
Alright. Indoor mapping time. Feel free to criticize as harshly as you know how :P. I need to get better at this.

Spoiler: ShowHide
(http://i42.tinypic.com/118g4qu.png)

Spoiler: ShowHide
(http://i39.tinypic.com/212sd5e.png)

Spoiler: ShowHide
(http://i42.tinypic.com/141o21x.png)

Spoiler: ShowHide
(http://i39.tinypic.com/jk95jl.png)


^^
Title: Re: Mapping Improvement Thread
Post by: Sally on June 20, 2009, 06:26:00 pm
First map is awesome, just 2things.
   1: To many carpets.
   2: The fireplace is usually at the and of houses, but if you like it in the middle of the building.

2nd map,
   1: is every, open. make it smaller
   2: the sword and shield, are usually not in normal peoples houses.
   3: the tiles after your walls looks strange like that.
   4: and if its, the first floor of the first map, there shouldnt be another Fire place...

3rd map:
   1: is it a kitchen? a closet what? i cant tell.

4th map:
   1:the top of the book shelf thing is out of place.
   2: the fire place thing is not a full fire place...
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 20, 2009, 06:40:08 pm
1. Alright. 2. A fireplace in the middle warms the entire house better than one in the middle :P.
1.  It's a main room. There's usually a bit of open room. 2. The father is a former soldier. 3. True. I'll add autotiles. 4. I've seen places in the world where there's two fireplaces... Medieval places need them even more, too, because of lack of heating.
1. A kitchen/store room.
1. Oops. 2. Alrighty.

Thanks :)
Title: Re: Mapping Improvement Thread
Post by: Blizzard on June 21, 2009, 06:30:35 am
One thing I have to notice about the first map are the stairs. The practically go into the wall. o.o; You might wanna fix that.
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 21, 2009, 06:51:39 am
The first map? The stairs go right through the floor :P.

I'll assume you mean the second/fourth ones. I did the stairs like that on purpose because it looks real neat when you go up them... They're pretty realistic, too, because the autotiles cover the character's head, making him look like he's going though to ceiling, to the next floor, like real stairs.


Anyways, city mapping time. Still open to critique on previous maps, though, for sure.


Note: The city is still very incomplete. I only have 4/9 drawn, and 3/9 drawn completely(while only one house has an interior... XD map-lazy, eh?). It's supposed to be like a 3x3 grid, in the end.

Altgard City
Spoiler: ShowHide
(http://i40.tinypic.com/23o3gz.png)

Area 1
Spoiler: ShowHide
(http://i39.tinypic.com/2s1xj4x.png)

Aea 2
Spoiler: ShowHide
(http://i43.tinypic.com/25hisyx.png)

Area 3
Spoiler: ShowHide
(http://i41.tinypic.com/qpfn2o.png)


So yeah, there we have... part of ... it. I don't want to get too far, just in case my city maps suck. :P.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on June 21, 2009, 08:09:43 am
You definitely need some more floor details on the grass and probably the walls as well.
Also, don't use those black tiles for wall tops. It looks like it's an interior that way. Try to use a different autotile for that.

Spoiler: ShowHide
(http://img223.imageshack.us/img223/4206/cp21062009140734.png)
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 21, 2009, 08:40:52 am
Your lamps look like they're about to fall into the water :P.

Thanks for the input. I'm guessing my layout looks professional enough, so I can keep up the pattern. Looks like all I'll need to do is put in an extra round for refining after I'm done.

... And I am not lookin' forward to doing the Royal City. Altgard is 9 sectors, but the Royal City is going to be 25. It'll make for a breathtaking experience... awe-inspiring, I hope... Though, finding a good tileset for a great white city may be interesting. Before I try, though, I'll have to brush up on my castle-making skills. Altgard may have a fortress, but it's not graceful like I want the Royal City's castle to be.

Thanks again  :)
Title: Re: Mapping Improvement Thread
Post by: Blizzard on June 21, 2009, 09:09:34 am
Quote from: Arkaea Halfdemon on June 21, 2009, 08:40:52 am
Your lamps look like they're about to fall into the water :P.


That's concrete on their bottom and they are straight, not slanted. Just standing next to water doesn't make you fall into it. :P

Quote from: Arkaea Halfdemon on June 21, 2009, 08:40:52 am
Thanks for the input. I'm guessing my layout looks professional enough, so I can keep up the pattern. Looks like all I'll need to do is put in an extra round for refining after I'm done.


Yeah, the basic layout looks fine. Just fix what I said and it will definitely look much better. xD
Title: Re: Mapping Improvement Thread
Post by: Arkaea Halfdemon on June 21, 2009, 09:26:11 am
Quote from: Blizzard on June 21, 2009, 09:09:34 am
Quote from: Arkaea Halfdemon on June 21, 2009, 08:40:52 am
Your lamps look like they're about to fall into the water :P.


That's concrete on their bottom and they are straight, not slanted. Just standing next to water doesn't make you fall into it. :P



[smartass]Save for the occasional random quantum physics screwup.[/smartass]

*goes back to thinking up two dozen class names for a newly acquired class change sys*
Title: Re: Mapping Improvement Thread
Post by: fugibo on June 21, 2009, 02:15:32 pm
Quote from: Arkaea Halfdemon on June 21, 2009, 09:26:11 am
Quote from: Blizzard on June 21, 2009, 09:09:34 am
Quote from: Arkaea Halfdemon on June 21, 2009, 08:40:52 am
Your lamps look like they're about to fall into the water :P.


That's concrete on their bottom and they are straight, not slanted. Just standing next to water doesn't make you fall into it. :P



[smartass]Save for the occasional random quantum physics screwup.[/smartass]

*goes back to thinking up two dozen class names for a newly acquired class change sys*


Yeah, but AHD's point is that the concrete base is hanging halfway off the ledge. Also, it's sitting on top of the curb-thingy (tired today, can't think of the word), which makes no sense at all. Fail.

And Quantum Physics don't cause things to fall. Well, it's plausible, and they might indirectly, but it's INCREDIBLY unlikely, to the point where you'd half to fill half a thousand semi-impossible requirements.
Title: Re: Mapping Improvement Thread
Post by: Sally on June 22, 2009, 10:28:28 am
First: ShowHide
(http://i707.photobucket.com/albums/ww73/kerthil/tioworg.png)


Remake: ShowHide
(http://i707.photobucket.com/albums/ww73/kerthil/tiow.png)


Comments, please.
Title: Re: Mapping Improvement Thread
Post by: Valcos on June 22, 2009, 11:50:59 am
WOW... nice improvement! Looks alot better then before :haha:
Title: Re: Mapping Improvement Thread
Post by: Sally on June 22, 2009, 12:30:36 pm
thanks, the first one was an old and outdated  map i made befor i started my project. it was one of those maps i practiced on...
Title: Re: Mapping Improvement Thread
Post by: Ryex on June 28, 2009, 11:28:38 pm
I was hopping to get input on these two maps

Spoiler: ShowHide

(http://img8.imageshack.us/img8/5299/captureeyp.png) (http://img8.imageshack.us/i/captureeyp.png/)

(http://img43.imageshack.us/img43/1410/capture2s.png) (http://img43.imageshack.us/i/capture2s.png/)
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 28, 2009, 11:30:09 pm
The spoiler isn't opening for me.
Title: Re: Mapping Improvement Thread
Post by: Ryex on June 28, 2009, 11:31:56 pm
try now
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 28, 2009, 11:40:25 pm
Well the 1st one is getting better than before, but I wouldn't say it's there just yet. Try moving your desk down to match the wall, and place another one in the corner right above it to the left of the window.

Make the entire map itself smaller, because there is way too much free space, and it isn't very symmetrical. Houses that were built usually have symmetrical features, and the same can be said when designing them. To make it look more realistic, make it more symmetrical.
Title: Re: Mapping Improvement Thread
Post by: Ryex on June 29, 2009, 12:01:44 am
ok thanks! do you have any input on the over world map?
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 29, 2009, 12:41:23 am
Well, is that the entire world map, or just a portion??
Title: Re: Mapping Improvement Thread
Post by: Ryex on June 29, 2009, 12:45:33 am
portion, but that's the entire map why should I expand and add to the edges?
Title: Re: Mapping Improvement Thread
Post by: Calintz on June 29, 2009, 01:04:11 am
An overworld map is usually one BIG map, not a bunch of overworld maps that are connected by the teleport feature.
That would be my first suggestion. Second, nature is wild, and mountains normally follow a chain or a line, and don't grow all over the place like you have there. Your mountains make a puzzle of sorts, and most mountains chains have a valley that you could get stuck in with only two exits, or maybe a secret exit somewhere. Your mountains just seem to roam way too freely to be realistic.
Title: Re: Mapping Improvement Thread
Post by: Aqua on June 30, 2009, 06:00:20 pm
Eep!  I need a lot of help with this map >.<
Warning! 1600x480px file: ShowHide
(http://img39.imageshack.us/img39/9293/mapbva.png)


Also note that the only point of this map (for now) is for a cutscene that goes by pretty quickly.
Probably like 30-45 seconds on the map including reading text time.

Edit:
With my current cutscene, this map is only visible for 10 seconds! XD
Title: Re: Mapping Improvement Thread
Post by: Blizzard on June 30, 2009, 06:24:59 pm
Wow, that's an amazing 1 minute job. But I'd still rather spend 20 minutes and have it done very well instead. :/
Title: Re: Mapping Improvement Thread
Post by: dylanf3 on June 30, 2009, 06:36:01 pm
Spoiler: ShowHide

(http://dylan.maxai.org/intro_movie.png)
Hows this? its like the first screen you see in my game called Sanu Ferrus
Title: Re: Mapping Improvement Thread
Post by: Aqua on June 30, 2009, 07:13:51 pm
Quote from: Blizzard on June 30, 2009, 06:24:59 pm
Wow, that's an amazing 1 minute job. But I'd still rather spend 20 minutes and have it done very well instead. :/

I didn't say it took me 1 minute :P
I said that the map is shown for less than a minute.

It actually took me like... 10 XD
And that's why I need help improving it
Title: Re: Mapping Improvement Thread
Post by: Musicmuse on June 30, 2009, 07:33:04 pm
Dylanf3:  I really like the overall feel of the map, but there are a couple of things you may want to consider.

The middle waterfall is longer than the other two, yet there is no elevation change to support it.

Where are the stairs leading to?  If someone took the time to carve stairs into a mountainside, they should lead to something.  If you're looking for a more natural look, you could always use the sloped grassy walkway tile instead of a stair tile.  Perhaps you know where it leads to, though, in which case disregard this comment.

Lastly, some more natural elements of nature are parallel to each other (the two stumps on the top left and the rock piles across the top).   I think because you did such a nice job of rounding the water line, these other tiles stick out as feeling "unnatural" when in a straight line.

A very nice start, though, in my opinion.  Good mix of trees and an interesting layout visually.




Aqua, what are you using this scene for?  I would imagine a chase scene of some sort based on the layout, but perhaps by knowing what you're trying to accomplish during the scene, we could provide more helpful feedback.
Title: Re: Mapping Improvement Thread
Post by: dylanf3 on June 30, 2009, 07:49:05 pm
You actually helped me out on a few things, mainly, that it doesnt lead anywhere, and what i did wrong, in the playable part, you can get to this map too, but then there is a mountain that u can climb that isnt here now, so i edited that and the other map as well :D
Spoiler: ShowHide
(http://img197.imageshack.us/img197/8497/sanfer2.png)

The only change in the other map, is the wooden log, that one has been cleared


Spoiler that thing!!!
~Aqua
Title: Re: Mapping Improvement Thread
Post by: Aqua on June 30, 2009, 08:02:09 pm
Yeah... it's a chase scene
Title: Re: Mapping Improvement Thread
Post by: dylanf3 on June 30, 2009, 08:51:08 pm
Heres a map i really HATE, but ppl say its nice, i want critics
Spoiler: ShowHide

(http://dylan.maxai.org/ice_cave.png)
Title: Re: Mapping Improvement Thread
Post by: Musicmuse on July 01, 2009, 01:43:38 am
Aqua: Well, the scene is pretty short, so I wouldn't be overly worried about cramming in details (especially if the cutscene is mostly the player reading messages).

I would pay attention to the overall shape, though.  The map is very long and straight, and I think you could add more visual interest by varying the mountain bottom a bit more.  It just seems "blocky" to me.  A variance of trees might help, too.

The path is also a bit jarring.  If this is a well-travelled road between major cities or towns, then it's appropriate; if this map is more rural, perhaps you should consider leaving a break in the path or adding slightly overgrown places.

There's also a section at the bottom of your map that has a caved-in entrance.  You used a "mountain top" tile next to the caved-in tile (to make the land coming out of the side of the mountain), and it looks a bit out of place.  Try using a side tile or regular grass tile on the first layer and then a "mountain bottom" tile on the second level to give the illusion that the new level is coming out of the side of the mountain rather (rather than looking like it's on the same level).




dylanf3: First off, ask yourself what YOU hate about the map and change it.  I wouldn't present a map I was unhappy with, and I think it's always more important to feel personally satisfied with a project rather than put out something to satisfy other people.

Suggestions I have for the map are kind of similar as before.

Think about the map using realistic terms.  The path is very defined.  Is this a hideout for someone (or a group of people)?  If the only things inhabiting the cave are monsters, then I doubt they'd have made a nice path leading the Hero conveniently to the exits.  Part of the the fun of field maps is letting the Hero explore and find the right path on their own.

I will say, though, the the cave seems inhabited since there are again bridges (like the steps) the seem to lead to nowhere important.  If the only purpose these bridges serve is to let the Hero fight the monsters, I'd consider editing them out.  Wolves don't build bridges to wait for a Hero to come batle them.  Don't be afraid to have areas of a map be inaccessible (or not easily accessible).

Hope this helps!
Title: Re: Mapping Improvement Thread
Post by: Aqua on July 01, 2009, 02:38:39 am
Thanks for the input :)

I can't use different trees other than what I have because I don't wish to add a custom tileset to my game, since I'm under a certain size limit.

Edit:
How about this one? =3
Spoiler: ShowHide
(http://img21.imageshack.us/img21/5193/map2e.png)
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on July 01, 2009, 02:59:37 pm
QuoteI can't use different trees other than what I have because I don't wish too add a custom tileset to my game, since I'm under a certain size limit.


Excuse me?

QuoteI can't use different trees other than what I have because I don't wish too add a custom tileset to my game, since I'm under a certain size limit.


0.0

QuoteI can't use different trees other than what I have because I don't wish too add a custom tileset to my game, since I'm under a certain size limit.


O.O

QuoteI can't use different trees other than what I have because I don't wish too add a custom tileset to my game, since I'm under a certain size limit.


F--------------

A bit empty and square looking...That's pretty much one complaint I see right away. Other than that, not too bad.

EDIT: YOU CAN'T SAVE YOURSELF WITH THAT EDIT :V
Title: Re: Mapping Improvement Thread
Post by: Subsonic_Noise on July 01, 2009, 03:04:50 pm
Quote from: Aqua on July 01, 2009, 02:38:39 am
Thanks for the input :)

I can't use different trees other than what I have because I don't wish to add a custom tileset to my game, since I'm under a certain size limit.

Edit:
How about this one? =3
Spoiler: ShowHide
(http://img21.imageshack.us/img21/5193/map2e.png)



Looks good, :D try to add some flowers perhaps.
But, please, use the round water tileset. That square one just is ugly.
Title: Re: Mapping Improvement Thread
Post by: G_G on July 01, 2009, 03:05:22 pm
Quote from: Starrodkirby86 on July 01, 2009, 02:59:37 pm
QuoteI can't use different trees other than what I have because I don't wish too add a custom tileset to my game, since I'm under a certain size limit.


Excuse me?

QuoteI can't use different trees other than what I have because I don't wish too add a custom tileset to my game, since I'm under a certain size limit.


0.0

QuoteI can't use different trees other than what I have because I don't wish too add a custom tileset to my game, since I'm under a certain size limit.


O.O

QuoteI can't use different trees other than what I have because I don't wish too add a custom tileset to my game, since I'm under a certain size limit.


F--------------

A bit empty and square looking...That's pretty much one complaint I see right away. Other than that, not too bad.


Someones being a grammer freak  :roll:
Title: Re: Mapping Improvement Thread
Post by: Subsonic_Noise on July 01, 2009, 03:14:07 pm
So, here is one of my maps from the game "Dystopia"
Spoiler: ShowHide
(http://s3.supload.com/files/default/mapping-20090701083253.jpg)

Please criticize.  :haha:
EDIT: I made an mistake while putting the images together. Ignore that. FIXED.
Title: Re: Mapping Improvement Thread
Post by: G_G on July 01, 2009, 03:28:28 pm
First try to fix the image putting together if not at least save the image as a .png its much better quality. The map looks okay for like a lab or something. Looks neat/
Title: Re: Mapping Improvement Thread
Post by: dylanf3 on July 01, 2009, 03:36:26 pm
Quote from: Musicmuse on July 01, 2009, 01:43:38 am
dylanf3: First off, ask yourself what YOU hate about the map and change it.  I wouldn't present a map I was unhappy with, and I think it's always more important to feel personally satisfied with a project rather than put out something to satisfy other people.

Suggestions I have for the map are kind of similar as before.

Think about the map using realistic terms.  The path is very defined.  Is this a hideout for someone (or a group of people)?  If the only things inhabiting the cave are monsters, then I doubt they'd have made a nice path leading the Hero conveniently to the exits.  Part of the the fun of field maps is letting the Hero explore and find the right path on their own.

I will say, though, the the cave seems inhabited since there are again bridges (like the steps) the seem to lead to nowhere important.  If the only purpose these bridges serve is to let the Hero fight the monsters, I'd consider editing them out.  Wolves don't build bridges to wait for a Hero to come batle them.  Don't be afraid to have areas of a map be inaccessible (or not easily accessible).

Hope this helps!


Well, the cave is not completely uninhabited, its kinda the house of the Ice Elemental boss, and these monsters are her pets =D
But you are right about the path, it shouldnt lead to that, just cuz not many ppl walk there.
And i hate it, cuz it doesnt seem right.
Title: Re: Mapping Improvement Thread
Post by: Musicmuse on July 01, 2009, 03:51:44 pm
Aqua: Unless you're scrolling from the bottom, there's probably no need for that entire bottom section.  The player will never be in a position to see it anyway.

I also noticed that you're using the darker grass tile as a shadow (I think).  I think it looks choppy and unnatural.  I appreciate you trying to add realism by using shade, but the square shade tile is actually distracting from, not enhancing, the scene.

Subsonic_Noise: I like the map, but it's very sterile.  Maybe you've added a tint already, or perhaps it's meant to be a happy, friendly place.  If it's supposed to have any drama, however, I'd think about adding a deeper tint or a dramatic background track (or both).  It just seems kind of empty.  Very nice start, though.

Regardless of the circumstances, though, the hallway is kind of barren.  Whether you add a holographic screen on the wall or some sort of "cellblock" writing (Like 'Lab C-8"), I just think it might be nice to spruce up the hallway since you obviously spent some time on designing the rooms.  Even like a wall light.  Something.  Just my opinion.
Title: Re: Mapping Improvement Thread
Post by: Subsonic_Noise on July 01, 2009, 04:13:25 pm
Quote from: Musicmuse on July 01, 2009, 03:51:44 pm
Subsonic_Noise: I like the map, but it's very sterile.  Maybe you've added a tint already, or perhaps it's meant to be a happy, friendly place.  If it's supposed to have any drama, however, I'd think about adding a deeper tint or a dramatic background track (or both).  It just seems kind of empty.  Very nice start, though.

I forgot to mention that this (atually the whole game) has an "less color saturation tint". It's 170 instead of 255.
And, dont worry about the background track, music is the only thing I can really do^^
But it's supposed to look sterile and harmless at first. So that kind of is an compliment.^^
Quote from: Musicmuse on July 01, 2009, 03:51:44 pm
Regardless of the circumstances, though, the hallway is kind of barren.  Whether you add a holographic screen on the wall or some sort of "cellblock" writing (Like 'Lab C-8"), I just think it might be nice to spruce up the hallway since you obviously spent some time on designing the rooms.  Even like a wall light.  Something.  Just my opinion.

Thanks for hint, i will make these cellbblock writings on the walls^^ They would fit perfectly.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on July 01, 2009, 04:24:04 pm
@Aqua: I agree, you need more junk on the floor. Put more plants around.
Title: Re: Mapping Improvement Thread
Post by: Musicmuse on July 01, 2009, 04:44:09 pm
Subsonic_Noise: Here are a couple of screens you might like.

Spoiler: ShowHide
(http://img.photobucket.com/albums/v193/Musicmuse122/CP%20album/objectscreen2.png)


Spoiler: ShowHide
(http://img.photobucket.com/albums/v193/Musicmuse122/CP%20album/objectscreen1.png)


Spoiler: ShowHide
(http://img.photobucket.com/albums/v193/Musicmuse122/CP%20album/objectscreen.png)


Unfortunately, I got them so long ago I'm not sure who to credit... but they're not mine.
Title: Re: Mapping Improvement Thread
Post by: Subsonic_Noise on July 01, 2009, 04:54:20 pm
Quote from: Musicmuse on July 01, 2009, 04:44:09 pm
Subsonic_Noise: Here are a couple of screens you might like.

Spoiler: ShowHide
(http://img.photobucket.com/albums/v193/Musicmuse122/CP%20album/objectscreen2.png)


Spoiler: ShowHide
(http://img.photobucket.com/albums/v193/Musicmuse122/CP%20album/objectscreen1.png)


Spoiler: ShowHide
(http://img.photobucket.com/albums/v193/Musicmuse122/CP%20album/objectscreen.png)


Unfortunately, I got them so long ago I'm not sure who to credit... but they're not mine.

Thanks thanks thanks!  :o they fit perfectly!
That's one free level ++ for you ^^
Title: Re: Mapping Improvement Thread
Post by: Aqua on July 01, 2009, 06:20:30 pm
Hehe someone have the rounded water autotile then?

And... you /do/ get to go to the bottom... ;)

And I'll be sure to add more junk to the map XD
Title: Re: Mapping Improvement Thread
Post by: dylanf3 on July 01, 2009, 06:26:39 pm
Spoiler: ShowHide

(http://solarsoft.nl/resources/albums/100001/full_1_1198598778_3819.png)

This one? or another one?

Spoiler: ShowHide

(http://img135.imageshack.us/img135/5129/mappingcompround1.png)

My newest map, needs a LOT of improvement, just point it our :D

EDIT#
sht, sorry for double post

No harm done, ^_~  If you find yourself doing this again, just edit your double post, move it over to the last post, then remove your offending post. ~Love, Starrodkirby86
Title: Re: Mapping Improvement Thread
Post by: Blizzard on July 02, 2009, 04:07:42 am
@Aqua: If you can see a part of the map or not is easy to determine. Left and right you can see 9.5 squares around you while up and down it's 7 squares. I always use that to make maps where you get a feeling of space. i.e. In Unitopia Underground you can walk to the edge and the camera will follow you. If you press CTRL and walk one square further, you would notice that there's nothing left and the camera doesn't scroll. Yet, until you were walking to the edge, it made the impression that the room is huge and you don't have access to all of it. xD
Title: Re: Mapping Improvement Thread
Post by: Subsonic_Noise on July 02, 2009, 08:57:26 am
Here is the rounded water autotile.^^
Spoiler: ShowHide
(http://s3.supload.com/files/default/rounderwateranim0kb.png)

It really looks better and more natural, but still fits the RTP style.
Title: Re: Mapping Improvement Thread
Post by: dylanf3 on July 02, 2009, 01:50:49 pm
Quote from: Subsonic_Noise on July 02, 2009, 08:57:26 am
Here is the rounded water autotile.^^
Spoiler: ShowHide
(http://s3.supload.com/files/default/rounderwateranim0kb.png)

It really looks better and more natural, but still fits the RTP style.


I already posted it =D
You stole my post, which was before u =D :V:
Title: Re: Mapping Improvement Thread
Post by: matte012 on July 15, 2009, 02:12:00 am
(Just as a small note, this topic wasn't posted in for 2 weeks exactly. But it is stickied so I hope this isn't necroposting.)

Here, is my introduction city that the main characters mother lives and dies in. This area is only visible for a good two minutes. (tapping of the button may reduce this time). The road to the left is a trade route so the road is naturally long, as yeah, nothing much else to say

Spoiler: ShowHide
(http://img195.imageshack.us/img195/7213/farmareaprevies.png) (http://img195.imageshack.us/i/farmareaprevies.png/)
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on July 15, 2009, 02:17:45 am
It's all right to necropost as long as you have constructive things to say or ask, or whatever. It differs on each case, of course~

Looks nice, especially for something you're just passing through. I'd recommend having more scenery or shrubs (Ground stuff), and if you don't mind grabbing some custom resources, you can add another tree...Seeing that same one is awfully tiring.

Are those stumps logically placed? Pretend there was actually a tree there? Would it make sense?

And yeah.
Title: Re: Mapping Improvement Thread
Post by: matte012 on July 15, 2009, 02:49:11 am
A majority of those trees are random. But the town was newly built and is in a very heavily forested area. *works on incorporating custom content*

Also.. the middle area where the area is flattened out was a semi-mistake turned into gold as the scene will happen there. Poor Skye.. she was just a child.. *sheds a tear for edited character*

~Sometime later~

BACK!!! And here is the map changed around. It looks better in my opinion

Matt's Map Improved!!: ShowHide
(http://img149.imageshack.us/img149/7100/farfar.png) (http://img149.imageshack.us/i/farfar.png/)

Title: Re: Mapping Improvement Thread
Post by: Sally on July 16, 2009, 08:14:39 pm
Its a nice map, but it looks more of a Village than a City, but it all depends on how your game is set up. Imo.
Title: Re: Mapping Improvement Thread
Post by: winkio on July 16, 2009, 08:21:48 pm
Quote from: matte012 on July 15, 2009, 02:49:11 am
But the town was newly built and is in a very heavily forested area.


Looking pretty good.  The one thing that I would wonder is why is that path on the left side of the screen look like it's been traveled so much?  If its part of a route from one bigger city to another, then thats fine, but if not, I'd make it smaller/grassier.  Great job though.
Title: Re: Mapping Improvement Thread
Post by: matte012 on July 17, 2009, 12:43:24 am
The road is a trade route, many wagons carry goods and other stuff. In fact, that is how your character shows up. But now spoilers... now that I can map, NOW FOR EVENTING! Thanks!

And, for dylanf3. You're map seems good, fix up all the errors in mapping though. The rock on the ledge is blocking out some of the cliff, but it is good, for a rocky area/mountain. Keep on making maps! And is it me, or is the river WAY to small for such a large waterfall like that. :P
Title: Re: Mapping Improvement Thread
Post by: nathmatt on August 02, 2009, 09:27:47 am
my planed cave

Spoiler: ShowHide
(http://i184.photobucket.com/albums/x287/nathmatt/1stcave-1.jpg)


here is the entrance to my map what do you think

Spoiler: ShowHide
(http://i184.photobucket.com/albums/x287/nathmatt/1stcave.jpg)


here is the next part

Spoiler: ShowHide
(http://i184.photobucket.com/albums/x287/nathmatt/2ndcavemap.jpg)


& the next part

Spoiler: ShowHide
(http://i184.photobucket.com/albums/x287/nathmatt/3rdcavemap.jpg)



i guess i mightas well stop adding i guess this thread is dead
Title: Re: Mapping Improvement Thread
Post by: Valcos on August 03, 2009, 03:33:52 am
Naw, its not dead dead. Its just that no one is probably interested in commenting on maps right now. I think you should add more crap to it, to plan xD. I know its simple and anyone could say that, but... it has to be said. And i think some of the maps seem a bit square. Like the 2nd one, that needs a bunch of work, it just doesnt look right. And the 3rd one, the path doesnt seem right to me, just not sure in what way.
Title: Re: Mapping Improvement Thread
Post by: boisei0 on August 03, 2009, 06:44:59 am
One of mine, a mining town, I made for one of my current games. In the beginnning, I couldn't map. And when I say I couldn't, I really couldn't. Look at this ones:

Spoiler: ShowHide
(http://img32.imageshack.us/img32/9230/minetownold2.png)

Spoiler: ShowHide
(http://img32.imageshack.us/img32/1458/minetownold1.png)


And the improved one
Spoiler: ShowHide
(http://img26.imageshack.us/img26/4438/minetownnew.png)
Title: Re: Mapping Improvement Thread
Post by: Valcos on August 03, 2009, 01:13:46 pm
Someone comment on this one, i dont know where to start -_-". No offense.
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on August 04, 2009, 12:04:17 pm
I got experience modding osu! beatmaps~ U:

I am not going to criticize the first two maps but instead going to criticize the third one.

1. The map is way too empty. This makes an RPG boring on many levels, especially when the player has a slow traveling speed. There needs to be more scenery, trails, obstacles, and especially events.
2. Rivers aren't meant to be square looking. At the right side it's all fine~ But it's so horribly linear on the other side. Man-made rivers and lakes aren't even that linear.
3. Speaking of the river, where the heck is it going at the left side over there? I would assume it's supposed to 'enter the cliff' but due to the tileset's 'limits' you couldn't do that. I don't really know what to tell you other than making your own with a character set or something. I can't recall anything and I'm too lazy to open RPG Maker.
4. Thinking logically, is it really safe to put some rails above water? I would think it'd pollute the water if stray coals fell or wear and tear happened on that area when the carts come out. I'd also believe that the way the rails would be built in a mining town would be the quickest route from Point A to B so they can net the minerals/whatever at a high pace.
5. It may look a bit creative to have that fort over there, but what use does it have besides the possibility of archers raining down on people (Though it's not a high elevation so that wouldn't be a smart idea as well)? (I'm talking about the steel barricaded area or something around the south part that's surrounded by water)
6. I can't tell when zoomed out, but I don't think the mine tiles nearby the cliff (The brown stones) fit well when transitioning with the grass tiles. Kind of like oil and water...? And why is the grass always the darker colored one? Variety is good, you know.

Some positive points of the map:
1. You know how to use cliffs! (Or at least, the bottom of it) Yay~
2. It has some nice basic structure. It's a good barebones map. Needs detail though~
3. The river on the right looks a bit natural at least. ^^ Kinda narrow though.
4. Yay on Waterfall~
Title: Re: Mapping Improvement Thread
Post by: nathmatt on August 25, 2009, 03:12:03 pm
updated

what do you thing havent fixed the face in hud yet lol

Night
Spoiler: ShowHide
(http://img256.imageshack.us/img256/1531/atnight.png)


Day

Spoiler: ShowHide
(http://img175.imageshack.us/img175/9131/duringday.png)


new map

Night

Spoiler: ShowHide
(http://img20.imageshack.us/img20/4406/watermap.png)
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on August 25, 2009, 08:58:35 pm
Look at Map 1 + 2's upper right corner nearby the tree. There's a bit of some extra shadow tile that looks a little icky. The transitioning from the tile to the panorama out there also seems a bit too choppy. Perhaps you should use the cliffs tile to make it seem less blocky. Day seems a bit dark or gloomy, but I can't particularly complain on that...I guess...

Yeah, that's pretty much it. Nice maps. ^^
Title: Re: Mapping Improvement Thread
Post by: Blizzard on August 26, 2009, 03:25:56 am
What SRK said. The color choice is very odd, though. Night isn't green and the day colors are way too dark.
Title: Re: Mapping Improvement Thread
Post by: Rezca on October 06, 2009, 04:35:54 pm
I already caught several no-no's in the map, and I can still see a few more, but in the meantime any general advice is welcome! (That is the point of this thread is it not? o_O; )

Click for full size of course  8)
(http://img245.imageshack.us/img245/266/redbricklayout.th.jpg) (http://img245.imageshack.us/i/redbricklayout.jpg/)
Title: Re: Mapping Improvement Thread
Post by: Calintz on October 11, 2009, 04:34:33 am
Well, the shapes of the maps are dynamic.
They could still get more fluent, but I think you need to add more detail to the caves. Put more foliage down.

@nathmatt:
I don't like the white stroke around the HP and SP abbreviations, but that's just me. I also can't stand those facesets.
They cut off, and it looks terrible. Maybe you should try to get your hands on some faces that only show a cutoff at the neck.
Title: Re: Mapping Improvement Thread
Post by: Rezca on October 13, 2009, 05:51:05 pm
Thanks Calintz, I'll keep what you suggested about more foliage in mind :D
Title: Re: Mapping Improvement Thread
Post by: Calintz on October 14, 2009, 03:58:45 am
No problem, I just feel they lack detail.
Their layouts work very nicely though ...
Title: Re: Mapping Improvement Thread
Post by: G_G on November 17, 2009, 03:47:26 pm
Okay I'm very proud of this town, I think its literally my best town map ever.
Images look wierd where they connect because I took two separate screenshots.

Warning: Large Images (Total images 2)
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/map1.png)
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/map2.png)


EDIT: Yea its probably not even that good. I am terrible at mapping >_>
Seeing this is my best town map, you should see my worst >__>
Title: Re: Mapping Improvement Thread
Post by: RoseSkye on November 17, 2009, 03:56:28 pm
Quote from: game_guy on November 17, 2009, 03:47:26 pm
Okay I'm very proud of this town, I think its literally my best town map ever.
Images look wierd where they connect because I took two separate screenshots.

Warning: Large Images (Total images 2)
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/map1.png)
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/map2.png)


EDIT: Yea its probably not even that good. I am terrible at mapping >_>
Seeing this is my best town map, you should see my worst >__>


It's good, I'll upload a port town tut to show you how to own the fuck out of the port town tileset though.
Title: Re: Mapping Improvement Thread
Post by: G_G on November 17, 2009, 04:12:42 pm
sweet thanks rose, your post town helped me out alot to thanks :)
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on November 18, 2009, 03:18:36 am
There's an inconsistent wall nearby the start point. It's to the left of that staircase.

The windows on the faces of the houses seem a bit high in height. What if they were lowered; would they look better there?

I personally don't use the left/right wall end tile on walls that are sandwiched between another one (For example, the vertice at the lower-right dock area, [The L shape, the place where the two lines meet, yeah?]). I myself use the middle tile. ...Though that might just be for Indoors Houses.

I should get some sleep.

Your map is not bad; don't be so harsh on yourself. Then again, feel free to. We all love you regardless, yeah? <3
Title: Re: Mapping Improvement Thread
Post by: Rezca on November 18, 2009, 07:34:06 pm
This isn't the only 'Sunny Forest' map I have, but it is IMO the best looking one. And the, uh... Largest  :shy:

It is intended to be a "Mini-Dungeon" within another map, and really the only way I could figure a logical transition between the two was adding a teleport marker, and frankly now that I think of it, just merging two tilesets probably would have been a better idea. The map in question is not shown here, fyi :P


(http://img33.imageshack.us/img33/72/forest1v.th.jpg) (http://img33.imageshack.us/i/forest1v.jpg/)
Title: Re: Mapping Improvement Thread
Post by: Jackolas on November 18, 2009, 07:43:46 pm
looks really good. only thing I would change is the Squarish water. (aka use a round water auto tile)
Title: Re: Mapping Improvement Thread
Post by: G_G on January 18, 2010, 05:30:24 pm
Can I have some opinions on this? Maybe there are things I can fix, add?
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/mapscreen1.png)
Title: Re: Mapping Improvement Thread
Post by: Tazero on January 18, 2010, 05:37:19 pm
I liek it
Title: Re: Mapping Improvement Thread
Post by: Lore on January 18, 2010, 09:43:37 pm
Quote from: game_guy on January 18, 2010, 05:30:24 pm
Can I have some opinions on this? Maybe there are things I can fix, add?
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/mapscreen1.png)



Well, firstly, the terrain is just too barren. Perhaps add some plants and more scenery, like grass.
Perhaps make a little meadow for those children to play in. Since the trees are artifically planted (Hence the little stone outline at the roots) you should make them line up and parallel, since man loves symmetry.

The four trees by the small bench by the house wall should line up side by side and the bench moved elsewhere, it looks awkward for it to be planted by mankind. Remember, this is a town, not nature, 95% of everything is planted and maintained by man, and should be symmetrical. Just a few suggestions, there can be more improvements made, but first focus on the ones I gave you, I'll give you some more when you post an updated map.
Title: Re: Mapping Improvement Thread
Post by: King Munkey on January 18, 2010, 11:45:12 pm
Spoiler: ShowHide
(http://i264.photobucket.com/albums/ii169/Kingmunkey/Map1.png?t=1263876177)


Spoiler: ShowHide
(http://i264.photobucket.com/albums/ii169/Kingmunkey/Map2.png?t=1263875986)


The second one isn't as good but I wanted it to be a little more simple than the first. And thoughts for improvement? :D
Title: Re: Mapping Improvement Thread
Post by: Calintz on January 18, 2010, 11:55:57 pm
@King Munkey:
I assume the first map is a simple forest map?
That being the case, I have to ask.. .. ..What is the point of the broken pillar? It bears no meaning what-so-ever, and if it doesn't, remove it, because pillars don't spring up in the middle of the woods for no reason. Unless you have some sort of sanctuary nearby, scrap it.

Secondly, I am happy that you're utilizing tall grass in that map, but don't you think one little patch is just highly unlikely?
I would suggest you throw up at least two patches of tall grass in the area, and maybe even three. Don't be afraid to let the grass grow out of the screen. It looks good.

Finally, what's with the dirt trail leading from the top? It suddenly ends after a lousy L shape leads behind a tree. The trail leads somewhere doesn't it? Make it happen, and add some breaks along the way for a nice feel! You got this Munkey!! Tear that shit up!!

As for the house.. .. ..
Make the wood cutting and placement more practical. A person doesn't keep the log cutting station far from where he is planning to unload and store it. Doesn't normally keep the cut and uncut wood far from each other for that matter. group them closer together for a more domestic look. Also, lose the oddly shaped water paths. Most people who live in nature don't build houses right next to oddly shaped bodies of water. They create the waterhole themselves. At the bottom of the screen, you should try making the water two tiles from the bottom along the entire screen, and make the hole at the top more round. Play around and see what happens. Add more foliage.
Title: Re: Mapping Improvement Thread
Post by: Lore on January 19, 2010, 08:45:35 am
Quote from: Calintz on January 18, 2010, 11:55:57 pm
@King Munkey:
I assume the first map is a simple forest map?
That being the case, I have to ask.. .. ..What is the point of the broken pillar? It bears no meaning what-so-ever, and if it doesn't, remove it, because pillars don't spring up in the middle of the woods for no reason. Unless you have some sort of sanctuary nearby, scrap it.

Secondly, I am happy that you're utilizing tall grass in that map, but don't you think one little patch is just highly unlikely?
I would suggest you throw up at least two patches of tall grass in the area, and maybe even three. Don't be afraid to let the grass grow out of the screen. It looks good.

Finally, what's with the dirt trail leading from the top? It suddenly ends after a lousy L shape leads behind a tree. The trail leads somewhere doesn't it? Make it happen, and add some breaks along the way for a nice feel! You got this Munkey!! Tear that shit up!!

As for the house.. .. ..
Make the wood cutting and placement more practical. A person doesn't keep the log cutting station far from where he is planning to unload and store it. Doesn't normally keep the cut and uncut wood far from each other for that matter. group them closer together for a more domestic look. Also, lose the oddly shaped water paths. Most people who live in nature don't build houses right next to oddly shaped bodies of water. They create the waterhole themselves. At the bottom of the screen, you should try making the water two tiles from the bottom along the entire screen, and make the hole at the top more round. Play around and see what happens. Add more foliage.


I agree with everything Calintz said, and I also have a few things to say.
First of all, in the first map, the big trees shadow to the left is cut off, so it looks kind of weird. But that can easily be fixed.
Also, since you added stumps in the first map, perhaps add the actual brown wooden log (The long ones, not the gray dead ones) to make it a bit more realistic? Unless of course there is a lumber facility nearby.
Perhaps also add a bird's nest in one of the trees, after all, there are so many, a bird is bound to call one of them home.

Now, for the second map. The water at the bottom looks a bit too blocky, if you make it cut out more just a tiny bit into the land, it would look more natural, but that's just me. Also, a lot of the terrain feels sort of empty, try adding some grass and shrubbery around the area to make it feel more real. This is a minor suggestion, and very optional, but in my opinion dirt paths tend to never hold together. So the little sand/dirt path leading from the house can be broken into 2-3 pieces, in my opinion it would look better. Lastly, those two bushes on the right feel a bit out of place to me, maybe move them closer to the house? They look like they were planted, and I sure wouldn't plant my bushes God knows where.
Title: Re: Mapping Improvement Thread
Post by: G_G on February 15, 2010, 10:37:59 pm
Simple cave I've been working on. Its the entrance so it's not going to be that big. As you get deeper though you'll notice the maps being larger. Anyways here's the entrance.

Warning. Somewhat large image.
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/cave1.png)
Title: Re: Mapping Improvement Thread
Post by: Landith on February 15, 2010, 10:49:10 pm
Is there a reason it is symmetrical?
The plants and stuff don't need to be that straight, maybe make the cave wider and spread things out more.
The layout is good but it seems a little narrow and long. Also the beginning left and the right side seem a little... too straight.?
The walls also seem a little bare, maybe add different wall tiles and some vines?
(You can find vines in various rtp tilesets, it has a nice effect on caves)
Also the floor is kinda plain. I would use the path and the shadow dirt autotiles to make it less plain, or maybe add some water. But I don't recommend water as it's the entrance.

Also with the way your going now, I see no light. It's a cave so it's going to be dark.
Maybe use a picture overlay with holes through the roof and it shines down or make a fire or torches.
Unless of course your character can carry artificial light.

What else...
Oh! You use a lot of crystals, I would focus on plants mainly or rocks. (As you don't really see a lot of crystals in caves. Well where I live you don't :P)
Also I would extend the middle part to make it where if your on the left side you won't see the right entrance. That way it makes it where the player wants to explore both parts to see if he/she is missing anything.
Also, since it's the entrance your going to have light coming in from the entrance unless it's dark outside of course.

Hope that helps somewhat (:
Title: Re: Mapping Improvement Thread
Post by: G_G on February 15, 2010, 11:48:33 pm
I think the path I used is going to be replaced with something else. I might even remove it. The reason there wouldn't be a path is because well its not a man made cave. So there shouldn't be any man made objects in it. Here's a newer version. I think I improved it a bit more.

Warning Large Image
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/cave21.png)
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on February 16, 2010, 01:56:19 am
Now, I'm sure I'm in no position to give talking here since I see Landith already gave a nice rundown of the map, but your new version...seems a bit now too bland and sparse. A little on the boring side...Of course, the first version was bustling and cramped. I wonder if there can be a moderation to it all? XD It's all right though, I haven't been seeing as many RMXP maps as I should anyway.
Title: Re: Mapping Improvement Thread
Post by: Landith on February 16, 2010, 03:18:28 am
I didn't say to remove almost everything and just add a little :P
Hmm... You did good on the improvement of the structure, just the details are too little. If it's not man-made(as most caves aren't) then it should have tons of stuff in it, stuff that gathers over the ages, etc...
Play around with it for awhile, when you like it, you are done. (:
Title: Re: Mapping Improvement Thread
Post by: G_G on February 16, 2010, 04:29:16 pm
Here's another version. This may be final. I think it looks pretty good.

Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/cave-1.png)
Title: Re: Mapping Improvement Thread
Post by: SwiftDeathSK on February 23, 2010, 09:23:34 am
Here's the first map I've made in over a year; I'm hoping to get back to the level of mapping I once was at, since it has always been my strong point.

Spoiler: ShowHide
(http://i449.photobucket.com/albums/qq217/swiftdeathsk2/RMXP%20Maps/BytheRiver-FirstMappingExample.png)


It's supposed to be a simple map, a clearing near a stream where the game starts out at. Nothing too fancy, and it's not supposed to be filled with plants and such, since it's a clearing. I tried to stay away from any form of symmetry as much as I could, but I may have missed some.

Anyways, any feedback?
Title: Re: Mapping Improvement Thread
Post by: Spaceman McConaughey on February 23, 2010, 07:13:43 pm
I like it, Swift. Nice 'n smexy. ;3
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on February 23, 2010, 08:53:11 pm
I really like that map! I don't really have anything to say, and probably if I did have something to say, it's just for the sake of having a piece of criticism. That being said, this is totally a suggestion...

This isn't your mapping skills that I'm really talking about, but more of the tileset. The trees being the borders of that deep forest wall seems to be look a bit strange without any shadow under it...at least to me. I don't know if adjusting those would make it look any better?
Title: Re: Mapping Improvement Thread
Post by: SwiftDeathSK on February 23, 2010, 09:19:06 pm
unfortunately I have terrible artistic abilities, and the tileset does not seem to have a matching shadow tile for the trees, but I did find one similiar that sort of works, tell me what you think of it.

Spoiler: ShowHide
(http://i449.photobucket.com/albums/qq217/swiftdeathsk2/RMXP%20Maps/BytheRiver-FirstMappingExample-Edit.png?t=1266977788)

Oh, and here's some in-game screenshots with some color tone and sparkles in the water, along with some animals to spice up the map a little bit (ill have to tweak the animation setup so the sparkles arent so huge and blocky, later)

Spoiler: ShowHide
(http://i449.photobucket.com/albums/qq217/swiftdeathsk2/RMXP%20Maps/ByTheRiver-Ingame03.png?t=1266977830)

Spoiler: ShowHide
(http://i449.photobucket.com/albums/qq217/swiftdeathsk2/RMXP%20Maps/ByTheRiver-Ingame02.png?t=1266977846)

Spoiler: ShowHide
(http://i449.photobucket.com/albums/qq217/swiftdeathsk2/RMXP%20Maps/ByTheRiver-Ingame01.png?t=1266977860)



any feedback on improving it further?


EDIT: just noticed the mis-placed shadows on middle right side of the trees, it's already fixed.
Title: Re: Mapping Improvement Thread
Post by: Landith on February 23, 2010, 10:18:51 pm
I would place the sparkles on sub to get rid of the blocky effect, or if that looks weird maybe lower the opacity so it's not as noticeable, idk I never use sparkles.

But good map overall. Good job (:
Title: Re: Mapping Improvement Thread
Post by: WhiteRose on February 23, 2010, 10:43:37 pm
Wow, I like the sparkle effect. Maybe a little overdone, though. Maybe I'll try it on one of my maps sometime. Your map is fantastic, by the way! I'm not the best mapper myself, so looking at yours gave me some ideas on how to improve. Great job!
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on February 23, 2010, 11:45:24 pm
Aw pooey, the shadows look a bit on the fat side. XD Way to go whoever made this tileset.

However, those screenshots are still very enjoyable. Great work. :)
Title: Re: Mapping Improvement Thread
Post by: (Hexamin) on March 05, 2010, 06:31:38 am
Hell, why not.  I was going to use this city in a game a was workin' on a while back.  Of coure... I never actually finish anything, so it just kinda sat there.  Oh and don't focus on the sqaure moat/wall around it, that's not what I was workin' on.  I was going for a large city with lots of possibilites for quests/events/n-the-likes.

A map that's way too big: ShowHide

(http://i738.photobucket.com/albums/xx30/Hexamin/city.jpg)


There had been backstory to the city.  I believe the building in the lower left corner and the lower right corner were two guild halls, one guild was dominate in the town, the other had been "merged" into the dominate guild (although loyal members were still scheming against their rival guild).  The upper right area was reserved for the military officers, and of course the castle in the middle had some sort of royalty in it, with all the other areas housing the general populace/schools/etc.

*shrugs*

:huh:
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on March 06, 2010, 04:02:32 am
Haha, such a nice place. A typical problem with big maps like this would be that it's going to be dang boring to walk around the whole place. If you're going to have a lot more large-sized maps, then it's best to have your player able to at least run or have a faster walking speed.

The houses in the left district seem a bit...dull, fruitless, the same? Maybe you can spice some things up with accessories or different building structures...but of course if this town is communist then we can't do that :V:
Title: Re: Mapping Improvement Thread
Post by: (Hexamin) on March 06, 2010, 04:38:05 am
Yeah, I got that feeling that it would be a drag walking from one place to another.  I was planning on adding a lot of activity on the map, a good ATES with quests that occured specifically during the day/night, and some other stuff.  I'd never made a big city, this is the largest I'd done, and it was a douzey, even with the plain houses and other deficiencies.  But it was fun to make anyway.  Next time I'll be able to do it better (if I decide to incorporate a big city into any future games) although most likely I'll have the city in sections and add a bit more flavor to it in general.
Title: Re: Mapping Improvement Thread
Post by: Landith on March 07, 2010, 06:51:06 pm
Woah there, lets finish this game before thinking about making future games (:

I like the map to say the least. But there is details that I want to point out.

Star already said that travelling will be dull and boring, and I agree. What I would do is make each part unlockable by a quest as to kinda ease in the bigness of the city. That way you don't push the player into thinking that they are going to dread going through this city for every quest. Also make it sort of like his HQ, where he goes to get his quests and missions. That way there is an actual purpose to going there besides side quests and what not.

Another thing I would suggest is editing that tileset. I mean it's as simple as changing the hues of the roof to have different houses. I mean look around your city, I doubt everyone has the same color roofs. That would get old fast. Also combine tilesets to have different buildings that flow together. I mean don't combine the port city with this one. But maybe the church so you can have a good looking church, etc...

I know you weren't working on the little moat thingy on the outside but honestly, that brings this map down a lot. I would do something different, like maybe castle walls or a plain on the outside. Or even a forest, idk... Just something else, or you could improve on it.

Now onto the castle royalty part. The castle itself is good, but the garden needs a lot of work. Castle gardens are suppose to be very eloquent and sophisticated with lots of different plants in it. Not just a bunch of small trees and a little flowers. What I suggest is looking for a custom tileset that someone made for a greenhouse(I think it's on rmrk.net or something) and combining some of those plants with the castle tileset and give the person credit of course. But that way you can have an array of plants that flow together and give more life to the castle.

I know this is in the event layer and I can't really tell where your events are but make sure your using a fog and a custom tint (either from ATES or one you made). As this really gives the environment it's feel. I mean imagine walking into a mysterious graveyard with a fog but no tint. I mean that would seem out of place. Also the town square is a little small, I mean normally it's big enough for 50-60 people to walk around on days to see performers, buy their food, or sell things they make. At least that's how it was back in the old days. I suggest maybe making it a bit bigger so you can have those special days.

Just suggestions and critique. Hope this helps at all :)

(Now that I come to think about it, I believe DeathLock made the Greenhouse tileset as a request shop type thing on rmrk.net, so look there. It might not have been him though, it's been forever since I've been on rmrk.net)
Title: Re: Mapping Improvement Thread
Post by: (Hexamin) on March 07, 2010, 07:05:19 pm
That's all awesome advice.  And... I can't go back to that game, it was a long time ago.  Back when I was lazy and wouldn't edit a tileset.  :-P

If I do ever make a big city again though, I've got some good ideas from ya'll to help.  And I'll be sure to post the new one here so ya'll can see the improvements.  I'm tempted to conjure up a new city... but... that would completely distract me from getting a good battlesystem going with BABS in my ongoing struggle towards my awesome ABS game... [size=pts]that'll never get finish 'cause i'm too a.d.h.d.[/size].  Anyway, thanks again for the advice.    ^_^
Title: Re: Mapping Improvement Thread
Post by: Trainer Zydragon on March 07, 2010, 09:05:27 pm
Ey up, thought I'd post a recent forest map... Be as harsh as you need to be :)

Spoiler: ShowHide
(http://i154.photobucket.com/albums/s265/Zydragon/Untitled.jpg?t=1268013770)


Bear in mind its with RTP lol
Title: Re: Mapping Improvement Thread
Post by: SwiftDeathSK on March 07, 2010, 09:31:28 pm
looks alright, but seems a bit bland. If it's supposed to be in a forest-type area, maybe adding some more types of plants to the map. Make a variety of plants, and try to avoid placing too many - don't make it cluttered. Perhaps add a stray tree or two in the middle of the grassy area.
Title: Re: Mapping Improvement Thread
Post by: Landith on March 08, 2010, 01:15:38 am
Ok Zydragon, It's not terrible, but it's not good either. Forests don't have paths that go like that, ever (unless it's manmade/or men destroyed it). There is no trees anywhere, only a canopy with bark attached. The little pond like thing there, just seems random. Have like a little river type thing leading to it, or remove it. There really isn't many ponds/lakes in forests as the trees absorb most of the water. If you keep it there, don't put so much stuff in it. There is never that much in a pond unless there is tons of trees around it and all I see is it leading into a canopy, which wouldn't make that much of a mess.
Forests have random things on the ground, yes. But you only have like, I count 5 different things. Tall grass, flowery thingy, bushel of leaves, random logs, and a few rocks. Woo-hoo! You need more and spread out everywhere. Forests are normally crowded and hard to walk through because of all the leaves. Make the ground covered with little leaves. Use Ccoa's weather script to have falling leaves + tint + fog to make the environment look good(IMO). If you don't follow any of that at least add trees for goodness' sake. Forests don't usually consist of a large path surrounded on 2 sides with a canopy. Also, the path is just bland. Make it squiggly with mazes and lots of different directions to go. To me it looks like you threw this together in 5-10 minutes. I mean to make a good map, spend 1-2 hours on it. It has to be absolutely perfect in your eyes for you to be finished. Look at every individual square and decide if that belongs or not. If not, take it out. I know RTP can be a bitch to map with, especially the forests, but you have to use them sometimes...
Also if you base your maps on real life places(google images/maps works well) they tend to look better and like things belong. Because right now your map looks like you just threw the tileset together and didn't think about it at all. If that doesn't help, maybe look at tutorials on mapping different things. But do not, and I mean don't, follow the tutorials down to the letter. Make your own unique map with their guide. Otherwise the tutorials are just pointless and you won't learn anything.

Hope this helps (:
Title: Re: Mapping Improvement Thread
Post by: Trainer Zydragon on March 08, 2010, 06:37:29 am
Wow harsh XD

Give me a few hours to mess with it and I'll repost haha
Title: Re: Mapping Improvement Thread
Post by: Landith on March 08, 2010, 06:59:58 am
If someone isn't harsh about your work, then how will you ever improve? :O
I mean people who just say 'Yes, I like that one.' and don't say why or what's wrong with it, then how will the person who did it know what to improve on? :P

But good deal, I have to go to school anyways.
After you repost it I'll see if you improved any so work hard on it. Mapping is an art, which takes time to make it a masterpiece.
Title: Re: Mapping Improvement Thread
Post by: Trainer Zydragon on March 08, 2010, 07:42:15 am
Might be tomorrow until I repost, I have work later haha

And that 'wow harsh' bit was :V
Title: Re: Mapping Improvement Thread
Post by: Trainer Zydragon on March 09, 2010, 04:02:31 am
Revamped :D
Hows this:
Spoiler: ShowHide
(http://i154.photobucket.com/albums/s265/Zydragon/Untitled-1.jpg?t=1268125323)
Title: Re: Mapping Improvement Thread
Post by: Landith on March 09, 2010, 06:00:46 pm
Better than before but I would add more pathways leading into the forest besides 1 and a dead-end. That way it makes the forest seem a lot bigger and it would make for a better forest imo.
Title: Re: Mapping Improvement Thread
Post by: Trainer Zydragon on March 09, 2010, 06:14:31 pm
Ah dont worry, this is one screen of more. It's meant to be a sort of transition screen from the first riverside map into the forest itself :)
Title: Re: Mapping Improvement Thread
Post by: Sase on March 11, 2010, 11:05:26 am
@Zydragon: Some things I noticed:
This needs more flexible autotile usage. There's only some big portions of the darker green. You should use all of the autotiles and use them a lot more varying than only random areas. Add some darker grass near trees and the others in deserted places (longer grass) or used paths (road-like tile).
Another thing is the leaf roof. It looks really unnatural, looks out of place. Looks more like it's on the ground than on the trees (I'll come back to them later). The random holes in the leaf roof also look quite random, especially when there's a random part of a tree under it.
The plants (yellow flowers) seem to come in a group of 2-3 (near each other). This looks better if you add it to a place where it's expected that they'll grow (not under the shadow of big trees), for example add the long grass under them. Using this you can also make the road to walk a lot clearer.
Now on the trees. The fat bigass 3-tile wide trees look really unnatural when they cut like that with the leaf roof. They seem to go on for like a tile or two and then the top part of it disappears (because the leaf roof looks so horizontal).

My suggestion would be to use the bush-like autotile for the leaf roof, only recolor it to be a bit darker. Add clearer pathways for the player to walk in (or add none and alot of grass and plants if it's a forest nobody passes through). Also I'd suggest to lose the huge trees, and instead add a lot of the normal trees under the leaf roof.




On a side note, here's a map of my own. It's about 3-6 months old, but I haven't been doing anything during that time so my current maps wouldn't be that much better looking.

It's supposed to be  a dried up river.

Spoiler: ShowHide
(http://sase.nn.fi/private/screenshots/driedupriver_final.png)
Title: Re: Mapping Improvement Thread
Post by: (Hexamin) on March 13, 2010, 05:19:44 am
Does that cobblestone road grow?  Or did someone build it in obscure areas for a reason? *scratches head*

Not a bad lookin' map overall though, just confused about the road/cobblestone/whatever it is, placement.
Title: Re: Mapping Improvement Thread
Post by: Trainer Zydragon on March 13, 2010, 05:33:27 am
tis just a bunch of stones XD
Title: Re: Mapping Improvement Thread
Post by: Sase on March 13, 2010, 05:39:57 am
Quote from: (Hexamin) on March 13, 2010, 05:19:44 am
Does that cobblestone road grow?  Or did someone build it in obscure areas for a reason? *scratches head*

Not a bad lookin' map overall though, just confused about the road/cobblestone/whatever it is, placement.
I haven't actually thought about stuff like that much. :D
It could be remainings of very old road, but then I'd have to remove it from the hills.

I tried replacing the road stuff with the dirt, and replacing the original dirt with a second long grass autotile and it certainly made the map look more fresh (considering there was a river nearby not so long ago).

E: The screenshot should be updated (if not right click it and choose the option 'Refresh image', if your browser supports it)
Title: Re: Mapping Improvement Thread
Post by: (Hexamin) on March 13, 2010, 09:19:03 am
The road coming out of the cave going to the bridge wasn't bad.

The updated map is a bit better though, it's more believable that dirt would be on top of a hill, rather than a man made pile of rocks.  ^_^

I don't know if you've tried keeping the road going from the cave down to the bridge and across the cobblestone, and the rest the dirt like you have it now, but it might do some good.  *just a thought*  I like that tileset by the way.
Title: Re: Mapping Improvement Thread
Post by: Sase on March 13, 2010, 09:31:36 am
Quote from: (Hexamin) on March 13, 2010, 09:19:03 am
The road coming out of the cave going to the bridge wasn't bad.

The updated map is a bit better though, it's more believable that dirt would be on top of a hill, rather than a man made pile of rocks.  ^_^

I don't know if you've tried keeping the road going from the cave down to the bridge and across the cobblestone, and the rest the dirt like you have it now, but it might do some good.  *just a thought*  I like that tileset by the way.
The problem is that to get the rock road on only some parts I'd need to have an extra spot for autotile (or remap most of the 1st layer, because all I did was change two autotiles in the Tileset in the Database, not remap it :D).
The Tileset is Inquisitor's "Outdoors" tileset, which is normally made for Towns and such but it works well for this kind of stuff too.

To add some more purpose to this post, below is my first RTP map in quite long time (in RMXP).
It is a map "spine" (landscape without the secondary layer additions like plants and trees), which is unready itself (still some landscape and height fixing + some parts still unaccessible).
Btw Ignore the graphic bugs of turquoise at some points. The background was originally still transparent (turquoise on my rpg maker) so I just colored it in Paint to brown.

Spoiler: ShowHide
(http://sase.nn.fi/private/screenshots/landscape_nodetail.png)
Title: Re: Mapping Improvement Thread
Post by: The Niche on May 28, 2010, 03:55:49 pm
Absolutely gorgeous. Is there an explanation for the piles of stones?

THis is the heart of a volcano from my game, I'm quite pleased with it, but any suggestions?

Spoiler: ShowHide
(http://i804.photobucket.com/albums/yy328/the_Niche/MtAresinterior2752010.jpg)


by Blizz: Use spoilers.
Title: Re: Mapping Improvement Thread
Post by: G_G on July 06, 2010, 10:15:41 pm
I'm trying to improve my mapping skills. Its a little bit difficult mapping on a laptop but oh well. I'm taking a break from programming until I get my new computer which will be in a month or two. Anyways I'm working on a space map. And I need floating rocks and I'm trying to make it look more smooth and natural. Here's the problem I ran into.
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/lank.png)


I need to make it look better. And right now its weird. Any help on making my islands look better would be appreciated.
Title: Re: Mapping Improvement Thread
Post by: The Niche on July 09, 2010, 10:07:06 am
The shadow effect you posted in the other thread was a good idea, but there's only one light source in space so you might want to think about that. I'm not sure how to say it but putting a wall on the rock? Sorta like this:

                                               /|
                                             /  |
                                           /    |
                                          |     |__________
                                           \                     /
                                             \                 /
                                               \________/
Title: Re: Mapping Improvement Thread
Post by: The Niche on July 09, 2010, 12:22:52 pm
Awesome!
Title: Re: Mapping Improvement Thread
Post by: Sase on July 09, 2010, 01:01:19 pm
The mine cart rails don't need a wooden bridge under them.
There is a rock on the "wall" in bottom right corner (but in-game priorities should fix it).
The rails seem very random and "unpractical" (in realist kind of way).

The map also seems very empty at some points, and a little too "free" (big empty areas) to be fun to navigate in. This mine-tileset is shit (no actual autotiles), so you might want to consider adding some yourself (from the ones you can put on 2nd layer, like the rock road etc.). Also the graphics don't go well in the wooden structures at the bottom midleft part of the map (poorly made tileset by Enterbrain..).

I made a fix for that long time ago, if you're interested: http://rpgmaker.fi/files/reso/xp/047-Mine01_sase.png

So in short: Make the map more claustrophobic, spend some time thinking about the rail positioning etc. It might be good idea to overuse the rock piles, they can add pretty much detail if you use them right. Good luck.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on July 09, 2010, 05:03:09 pm
Here is some maps I made a while ago.
Woods: ShowHide
(http://img339.imageshack.us/img339/7005/forestmap.th.png) (http://img339.imageshack.us/i/forestmap.png/)

Ice Cave: ShowHide
(http://img694.imageshack.us/img694/2323/mapwo.th.png) (http://img694.imageshack.us/i/mapwo.png/)

Mountain: ShowHide
(http://img52.imageshack.us/img52/8383/map2u.th.png) (http://img52.imageshack.us/i/map2u.png/)
Title: Re: Mapping Improvement Thread
Post by: The Niche on July 09, 2010, 05:06:03 pm
Please provide zoomed in shots. From what I can see, which isn't much, the map looks bare.
Title: Re: Mapping Improvement Thread
Post by: Subsonic_Noise on July 09, 2010, 05:08:20 pm
Quote from: The Niche on July 09, 2010, 05:06:03 pm
Please provide zoomed in shots. From what I can see, which isn't much, the map looks bare.

*click on pictures*
*archievement unlocked*
Title: Re: Mapping Improvement Thread
Post by: G_G on July 09, 2010, 11:53:43 pm
Gotta a map that needs an opinion.
Spoiler: ShowHide
(http://i678.photobucket.com/albums/vv143/GameGuysProjects/mapsub.png)
Title: Re: Mapping Improvement Thread
Post by: Silentknight72 on July 10, 2010, 12:45:53 am
Cool, BTW, what proj is this?
Title: Re: Mapping Improvement Thread
Post by: G_G on July 10, 2010, 01:03:51 am
Just practicing in my mapping. I've got no current project except making scripts for a few people's projects.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on July 10, 2010, 05:23:23 am
Quote from: Subsonic_Noise on July 09, 2010, 05:08:20 pm
Quote from: The Niche on July 09, 2010, 05:06:03 pm
Please provide zoomed in shots. From what I can see, which isn't much, the map looks bare.

*click on pictures*
*archievement unlocked*

Totally right. But since I haven't got any feedback on them, I'm going to post them in their full size.
Woods: ShowHide
(http://img339.imageshack.us/img339/7005/forestmap.png)

Ice Cave: ShowHide
(http://img694.imageshack.us/img694/2323/mapwo.png)

Mountain: ShowHide
(http://img52.imageshack.us/img52/8383/map2u.png)

Also, on the Ice Cave map I've made a gliding event system so the player glides over the ice and cannot control themselves until they reach either another ground tile or an impassible tile.
Title: Re: Mapping Improvement Thread
Post by: The Niche on July 10, 2010, 08:44:40 am
Pure awesome, keep it up.
Title: Re: Mapping Improvement Thread
Post by: Spaceman McConaughey on July 10, 2010, 09:14:10 am
Quote from: The Niche on July 10, 2010, 08:44:40 am
Pure awesome, keep it up.


Lazy dick.
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on July 21, 2010, 01:15:09 pm
->Opinions please... :haha:

Spoiler: ShowHide

(http://i844.photobucket.com/albums/ab9/giogsgs12/RPG%20Maker%20XP/IntroMap1.png)

Spoiler: ShowHide

(http://i844.photobucket.com/albums/ab9/giogsgs12/RPG%20Maker%20XP/IntroMap2.png)

Spoiler: ShowHide

(http://i844.photobucket.com/albums/ab9/giogsgs12/RPG%20Maker%20XP/IntroMap3.png)


These are maps I'll use in the upcoming demo of my project... What do you think? :D


Title: Re: Mapping Improvement Thread
Post by: The Niche on July 21, 2010, 10:34:23 pm
Very nice. That said, in the bottom  right, there's a rock that's displayed above the walls(first shot)

Second shot, the bridge could do with a proper split rather than jjust putting a gap in the middle.

Third shot is epic. In the bottom left, there's a discoloration in the rock which might be due to an event, but I'm not sure and as Branden so kindly pointed out, I'm a lazy dick. The ladder looks odd, I think a staircase might be a good idea. In the bottom centre, you've made the cliff edge overlap a rock, I think. Either way, it's a nice effect.

@Branden: That better?
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on July 22, 2010, 09:57:00 am
->Thanks, that relieved me... So should I level you down or up? :D


Title: Re: Mapping Improvement Thread
Post by: The Niche on July 22, 2010, 10:44:11 am
Down XD
Title: Re: Mapping Improvement Thread
Post by: cyclope on July 27, 2010, 10:25:42 pm
 Opinions...:???:
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/Map.jpg)
Title: Re: Mapping Improvement Thread
Post by: The Niche on July 27, 2010, 11:56:18 pm
At all.
That said, it may help to put edges on the bridge segments so it doesn't look like they just forgot to build the middle. Ps, I love your signature.
Title: Re: Mapping Improvement Thread
Post by: cyclope on July 28, 2010, 01:38:51 pm
thanks for the sugestion
Title: Re: Mapping Improvement Thread
Post by: Lore on August 02, 2010, 03:42:43 pm
Quote from: cyclope on July 27, 2010, 10:25:42 pm
Opinions...:???:
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/Map.jpg)



Kay. Here's your list, since I'm not a lazy dick <3

1. Natural forces like gravity apply to all things. That "bridge" looks like two big random planks and they look like they're balancing on the edge, which is highly unlikely. They look more like they should be falling inside the hole. I'd say either remove them, or extend them a bit more towards the ground to make the weight balance look more like it's actually on the ground rather than should be falling into the abyss.

2. I'm not sure whether your cave here has been touched by people or not, but if it's all natural, there should be no form of a "path". I know you put the darkened earth to act as a guide to the player, but in reality this never exists in untouched caves and actually, even in caves that people tread through they usually never create such a defined path with their feet.

3. The map feels a bit too empty. In an earth cave there should be more rocks, not A LOT, but more than this. Also, the landscape rarely changes, maybe add some water? I mean, water does travel underground as well, and seeing as this cave looks fairly deep underground (You have a bottomless pit going on there), it would make sense to add tiny puddles or streams etching their way in the walls.

4. Take a look at the right bridge segment and literally one cell above it. Do you see the faint black shadow on the corner tile? It looks like a black square shadow and it looks weird. I think you just layered it wrong. Same thing with the cell directly right of it.

5. Towards the middle of the map, you see how you have an upside down V in the wall? You used pure vertical tiling and it cuts off the V, it looks really weird. You have two occurrences of this. One in the middle of the map, and then just a bit left of that by the hole.

Hope this helps.
Title: Re: Mapping Improvement Thread
Post by: The Niche on August 02, 2010, 04:05:47 pm
@ Lore:
Spoiler: ShowHide
Quote from: The Niche on July 21, 2010, 10:34:23 pm
Very nice. That said, in the bottom  right, there's a rock that's displayed above the walls(first shot)

Second shot, the bridge could do with a proper split rather than jjust putting a gap in the middle.

Third shot is epic. In the bottom left, there's a discoloration in the rock which might be due to an event, but I'm not sure and as Branden so kindly pointed out, I'm a lazy dick. The ladder looks odd, I think a staircase might be a good idea. In the bottom centre, you've made the cliff edge overlap a rock, I think. Either way, it's a nice effect.

@Branden: That better?


@cyclope: Yeah, putting in the path in a level with an obvious entrance and exit like this is an insult to the player's intelligence. I've gotta look out for that, actually. Thanks for that, Lore.
Title: Re: Mapping Improvement Thread
Post by: Lore on August 02, 2010, 04:23:35 pm
@Niche: I added "<3" to say I was kidding :P
Title: Re: Mapping Improvement Thread
Post by: The Niche on August 02, 2010, 04:43:50 pm
I know, I was too. Seriously. I mean it. I'm really not joking. :P
Title: Re: Mapping Improvement Thread
Post by: Subsonic_Noise on August 02, 2010, 04:46:42 pm
from game_guy's and mine secret MMO project. Edited tileset ftw.
Spoiler: ShowHide

(http://img836.imageshack.us/img836/8278/hangout.jpg)
Title: Re: Mapping Improvement Thread
Post by: Lore on August 02, 2010, 04:52:28 pm
I can't comment on custom tilesets because I don't know what's on it, hence I can't give you any suggestions :P
Looks decent though.
Title: Re: Mapping Improvement Thread
Post by: G_G on August 02, 2010, 04:53:01 pm
ew jpeg
Who's project is this :V
Title: Re: Mapping Improvement Thread
Post by: The Niche on August 02, 2010, 05:14:09 pm
Quote from: Shiny Magikarp on August 02, 2010, 04:46:42 pm
from game_guy's and mine secret MMO project. Edited tileset ftw.
Spoiler: ShowHide

(http://img836.imageshack.us/img836/8278/hangout.jpg)


That upper room might be a little cramped? Other than that, it's pretty good.
Title: Re: Mapping Improvement Thread
Post by: OracleGames on September 18, 2010, 09:35:48 pm
Quote from: The Niche on August 02, 2010, 05:14:09 pm
Quote from: Shiny Magikarp on August 02, 2010, 04:46:42 pm
from game_guy's and mine secret MMO project. Edited tileset ftw.
Spoiler: ShowHide

(http://img836.imageshack.us/img836/8278/hangout.jpg)


That upper room might be a little cramped? Other than that, it's pretty good.


*I would remove the Pc and box thing between the lights.
*2 extinguishers in the same vertical row looks a little out of place xD a pot or trash bin would look better.
*I would move the south door a little to the left

What do you think of this church?

F1
Spoiler: ShowHide
(http://img684.imageshack.us/img684/9769/templef1.png)

F2
Spoiler: ShowHide
(http://img690.imageshack.us/img690/2020/templef2.png)

Attic thing
Spoiler: ShowHide
(http://img138.imageshack.us/img138/2929/templef3.png)


Title: Re: Mapping Improvement Thread
Post by: fthmdg on September 28, 2010, 07:31:07 pm
The church looks pretty good! One thing I would change is on F1, the pews aren't facing anything.  I think you could at least put a cross or something on the wall maybe? Other than that I like them though!

Mapping is definitely one of my weakpoints, so I figured I'd start mapping more while I'm working on the storyline!
Here are 3 RTP maps, none of which are connected or related. Just random maps to practice.

Tower
Spoiler: ShowHide

(http://img80.imageshack.us/img80/9029/ss1rh.jpg)


Castle
Spoiler: ShowHide

(http://img411.imageshack.us/img411/7775/ss2sv.jpg)


Forest
Spoiler: ShowHide

(http://img245.imageshack.us/img245/8906/ss3yk.jpg)

This one is my favorite of the three.

Also, ignore the little portals. That's just how I get from map to map to take screenshots :p
Title: Mapping Improvement Thread
Post by: Markchapman10 on September 29, 2010, 10:19:14 pm
 Hey, im not sure if this is in the write place, but i want to hear your feedback on this map. I have worked all day on it when ever i get free time. This is kinda like a a shrine. but im wanting ANY type of feedback.



Spoiler: ShowHide
(http://img705.imageshack.us/img705/739/cavemapalmostdone.png) (http://img705.imageshack.us/i/cavemapalmostdone.png/)

Title: Re: Mapping Improvement Thread
Post by: cyclope on October 01, 2010, 07:32:08 am
Quote from: Markchapman10 on September 29, 2010, 10:19:14 pm
Hey, im not sure if this is in the write place, but i want to hear your feedback on this map. I have worked all day on it when ever i get free time. This is kinda like a a shrine. but im wanting ANY type of feedback.



Spoiler: ShowHide
(http://img705.imageshack.us/img705/739/cavemapalmostdone.png) (http://img705.imageshack.us/i/cavemapalmostdone.png/)



Bushes and rocks in the walls?
Title: Re: Mapping Improvement Thread
Post by: stripe103 on October 01, 2010, 12:11:55 pm
I agree with cyclope. Or at least, don't have that much of them on the walls. I mean, some small cliffs here and there on the walls with plants on them are ok, but not that many. I think at least.
Title: Re: Mapping Improvement Thread
Post by: fthmdg on October 01, 2010, 01:55:39 pm
Did anyone take a glance at the maps I posted?
Title: Re: Mapping Improvement Thread
Post by: stripe103 on October 01, 2010, 03:44:07 pm
Yea I did and I think they are pretty good. But I think you can put more details into them. Specially the forest map. You haven't used the long grass tiles and there are some mapping errors. But otherwise they are pretty good.

EDIT:
Thought it was long time since I really mapped anything so here are two maps from me.
Savanne: ShowHide
(http://img820.imageshack.us/img820/1585/oasis.png)

Winter: ShowHide
(http://img836.imageshack.us/img836/7747/winterk.png)
Title: Re: Mapping Improvement Thread
Post by: Blizzard on October 02, 2010, 05:41:20 am
The coloring of the tileset in the first map is great. It's custom work I assume.

I also like the second map. It has lots of detail and a natural randomness about it.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on October 02, 2010, 09:47:32 am
Quote from: Blizzard on October 02, 2010, 05:41:20 am
The coloring of the tileset in the first map is great. It's custom work I assume.

Totally right. It is the Savanne tileset by mack(I think his name is spelled).

Quote from: Blizzard on October 02, 2010, 05:41:20 am
I also like the second map. It has lots of detail and a natural randomness about it.

Thanks, I like random maps. :D Specially if it is nature mapping.
Title: Re: Mapping Improvement Thread
Post by: Subsonic_Noise on October 02, 2010, 01:37:13 pm
The attachments are for remexos and remexos only. Just saying.
Title: Re: Mapping Improvement Thread
Post by: Calintz on October 02, 2010, 03:21:09 pm
What I don't like about your indoor maps (and basically everyone's indoor maps) is that the members here like to place the rooms all over the place. It isn't a bad thing necessarily (it gets the job done), but when a building is created by man; it's normally done in a room adjacent manner...What I mean, is that the walls of houses (especially kingdoms and castles because they were meant to house people of importance) are normally adjacent at all sides (I know they aren't always). This helps to create a lot of space while maintaining good aesthetics. Adjacent rooms really improve the "craftsmanship" of the building in my eyes.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on October 02, 2010, 04:14:31 pm
Quote from: Subsonic_Noise on October 02, 2010, 01:37:13 pm
The attachments are for remexos and remexos only. Just saying.


Yea I know, it is just that it is easier to just attach it than uploading it somewhere else so I keep forgetting.
Anyway. Fixed.
Title: Re: Mapping Improvement Thread
Post by: Ryex on October 02, 2010, 05:17:26 pm
Quote from: stripe103 on October 02, 2010, 04:14:31 pm
Quote from: Subsonic_Noise on October 02, 2010, 01:37:13 pm
The attachments are for remexos and remexos only. Just saying.


Yea I know, it is just that it is easier to just attach it than uploading it somewhere else so I keep forgetting.
Anyway. Fixed.


easier or not didn't do it, only remexos teem embers can see that so thats a problem too
Title: Re: Mapping Improvement Thread
Post by: Taiine on October 05, 2010, 10:54:44 pm
Spoiler: ShowHide
(http://img245.imageshack.us/img245/179/55149655.png)


A (not very) small cave. I wanted to practice with the walls a bit and refresh myself before diving into the caves for my game.

My personal Cave Rule of Thumbs:
* Never have a wall be more then 3 straight tiles long, including diagonal.
* Avoid making things to round/square/symmetrical.
* Be weary of making paths 1 tile wide, don't make a whole long pathway of such. Mine are typically 1, MAYBE 2 tiles long.
* There are alternate wall tiles, use to bake up the 'repeating' look on walls but don't over use them.
* If you can't see the corner tiles well enough to place them with the set your using, switch to another that's easier to see then switch back.
I had to do that on this for the ledges, the corner tiles for them are hard to see, switching to the lava cave set had wider corners and allowed me to see what tile went to what corner.
Title: Re: Mapping Improvement Thread
Post by: Landith on October 05, 2010, 11:11:31 pm
The design of the cave is really good, but it's so plain :O
I would add some extra stuff on the floor, on the wall, or even events that can be interacted with like traps and such.
Caves are so boring to explore in most RPGs so I suggest take it up a notch ;D

But the design really is great, except there is no way out besides the way you came in. I suggest adding another cave added on or even a different exit that rewards the player with a chest for going all the way through or even a boss battle that gives you a rare item when you beat it. So far I see no reason to even explore the cave and it would make me rage going through all that for nothing. Unless of course you plan for it to have something to do with the storyline or some sort.
(Of course I know it's just a practice map but the best ways to practice mapping is going the whole 100% even if your just working on the walls) ;D

Overall though, I give it a 7.5/10 for lack of details.
Title: Re: Mapping Improvement Thread
Post by: Calintz on October 05, 2010, 11:41:42 pm
That is a gorgeous map!
I would assume that because of how barren it is that it's incomplete.

I don't think you need another room for that cave personally, and I wouldn't include that as part of my critique, because that really goes into personal opinions. A small one room cave can accomplish many things in a game, and not every dungeon needs to be a workout. Example...If you're on a quest to gather so many of a certain item, then this map is flawless. Just litter some of that item all over the place, and not only would it add some of the floor detail that I feel is lacking, but it would help the cave serve a purpose. You have to critique the map for what it is, not what you think a cave should include (None of us are professionals).

That said...my only objection is how barren it is. No floor details. That is all it lacks in my opinion.
Even so, The sheer design keeps my eyes moving, and retains my attention. I'd credit you a nine out of ten for a map like that.

I think you did a fantastic job!
-Calintz-
Title: Re: Mapping Improvement Thread
Post by: Taiine on October 06, 2010, 01:14:57 am
Yeah as I said, I was working on practicing with the walls, getting use to how to lay them out again, a refresher if you will, not so much focusing on the smaller details. This isn't really apart of any game, though I am tempted to paste it into my game as it would work for one area where you are tracking down one mob that has stolen an item from someone and you're sent to retrieve it.  If I do that yeah there would be more details added, though it be switched to my own rocky tileset then this water one :3

Still thanks for the comments :3

Title: Re: Mapping Improvement Thread
Post by: Calintz on October 06, 2010, 01:18:12 am
See!? That's a better idea than collecting items in the cave. Single room caves are just fine, and the size and design of that map is perfect for little quests like that. Again, I say nine out of ten bud.
Title: Re: Mapping Improvement Thread
Post by: Landith on October 06, 2010, 02:26:16 am
Woah, I was giving suggestions for what he could make in his game not critiquing on that particular map alone :P
The critiquing was the short paragraph in the beginning. How I was saying he should add more details or even traps to take up some space etc...
The whole part of me talking about how I suggested him to add an exit, a prize or a boss was just that, a suggestion. But I did leave a 'unless...etc' to cover his excuse to leave it as plain as it was. I didn't judge my score on what I would want in the map but on what his expectations for that particular map was and what he left out. The small details are very significant no matter how small they are. Imagine a city with just buildings and they were all the same color and no details like trees or bushes, that would seem a bit odd would it not? That's kinda what I'm comparing it to because of the amount of details. But you misunderstood me, I like the map I was just giving suggestions on what he could add into it when he makes maps for his game as he mentioned he was just practicing the walls. Hence why I put the:
Quote from: Landith on October 05, 2010, 11:11:31 pm
(Of course I know it's just a practice map but the best ways to practice mapping is going the whole 100% even if your just working on the walls) ;D

I understand what your saying as I wasn't really specific in what I was saying.

Basically what I was trying to say is in the first paragraph section. The second paragraph was just me rambling, kinda like the one above ^^
I understand what your saying Cal, but really it was more of a suggestion than a thing you need for your game like details.
Which is why I gave him a 7.5/10 instead of a higher number. I 'graded' it if you will, like this:
Caves-
:Design - 4:4
:Details - 3:0.5
:Levels - 2:2
:Errors - 1:1
(Btw, that's part of my old mapping text I made for my old games that I was working on so I judge my maps based on a certain criteria based on what type of map it is)

Hope I don't come off as an ass or anything, was just trying to explain my reasoning for things (:
He put some detail into it but not enough to nearly be 'accepted' as a 10 map
Title: Re: Mapping Improvement Thread
Post by: Taiine on October 06, 2010, 03:02:14 am
I'm a girl btw XD

I understand what you mean, it was just a random cave to test my skill with the walls. I only added the pebbles and such for the heck of it. ^^; Though now that I chose that yeah, it will be added to my game, it will have the more details and such added to it, though it'll be with my own custom tileset (so no point adding them to this map ^^; ) even so it still wont be much more then you see (aside added details), no extra rooms, as it would be meant as a lower level/starter cave thing with a simple quest. Harder and maulti map ones def be in the future. :3
Title: Re: Mapping Improvement Thread
Post by: Calintz on October 06, 2010, 03:31:57 am
@Landith:
I got you. I didn't think you came off as an ass. I just think that personally he did a very good job on placing details on the map considering it's a cave. I mean, in real life...there isn't much lying around the place in caves (I've gone to spelunkering twice myself). The design of the map itself is very detailed and flawless, and that particular tileset probably doesn't have a very high number of extra "detailing" tiles that she can place without crowding the map with the same object.

I, of course; being a spriter, believe aesthetics are number one when it comes to creating user appealing games, but at the same time aesthetics are just that...irrelevant effects that make your game look pretty, so I don't place much value on the nitty gritty details when it comes to grading a map.

I would grade it more so like this:
Design: 5:5
Details: 1:2
Levels: 2:2
Errors: 1:1

LOL, but enough of this!
This reply has gone on longer than intended and I've become sidetracked! LOL, back to work for me, haha.
Title: Re: Mapping Improvement Thread
Post by: Landith on October 06, 2010, 03:39:55 am
My bad on the girl thing, it's hard to tell online and I normally don't even look at the female/male thing :P

@Cal: Yeah, I see where your coming from :D
Title: Re: Mapping Improvement Thread
Post by: Taiine on October 06, 2010, 07:13:54 am
Here you two, to make ya all happy, I went back and added some more things to that cave.
Spoiler: ShowHide
(http://img827.imageshack.us/img827/8522/26899960.png)
Yes no events, this is MAP improvement :P

It's not much, but the default XP 'Water cave' tileset has very little to work with and most of it is just... to meh. Hate the left corner wall tiles with it's small shadow that can't even be lined up to use with the shadow tiles. x.x I'd replace them all with the no floor version but not right now. No point really sense I'm copying this into my game and it's custom tile set has that already with no floor ;p
I also am not to fond of seeing caves with a lot of items placed randomly around, makes it look to cluttered and even less natural. Plus, more items on the floor = less spaces you can walk and with BABS and enemies that be to hard to move around with.  :wacko:
Title: Re: Mapping Improvement Thread
Post by: Calintz on October 06, 2010, 07:29:49 am
Well, I think it's an improvement.
Title: Re: Mapping Improvement Thread
Post by: Landith on October 07, 2010, 07:42:22 pm
Yes definitely an improvement  :^_^':
Title: Re: Mapping Improvement Thread
Post by: OracleGames on October 21, 2010, 09:40:27 pm
That's one sexy cave Taiine  8) . It could use a little more shadow tough.
Title: Re: Mapping Improvement Thread
Post by: Taiine on October 23, 2010, 11:17:20 pm
I don't want the cave to be blochy of light and dark, real caves arn't like that. Plus theres other tiles in there that have the alternate surface to them.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on November 06, 2010, 10:35:40 am
I figured it was quite some time since I mapped anything at all so I started with this yesterday...
I also threw in some VX graphics into it.
Spoiler: ShowHide
(http://img816.imageshack.us/img816/8046/stripe103mappingwoods.png)


It is not the whole map, just the finished part.
Title: Re: Mapping Improvement Thread
Post by: The Niche on November 07, 2010, 11:54:57 am
Sooo beautiful....
Title: Re: Mapping Improvement Thread
Post by: WhiteRose on November 07, 2010, 01:10:11 pm
Quote from: stripe103 on November 06, 2010, 10:35:40 am
I figured it was quite some time since I mapped anything at all so I started with this yesterday...
I also threw in some VX graphics into it.
Spoiler: ShowHide
(http://img816.imageshack.us/img816/8046/stripe103mappingwoods.png)


It is not the whole map, just the finished part.


Well done. The rock sprites you used look much better than the default ones.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on November 07, 2010, 03:42:23 pm
@The Niche
Yeaaaaaaaah...

@WhiteRose
Thank you! Yea, I think so too. VX do have better graphics so I use them as much as I can without making it look weird.
I'll post the finished map as soon as possible :D

EDIT:
The map is finished!
Here you have the result of it. (http://img513.imageshack.us/img513/9691/stripe103mappingvxfores.png)
WARNING!! Image size is 1600x1600 pixels!
Title: Re: Mapping Improvement Thread
Post by: The Niche on November 08, 2010, 04:33:10 pm
*Nichegasm*

Oh fuck. Oh fuck. Oh fuck oh fuck oh fuck oh fuck.

That is fucking  gorgeous. And I just ruined my pants.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on November 08, 2010, 05:00:19 pm
Aw, man, I just had a shower! D: Though, the river would look nicer if it wasn't so squared at some parts. ._.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on November 08, 2010, 05:04:49 pm
Niche? Wh?.. actually.. I don't think I want to know..

@Blizzard
Well I'm searching for a rounder river autotile but it is hard to find any that match the waterfall.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on November 08, 2010, 05:19:23 pm
Have you tried the one with the round borders?
Title: Re: Mapping Improvement Thread
Post by: stripe103 on November 08, 2010, 05:21:41 pm
Since I don't know which one you are talking about I guess no.
Title: Re: Mapping Improvement Thread
Post by: Spoofus on November 08, 2010, 07:57:03 pm
i got those auto tiles if you want me to send them to ya stripe
Title: Re: Mapping Improvement Thread
Post by: stripe103 on November 09, 2010, 03:09:59 am
That would be great!
Title: Re: Mapping Improvement Thread
Post by: Spoofus on November 09, 2010, 08:40:35 am
here ya go champ the auto tiles.

http://www.sendspace.com/file/ns0si8 (http://www.sendspace.com/file/ns0si8)
Title: Re: Mapping Improvement Thread
Post by: stripe103 on November 09, 2010, 11:54:13 am
Nice.. Though they are not the best, they are above good enough :D

New Version (http://img574.imageshack.us/img574/1656/stripe103mappingwoods2.png)
Title: Re: Mapping Improvement Thread
Post by: Spoofus on November 11, 2010, 01:36:19 pm
that looks much better if i do say so meh self the water tile sets tie it together better
Title: Re: Mapping Improvement Thread
Post by: Taiine on November 20, 2010, 11:14:47 pm
Another cave system for my game. Went light on the objects as I haven't yet decided how I want to edit the tileset and what to add to it to give more... stuff to place sense the default cave tilesets are so.... lacking.
I actually drew out the layout for this cave in my sketch pad while waiting for my moms doc appointment. xD

Spoiler: ShowHide
(http://img17.imageshack.us/img17/4774/cave2.png)


This will have extra cave systems that will be blocked at the start, but the player will be able to pass later on once they have a means of getting through the rubble. (BOMB! mwahaha)
Haven't yet added the smaller room to the big black void space at the top (so not wasting map space)
Title: Re: Mapping Improvement Thread
Post by: WhiteRose on November 20, 2010, 11:32:24 pm
Quote from: Taiine on November 20, 2010, 11:14:47 pm
Another cave system for my game. Went light on the objects as I haven't yet decided how I want to edit the tileset and what to add to it to give more... stuff to place sense the default cave tilesets are so.... lacking.
I actually drew out the layout for this cave in my sketch pad while waiting for my moms doc appointment. xD

Spoiler: ShowHide
(http://img17.imageshack.us/img17/4774/cave2.png)


This will have extra cave systems that will be blocked at the start, but the player will be able to pass later on once they have a means of getting through the rubble. (BOMB! mwahaha)
Haven't yet added the smaller room to the big black void space at the top (so not wasting map space)


Not bad. It'll definitely look better once you put all of the objects in there. As for wasting map space, I wouldn't worry about it. You have virtually unlimited map space; never once have a seen a project that had too many maps.
Title: Re: Mapping Improvement Thread
Post by: Blizzard on November 21, 2010, 05:29:47 am
Lol, that reminds me when the people at RMRK were complaining about CP being 80 MB and one guy was like "Was it really necessary to make over 800 maps?". I mean, what kind of a question is that? It's like asking why I have 7 characters that join your party during the normal course of the game. Or like asking why I have bosses in the game. -_-
Title: Re: Mapping Improvement Thread
Post by: Taiine on November 21, 2010, 02:23:02 pm
It's just the way I do thing's. Plus I like to keep extra smaller rooms on the same map is there is space to put them rather then making a new map for them.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on January 09, 2011, 11:54:23 am
To keep the thread going, I'm going to post another of my maps.
This one took about 30 minutes to make.
Image size 1600 x 1600 pixles (http://img141.imageshack.us/img141/2509/islandmap.png)

EDIT: I'm having the round water tile on it, I just forgot it before making the image. And I don't want to make it again.
Title: Re: Mapping Improvement Thread
Post by: The Niche on January 09, 2011, 11:58:25 am
That is gasmic.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on January 09, 2011, 12:01:25 pm
Thank you!  :D
Title: Re: Mapping Improvement Thread
Post by: G_G on January 09, 2011, 01:55:27 pm
Quote from: Blizzard on November 21, 2010, 05:29:47 am
Lol, that reminds me when the people at RMRK were complaining about CP being 80 MB and one guy was like "Was it really necessary to make over 800 maps?". I mean, what kind of a question is that? It's like asking why I have 7 characters that join your party during the normal course of the game. Or like asking why I have bosses in the game. -_-


:rofl: 80mb for CP was well damn worth it. The game was just as large as some popular FF games. (Referring to story, adventure, etc..) But the size difference is just epic. CP wins.
Title: Re: Mapping Improvement Thread
Post by: stripe103 on January 09, 2011, 02:29:31 pm
No other comments about my map?  :???:
Then that must mean you like it, or didn't want to open the thread...
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on January 09, 2011, 09:13:49 pm
Nice map~

Just some suggestions here. Take it as you will.

So, hmm, let's look at some areas of interest.

Spoiler: ShowHide
(http://img26.imageshack.us/img26/8228/20287943.png)


A) Do those tree shadows on the water bother you? I don't know if it's incorrect mapping or not, but I'm just pointing it out, in case it might be something that's actually distracting or not.

B) Now let's look at those half-cliff tiles. Which one looks better to you? The left one, which has that tiny clip tile included, or the right one, which only has the cliffs?
Title: Re: Mapping Improvement Thread
Post by: stripe103 on January 10, 2011, 01:28:09 am
A) Well, a bit. To make it look really good there should be some kind of tiles with special shadows so that you can make them go down a bit so it don't look like they are floating above the water.

B) The left of course. I usually map it like that, but I don't know why I didn't this time. Then again, I haven't mapped anything in the past month so I guess I kinda forgot it.
Title: Re: Mapping Improvement Thread
Post by: Wizered67 on January 30, 2011, 01:01:48 am
Here is my first map trying out the inquisitor's tileset. My observations is that the map is really empty and the castle is way too rectangular. I'd appreciate some feedback on what I can improve on.
Spoiler: ShowHide
(http://i56.tinypic.com/2943s6x.png)
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on January 30, 2011, 01:16:56 am
A castle's a pretty prideful and epic place to be at, right?

So, naturally, we should probably have one marvelous courtyard. That's my instant thought of improvement, anyway... You can add some special designs or something aesthetically appealing to make the castle courtyard lush, beautiful, or something that the owner of the castle would be proud to show off.

Having various flora and maybe some logical water source might help. What do you think?
Title: Re: Mapping Improvement Thread
Post by: Wizered67 on January 30, 2011, 01:19:19 am
Thanks, I appreciate the feedback. I'll work on improving it later.
Title: Re: Mapping Improvement Thread
Post by: AliveDrive on March 02, 2011, 07:26:36 am
This is a basic small/medium cave map.
Cave Map: ShowHide
(http://i760.photobucket.com/albums/xx245/RatatatOG/Cave1.png)


...and this is what it looks like in game.
Lighter Cave: ShowHide
(http://i760.photobucket.com/albums/xx245/RatatatOG/Cave2.png)


...and this is it just a touch darker.
Darker Cave: ShowHide
(http://i760.photobucket.com/albums/xx245/RatatatOG/Cave3.png)


I'd like some feedback on the map/lighting. In my opinion I like a cave to be as dark as practical.

Title: Re: Mapping Improvement Thread
Post by: The Niche on March 02, 2011, 11:23:06 am
The operative word there is practical. Obviously you're aware of that, but I thought I'd mention on the off-chance that some of the internet's resident idiots actually read these threads.

The map there is very very nice. To make sure I remember the common sense principle SRK just used, I'll try and apply it to your map.

I'm not sure about the length of that ladder, for one thing. Even if you've just descended an ear-poppingly huge distance, I think it should end a little closer to wall. Next, the light around the ladder is a brilliant idea, congratulations. I can see you've put some thought into your fungus arrangement too, as the green stuff is closest to the light. Well done on that.

There's some cobble stones there at the bottom though. Why? Truly, why?  :???:
Title: Re: Mapping Improvement Thread
Post by: AliveDrive on March 02, 2011, 01:02:09 pm
I'm asking though do YOU think it's too dark/light?

The ladder is not touching the way, so it is hanging what I would estimate to be about 20 feet down, not unreasonable for a cave.

Light = :D

Grass by light = Double :D

Not noticing my mistakes = :( Come on now. You can do better :V:

Well tbh I really think the cobblestone just looks more like stones that are scattered about randomly. I may change them back to dirt.

Thank you for the thorough review!

Title: Re: Mapping Improvement Thread
Post by: The Niche on March 02, 2011, 05:23:18 pm
Actually just noticed. The darker map is soooo much better. But yeah. The cobblestones don't look random. They look random. If that makes any sense. Which it almost certainly doesn't.
Title: Re: Mapping Improvement Thread
Post by: AliveDrive on March 02, 2011, 11:51:04 pm
The cobblestones will be removed due to their randomness and also due to their randomness.

There are 6 mistakes 4 of which are corner pieces I missed :P
Title: Re: Mapping Improvement Thread
Post by: The Niche on March 03, 2011, 10:40:30 am
Ah yes but Niche is lazy and doesn't notice such trivialities. YOU DID WHAT?!
Title: Re: Mapping Improvement Thread
Post by: AliveDrive on March 04, 2011, 05:05:03 pm
Well this is a pretty rough draft, I just wanted to practice using the tileset.
Church: ShowHide
(http://i760.photobucket.com/albums/xx245/RatatatOG/church.png)

Title: Re: Mapping Improvement Thread
Post by: Kagutsuchi on March 04, 2011, 06:43:21 pm
O= that is a strange way of using the tileset. Doesn't really give me a church-y feel though
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on March 04, 2011, 07:09:49 pm
So let's see...I'm thinking you're trying to make that structure symmetrical, right?

If that's the case, then the bottom part, second from the very right, should actually be flipped horizontally. Notice how that area's not symmetrical. :x
Title: Re: Mapping Improvement Thread
Post by: The Niche on March 04, 2011, 07:40:22 pm
Beware the wrath of SRK the symmetry Nazi! Still, nice map, but Kagut's right. It looks more like a castle than a church.
Title: Re: Mapping Improvement Thread
Post by: AliveDrive on March 07, 2011, 07:51:09 pm
oh son of a gun.

Feature for ARC: when selected, give option of horizontal/vertical flipping. lol
Title: Re: Mapping Improvement Thread
Post by: G_G on March 13, 2011, 11:32:21 pm
Thoughts on buldings? Not the actual surrounds but the shape and perspective. Thank you RoseSkye for the building help. :3 (Image kinda large)
Spoiler: ShowHide
(http://decisive-media.net/gameguy/buildings.png)
Title: Re: Mapping Improvement Thread
Post by: Ryex on March 14, 2011, 12:44:26 am
If your just asking about shape then ya it looks good. personally I would extend the lower arm of the L down to be closer in length to the right arm but that is just me.
Title: Re: Mapping Improvement Thread
Post by: legacyblade on March 14, 2011, 10:57:58 am
It looks like you have a perspective error with the back of the building. At the angle we're at, it shouldn't look like a straight line between the bottom layer corner and the top layer corner. We can see in the front that it stops and goes straight up at the second layer. Move the back of the second layer back two tiles and it'll look better.
Title: Re: Mapping Improvement Thread
Post by: G_G on March 14, 2011, 05:41:09 pm
Oh wow that makes it look way better.
Spoiler: ShowHide
(http://decisive-media.net/gameguy/woo.png)
Title: Re: Mapping Improvement Thread
Post by: RoseSkye on March 16, 2011, 12:58:41 am
remove the left | tiles on the upper portion of the walls g_g
Title: Re: Mapping Improvement Thread
Post by: G_G on March 16, 2011, 01:31:53 am
Which tiles?
Title: Re: Mapping Improvement Thread
Post by: Ryex on March 16, 2011, 01:46:58 am
he's talking about the inside of the L, it should be flat right there not an edge.
Title: Re: Mapping Improvement Thread
Post by: Bradley_Theory on April 29, 2011, 02:47:22 pm
Alright, my first map that I'm posting here. Hope you guys like it. :) (Yeah, shame on me, standard character.)
(http://i53.tinypic.com/2a7633c.png)
Say it if you have any suggestions. :D
Title: Re: Mapping Improvement Thread
Post by: stripe103 on April 29, 2011, 03:11:55 pm
I must say that it looks really good. It feels natural, which is exactly what it should. Lots of varieties when it comes to plants and ground. A really good map :D
Title: Re: Mapping Improvement Thread
Post by: WhiteRose on April 29, 2011, 03:15:50 pm
Quote from: Bradley_Theory on April 29, 2011, 02:47:22 pm
Alright, my first map that I'm posting here. Hope you guys like it. :) (Yeah, shame on me, standard character.)
(http://i53.tinypic.com/2a7633c.png)
Say it if you have any suggestions. :D



That's very impressive. I think you did a great job.
Title: Re: Mapping Improvement Thread
Post by: Bradley_Theory on April 29, 2011, 03:32:32 pm
Thanks alot! Great you guys like the map!
Title: Re: Mapping Improvement Thread
Post by: Spaceman McConaughey on April 29, 2011, 04:48:39 pm
Quote from: Bradley_Theory on April 29, 2011, 02:47:22 pm
Alright, my first map that I'm posting here. Hope you guys like it. :) (Yeah, shame on me, standard character.)
(http://i53.tinypic.com/2a7633c.png)
Say it if you have any suggestions. :D



I love how you used Arshes. Not too many people realize how original he can make your game. :V:

But really, nice map. :D
Title: Re: Mapping Improvement Thread
Post by: Shin Migumi on April 30, 2011, 01:14:02 pm
Quote from: Bradley_Theory on April 29, 2011, 02:47:22 pm
Alright, my first map that I'm posting here. Hope you guys like it. :) (Yeah, shame on me, standard character.)
(http://i53.tinypic.com/2a7633c.png)
Say it if you have any suggestions. :D



Wow. that is a good map. makes me want to go back and revise some of mines. good job man.
Title: Re: Mapping Improvement Thread
Post by: JellalFerd on May 01, 2011, 02:20:03 am
Spoiler: ShowHide
(http://img545.imageshack.us/img545/9498/screenshotzi.png)
Title: Re: Mapping Improvement Thread
Post by: Bradley_Theory on May 01, 2011, 05:55:55 am
Quote from: Shin Migumi on April 30, 2011, 01:14:02 pm
Wow. that is a good map. makes me want to go back and revise some of mines. good job man.
Thanks dude! Show some of your maps then, I'm curious. :P
Quote from: JellalFerd on May 01, 2011, 02:20:03 am
Spoiler: ShowHide
(http://img545.imageshack.us/img545/9498/screenshotzi.png)

That's a pretty nice map. :) But maybe a little too much flowers, and try to make the mountains a little more random just like in nature.
Further it's a nice map.
Title: Re: Mapping Improvement Thread
Post by: Shin Migumi on May 01, 2011, 10:22:09 pm
Quote from: Bradley_Theory on May 01, 2011, 05:55:55 am
Thanks dude! Show some of your maps then, I'm curious. :P


Well since i'm completly re-doing my project, I only have old screenies from about a year ago  :facepalm:. nonetheless, here are a few.

here's an old one back when my project was using GubiD's tactical battle system.
Spoiler: ShowHide
(http://img841.imageshack.us/img841/8805/74920597.jpg) (http://img841.imageshack.us/i/74920597.jpg/)


this was one from a scene where the narrator tells various events that happened so far with the main character.
Spoiler: ShowHide
(http://img251.imageshack.us/img251/6028/77795542.jpg) (http://img251.imageshack.us/i/77795542.jpg/)


oh yea...I totally decapitated a chick in a church (no ESRB rating, take that Mortal Kombat)
Spoiler: ShowHide
(http://img192.imageshack.us/img192/2533/23358630.jpg) (http://img192.imageshack.us/i/23358630.jpg/)

Title: Re: Mapping Improvement Thread
Post by: SilverShadow737 on July 30, 2011, 11:37:44 pm
Here's a map of a snow mountain I made.
Spoiler: ShowHide
(http://img.photobucket.com/albums/v285/SilverShadow737/snowmount.jpg)


:O.o:
Title: Re: Mapping Improvement Thread
Post by: Spaceman McConaughey on July 31, 2011, 12:16:52 am
I like it! Although, it could use a lot more ground and cliff detail, and way less repetition in the rocks at the edge of the map.

Regardless, I like it.
Title: Re: Mapping Improvement Thread
Post by: SilverShadow737 on July 31, 2011, 02:22:09 pm
Thanks, Tuggernuts.
Yeah, I added some patches of ice here and there, but it's hard to do much ground detail with snow because there's not much that goes on in the snow.
I did trade the rocks in the lower right corner for another ridge and it does look much better.
As for the cliff detail, I threw some snowwy patches onto the walls and such, but I'm too lazy to make the cliffs varied while also keeping the map functional so I think I"ll just skip that.

Overall thanks for the input.
Title: Re: Mapping Improvement Thread
Post by: mroedesigns on August 27, 2011, 04:35:18 pm
Meh, I'm not that good at mapping. Here's my attempt at a big (50x50) mountain map

Spoiler: ShowHide
(http://mroedesigns.webs.com/dat/map.PNG)
Title: Re: Mapping Improvement Thread
Post by: Blizzard on August 27, 2011, 04:44:01 pm
That map reminds me quite a bit of Zelda III. It could use some more floor details, though. Add a bunch of rocks here and there, etc.
Title: Re: Mapping Improvement Thread
Post by: mroedesigns on August 27, 2011, 06:35:29 pm
Added more details to the rocks and other various things. Also added a goblin encampment / cave for part of a quest.

Spoiler: ShowHide
(http://mroedesigns.webs.com/dat/map2.PNG)
Title: Re: Mapping Improvement Thread
Post by: Blizzard on August 27, 2011, 08:32:38 pm
It looks a bit better now, but you can still add more stuff. Don't be shy to add lots of stuff, just make sure you can walk properly and don't have just small and narrow passages.
Title: Re: Mapping Improvement Thread
Post by: AliveDrive on September 06, 2011, 03:10:53 pm
I think I learned this trick from Blizzard (it's statistically probable).

Never have a wall go more than 3 tiles in any one direction. For example instead of ------ you could try ---__-- in order to give it a more natural feel.

The same goes for diagonal lines.

As for clutter and objects, if you're having trouble try to make the map smaller without sacrificing maneuverability to make it appear more full.

Looks really good though! :)
Title: Re: Mapping Improvement Thread
Post by: SilverShadow737 on September 11, 2011, 03:25:52 pm
mroe, that part in the upper center of your map doesn't make sense, the wall gets larger without getting higher, it looks weird.
Title: Re: Mapping Improvement Thread
Post by: mroedesigns on September 11, 2011, 04:28:10 pm
Where at? I'm not seeing it
Title: Re: Mapping Improvement Thread
Post by: AliveDrive on September 11, 2011, 11:11:45 pm
I think I know what he's talking about.

I think it is done correctly, if it is supposed to be a ledge that juts out from the cliff.
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on September 12, 2011, 12:09:37 pm
->This is what I've come up with so far... I'm really having a hard time mapping cities, so please point out flaws, etc... (I know, it lacks detail. I'll add it a bit later) :P
Spoiler: ShowHide
(https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/319942_285620681451648_100000111567727_1262323_1934285851_n.jpg)


BTW, I don't know how to post zoomed in maps without the grid lines like the other screenies... If anyone knows how, please tell me...  :haha:


Title: Re: Mapping Improvement Thread
Post by: Ryex on September 12, 2011, 12:36:29 pm
that's looks pretty good. you can improve it by adding more things to the ground to make it look more cluttered like a real city would crates, potted plants, benches ect.

as for your other question but it in the edit mode for the third layer and turn off the option to dim other layers in the options menu.
Title: Re: Mapping Improvement Thread
Post by: AliveDrive on September 12, 2011, 01:36:11 pm
Yeah this is a good city map.

One thing I do to add clutter to cities is add events for a 4th layer.

Another simple solution is to use 200Support-008 and use the crates since they fit in almost anywhere.
Title: Re: Mapping Improvement Thread
Post by: SilverShadow737 on September 12, 2011, 05:14:34 pm
Quote from: mroedesigns on September 11, 2011, 04:28:10 pm
Where at? I'm not seeing it

Just above the upper ledge that has a horizontal log on it.
Title: Re: Mapping Improvement Thread
Post by: mroedesigns on September 13, 2011, 12:15:20 am
Ahh, I see it. It's just the way the ledge is coming out, it's supposed to be like that.
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on September 13, 2011, 10:11:29 am
->Update:
Spoiler: ShowHide
(https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-snc7/300591_286078031405913_100000111567727_1263767_222875256_n.jpg)


It's supposed to be the residential area for a country's capital city... Is it too small? If it is, should I make it bigger, or just add another map where it's still another residential area? This one's the only city that's going to be included in my demo, but I'm already planning a bit for the full game...  :haha:

BTW, the full game is supposed to be at least 12-20 hours long... (Just mentioning, just in case it's gonna affect the map size :P )

Replies? :3


Title: Re: Mapping Improvement Thread
Post by: G_G on September 13, 2011, 10:14:20 am
Looks pretty good. Better than anything I could do. Though those table chairs shouldn't be on top of the table. *points to fountain*
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on September 13, 2011, 10:15:39 am
->Any comments about the size? :3


Title: Re: Mapping Improvement Thread
Post by: G_G on September 13, 2011, 10:18:14 am
Its pretty decent size, but it might take bit crossing from one side of the map to another. It'd be alright if you plan on having sprinting.
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on September 13, 2011, 10:19:47 am
->Using BABS... Anyway, guess I'd call this map finished... :haha:


Title: Re: Mapping Improvement Thread
Post by: AliveDrive on September 13, 2011, 11:44:57 am
Yeah it looks really good.

And idk call me lazy, but I probably would have split this town into East and West parts to cut down on apparent travel time.

This can make the map seem bigger while keeping walking time reasonable.
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on September 13, 2011, 11:48:57 am
->Well, it IS a capital city after all... And I'm planning to add another one that's just as big if it looks to small for a capital... The whole city will be composed of 4 main parts: the Magic Academy, the Residential Area/s, the Commercial Area and the Industrial Area... :3

Oh, and thanks for the feedback! :haha:



EDIT:
->Comment on my project? :3

http://forum.chaos-project.com/index.php/topic,10460.msg152634.html


Title: Re: Mapping Improvement Thread
Post by: Wizered67 on December 17, 2011, 08:14:55 pm
I finally started working on a new project! Unfortunately, mapping isn't one of my strong points. Here is my first map I've made for my new project. I'd appreciate some feedback. It's supposed to be a fairly poor and small town, but I feel it may be a little too small and empty.

Spoiler: ShowHide
(http://i39.tinypic.com/z5zpv.jpg)
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on December 25, 2011, 01:28:39 am
It's a quaint, little map. So, seeing this is a poor, small town, the map acts like a linear dead-end point. There's the trail, and it more or less leads to each house, and thus does its duty for the player. So it's kind of like this town was entirely made as the player's rest stop, which might or might not be exactly the actual story's reason for this town's creation, y'know?

The map does seem a bit sparse too from that. I'm not quite suggesting to turn things into an unneeded, claustrophobic nature mess, but perhaps a little more natural eye-candy would do. The houses also seem to give a weird vibe from me, especially the windows to the wood on the top house there. Is it meant to be like that? I haven't really done much house physics or anything, so I'm not one to judge as well.
Title: Re: Mapping Improvement Thread
Post by: mroedesigns on December 30, 2011, 05:49:37 am
HUGE image here (50x50 inch) of a mountain range I'm working on. There's 12 connected maps shown here at 50% size. I highlighted a few of the errors that I noticed, but I wanted to see if anyone else had any suggestions. Plus I think it looks pretty cool all put together  :P (For my current project, bloodlines)
Edit :: Helps if I post a link..  :roll:

http://s11.postimage.org/5buzf488j/big.png
Title: Re: Mapping Improvement Thread
Post by: Starrodkirby86 on December 30, 2011, 01:45:57 pm
Hard to really tell from afar, but for mountain maps, as long as you've been using the small corner-turn mountain tiles in addition to the mountain edges (for esoteric mountain formations), then you're pretty much set.

However, there's one thing that felt odd to me. Look at the map that's third from the left, the horizontal one with its path shaped like a backwards-S (leading into the main center of the mountains). The middle wall of that mountain formation seems a little too thin in comparison to its right. It kind of looks like it's floating.

Otherwise, this is really cool! Nice work!
Title: Re: Mapping Improvement Thread
Post by: Futendra on December 30, 2011, 04:39:40 pm
Okay, I can use some help.

These are my maps:

Spoiler: ShowHide

(http://img13.imageshack.us/img13/3905/demoramap.png)
Demora Town.

(http://img849.imageshack.us/img849/149/palacemap.png)
Palace Interior.

(http://img707.imageshack.us/img707/7174/passagemap.png)
1 of the 50 Forest Passages.

(http://img32.imageshack.us/img32/6519/windroommap.png)
Wind Boss Room.

(http://img683.imageshack.us/img683/4553/earthroommap.png)
Earth Boss Room.

(http://img32.imageshack.us/img32/6963/equipmentmap.png)
Equipment Shop.

Title: Re: Mapping Improvement Thread
Post by: Blizzard on December 30, 2011, 05:27:19 pm
You could use some more junk on the floor in your caves (floor details). You can usually put a lot of stuff there without hindering movement, but it will look a lot better.
Title: Re: Mapping Improvement Thread
Post by: Futendra on December 30, 2011, 05:27:46 pm
Quote from: Blizzard on December 30, 2011, 05:27:19 pm
You could use some more junk on the floor in your caves (floor details). You can usually put a lot of stuff there without hindering movement, but it will look a lot better.


Okay :)
Title: Re: Mapping Improvement Thread
Post by: mroedesigns on December 31, 2011, 01:01:26 am
Quote from: Starrodkirby86 on December 30, 2011, 01:45:57 pm
Hard to really tell from afar, but for mountain maps, as long as you've been using the small corner-turn mountain tiles in addition to the mountain edges (for esoteric mountain formations), then you're pretty much set.

However, there's one thing that felt odd to me. Look at the map that's third from the left, the horizontal one with its path shaped like a backwards-S (leading into the main center of the mountains). The middle wall of that mountain formation seems a little too thin in comparison to its right. It kind of looks like it's floating.

Otherwise, this is really cool! Nice work!


Ahhh, I see it.. Yeah, that does look a bit strange. Good eye.

If you want I could post a fullsize version of this, but it would be HUGE.
Title: Re: Mapping Improvement Thread
Post by: wingish on March 19, 2012, 03:11:50 am
 Going to try and revive this thread :D
Auto tiles have some errors at the moment ;'(

Spoiler: ShowHide
(http://osorpg.co.cc/uploads/map5.jpg)
Title: Re: Mapping Improvement Thread
Post by: MarkHest on March 19, 2012, 08:53:36 am
@Wingish

Looks good :) Just one thing.
I don't know how VX works or if you're even using VX but judging from the style of the tileset i'm going to asume it's VX.

Is it possible to add some dark effects on the green grass in VX?
If it is, maybe you should try and tone out the grass that seems to be following the same color all over the map. Use another autotile with darker grass. Some parts will be light and some parts will be dark, get what i'm saying? :)

Either way, it looks good. A big and lively map :)
Title: Re: Mapping Improvement Thread
Post by: Zexion on April 01, 2012, 04:23:50 pm
What do you think of this map?
Spoiler: ShowHide
(http://img210.imageshack.us/img210/2236/map1gc.png)


Is there anything really disgusting about it?
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on April 01, 2012, 07:20:41 pm
As a KH fan, I think the map is pretty good... There are, however a few inaccurate parts like the restaurant on the left is missing and the empty alley behind the accessory shop is supposed to be Cid's shop... The only flaws I found are:

1. Some of the Chain of Memories rips are a bit too small for the map.
2. The trees feel like they don't belong here.
3. One of the circles at the lower-center is only half a circle.
4. The tip of the roof of the ducks' shop is repeated a tile above it.
5. I find the number of circles at the back alley disturbing. :V: Maybe remove two or three of those.

Other than those, there really isn't anything disgusting about it... :P
Title: Re: Mapping Improvement Thread
Post by: Heretic86 on April 02, 2012, 05:21:41 am
I've apparently got a weakness for trying to put in natural looking "cracks" into cave systems.

(http://www.775.net/~heretic/downloads/rmvx/cavestyle.jpg)

Not going for this image specifically, but what do you guys think of using cracks in the cave walls as a Style in General?
Title: Re: Mapping Improvement Thread
Post by: Zexion on April 02, 2012, 06:15:48 am
Nice map! I feel that for small maps those cracks are fine, but for a large map, they may be a bit much. Though I really like the cave tileset, and hardly anything could ruin it in my eyes.


@Shadow
Oh and by the way(I've used these tilesets too long..), which rips seem to bee too small? I ask because somethings were ripped from other games recolored and re-sized to look more natural in this tileset.
Title: Re: Mapping Improvement Thread
Post by: Vexus on April 02, 2012, 06:50:02 am
Imo if you don't make cracks in cave walls your just lazy.

I made cracks in my maps too and they make the map look better.
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on April 02, 2012, 09:18:04 am
@Zexy: The trees and the ones from Chain of Memories... :P

@Heretic: Pretty good with the details on the floors... :D I'm just not liking the weird walls... Guess I'm just not that comfortable with new/unorthodox... I'm not really sure if that's a bad thing or not, but either way, I like this map... Just needs a bit more diversity with the details... ;)
Title: Re: Mapping Improvement Thread
Post by: Heretic86 on April 02, 2012, 09:54:36 pm
Quote from: Vexus on April 02, 2012, 06:50:02 am
Imo if you don't make cracks in cave walls your just lazy.

I made cracks in my maps too and they make the map look better.


IM glad Im not the only one that does this.  That screenie was just a small chunk of a much bigger map...

(http://www.775.net/~heretic/downloads/rmvx/cavestylemap.jpg)

I did go back and tweak it to make the water edges have a rounded texture.  This one is square, but I fixed that already...
Title: Re: Mapping Improvement Thread
Post by: GrimTrigger on April 29, 2012, 12:34:25 am
Here is a mountain climbing map, which I made using a custom tileset I've been working on.

I'll be breaking up the vertical cliff face more as I put more time into it. The dark spots on the cliffs are redone wall textures which I use and foot/handholds. I use a terrain tag and a common event to alter the move-speed, so you have to pull yourself up slowly. The top part of the map have a background panorama of the sky.

Spoiler: ShowHide
(http://img337.imageshack.us/img337/3293/mtniflhiem.png)
Title: Re: Mapping Improvement Thread
Post by: Landith on June 27, 2012, 09:49:14 pm
Mountain: ShowHide
(http://i1070.photobucket.com/albums/u499/Landith1/mountainpart1.png)

Swamp: ShowHide
(http://i1070.photobucket.com/albums/u499/Landith1/swamp01.png)

Swamp Ingame: ShowHide
(http://i1070.photobucket.com/albums/u499/Landith1/ProspectsSwampScene.png)


I'm not really comfortable with mapping outside maps :/ I feel like they could be improved greatly. Anyone have any ideas? Or is it fine as it is?
Title: Re: Mapping Improvement Thread
Post by: mroedesigns on July 09, 2012, 03:46:12 am
The mountain map looks good to me. The swamp map looks a bit off for some reason, but I cant quite put my finger on it. Maybe try adding some more things scattered on the ground.


Question for anyone in this thread;

Whats a good way to make natural-feeling borders in what would otherwise be an open map? 

I.E. the map that I'm currently working on is a mining town at the base of the mountain. The northern and western edges are created by the mountain itself. What can I do as a border on the southern and eastern sides? Rivers work occasionally, but if I do it that way every time, eventually I'll just have a huge river running in a giant rectangle around my maps. Any advice / tutorials?
Title: Re: Mapping Improvement Thread
Post by: ShadowPierce on July 11, 2012, 12:15:01 pm
Since it's a town, why not use houses? They're always effective as borders... It's also sensible to use a fence or a wall around any town, since, y'know, it's town... :P
Title: Re: Mapping Improvement Thread
Post by: Heretic86 on July 15, 2012, 07:11:25 pm
@Landith

I think the Swamp looks excellent the way it is.  The natural borders add to the enviornment and dont appear like they'd cause the player any sort of confusion.  Usually one of my major gripes.

The Mountain I think looks very very good as well.  Only suggestion would be to break up the standardized height by making a few outcroppings of land that the player cant really get to.  Just for visual effects and to help break up any over-standardizations.

Title: Re: Mapping Improvement Thread
Post by: diagostimo on July 16, 2012, 12:31:20 am
*(posts this here because it is somewhat related)
hey, i have a little mapping dilema on my hands, heres a picture of a wall in one of my main cities:
Spoiler: ShowHide
(http://img94.imageshack.us/img94/6015/wallmwq.png)

ok so what im trying to achieve is a bridge effect, if you are on the wall then you should be able to walk over, or if your not you should be able to walk under it, i could achieve this with events but the problem is outlined in the blue box, those tiles have priority for when on the wall, so there i have the wall and floor tile, and i cant have both tiles as an event :/ i would just like some input on this situation, what do you think my options would be with/without scripts?
Title: Re: Mapping Improvement Thread
Post by: GAX on July 16, 2012, 02:34:14 am
Quote from: diagostimo on July 16, 2012, 12:31:20 am
*(posts this here because it is somewhat related)
hey, i have a little mapping dilema on my hands, heres a picture of a wall in one of my main cities:
Spoiler: ShowHide
(http://img94.imageshack.us/img94/6015/wallmwq.png)

ok so what im trying to achieve is a bridge effect, if you are on the wall then you should be able to walk over, or if your not you should be able to walk under it, i could achieve this with events but the problem is outlined in the blue box, those tiles have priority for when on the wall, so there i have the wall and floor tile, and i cant have both tiles as an event :/ i would just like some input on this situation, what do you think my options would be with/without scripts?


I have a (semi) solution.  For CF, I use larger bridges and such so this work for me.  Before the character reaches the Blue Outline (in my case 2 steps into the tunnel), the map is changed (no transition) to a map that contains the under-bridge areas of that part.  This is something I've experimented with for a rather large city (which has made mapping longer to the point of severely delaying work), but overall much more immersive.
Title: Re: Mapping Improvement Thread
Post by: diagostimo on July 16, 2012, 04:58:09 pm
Quote from: GuardianAngelX72 on July 16, 2012, 02:34:14 am
Quote from: diagostimo on July 16, 2012, 12:31:20 am
*(posts this here because it is somewhat related)
hey, i have a little mapping dilema on my hands, heres a picture of a wall in one of my main cities:
Spoiler: ShowHide
(http://img94.imageshack.us/img94/6015/wallmwq.png)

ok so what im trying to achieve is a bridge effect, if you are on the wall then you should be able to walk over, or if your not you should be able to walk under it, i could achieve this with events but the problem is outlined in the blue box, those tiles have priority for when on the wall, so there i have the wall and floor tile, and i cant have both tiles as an event :/ i would just like some input on this situation, what do you think my options would be with/without scripts?


I have a (semi) solution.  For CF, I use larger bridges and such so this work for me.  Before the character reaches the Blue Outline (in my case 2 steps into the tunnel), the map is changed (no transition) to a map that contains the under-bridge areas of that part.  This is something I've experimented with for a rather large city (which has made mapping longer to the point of severely delaying work), but overall much more immersive.

yes that would work, but i am currenty working on this project with rmx-os, even such, if i was to pack the area with with npc,s that move around etc, it would be hard to pinpoint there locations on the new map, i have been messing around with the passability and priority of tiles and managed to get it to somewhat work, if wall switch is on then the bridge takes its normal passability as if the payer was walking over it, and if the wall switch is off then the passage of the tiles are forced to passable with a priority, the only dilema now is getting it to work with the online system, i havnt tried it yet but im guessing if one player is on the wall and another passes under it, it will look like the other player is walking straight over the wall :/
Title: Re: Mapping Improvement Thread
Post by: MarkHest on July 20, 2012, 03:13:36 pm
Here are some before and after screenies of maps i made a while back and edited today. Personally i think i've improved a bit (https://dl.dropbox.com/u/29306744/3.png)

Number 1: ShowHide
(http://i1201.photobucket.com/albums/bb342/MarkHest/Before-After3.jpg)


Number 2: ShowHide
(http://i1201.photobucket.com/albums/bb342/MarkHest/Before-After2.jpg)


Number 3: ShowHide
(http://i1201.photobucket.com/albums/bb342/MarkHest/Before-After.jpg)
Title: Re: Mapping Improvement Thread
Post by: ForeverZer0 on July 20, 2012, 03:48:55 pm
Wow, that's a giant improvement. :)
Title: Re: Mapping Improvement Thread
Post by: MarkHest on July 20, 2012, 05:17:21 pm
Thanks :) These maps also uses lighting, maybe i'll post em up some later sometime. That will probably be in the screenshot folder, though.
Title: Re: Mapping Improvement Thread
Post by: Vexus on July 20, 2012, 07:20:11 pm
Very big improvement congrats :)

Just 1 tiny suggestion, why the long wide stairs? Wouldn't it be more appropriate having it the size of the path only and the rest just cliff?
Title: Re: Mapping Improvement Thread
Post by: MarkHest on July 21, 2012, 05:10:24 am
Nope, the stairs on the first two maps are supose to be wide and 'welcoming' with free passability for lots of people. It's not suposed to be cramped together.
Title: Re: Mapping Improvement Thread
Post by: Vexus on July 21, 2012, 05:40:42 am
Up to you really but taking for example your first screenshot the stairs at the top on the left and right end are blocked by the fountains and if that flower is passable when you climb up there's not much you can go to by the sides. (Maybe a personal view but I don't really like that whole wall being a huge wide stairs)

There's also another improvement you could do, when you go a higher level wouldn't the sides of the higher plain be higher than the water rather than being all on the same level?

Also for the 3rd screenshot have you considered using something like this http://www.ninesages.org/XP_Album/displayimage.php?album=354&pos=4 instead of that autotile as terrain? Honestly it doesn't match or makes much sense in being in the plains but up to you I'm only offering suggestions. 
Title: Re: Mapping Improvement Thread
Post by: MarkHest on July 21, 2012, 06:26:14 am
QuoteThere's also another improvement you could do, when you go a higher level wouldn't the sides of the higher plain be higher than the water rather than being all on the same level?


I don't understand what you mean :xD:
Could you show me an example?

QuoteAlso for the 3rd screenshot have you considered using something like this http://www.ninesages.org/XP_Album/displayimage.php?album=354&pos=4 instead of that autotile as terrain? Honestly it doesn't match or makes much sense in being in the plains but up to you I'm only offering suggestions.


Wait... you want me to fill my grassy plains with gravel? :O.o:
Or did you just mean parts of it?
Title: Re: Mapping Improvement Thread
Post by: Vexus on July 21, 2012, 06:43:19 am
Here's a fast example:

Spoiler: ShowHide
(http://img42.imageshack.us/img42/852/exampleem.png)


Notice how the water is below the level of the higher part of the cliff instead of being all in the same level that's what I meant. (Obviously the bottom part needs to be either replaced by one with water or placed one by one as event with around 200 opacity to mimic the underwater effect)

As for the other question on your 3rd screenshot your using a city terrain as passage in the plains or forest whatever it is and it doesn't match visually so I suggested you to try using a rounded "dirt" terrain that fits a lot more on grass than what your using currently.
Title: Re: Mapping Improvement Thread
Post by: MarkHest on July 21, 2012, 08:07:45 am
It's not a normal plain. It's a place where light being live, a sort of paradise if you will. It's supose to be a mix between a city and plain.
It's not a nature area where you simple walk past. Think of it as a very big park of a city, hehe.

As for the thing with the screenshot you made. You're forgetting i am using waterfalls. If i am using a waterfall to change the level of the terrain the upper or lower part should have the same level as the water level, same because that changes with the waterfall, since there is a cliff inside the waterfall too, right? :P
Title: Re: Mapping Improvement Thread
Post by: epochDEV on October 30, 2012, 02:58:37 pm
Quote from: Heretic86 on April 02, 2012, 05:21:41 am
I've apparently got a weakness for trying to put in natural looking "cracks" into cave systems.

(http://www.775.net/~heretic/downloads/rmvx/cavestyle.jpg)

Not going for this image specifically, but what do you guys think of using cracks in the cave walls as a Style in General?



Looks solid, add some dynamic shading and it'd be a beauty.
Title: Re: Mapping Improvement Thread
Post by: Heretic86 on November 10, 2013, 02:59:41 am
Quote from: epochDEV on October 30, 2012, 02:58:37 pm
Quote from: Heretic86 on April 02, 2012, 05:21:41 am
I've apparently got a weakness for trying to put in natural looking "cracks" into cave systems.

(http://www.775.net/~heretic/downloads/rmvx/cavestyle.jpg)

Not going for this image specifically, but what do you guys think of using cracks in the cave walls as a Style in General?



Looks solid, add some dynamic shading and it'd be a beauty.


It does have lighting effects.  It was an example of a mapping style where cracks are put into cave walls instead of just being flat, but those would have been not visible with the lighting effects left in, so the lighting effects were pulled out.  In game, with some lighting effects, it does look much much better, as you said.