Game & Map Screenshots 5

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cthulhusquid

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Here's a post apocalyptic town for a project I've been working on. None of the events show up in the mapshot, but it has a bunch of people walking around and other things. Does it seem too cluttered, or does it have the right amount?

 
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Sharm

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Galenmereth:  Looks pretty good, but that one building stands out so much it doesn't look like it belongs.  It might work better to have the gatehouse or outer walls be made with the same stuff.

cthulhusquid: It's probably just the right amount of cluttered but it looks wrong because the clutter is evenly distributed.  You'll need to clump it up and let some places be bare, positive and negative space.  Think about why the clutter is where it is.
 

Kes

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@Galenmereth

The thing that struck me immediately is that it looks as if you have a 2 tile high gate set in a one tile high wall. (Top, just below the tents).
 

Galenmereth

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Galenmereth:  Looks pretty good, but that one building stands out so much it doesn't look like it belongs.  It might work better to have the gatehouse or outer walls be made with the same stuff.
There will be one other building like it, but the idea is that it's a building from older times. There's a lot of this in Norway, for example, where we have old castles in the middle of modern buildings and cities :)

@Galenmereth

The thing that struck me immediately is that it looks as if you have a 2 tile high gate set in a one tile high wall. (Top, just below the tents).
Ahaha, oh wow, that's embarassing that I didn't notice that immediately myself. It happens when you're in the middle of it I guess :D
 

Hibarist

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@alkorri: there is one on the top right corner, i should add more of those, they look really nice, thanks for the feedback! :)
 

Kes

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@Ksi

I'm not 100% sure what type of terrain this is, so my comment may be totally irrelevant.  I like this, but there is one thing I always have problems with - assuming this is a cave, I can never, ever believe in flowering lily pads or flowering vines.  If it's not a cave, then fair enough.
 

Ksi

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Magic-fed water sources in a cave~ So, in the lore of the world it makes sense. ^.^

(Also, you can find them in real life. The area I live in has them in Spring - usually well-watered areas will have certain types of 'lilypads' that grow as well as flowering vines. It's odd but really cool looking too. Granted, the caves aren't deep but they're still caves in that they're inside a hole with no sunlight reaching them, so... ;p )
 
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Candacis

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Nice map, ksi. You could always add sunbeams that shine on the left part of the map, you know like openings in the cave ceiling. It looks a bit weird to me otherwise that the vegetation is only on the left part of the cave and not around the water.
 

Alkorri

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@Galenmereth - Looks good to me, perspective wise. Ksjp already pointed out the two-tile high gate. I know the map is unfinished, but just wanted to say I like the green along the river and that you've started to map lots of windows and shutters. Not sure how I feel about the greyish-blue doors as those seem out of place. I like the multi-level and that fortress(?) in the middle. Official looking and eye-catching.

 

@cthulhusquid - What Sharm said. The first thing that struck me is that there's a lot of vehicles, but there's no easy way any of them can be driven around town. There are dead trees and drums everywhere, which leads me to wonder if these cars are just rusting and not in use (most seem to be in good condition). And then there's that hole in the middle of the city. I'd be pissed if I was a vehicle owner ;) I see lone rubbish bags everywhere, which tells me this city doesn't really have a dedicated waste disposal system. If so, wouldn't the streets be much more filthy? For instance, mountains of rubbish in every corner where people dump their unwanteds. Unless someone's been dumping their trash in a landfill outside the city. Question, I can't see very well, but that building in the top right has steps/ladder going all the way to the fifth or so storey? I don't really see that in real life. Other than that, I like the look of the buildings and am curious about the game.

 

@Ksi - Ooh, I like. Elegant and restrained. My only question is you have all this green on the left side, but that green doesn't extend to the right of the pool? Edit: Darnit, Ninja'd by Candacis. Maybe I should rethink only replying to three users' at a time  :p
 
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Ultimacj

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@Ksi

I'm not 100% sure what type of terrain this is, so my comment may be totally irrelevant.  I like this, but there is one thing I always have problems with - assuming this is a cave, I can never, ever believe in flowering lily pads or flowering vines.  If it's not a cave, then fair enough.
That's the beauty of maker and other programs: it's like dungeons and dragons imagination holds no bounds ;)

unless you roll a nat 1....ugh ;_;
 

Indrah

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Screw you woman and your ability to make the raw rtp look so good D:< *with love and affection* (oh I just noticed it isn't quite without edits. Fine, I'm slightly less jelly >c )

Also, real world can be pretty friggin weird all by itself so I wouldn't be too surprised :I

For example: http://www.boredpanda.com/amazing-places/ scroll down to the crystal cave and tell me that doesn't look STRAIGHT off a fantasy game. Or the Black Forest. Mother nature has no shame XD

Heck, people had no shame either. Have you seen the ancient dayum city of Petra? http://www.natgeotv.com/ca/ancient-megastructures/videos/petra-ancient-city

You could plonk it down no changes made into a game and it would be a totally regular dungeon dengit.
 
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Dalph

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@Ksi:
Your mapping is always top notch.
-
It's been a while since I used the RTP materials so I may be a bit rusty.


I just want to say "Thank you" to Archeia and palladinthug for their precious hints to improve this map.
 
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cthulhusquid

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@Dalph

You might want to change the "water" to water, because right now that is the poison swamp tile. Unless, of course, you wanted it that way. ;)

@alkorri

Thanks for the input and interest! I definitely see what you mean about the vehicles and the trash, so I changed those to something more realistic and less random. The hole in the ground served no purpose, so that was gotten rid of. I also made sure that the drums are consistent, and switched the entrances on the top right building.

 
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Sharm

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Better!  Keep in mind that plants tend to clump up too.  Things tend to grow a little better where the heat is more even, so places that would get partial shade and give off heat in colder times would have more plants.
 

Alkorri

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@Dalph - Hey there! Seems like a lifetime ago when you corrected me on my first map ;) I really like the atmosphere from this map with the balance of colours and tints. The only two things that stuck out for me is the central house roof. Because you stretched them out, it makes the overall building look flat to me. The other thing is the two isolated cliff tiles. When they're closer to the cliff wall, it doesn't seem too out of place. But on their own, it has me wondering what kind of erosion is taking place there.

 

I have a question. How does someone visit that grave with a hole there? ;D

 

@cthulhusquid - Indeed better! I still wonder where the vehicles can go, but it looks like they're meant for traveling outside the city, judging by the two(?) exits on the south wall. So that seems logical. Out of curiosity, was this city built before or after the disaster? Because if before, you'd see traces of the old, such as broken up roads, power lines etc.

 

I do feel like something else is missing. Have you thought about putting some dirt along the ground?
 

Dalph

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@Dalph

You might want to change the "water" to water, because right now that is the poison swamp tile. Unless, of course, you wanted it that way. ;)
It's meant to be in that way since there's a poison swamp nearby, that's why a lot of trees are dead. ;D

@Dalph - Hey there! Seems like a lifetime ago when you corrected me on my first map ;) I really like the atmosphere from this map with the balance of colours and tints. The only two things that stuck out for me is the central house roof. Because you stretched them out, it makes the overall building look flat to me. The other thing is the two isolated cliff tiles. When they're closer to the cliff wall, it doesn't seem too out of place. But on their own, it has me wondering what kind of erosion is taking place there.

 

I have a question. How does someone visit that grave with a hole there? ;D
Actually I didn't use tints there (I hate them) and the roof is temporary yeah, I don't like it either but that's an RTP one and since the house has that shape it's meant to look in that way. The hole on the ground is supposed to be part of the grave where the dead body was buried, but it's digged and there isn't a body anymore there. And yeah these isolated cliff tiles are out of the place so I'll remove them, idk but I like to add random land erosions around...ahahah

Thanks for the feedback to both of you. ;D
 

Galenmereth

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@Ksi: Great stuff, your maps are an inspiration for us non-parallax RTP'ers :3

@Dalph: Solid stuff mate! I want to see how it looks "ingame", as the overview is a slight bit "noisy" (a lot going on visually), but I know that's how things often look when you get a large shot of a map, while when you're moving around in it ingame (and in a smaller viewport) it's no longer an issue. I'd use some shift clicking here and there to get some grass "behind" cliffs, but other than that, it's great.

I love how versatile the RTP is once you get down and creative with the tiles. I've made a few edits to make this possible, but only of existing tiles. The RTP's got a lot to offer :D

 

bgillisp

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@Galenmereth: Oh great RTP master, please share your secrets!

Seriously, looks really good. Only thing I'm not sure on is the transition from the ceiling to the road. It's hard to explain but it just felt...odd to me? Though I'm still what I call a mapping noob so what I consider an error might actually be a good way to do things (which is why I jumped into this thread...to learn).
 
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