Game & Map Screenshots 4

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Arin

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Yet another one of Arin's Disasterly Dangerous Shift-Click Mapping Mishaps.

You've been warned.

@muramasa: I'm going to guess that small diamond right underneath the rock in the upper left-hand corner. It's probably a trick question, too. ;(
 

Engr. Adiktuzmiko

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it's weird when the ground has a shadow cast on it but the bench on that same ground hasn't...
 
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Doobles

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@Radiant Arin

You weren't kidding when you said disasterly dangerous.  Way too many different elevations go on.
 

hian

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Well outside of what I usually, do, but here are two screens from a pet project I'm setting up for my android, just because :p

Ignore the mapping, it's largely temporary.



 
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Celianna

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@Radiant Arin: your cliffs are at an inconsistent height. The one in the bottom left, you've got it at 2 tiles high. Then it goes up another 2 (stairs), and one more at the end. This means the cliff right next to it should be 5 tiles high, not 2 tiles. You need to actually keep in mind how much you're going up and make sure anything that connects to that level is the same height.
 

West Mains

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@bluepriod

I really like the colour filters, they give a good feel to the scenes there, and the blurred backgrounds create a really neat sense of depth.

However those black, blurry borders around everything seem too big. You're getting just a small circle to look at. It would make sense if it was a really dark area, like a cave, where visibility would naturally be limited, but they're outside. And the nice visuals make this annoying since, of course, people always want to see more of nice visuals.
 

Indrah

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Been some time since I posted here >< (havent been working derrrp)

Some feedback on this would be nice:



NOTE: It's not a "normal" setting, so the coloring can be alien looking (the grass outside is blue, the trees are purple, bite me I don't even care it's my game I can be weird if I want >V). I need focus more on if the clutter is okay, the colors do not clash, etc. (This is jsut a small sample of the tunnels, but the rest will follow a similar decor).
 

bobisme

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I just spent the last hour looking through some really amazing maps, but sort of stopped when i realized i still had over 200 pages to go :p

One thing i will say about different elevations of cliffs in maps is that i found it to define an incline instead of stairs


Mcliff by Therealbobisme, on Flickr
The map isn't finished but if you look at the top left cliff bit the ground below stays the same while the cliffs elevation decreases one.. am i explaining it well? hehe, i thought it looked okay, but.. :p

Here are a few of my maps:

This is the world map:


MWmap by Therealbobisme, on Flickr
i'm filling it as i go

This is my first attempt at a town:


Mtown by Therealbobisme, on Flickr
sorry bout all the events, i've looked alot of other peoples maps and i'm not sure how they put them up with everything in place without ugly boxes showing.

*edit, the buildings on the right that are only 1 wall tile high are partially underground :p

this is a shop within that town, it's the blue building with the bag icon, i'm curious on peoples thoughts on the outside to inside sizing ratios, on the town map it is 5x3 inside it is 17x13... :p


Mshop by Therealbobisme, on Flickr
here's a second town more wealth than the first much much bigger:


MBtown by Therealbobisme, on Flickr
rich due to the fishing industry (the building at the top left :p )

was having a prob getting the buildings doors where i wanted them without compromising the layout so went for the 'sucked in' parts and pot plants.. :)

Here's the towns black smith, this time the outside to inside ratio i think is alot tighter (its the building middle top) 7x6 town map and inside it's 12x10

any tips or critacism is welcome

and my opinion on others work would not be helpful as i don't know to much yet :p

*edit what i ment by size ratios was that i've looked at alot of peoples maps and some of the rooms are huge while mine seem to be poky little things :p

P.S: here's a little extra :p this is my world maps rough copy..

eraman by Therealbobisme, on Flickr
 
 
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Kes

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@indrah

I really like the colour of the floor and walls, but I wonder about the colour of the tall piles of stones.  These, presumably, are made of the same/similar rock as the walls are, but the colour of them doesn't match up very much.  They are too brown.  The much smaller ones seem to be closer in tone, but perhaps that's just because there's less of them, so the colour isn't so apparent.

I love the little white stem/grey cap mushrooms, but I'm not convinced by the vibrancy of the colours in most of the others.  I think that in a cave, because of reduced light, colours will be more muted.  for example, the white stem/pink cap works in a way that the bright red on the wall doesn't.  Also I think that the tiny 3-stemmed ones next to the stone piles work, as does the small golden'ish one (e.g. just to the right of the pink cap), whereas the large golden one seems a bit too brash.

@bobisme

Your first town maps has no shadows for the buildings.  This is particularly needed for that tower at the top - there should be shadow falling onto the roof to the right so that it looks as if the tower is higher than it.

Town 2: I'm not in favour of those 'stepped' shadows - they do not seem to correspond with the shape of the buildings and so look very odd.  Also because of the style of building you are making, I think you need to break up the large block lower right with some more windows or something, but at the moment the buildings feel a bit oppressive.

Totally personal preference here, but I am not convinced by that sort of emerald green grass tile you are using in these 2 towns.

As for ratios inside/outside, I prefer the slightly smaller, tighter one.  However, again I am aware that this might just be my personal mapping preference.  I started off making maps with the larger ratio like the first one, but have changed my mind over time.
 
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Lihinel

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@blueperiod: No need to make them brighter, you see the scenes just fine.
@Indrah: Looks good, the worst you could say is that its edgy, but thats normal for VX Maps, so I think you got the best out of the restriced map system.

@Topic:

Got my Menu done now, next up is the battle system
 

Engr. Adiktuzmiko

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wow, that's awesome...I like the terrain...
 

Kes

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@zackfoss

I like it too, and the robe on that sprite, with the gold edging?  Done by you?

The only thing that struck is that the sun beams are a bit too abrupt in their edging, I think they need to be softened out, blurred a bit more.  Perhaps showing the pic at a larger zoom?  Because at the moment the rays are very strong and noticeable in the top corner but don't seem to reach very far, and this would help with the first point too.
 

WNxTyr4el

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@Luchi: How'd you do the shadows on the water in that first picture?  That's definitely not tiles so I wanna know what black magic you used!
 

Chaos17

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@Luchi: How'd you do the shadows on the water in that first picture?  That's definitely not tiles so I wanna know what black magic you used!
They're coulds, aren't they ?
 
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PixelLuchi

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@WXN: I'm using a Fog overlay script.
 

zachfoss

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@zackfoss

I like it too, and the robe on that sprite, with the gold edging?  Done by you?

The only thing that struck is that the sun beams are a bit too abrupt in their edging, I think they need to be softened out, blurred a bit more.  Perhaps showing the pic at a larger zoom?  Because at the moment the rays are very strong and noticeable in the top corner but don't seem to reach very far, and this would help with the first point too.
Thanks for the feedback mango, and nope, it wasn't made by me!

Hmmmm, after looking at it, it does seem kinda odd. I'll do some touch up on it.
 

mlogan

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It's fairly basic compared to some on here, but I like my little coastal town, made using Lunarea's tiles.

FestivalTown.jpg

eta: I just realized there were shadows missing from the booths and a couple of places on the buildings, so I've added them, but don't feel like changing this pic right now.
 
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