Game & Map Screenshots 6

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Kes

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@N7Pankake

I am assuming that the yellow tiles I can see are teleports, because otherwise i can't see how your player is going to get around.  Could you put some visual interest in so that the areas become a bit more distinctive? Nothing is worse than wandering around a maze-like dungeon with no clue as to whether you've been in that bit before, because everything looks the same.  Even if you can work that bit out, it can be a bit boring to walk in bare tunnels/corridors for ever.

The 2 water maps and the forest map share the same weakness - they are very symmetrical, and nature is not like that.  You could well do with varying the arrangement of your trees considerably to make them more irregular, At the moment they look like a government fir plantation, with everything regimented.  Your cliffs and ponds could also be more irregular in shape.  One thing in particular - at the top edge of your cliff maps, you need to use shift-click mapping, because you have the back edge of the cliffs, but logically the ground is continuing further back, because otherwise, where is that water coming from?

That bridge is worthy of a modern 6-lane highway.  Does it really need to be that wide?  Such a big bridge would have required a lot of resources to construct, and so would have to be an important bridge to justify that sort of outlay.  In which case, it needs to look prestigious, not be somewhere where people keep their excess hay.
 

N7Pankake

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@N7Pankake

I am assuming that the yellow tiles I can see are teleports, because otherwise i can't see how your player is going to get around.  Could you put some visual interest in so that the areas become a bit more distinctive? Nothing is worse than wandering around a maze-like dungeon with no clue as to whether you've been in that bit before, because everything looks the same.  Even if you can work that bit out, it can be a bit boring to walk in bare tunnels/corridors for ever.

The 2 water maps and the forest map share the same weakness - they are very symmetrical, and nature is not like that.  You could well do with varying the arrangement of your trees considerably to make them more irregular, At the moment they look like a government fir plantation, with everything regimented.  Your cliffs and ponds could also be more irregular in shape.  One thing in particular - at the top edge of your cliff maps, you need to use shift-click mapping, because you have the back edge of the cliffs, but logically the ground is continuing further back, because otherwise, where is that water coming from?

That bridge is worthy of a modern 6-lane highway.  Does it really need to be that wide?  Such a big bridge would have required a lot of resources to construct, and so would have to be an important bridge to justify that sort of outlay.  In which case, it needs to look prestigious, not be somewhere where people keep their excess hay.
the yellow tiles are teleport yes But you dont need them is just that the map was too big x.x this is the complete map and the tiles are just for Confuse/distract the player :p  



about the bridge, was trying to make like a mmm sale bridge? (dont know how to say it on english)

like a place were travelers gather and sell stuff, something like that it was just an idea have not finish it yet 

and i dont understand what you mean on the water maps and forest D:
 

Kes

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@N7Pankake

I can see how the player gets round that dungeon now - your original screenshot cut off the top of the map, so the route was lost.  Even with a direct route like that, I still think it could usefully have some points of interest added, the odd cracked tile or crack in the wall.  How is it lit? Torches?  Just something to break up the monotony of it a tiny bit.

As for my other points, here is what I mean.  The cliff and river arrangement on the left is what you did.  You see that you have a cliff edge at the very top.  The implications of what you mapped is that the river is running down between two pillars of cliffs, and that the river is, therefore, at a lower level (because we can see the cliff edges along the sides of the river).  But the river is also at the same height as the cliffs because it turns into a waterfall at the same level as the cliff tops.  On the right, I have put it so that there are no side and back cliff edges.  The river is running across flat ground until it meets the cliff edge and then turns into a waterfall.  As for the trees, on the left is how you've done your trees - all dead straight lines, either horizontally or vertically.  On the right is a more irregular shape.

 
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ok, I'm making my own tileset... as best I can.

Everything bar the carpet was made by me (I'm working on that now) I haven't fully finished and I haven't got everything to the saturation and colour I want, but I think I'm getting there!
 

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@Paladin-Cleric

As individual pieces I like them, but all together I think the colours/hues are so close to each other that I have some difficulty working out what is floor and what is furniture.  I know you said you're still playing with colour and saturation, so I thought I'd mention my own reaction in case it's of any use.
 

Tarsus

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Some maps im currently working on.

The first is a large assembly room, a pretty complex cutscene will take place here which is why its seperate from the main map.  The yellow window will be a parallax of a planet from orbit slowly moving by to give the impression of being in orbit.  The larger map is the upper floor of my space station.



 
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@ksjp17

I know it looks a bit samey colour wise at the moment, but that will change once I finish the peices. Keeping it mists the same colour will make sure all the furniture and stuff will turn out Thhe same colour at the end and I can work on the floors and stuff better after that.

Thanks for the comment!
 

Tsukihime

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Are these wall tiles or roof tiles? It looks really weird.


The whole perspective confuses me: am I looking at it from the front, or the top?

Looks less weird when it's at least two tiles high..

 
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Kes

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@Tsukihime

I'd say that they were wall tiles, and the perspective is bananas because you've used the same tile for both walls and ceiling, and you haven't topped off the horizontal walls with a ceiling tile anyway.

@Verdeware

Nice beginning, and the colours are fine, but look at the line of trees on the right.  There is no sense of any ground under them.  They might be growing right on the very edge of the cliff, but it is unlikely that tress would be that tall and densely packed so close to the edge.  On the left you have a sense of the ground continuing, because there is that little bit which goes beyond the house and a suggestion that it continues off the edge of the map on the left.

Why would anyone walk a path that shape to the front door?  Wouldn't they go straight up to it?  What were they walking round to create that curve in the path?  Maybe it's just my personal preference, but I don't think that door goes with that style of house wall.
 

Tarsus

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Those tiles are walls. If you look on the top of them they have a small lip with a shadow that casts downwards. If it was roof or floor it would cast to the right like all other shadows.
 

Tsukihime

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@Tsukihime


I'd say that they were wall tiles, and the perspective is bananas because you've used the same tile for both walls and ceiling, and you haven't topped off the horizontal walls with a ceiling tile anyway.
Those tiles are walls. If you look on the top of them they have a small lip with a shadow that casts downwards. If it was roof or floor it would cast to the right like all other shadows.
Oh, I never noticed the top part of the shadow.


Taking into consideration your roof suggestion, Iried different roofs but couldn't find one that complemented the wooden walls. Strange.

These match though. Looks kind of funny with the carpet.

 
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Lunarea

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@Tsukihime:

Some of the RTP have ceilings that are completely filled, others have that "black" inside that you see in a lot of classic RPGs (and is probably what you're used to).

The walls have one ceiling tile on top of a wall tile. I've tinted the ceiling tiles in green for reference:

RTP.png

You can check out some of our threads in showcase for more ceilings of the "black" variety. I have several, and so does Celianna. :)
 
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hee hee!

Everything is custom! I am so proud of myself! Just a few more things and I'll be able to work on the colours and contrast.
 

N7Pankake

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@N7Pankake

I can see how the player gets round that dungeon now - your original screenshot cut off the top of the map, so the route was lost.  Even with a direct route like that, I still think it could usefully have some points of interest added, the odd cracked tile or crack in the wall.  How is it lit? Torches?  Just something to break up the monotony of it a tiny bit.

As for my other points, here is what I mean.  The cliff and river arrangement on the left is what you did.  You see that you have a cliff edge at the very top.  The implications of what you mapped is that the river is running down between two pillars of cliffs, and that the river is, therefore, at a lower level (because we can see the cliff edges along the sides of the river).  But the river is also at the same height as the cliffs because it turns into a waterfall at the same level as the cliff tops.  On the right, I have put it so that there are no side and back cliff edges.  The river is running across flat ground until it meets the cliff edge and then turns into a waterfall.  As for the trees, on the left is how you've done your trees - all dead straight lines, either horizontally or vertically.  On the right is a more irregular shape.

oh i see now what you mean thank you im gonna fix some of my maps :p
 

Nanaki_Fan

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So was working on some new parallax techniques along with trying to get a sort of mountain edge look for the end of my forest.

forest area 3.png
 

Celianna

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@Nanaki_Fan: you are using the water tiles incorrectly. The one you're using is used to display height within the water, so it's essentially a cliff tile, just underwater. You need to layer the other water tile (it's on the right side of it) on top of it, like so:


 

Nanaki_Fan

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@Nanaki_Fan: you are using the water tiles incorrectly. The one you're using is used to display height within the water, so it's essentially a cliff tile, just underwater. You need to layer the other water tile (it's on the right side of it) on top of it, like so:
doh! My mistake. I fixed it earlier but then I lost a layer and didnt notice. Will get that fixed up. Thanks :)

Apart from that really small and rookie mistake - do you like the forest?
 
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EternalShadow

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@Nanaki: bottom-right has height error. Are you also implementing on-map battles?
 
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