Game & Map Screenshots 3

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Jawnsunn

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@Luchino

This isn't really a map issue, but I had a hard time trying to differentiate the tint for the movement of your units and the whole map.

I suggest using more colored tint like blue or red so then it's easier to see for the player.

Other than that, good stuff.
 

Ksi

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@Luchino - The straw roof in the first screenshot... Use shift-copy/paste to make the edging above the door the same as on the lower part of the roof. It will look a hell of a lot better. Same with the roof over the door in the second screenshot.

Autotiles, amiright?



Messing with the DS tiles.
 
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RyanA

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@Shin & Zack - everything looks just a little over the top. I'd tone down the lighting effects a little.

@Goatrider - looking good! I think there's something a little iffy about the pipe's perspectives though. They look more like the should be against walls instead of above the player.

@Filius - the grass looks a little odd on the stone and it's a bit dark, but I like it~

aaand another map map from me. It would be appear the janitor here is quite the aspiring artist.
That damn Lydia gets everywhere x3 Looks cool dude, I like that you are making those kind of maps :3

@Ksi, Them autotiles is beautiful ;w; I love the look of the DS pack!
 
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Doobles

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So I'm working on my crypt tileset and I really have to ask at this point.

Do those look like upright sarcophagi to anyone?
 

Lorenze

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So I'm working on my crypt tileset and I really have to ask at this point.

Do those look like upright sarcophagi to anyone?
Honestly, I can't even decipher what it actually is. I'd recommend making it a little less dark, because all I can see at the moment are faint stones.
 

Doobles

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Perhaps this is a little better?

 

cabfe

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@Doobles : since we can see the "bottom" side of the sarcophagi, it is hard to believe their are going upright.

Maybe adding a little Shadow effect near the base might help, but it seems you'll have to edit the tile manually to erase that side.
 

Doobles

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@Doobles : since we can see the "bottom" side of the sarcophagi, it is hard to believe their are going upright.

Maybe adding a little Shadow effect near the base might help, but it seems you'll have to edit the tile manually to erase that side.
I'm not really sure what you mean by being able to see the bottom side...

It is suppose to be standing like this

http://museum.wa.gov.au/sites/default/files/imagecache/wam_v2_page_full_gallery/photo-galleries/DSC04353_1.jpg
 

Rello

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The map is extremely monotone making it hard to understand. 

Lots of texture molding together due to the lack of hue contrast.
 

Doobles

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The map is extremely monotone making it hard to understand. 

Lots of texture molding together due to the lack of hue contrast.
That is actually whats keeping me from finishing, crypts aren't the most colorful of places so it is difficult.

EDIT: No it's not, I found a way to fix this.
 
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cabfe

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Engr. Adiktuzmiko

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the bottom 1/4 seems fine to me... it looks the same way as the cabinet bases...
 

Celianna

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@Doobles: it's super confusing because everything has the same colour, and same texture, so the map ends up losing its depth and looks extremely flat. And those black fuzzy things that are supposed to represent the ceiling look completely awful because of its fuzziness. It's not helping you out here, not at all. It's also got the same texture as the floor, so it makes it even more confusing. I suggest to not edit your tiles so much, and use them as is - and to not be afraid to use different colours to help the player understand the map better. You CAN still use different colours and have it be dark and gloomy. Different floors, walls and ceiling would improve this so much more.
 
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Doobles

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Well I pretty much redid everything.  Personally I think it looks a lot better, since I found a new tool in GIMP to use and got rid of that morbid brown/orange color.

 

Celianna

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@Doobles: that looks so much better. I can actually see where the player can walk and can't!
 
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Kes

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Doobles, that is a huge improvement.  However, if you want these to look more like sarcophagi, rather than pillars, (which tbh, is what they remind me of at the moment), I think you need to taper the base a bit, like the reference image you posted, rather than the totally straight sides you have at the moment.
 
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Choco-Elliot Wyvern

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I've been working on my opening cutscene and this is a new map I made, do you guys think I should keep the fog or make it less... well foggy? XDXD



 

HumanNinjaToo

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@choco: definitely tone the fog down a bit. But fog is normal while up on a mountain so I wouldn't ditch it
 

Goatrider

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Finished mapping out where my intro takes place. I've added some shadows for the pipes, thanks for the idea Luchino! Anyways here it is:



That's my first ever sprite I made too. He probably won't be the MC just an NPC or something, just wanted to show him off xD.
 

Chaos Avian

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Been awhile since I posted here... Anyways, here's a shot from the 1st of 5 towers in EWC2.

 
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