Game & Map Screenshots 5

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Kes

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@futrchamp

Nice.  The only thing I would query is the large tree, top center.  All the other leaves have very distinct foliage, whereas that one hasn't.  There is, therefore, a bit of a clash of style.

@frederik850

I like the layout.  I do, however, question the way that the hedges go straight across the streams/canals.  If they were growing that way, their roots would go down into the water and block the flow.  I think that the water should break up the hedges.
 

frederik850

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@ksjp: Thanks for the great idea! I'll change it.
 

RaZzi

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@frederik850 : Your perspective is off at the top of the map. At the bottom it seems that the hedges are over the water level but at the top of your map the water is suddenly on top of the hedges. Use shift click technique to make the water go properly behind the hedges. I'd also add more vines to the hedges and bushes here and there.
 

frederik850

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@Razzi: You're right. I think if I remove the border on the downside of the water at the top it should be solved. 
 

VoxPopuli

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I'm working on revisions to older maps, and making them a bit more fleshed out.


I've incorporated ripped rug auto tiling in a non parallax map, along with some dust overlay tiles to show age and neglect.  I've used Tokkuri's fallen pillars\craters edited.


There will be several ghosts floating around as well.  I may look at adding water damage next along with damage to the walls.
@palladinthug


I like how this is coming along. The only things I would recommend is to have shadows in the entranceway/exit to match the walls and to give it more of a 3D feel. Also the bright green moss against the bottom wall is a bit lonely and pronounced. I might move that a bit away from wall, add another, and maybe dim/darken the hue [?] Good work.
 

RaZzi

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@Luchino: The first picture somehow gives me Pre-historic feel. The only thing I dislike is the sharp 90 angle in the edge of the mountain. 
 

Creative Ed

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@Luchino: I agree with RaZzi, the "squared" cliffs don't really blend in very well with that art style. Maybe you should do some extra tiles in the B Tiles in order to smooth that out.
 

Caitlin

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@Frederik850 I agree, your canels are too straight, but I thought you were creating a maze, only to see you were creating a park.  It just does not feel like a park, too many bushes...

Here's an attempt at parallax mapping.  The walls are still a WIP as I am not sold, yet.

UPDATE: I wanted to try something new, but I am going to stick with tile based mapping. I am just trying to do parallax for once. I do not think I am very good at it.

 
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XPKobold

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Actual continuation of the cavern map video though this time leads to the mountains along with a waterfall as well. Also some various ways to get across certain areas. Though critique at how i did with the mapping since it's actually 60x60 size for it. Next video will be for the top of the mountain which is 90x90 size.
 
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RaZzi

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@xpkobold: your map is decent. It lacks all the details. Also there was some unexpected transfers. And whats with the bridges if you need to hop over that pond? Like the workers suddenly got lazy and decided not to build bridge over that pond?


And I thought the rules said you need to comment the other maps too, not just post your bad map here selfishly.
 
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The only problem I can find with the map is that the cliff walls blend into each other. I know that's because of the tiles themselves, but some way to contrast them might be nice.
 

Kes

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Vines, cracks, mini-ledges, things like that to break up the cliff face.  Use the tile which creates the 'steps'  on the cliffs singly in a few places.  More varied ground vegetation, bare patches beyond just the paths; that sort of thing.
 

XPKobold

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@Razzi you right about that sorry about that i do comment and critique though on here. though i look very carefully at the each map before commenting since i do know not everyone responds to critique as well considering how the user interpreted using the RTP or customized it. Since the majority of mappers here so far are very good at using it so far so i look very carefully before commenting. (I will apologize since if my behavior was unacceptable)

Oh and the hop over the pond issue there's a very good reason for that which i will reveal. 

@Paladin-Cleric of Awesome I have to agree since i had a hard time figuring out how to keep that from happening may have to break up the map even more or will have to redo the entire map if i must.

@Ksjp17 Thank you very much i'm going to consider that though still got to be careful at how much is too much with the rock steps tiles. Though really wish the mountain tileset had more variety in them.

May have to use RTP add-ons for this. 
 
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seita

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@Caitlin Your parallax mapping looks fine, it's just that nothing seems to be off the grid so there isn't too much of a point, unless your'e using it to save tileset space (or using things that won't fit in the number of tilesets you have for the map).

@XPKobold Check out my shift+click mapping tutorial, it'll help with putting variety to the cliffs. Adding protrusions here and there really help to break the monotony.

http://forums.rpgmakerweb.com/index.php?/topic/14387-shiftclick-mapping/

What's great about XP is that you can manipulate the layers directly so you've got even more freedom with the mapping.

@J0pac the map looks great, I like how you're varying the walls by adding both natural and man-made walls. Not sure about the man made walls extending all the way to the edges though, I'd imagine they only need to extend it enough for those walls to serve their purpose. If it's purely cosmetic, then a one-tile width is enough, but if it's about support, maybe give it some extra room. I'd say the upper right section of wall with the statues is an ideal setup.

As for the in-game tint change, isn't it a little blue for being underground? I feel like the yellow/orange from the candles would have a more pronounced effect.
 

monkeyintartan

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@XPKobold I like the look and feel of your maps though I find the transitions a bit hard to spot, as in I wouldn't know where to exit a cave because its not obvious that it is an exit. other than that I like what your doing
 
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