Game & Map Screenshots 5

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Tuomo L

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Time to release some gameplay footage!!
 

Indrah

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Trying to balance out greenery on the exterior/wilderness areas. Does it look too cluttered or too bare? Or just off in any way?



 
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Sharm

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There's a small mapping error at the bottom of the waterfall.  Otherwise it looks really nice!
 

seita

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@Luchino beautiful use of RTP. Looks great in the right hands.


@MISTER BIG T  I like the map-specific mechanics like the fire erupting. I wonder if you can make them less timed and seem more random? Lots of long hallways too, but nothing that'd make me stop playing the game.


@Indrah it looks pretty balanced to me. Looking great! If the walls are to keep people out, maybe there should be a metal grill where the water is flowing in?


Port Nasbeth, a Work in Progress. It's come a long way from the RMXP version in my previous project "Ballad of the Wind" (not related to Zelda ;x)


Old in "Ballad of the Wind"


New in "You Are Not The Hero" WIP and before parallaxing.

 
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ChellyK

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Wow, everyone is so good at making maps!
I hope one day I am as good, or near to it, at making them as you all are!

Kinda nervous at showing mine >.<
 
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Stridah

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show it chelly!
 

Ralpf

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Looks good to me, only thing I would say is if you have some dirt, grime, or trash to throw around I would, looks like a too clean for a train/subway and station.
 

TygerBurnz

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I know they say never show half-finished work to a fool (no offense),but I really wanna show my WIP of Tortura Island. As i said, it's not finished yet, but it's a good start.: 

*Edit* I realized  not everyone may know what I'm talking about. Tortura Island is a town or village in Wyrm Warriors, a community game on Rpgmaker.net.  Description:
 Biome :Tropical IslandNotable Features: An outdoor cantina, the Sun-Kissed Minnow, is the central feature of the village. In fact, there's not much else to it except an inn, a couple of shacks and some fishermen.Description: Wooden platforms raised above the water like docks and connected to each-other make up a large part of the village, or maybe all of it. All the "shops" are actually patrons at the cantina. . . . I think i need to stick to one type of palm, however . . .
 
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ChellyK

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Okies  :) ... This is a big forest map that I am working on.
Those shadows are supposed to be clouds xD.

 

Kes

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@Kaiju Master

I can't upload your image - I just get the endless white circle.  

@ChellyK

Your map has a lot of potential, but I think you need to decide which tiles you want to use.  For example, you are using 2 very different water tiles; one for the waterfall, stream and lake in the centre and the lake top right, and a different one for other areas of water.  The orange long grass tile you are using suggests a much more arid type of terrain than one with all this water and numerous trees.  The same goes for the pale yellow grass tile.  By the way, these could be much more random in appearance.  At the moment they are very regular in shape.  Then there is the tile you have chosen for the steps up the central cliff face.  It is the tile which looks like the steps have been cut out of a grassy slope - therefore they don't really fit with a sheer cliff face.  It is important when planning a large map like this to ensure that there is coherence in terrain features.

Then have a look at the solid block areas of trees.  Elsewhere the trees appear a bit random, more natural.  What you could do is take out some of the trees in the middle of your solid blocks to create some interior gaps.  Where you have a double line of trees (e.g. bottom left) taking out the odd one would also look help.  It won't stop the trees acting as blocks to movement (if that is what you want), but will help them to look less rigid.

Personally I don't think that your clouds quite work.  You do have choices here, however.  If you are happy to use a script, Shaz's Multiple Fog script is excellent for creating moving clouds.  If you don't want to use a script, you might consider having a moving picture which uses a fog graphic as its base.  These would give a better appearance than your solid shapes.
 

Ralpf

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@ChellyK

Your map has a lot of potential, but I think you need to decide which tiles you want to use.  For example, you are using 2 very different water tiles; one for the waterfall, stream and lake in the centre and the lake top right, and a different one for other areas of water.  The orange long grass tile you are using suggests a much more arid type of terrain than one with all this water and numerous trees.  The same goes for the pale yellow grass tile.  By the way, these could be much more random in appearance.  At the moment they are very regular in shape.  Then there is the tile you have chosen for the steps up the central cliff face.  It is the tile which looks like the steps have been cut out of a grassy slope - therefore they don't really fit with a sheer cliff face.  It is important when planning a large map like this to ensure that there is coherence in terrain features.

Then have a look at the solid block areas of trees.  Elsewhere the trees appear a bit random, more natural.  What you could do is take out some of the trees in the middle of your solid blocks to create some interior gaps.  Where you have a double line of trees (e.g. bottom left) taking out the odd one would also look help.  It won't stop the trees acting as blocks to movement (if that is what you want), but will help them to look less rigid.

Personally I don't think that your clouds quite work.  You do have choices here, however.  If you are happy to use a script, Shaz's Multiple Fog script is excellent for creating moving clouds.  If you don't want to use a script, you might consider having a moving picture which uses a fog graphic as its base.  These would give a better appearance than your solid shapes.
I concur with ksjp17 on all of that, just wanted to add that you should probably have some of the thicker trees in with the groups of the taller trees in your  'barrier trees' that will also help break up the monotony of them.

I would also try to work on the start of your river/creek, maybe make it bigger, just looks a little weird starting as one tile straight to a waterfall.
 

Evan Finkel

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For my next game.



Credits - Celianna, RTP, Zalett
 
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RaZzi

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@Justin Zalet: Your red carpet looks odd, the walls should go over it. Also, your counter with the flower doesnt cover the whole path, it leaves a walking path between the wall and the counter(unless that was your point). Left side of you shop is completely empty. You should learn shift clicking. 
 

mlogan

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@Justin - Honestly, since you'v imported other graphics, I would get a new rug. The red rug just looks very out of place. You've got a great fun bakery vibe going with everything else and then throw in this royalty-like red rug. I would also move that top pillar/wall thing on the left over one to line up with the other and reduce the room size by one tile on the left. I know you are trying to break out of the typical square/box mode but it just looks odd as buildings will usually be mad in some symmetrical/ordered fashion. I really do like the overall feel you've got going on with the place though. It's fun.
 

Evan Finkel

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Thanks for the feedback guys, I really appreciate it!
 

Onomotopoeia

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@Justin
One more hint: it looks nice having these patterned walls, but looks somewhat out of place with the floor being stones -- I can understand leaving the stone floor for the storage-room, but for everything typically visible to the customer, you might wanna go with a nice, clean wooden or tiled floor pattern....

All else said, though, it looks nice; I wouldn't be ashamed to have such a building in any game I made. (Even if I am somewhat of a perfectionist; I know this, because my sister has told me this....)
 
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