Game & Map Screenshots 10

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@Raynar : I'm not entirely sure how to explain how to make a castle look like a castle, so I'm going to post some images I've made of castle interiors in hope it makes some more sense.
The main thing I think is to plan out what a room is for and to then make it look as royal as possible, while still keeping the room interesting.

Also, always use two tile high walls or bigger. castles are big, tall and imposing, yours looks rather squat and uncomfortable, like people would have to bend over to walk around... (sorry, that sounds really bad, sorry!)


 

Raynar

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@Paladin-Cleric of Awesome Woah... So much detailing... I had always thought that most of the interior as far as I saw was mostly tight-spaces, since I kept following the size of the Castle Sprite itself. (Well, one of them anyways that was built into the default tile-sets of RPG Maker VX.) That's definitely opened up many more ideas for possible designs. Thank you! ^_^
 

cabfe

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@Raynar You can find and make many castle's layouts, depending on the style, era, etc.
In a different style, here is how I made mine if it can give you some new ideas.
 
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@Raynar
I find that real castles are quite small inside, but with higher ceilings that usual houses, but in rpg maker I always find that the bigger and more spacious you make the castle the more imposing it seems, especially if filled with luxery items. It sort of helps devide a fort for example, where eveverything would be simpler etc, (which was sort of what your original map made me think of) With a royal castle.

I don't think I'm making very much sense, sorry!

(also, how do I do spoliers, because I tried and none of my pics showed when I clicked the spolier tab)
 

Finnuval

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@Paladin-Cleric of Awesome looks good! This might be totally redundant but : The thing to remember with medieval villages is that the further away from the core defenses the less important the building and thus the cheaper it's constructed. So armories and blacksmiths will be inside the walls, outside is for homesteads

@Raynar There is a large difference between a castle, fortress, palace stronghold and keep. I feel a lot of people try to make a sort of all-in-one design. My suggestion is to look at the difference, pick one and then look at some good RL examples. Perhaps even read up a bit on their construction. You might learn some useful things to watch for. Beside that, in rpgmaker building wide tends to be more imposing then building high IMO
 
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@Finnuval
Wht you say is very true, which is why the king actually has his own blacksmits and armoury in his castle, this prticular king cares only for himself, he will be explained more in game, the other kingdom is built differently. hopefully what I'm going for I can convey better in game. lol. thank for the comment though!
 

Finnuval

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@Paladin-Cleric of Awesome lol as I said, redundant comment :guffaw: As for the positioning of such buildings, if you want (and still need) I can help you think up a few possibilities that might work
 

Marquise*

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@cabfe I love your castle mapping. It gives me some taste to make some too! ^^
 
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Hi all, I think I've finally finished my city map! There are gates that can't be seen in the image here. I just want to get some feedback to make sure it's looking alright.


Here's my second city. There's only two in my game, and they aren't too far away from each other hence why the buildings look very similar (I promise there is totally an in game reason for everything lol). I'm not too sure how I'm going to set this city up. I don't want it too big because there's no point in it being bigger than this for game purposes.

(it's unfinished, just placeholders outside the walls)
 
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Elissiaro

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Here's my second city.
If you want it to seem big without actually having to make it big, I'd suggest adding houses at the sides outside the walls. To make it seem like the city sprawls out further and the player is just in the most important area.

Also imo both of the maps look a bit empty, maybe add some crates and barrels and stuff. Also cracks and colouration of the floor tiles might be good to break them up a bit. (For example, in the town below the fort you could add some grass in the corners where people wouldn't walk that much maybe?) It might also look better once you start adding npcs.
 
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ok, just small details to add in, but I think city number 2 is done! yay! I do hope I#ve given the impression that the city spawls beyond the walls somewhat.
 
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@Finnuval : couple of things,

1. Don’t be afraid to connect the paths. Unless you have a tile that looks like sand swept over the path I wouldn’t break the path up so much.

2, a pet peeve of mine, sorry, the trees, is there any way for you to clump them together a bit? Like over lapping in front of one another. I think it might give you the effect your going for without over cluttering the map.

3. I love how you’ve layered the green over the sand. I think it looks awesome.
 

Finnuval

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@Paladin-Cleric of Awesome Thanks for the feedback :cutesmile:

1. Don’t be afraid to connect the paths. Unless you have a tile that looks like sand swept over the path I wouldn’t break the path up so much.
Funny you mention this, I am looking at ways to make a sand-swept tile as we speak :D

2, a pet peeve of mine, sorry, the trees, is there any way for you to clump them together a bit? Like over lapping in front of one another. I think it might give you the effect your going for without over cluttering the map.
I can see what you mean, I'll take another look at it. Though a few single ones look nice to IMO.

3. I love how you’ve layered the green over the sand. I think it looks awesome.
Thanks! It was a bit of a pain to get it in a way I liked it myself haha but it does give the right 'feel' I think :cutesmile:
 

Celianna

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@Paladin-Cleric of Awesome: there is a floor that goes with those castle wall towers so that you don't have to use the autotile version (which has black on the inside). The up/down tile is on TileC_exterior (below the sewer and above the stairs), and the left/right version is in TileD_exterior_1 (next to the gate).
 
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@Finnuval

Yeah, a few single trees can work well, I didn’t mean to imply they didn’t! Sorry! But I can see that you were trying for a sort of clumped feel. If you’d like some edited tile sheets I could help. I love mapping and tilesheet editing for nature! Lol

@Celianna
Ooooh! How didn’t I notice that! I’m having so much fun with your ancient dungeon tileset, and while I know the medieval buildings don’t exactly match, I feel they’re meshing enough for what I need. So I comment your great artistry!
I will go back an poke at the tilesheets again! Thanks!
 

Finnuval

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@Paladin-Cleric of Awesome No need to say sorry! I didn't take it like that, besides constructive feedback is never a reason to apologizes :cutesmile:
As far as edited tile sheets : I'll welcome all the help I can get! Got a lot of editing to do after picking the resource section clean :D

PS: you are absolutely right in regards to clumping as far as the left and right sides are concerned ;)
 
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Ooooh. I’ll fix that! Didn’t even notice! Thanks!

EDIT:
Here's my mountain part of my game. there will obviously be more ie, little cave systems and stuff.
 
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csevans84

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Map006.png Map006.png Map006.png Testing a new mapping style let me know what you think.
 
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