Kes

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@superkoopa On the first map, assuming that the player cannot go off to the side but only down the ladder, I'd leave it as it is. The ladder is fully visible, and there is enough detail visible in the background to give the player all the necessary info, plus some eye candy.
For the second one, I'd adjust the lighting a little. There is a lot of light (rightly) coming from the main door, and I would have expected it to show up the building around the door a little more. At the moment it doesn't seem to do that at all. Overall I'd be tempted to lighten the whole thing just a very small amount, because I do think the building would be a tiny bit more visible.

@misterdovah Nice layout, but you have a very common problem with your stairs. At the moment, the stairs are the same number of tiles as the wall. That means that they are not stairs, but a ladder. If you think about stairs, they always start some distance from the wall as they have to get to the top height, but via a slope. To show you what I mean, here is an example of how you can get your stairs in so that they are longer than the height of your wall, and at the same time, you have something which stops people falling over the sides, so no need to worry about banisters. I know it's an outdoor example I did for someone else, but just substitute your interior tiles and you'll see how the idea works.

1591603756129.png
There is an 'extra' stair tile there. There is room for a second one if you want, and for an interior map that would be better.
 

misterdovah

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@Kes

Wow. Thank you, Kes. That is a great tip. I will fix. Thank you a lot. :hswt:
 

VitaliaDi

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Hi friends, I'm looking for some help on this map. Mapping is totally one of my weak points, I want it to look full and interesting, with a lot to look at, while also keeping that empty/or "open" feel. I'm struggling with what to add to this map since it's just water. I added some floating things using MOG's weather effects but I feel like it needs a lot more decoration and I'm drawing a blank.
 

fluffymonster

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@VitaliaDi Could you possibly add seaweed and other fish (like fish schools) in? You could also adjust the lighting so that going lower gradually gets darker.
 

VitaliaDi

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@VitaliaDi Could you possibly add seaweed and other fish (like fish schools) in? You could also adjust the lighting so that going lower gradually gets darker.
Oh those are good ideas. Different sized schools of fish and a few foreground things like seaweed and the darkness fade would definitely help liven it up.
 

fluffymonster

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Oh those are good ideas. Different sized schools of fish and a few foreground things like seaweed and the darkness fade would definitely help liven it up.
You could also add smaller fish in the background and different kinds of schools of fish. :kaopride: I love underwater stuff. Can't wait to see what you do!
 

VitaliaDi

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You could also add smaller fish in the background and different kinds of schools of fish. :kaopride: I love underwater stuff. Can't wait to see what you do!
oof thanks so much you are the perfect person to respond to my post!
 
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I think this is the perfect thread for me! I'm in need any feedback you can give on these maps.

I have yet to experiment with lighting in RM, so any advice on how lighting could improve them would be particularly useful.

They are for a puzzle-focused game set in a laboratory.

SS52.pngSS53.pngSS54.png
SS51.png
 

Kes

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@Cyril-Splutterworth You need first to decide what your light source(s) will be. At the moment you have none - no wall mounted lights, no windows, no nothing. Therefore it is impossible to determine what the lighting effects could be.

Whatever they are, it is unlikely that they will be compatible with the autoshadows of your walls, which is what you have at the moment, so you would need to get rid of them.
Another reason for removing them (in part at least) can be seen above the head of the female in the bottom map. Your wall is 2 tiles high, so the autoshadow is also 2 tiles. But that wall can be no thicker than the ceiling tile, so 2 tiles looks weird.
 
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@Cyril-Splutterworth You need first to decide what your light source(s) will be. At the moment you have none - no wall mounted lights, no windows, no nothing. Therefore it is impossible to determine what the lighting effects could be.

Whatever they are, it is unlikely that they will be compatible with the autoshadows of your walls, which is what you have at the moment, so you would need to get rid of them.
Another reason for removing them (in part at least) can be seen above the head of the female in the bottom map. Your wall is 2 tiles high, so the autoshadow is also 2 tiles. But that wall can be no thicker than the ceiling tile, so 2 tiles looks weird.
Hi @Kes, thanks for taking an interest in my maps!
I was thinking that the neon blue strips at the top of the walls could serve as a lighting source, as well as the backlit sliding doors.
I'm a little lost about your final sentence; I'll get rid of the auto shadows, but do the walls also look disproportionate to the ceilings in terms of size?
 

Kes

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@Cyril-Splutterworth No, the walls are fine, it is simply that in that particular map that specific shadow looks weird. Looking at it again, I wonder if the top of the map has been cropped. At the moment it has no ceiling tile.
 

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@superkoopa On the first map, assuming that the player cannot go off to the side but only down the ladder, I'd leave it as it is. The ladder is fully visible, and there is enough detail visible in the background to give the player all the necessary info, plus some eye candy.
For the second one, I'd adjust the lighting a little. There is a lot of light (rightly) coming from the main door, and I would have expected it to show up the building around the door a little more. At the moment it doesn't seem to do that at all. Overall I'd be tempted to lighten the whole thing just a very small amount, because I do think the building would be a tiny bit more visible.

@Kes I agree regarding the first map, though I've made some new additions to it. I'm not sure what I am going to do with the paths that lead to both sides, I'm probably just going to leave them for the time being until I can make some new assets (a new area or something that blocks the path).

The second map was too dark in hindsight, I don't really intend on using that one, it was good practice though!

The first map was initially just a wall (with a skull on it) and a path, then I realized I could make the mouth into an opening, In which it then quickly became "skull mountain". Though after some more tinkering I started to get treasure Island vibes, which made me add some trees and made the saturation warmer. Right now its basically a skull cave on a tropical Island. I plan on making a beach at the bottom, I need to make sand tiles, there would have to be a shoreline too. I don't know If I can pull it off, but i'd also like to add a pirate ship! It's funny how you set out to do one thing, but it quickly spirals into something completely different, next time I post it'll probably turn into a sci fi game!




EDIT

So about that Pirate ship...

 
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Raith

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Just finished my basic interior maps!
I'd like to keep it as minimalist and as traditional as possible.

Now I need feedback: do these maps make sense?
Especially the house one. At a glimpse, the wall height looks "normal", but how is it from your perspective?

Any feedback will be appreciated :)

Map006.png

Map010.png

Map007.png

Map011.png
 

Kes

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@Raith It's not a style of mapping which I think I can comment on sensibly, as it isn't one which I personally like. However, to answer your question about wall heights in the house - they look accurate to me.

My one query about that map is - who stores umpteen crates and barrels in their living room? Do you or anyone you know?
 

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fffscreen5.png
Looking pretty empty....
The area will be surrounded by enemies when it's done, but for now it's basically an empty street.
 

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@Kes Thank you for the feedback! I guess chopping the lower part of the house will solve the barrels and crates problem.
 

Kes

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My turn to put something here.
It's still in progress, but the basic structure is there. It's the first map of a mountain pass dungeon and has an entrance and 4 exits.
I find mapping in the editor quite relaxing, and so fast. This is about 4 hours' work. As it's so big, I've put it in a spoiler.
As the map shot doesn't show the lighting, there is a screen shot of a passability test which gives a better idea of the colour range in-game. Passability tests take a lot longer as the player can walk behind all the cliffs.

L Mts South.png

screenie.png
 
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cthulhusquid

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I've been working on a nuclear power plant map loosely based on Chernobyl's RBMK reactor for The Wastes. There's going to be two floors, the first one is mostly complete but still needs events and has a chunk of empty space to fill.

 

superkoopa

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@Kes The lay out is nicely done, I like the lighting in the second screenshot.

At the bottom there is an enclosed area, I'd build that area up, maybe add a tree. I'd probably be looking around for an entrance If I was a player, though other than that, good job!
 

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