Game & Map Screenshots 4

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Kes

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@Mirpono

It looks empty because it's vast, huge, enormous.

Reduce it to at least half that size and a lot of your problems will disappear.  You can still make it look imposing (which, to be honest, it doesn't at the moment) by how you choose to decorate it, so that it looks more like a Guild headquarters.  

Some of you may remember the various towns for which I've posted map shots.  Here is the interior of the principle building in the red roofed town I posted a short while back.  It starts on the ground floor and works up to the attics.  Still some fiddling around with details, but the main work is done (I hope)





Feedback would be appreciated.
 
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Makio-Kuta

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@ksjp17: I like the mapping, but there's some colour balancing stuff that could really use some work. The floor tile, especially on the last screenshot, is VERY attention demanding. For the last screenshot it's so busy that everything else seems to get lost. For the first few shots, I think it's just very bright and that's why it is saying "LOOK AT ME" so boldly to me and threatening to steal the show from everything else. Maybe try dropping their contrast a bit so they have less POP and the other elements of the map can take back the viewers attention.

The rug in the first shot is too close in colour to that red table and red cushioned couches making them very hard to see against it. The red theme is nice overall, but places like that it's just too samey and everything sorta blends together. I would say adjust the furniture before adjusting the rugs, because I like how the rugs look against the wall and curtain colours and the rugs are fine on the second shot.

Love the layout though! The main foyer area on the first floor seems a bit spacious, but I get that the first floor has to be the same size as the second haha So it's hard to know what to suggest to fix that.

Off Topic: My favourite thing about many screenshots of large maps being sliced together is counting how many times the player character is hiding around the rooms haha
 

Kes

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@Makio-Kuta

Thanks for the advice on colour, very helpful.  Not being an artist myself I can know that something is not right, but can't necessarily 'see' what it is that needs to change.

The big foyer is partly because I've got a cut scene taking place there and I need to be able to accommodate 10+ sprites in that area and leave room for some of them to move around.

Off-topic - that isn't the player character, but baddies waiting and guarding what's going on upstairs.
 

Zoltor

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To ksjp: those are some kickass tiles you're using, where did you get those from(if you're not a artist), I'm pretty sure if they were in the RTP, I would've noticed them(lets face it, floor, terrain, and the like tiles is not the high point of the RTP, that's for sure)?
 

Makio-Kuta

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@ksjp17: No problem! Things getting lost from colours isn't always easy to spot on your own maps, because you made them and know what is what and what is where. Cutscene reasons are certainly understandable for big spaces xD Especially 10+ sprites. (That's a lot of baddies!!! oh my)
 

Kes

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@Zoltor

As usual, some of these tiles I've made, others I've gathered from hither and yon.  My problem is always getting things to the right level of contrast and ensuring that the various elements balance out.  That's where a trained artist will always have a keener eye than me.  I can frankensprite with the best of them, and making autotiles out of disparate parts is getting a lot easier for me, but I still need a huge amount of practice to really pull it off.  But I'm gradually building up a nice collection of tiles to reflect differences in location, income etc.
 

Zoltor

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@Zoltor

As usual, some of these tiles I've made, others I've gathered from hither and yon.  My problem is always getting things to the right level of contrast and ensuring that the various elements balance out.  That's where a trained artist will always have a keener eye than me.  I can frankensprite with the best of them, and making autotiles out of disparate parts is getting a lot easier for me, but I still need a huge amount of practice to really pull it off.  But I'm gradually building up a nice collection of tiles to reflect differences in location, income etc.
Oh ok, well great work one the ones you made then.
 

West Mains

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Still working out some ideas, but here's the Nexus.
 

Mimironi

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@ksjp17

Well, it's not supposed to look exactly 'impressive' cause its in a place over run by explorers, (your character being one of them) but I did make it smaller and change the floor/ walls.

*again everythings 1 tile down*

Map009.png 
 
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AcosmicDevi

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@Mirpono You should add shadow to the left railing to give it some depth.
 

Chaos Avian

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Latest map finished, showing off the snazzy home of our rather enigmatic woman. Futuristic setting in the Deva Zone where Werewolves, Vampires, Elves and the like roam the place... interesting xD

 
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Aceri

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You guys are all so good at mapping. I'm jelly.
 

C-C-C-Cashmere

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@Chaos Avian: Zeila’s face portrait makes her look like she had a very troubled past indeed! Is it just me, or are there little black dots constantly appearing and disappearing in the middles of those little grey circles on the tiled floor? It’s an optical illusion. I love the very functional layout of the objects in your house, as well as little detailed touches like the sideways coffee machine, and the smoke alarm on the wall. I can’t see any mapping faults. It looks beautiful!


@Mirpono: Nice inn scene. Devi is right. You should put a shadow to the right of your left railing, to indicate that is higher than the floor below. I think the tables are too thick. You can even afford to have them one tile thick in my opinion. You’ve got a signpost hanging on the wall on the top-left. It’s supposed to stick in the ground, unless that’s one of the events that got shifted down one tile. I also think that the thickness of the square walls in the middle should be one tile throughout. It kind of looks weird having the top wall be 2-tiles thick while the rest of it is 1-tile thick. The entrance is looking bare, and perhaps you can stick some windows on the top wall. Keep adding some details, especially to the bottom half of the map, and it will look beautiful in my opinion.


@West Mains: Looks suitably trippy. I like it. What if there were plasma orbs floating in mid-space? Or on top of those columns?
 

Kes

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@Chaos Avian

Nice map.  I do have a couple of small quibbles.

I wish my home could be that spotlessly tidy.  Is anywhere quite that neat?

Is that a cold drinks cabinet in the main living area?  Seems a slightly odd place to have it.

Every wall light in the place is on.  Would they be?  And yet there seems to be no light in the living area.
 

West Mains

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@West Mains: Looks suitably trippy. I like it. What if there were plasma orbs floating in mid-space? Or on top of those columns?
Well, those little balls of fire are characters you can talk to, so on top of the columns makes no sense. But I'll add a few inconsequential backgroundies to float about and see how it looks!

edit:

 
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AcosmicDevi

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@Chaos Avian

I wish my home could be that spotlessly tidy.  Is anywhere quite that neat?
Some people are OCD and others really are that neat about their living spaces. How a character's environment looks is actually a good way to characterized a person.
 

UsainSloth

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Thankfully ingame you can't see the middle part much so I didn't bother editting much in it. I also left it out so it wouldn't be too overwhelming with all the flowers in sight. Didn't have much of a hard time creating this since I had more freedome since this map will only be used for cutscene(s). But I did pay attention to the grid just incase  Iwant to actually use it for a map.


I haven't added the events yet and tint for this map, but I'll see on how it will go with the script.

Go ahead judge me.
 

Engr. Adiktuzmiko

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the flowers on the lower tree looks so unnatural to me...
 

McP

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@Usain

Hmm, did u ever use shift click technique?

I suggest you to use that technique, so it will make the cliff looks more natural..

other than that, your map is good..

sorry for my bad english..
 

Engr. Adiktuzmiko

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yeah, the leveled cliffs could certainly use shift mapping
 
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