Game & Map Screenshots 3

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Engr. Adiktuzmiko

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it's a pack of models made for wc3 mapping by my fellow people of The Hive... 

about the window... oh yeah. gotta change that.

I don't think I get fully what you said about the shells though. if you meant they would have been crushed or something by now, well let's just say that they are new ones... XD
 

WNxTyr4el

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@adz: I did a quick mapping with Mack's and realized I don't have all the tiles I'd need without combining tilesets and so I was wondering what you meant by "old school RPGs" having that black space by the door instead of the wall tile. If I show the wall, will I need it to be the same two tiles high as the back wall and then the ceiling tile making it a total of three tiles into the house. I guess to compensate for that I could increase the height by 3 right? So instead of 17x13 it'd be 20x13 right?

If I understand the black tile thing right I'll probably do it that way
 
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Kes

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@WNxTy4el

if you are increasing the height, it would make it 17x16, as the first number is the width.  There are several ways of doing what's been suggested.  Here is a small example of one way of doing it.  The back wall is 2 tiles high (though it could be any number, depending on what sort of room you are mapping), and the front is just the ceiling tile.

">http://s1323.photobucket.com/user/ksjp17/media/wallexample_zps44695a88.png.html'>


You could do a wall at the bottom - but then it really ought to match your outside wall, if it is, for example, a building that you are showing, and you are unlikely to have that external tile on your tile set for internal maps.  If it is one room within a building, then you should, of course, use an internal wall tile.
 

WNxTyr4el

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That's exactly the way I want it to look. Thanks a lot ksjp. I was drawing it so that the wall by the door was flat but I like that one pocket to make it like a doorway. Well done sir. What tileset is that btw?
 

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@WNxTy4el

It's a tileset I've put together myself.

On a different aspect, you will see that the room itself is a lot smaller than the full default size.  I think for many (most?) rooms, something of that size works better than trying to fill a much bigger space.  I dislike the solid black area that surrounds a small map, so you will see that in fact it's variegated in colour, but basically it's a very dark green.  For that I have a couple of standard images which I use as parallax backgrounds.  I just think it makes for a visually more pleasing effect, but of course this is a matter of personal preference.
 

WNxTyr4el

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Ohhhh yeah I see. I don't mind the black area though. I think what I'll do is increase the height and do the room that way. Thanks for the help!
 

Engr. Adiktuzmiko

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those walls and floor tile is nice... XD
 

WNxTyr4el

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Lol I was gonna say the same. I say community release! Lol.
 

ShinGamix

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@ksjp17 What's up with that bookcase? it looks paper thin.
 

Engr. Adiktuzmiko

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@shin - yeah... I think he cut out the top part to adjust it somehow...

is the floor from the HF pack?
 

Kes

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@adiktuzmiko

No, it's not from the HF pack.  I haven't bought any of those, as I'm not using that style of character.

@ShinGamix

I didn't want a great big thick bookcase, which I thought looked ugly against that wall.  I generally think that those standard bookcases look far too deep for any book that I've seen, but usually I can't be bothered to faff around changing them.  In this instance, however, it was so awful that I edited it.

@WNxTy4el and adiktuzmiko

Thanks for the compliments.
 

Engr. Adiktuzmiko

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oh... it just looked to me as somehow fitting to the snapshots from the download page...
 

Soma

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Adjusted two of my previous maps; the temple and main hub.

(I don't want it taking up too much room, so spoilers this time!)

Oakwood Temple:



Edit: Unlit the torches.
Scarlet Nexus:

I'm not going to be brushing in shadows anymore, unless it's for walls or something(like the ones I didn't remove). Sometimes less is more, so I decided not to rely on 'em as much~ :)
 
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A-Moonless-Night

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@Soma: Those maps are looking pretty good. Just wondering; why are the torches lit if there's a sunbeam?
 

WNxTyr4el

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@Soma: I really like the Nexus. Very good use of colors!
 

Soma

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@Soma: Those maps are looking pretty good. Just wondering; why are the torches lit if there's a sunbeam?
Good point...I, really didn't think about that (for something so obvious) until you brought it up. I went ahead and unlit them~ (Maybe I was thinking something like if they a special kind of fire that never went out? But, that temple's been abandoned for a long time..so..idk.  :unsure: )

@Soma: I really like the Nexus. Very good use of colors!
Thanks! I used..maybe too many colors I'll admit, but with each flame/crystal representing one of the eight Technique elements, it works..I think?  B)
 
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Mimironi

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Remellion.png

So this is a town I worked on. It's the first and the only town of the game that should have no parallax mapping since the m.c and his friends wont be here for long (no it's not destroyed, goshh).

There's a market area in the upper area.
 

Kes

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@Mirpono


If you use shift-click, you can have the fencing down the sides as a clean line, not the way it is at the moment, where it's trying to connect up with a non-existent neighbour.


Here is a map I'm working on at the moment to show what I mean.





  Also, I think shift-clicking will remove the lines in the main roof underneath the upper storey in the house top right corner.
 
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Ossra

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Finishing up on the experimental battle background ... I think it turned out alright! Probably needs a little more decorating and tinkering. Almost time to start tinkering with enemies to put on the background.





( Old Version )





( New Version - No Enemies )





( New Version - Enemies )
 
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