Game & Map Screenshots 5

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CobeSlice

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It makes me nervous there are no lights or windows in that room, Mister Big T. Do they live in an underground cavern world where everyone can see perfectly in the dark?
 

Tuomo L

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High res test.

 
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esby

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@CobeSlice - I recommend looking at Indrah's maps/playing through her games if you want to see what makes a good forest map (Sunken Spire in particular), she's got that **** down.




There's also the Mapping Helpdesk from a while back that has a bit on spooky forests and her Mapping tutorial, both threads will help your mapping in general.
 

Alkorri

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@Metereo - That cave is looking much better, and the barrels and pool are great. As for your town map, I like how you space out the path and grass tiles. However, for some reason I felt as if the perspective of the houses is off? Because the shape of the roofs made it seem as if you're looking top-down. That might be on purpose, however, I don't know.

Now, I have the DS packs but tbh have not really tested mapping with them. The next thing I knew, two hours got sucked away as I tested making different roof shapes! It's rough and the houses are a tad too close together, I know, but I just wanted to see if I could shift the perspective a little to make more appealing homes. Anyway, fun exercise.

@Mister Big T - In your tavern screenshot, I like that it's not too cluttered. I do agree this place could use some light sources. I also think the entertainers look weird standing on a 'stage' with a tablecloth - you might want to try using a different table or counter tile for this. You might want to also fill the bar counter and tables with some mugs, bottles, food etc; these poor people have nothing to eat or drink! ;)

As for your forest map, I like that you made the path a little less straight. Your river looks like a canal however, so perhaps you could curve the water and the shore a bit more to appear more natural looking? I also find it a bit odd that all the trees are single and not clumped together, almost as if they were planted. Other than that, looks okay in High Res.
 
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Alkorri

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I think I just drooled! Are these from the upcoming fantasy preset building pack??
 

Candacis

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When I look at your screen, I get the sudden urge to make a project in a big medieval city with lots and lots of quests. :)   Second Alkorris question.
 

cabfe

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@Celianna:

If these are from the upcoming pack, I won't have that much trouble remaking my town to look good.

One thing I spotted though: Near the center of the screen, on the left of the lightpole, there is a wooden barrier but it doesn't connect to the building. That makes it a dangerous spot to be if you don't want to fall into in the street below :)

It may be the same thing on the far left, but I can't quite see if there's something else to fill the gap.
 

GrandmaDeb

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@Cel - saweet, as always! (Love the overhang and small walled courtyard.)


**


Here is a screenie/test map from a Modern tileset I am developing.


This is for the Olde Towne area of the city - like Georgetown is around here in the DC area.


All comments/suggestions appreciated. I am especially ineterested if there are tiles I can shde or edit a bit so they will work together with the whole a bit better.


I kow the porch railings aren't lining up yet - wip, y'know.


And the Metro Station top center need signage and extensive work, but at least you'll know what I am trying to do. Planning on adding a bike rack with bikes and some newspapers on the benches. And yeah, the road don't go anywhere at present...


Cluttered enough? (Cities are pretty cluttered!) Thanks for looking!


 
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Creative Ed

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@GrandmaDeb - Looking good :)
Just two notes on that map, the windows of 3 of your houses are too high compared to the doors, which makes it look weird, you should look into that. Also, the cars look odd on those streets, as they seem too wide for the roads themselves. I know their event is only 1 tile wide, but for aesthetics the road should be wider, I'd say, 2 tiles per lane, where you put the car event on the lower tile of the lanes. The vertical roads should have 3 tiles (since they're one way only) so the car gets centered on the road.

If you look at the roads right now, it looks like the cars will hit each other if one of them goes back :p

On a side note (just a thought), to bring a little immersion to the your map. I'm guessing you have a custom move route for each car there, don't make them just drive around. Make them stop a little bit on one house, go out the map, come back in, etc. I think there's a script that can save every event's current position and current state on the event sheet once you leave the map. Which instead of looking like the map always restarts each time you enter it, it will look like it's life is continuous

*EDIT: Also, something I just noticed, the grass tiles seem to be too saturated, compared to the rest of the palette of the map, maybe a little edit to make it look more like that patch of grass below that tree in the top right corner of the map? That one seems to blend in better :)

You should also take a look at the shadows, some shadows are missing, like in the building that is over the road, it's missing 2 bits of shadow there, as well as that house by the bottom right corner, it is missing some shadows too on the porch's side and the top right house, which as no shadows.

I'm sorry if my feedback got a little too extensive, I tend to be very observer when looking at other's people work xD
 
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Allerka

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I guess I can show this one off:



@Cel - saweet, as always! (Love the overhang and small walled courtyard.)

**

Here is a screenie/test map from a Modern tileset I am developing.

This is for the Olde Towne area of the city - like Georgetown is around here in the DC area.

All comments/suggestions appreciated. I am especially ineterested if there are tiles I can shde or edit a bit so they will work together with the whole a bit better.

I kow the porch railings aren't lining up yet - wip, y'know.

And the Metro Station top center need signage and extensive work, but at least you'll know what I am trying to do. Planning on adding a bike rack with bikes and some newspapers on the benches. And yeah, the road don't go anywhere at present...

Cluttered enough? (Cities are pretty cluttered!) Thanks for looking!

Not bad! A few things stand out to me for possible tweaking.

- Making the roads a little wider. It doesn't look like the cars have room to turn around or move in two directions.

- The vent pipes on the room of the lower left building look like they're going right into brick.

- The chimney for the upper-right building looks a bit weird. Like it's detached or deformed.

- The hole...wall...void...thing in the upper left, I'm not sure what that is.

I'm finally back to making some more maps. Here's a cave to go with the forests I was working on before. Well, more of a naturally-occurring tunnel through the hills, but yeah.

Westwood caves.png
 

gRaViJa

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I'm finally back to making some more maps. Here's a cave to go with the forests I was working on before. Well, more of a naturally-occurring tunnel through the hills, but yeah.
Your walls are way too straight. Here's a quick example of my old project.

 
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Candacis

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@gRaViJa: I disagree. It is just the style of the rpg maker to have a lot of straight lines. You just have to break them up a bit. To make a diagonal looking map is not the way either in my opinion. Especially if you have only a 4dir movement. Navigating that as a player is no fun.

@Allerka: Looks good so far, but the crystals on the wall look weird. You could also do some height variations in the map, let the cliffs go down or place one tile cliffs in front of the two tile cliffs.
 

gRaViJa

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@gRaViJa: I disagree. It is just the style of the rpg maker to have a lot of straight lines. You just have to break them up a bit. To make a diagonal looking map is not the way either in my opinion. Especially if you have only a 4dir movement. Navigating that as a player is no fun.

@Allerka: Looks good so far, but the crystals on the wall look weird. You could also do some height variations in the map, let the cliffs go down or place one tile cliffs in front of the two tile cliffs.
It's not the style of the rmxp rtp at all. Here are 3 more example maps, all 3 not made by me that show how cave mapping with rmxp rtp works:





 
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Alkorri

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@GrandmaDeb - Hi there! You got a lot of feedback already, but I just thought I'd give my two cents :)

You have all these nice brownstone buildings with matching modern roofs, but I am not convinced the two with the metal roofs fit in well.

The main thing that sticks out for me is that building to the right of the red car. The shape and perspective are such that it looks like the back of the building barges right into the road, which I know isn't the case!

I personally feel the pavement tile doesn't look that good leading up to the bottom right house. Perhaps you could leave it as grass, or if you wish, use a different path tile? I also don't think that same pavement tile needs to be extended to the doors of the two middle buildings. Together with the darker grey of the road, that's a lot of grey when I want my eyes to feast on more green or a contrasting colour. I notice the pink pavement tiles elsewhere; how about another pavement choice for the middle section? But that's just me. 

I don't really have an opinion about the roads being too narrow for the cars, but I do think that the vertical one-tile wide road looks impassable to any vehicle. Perhaps you meant that as a bicycle or pedestrian path? I also find it odd that the path ends abruptly before connecting to the left bottom main road. I've seen cul-de-sac end like this in Scotland, but they usually have homes at the end of them. I know cities are supposed to be cluttered, but I think crowded cities can have a certain poetry too, if that makes sense!

I personally think the grass is fine. If anything I think the desaturated tree in the top right doesn't match with the rest XD

I love how inviting the building fronts are, and think you have just the right number of trees. Nothing overwhelming. I like the warm touches like the flower barrels, the waterbaths, the street lamps (why are they turned on in the daytime, by the way?)

Like Allerka says, I can't figure out what that black void thing is at the middle top of the map.

...Okay so that was more than two cents!
@Allerka - I don't know about other people, but I think the shape of the cave is fine. I do see sections that are too straight, like the middle right of the map, and corridors that could use more curvature. I also think the one bright yellow mushroom and the crystals seem a bit out of place. Are these ingredients meant to be collected by the player? If so, it's probably good that they catch the eye. I like that you added darker and lighter patches of the cave floor and some grass to break up the monotony.

@BustedEd - Oooh, dungeon crawler? I like some of the ornate patterns of the floor tiles, although I'm not sure how I feel about the crumbling(?) wall parts. This says Sci-fi or virtual reality map to me? I also think the middle section could have a more concave shape instead of sharp corners.

@heimond - Oh my, that is some interesting looking tiles. I like this style!

Screenshot #1 - The left and right exits look a bit strange when you can only see the walls on the top, but not the bottom. 

Screenshot #2 - I love all these vases and crates, but the parts where the ivy/creepers are on the floor don't work for me; they seem like something that should be on the walls. There's also two crates that look like they're nearly climbing up the wall? I like that pool, but for some reason wonder how it would look like if the water were a darker colour, to give the illusion of depth and shadow.

Screenshot #3 and #4 - What I said about the creepers on the floors. Wow, is that a rolled up carpet on the bottom right of #3, or a scroll? Love the stone block faces! In #4, I think it would be nice to see a bigger splash effect at the bottom of the waterfall - if it's already done and animated, I might not be seeing it. Now that I think about it, I'm not sure how I feel about the water coming down in a 'wave' shape. Because it seems to suggest a swift water flow, I guess that's why I was expecting a bigger splash at the bottom of the waterfall.

Screenshot #5 - The dirt patches are rather attention getting. Perhaps it needs to be more subtle to blend in better with the dungeon floor?
 
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CobeSlice

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Woah woah woah.... Are you suggesting that I could import the RTP from RMXP and it would work just as well in VX?
 

Hibarist

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@alkorri: i really like your roofs! i should practice more on mine, and your town inspired me :p
 
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