Game & Map Screenshots 6

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Miss Nile

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I really, really like your map, A Moonless Night. Unfortunately, I don't have more advice than what Dream3r has already suggested, but I just wanted to voice my impression. :v :D The mapping is very beautiful and the fog also looks just natural. It's one of the most natural maps I've seen. ^^ Good work :)
 

Kes

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@A-Moonless-Night

And here you see differences of opinion kicking in, which may not be so helpful, but...

The usual advice is not to have trees with their roots hanging over the edges of cliffs.  Reasons include the fact that this is not how large trees grow and thrive, it usually looks as though the mapper has made a mistake, because it looks awkward, and roots do not go out into mid air and stop - as soon as tree roots hit the surface, they do everything they can to get back underground.  The only way you can have large visible roots is if you have had a recent cliff fall - and you would need to create broken cliff tiles to do it.  But then, you would have to create the root tiles as well.

You have very little space to break up the lines of the taller cliffs, so perhaps the odd tiny tuft of grass growing out or vines growing up would help.

Overall, a very good map indeed with a great atmosphere.
 
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Dream3r

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@ksp17 has a good point.  Unless the cliff was eroded the roots wouldn't be visible and since erosion would require a redraw of that section it is likely best to move the tree entirely...it's a shame though that the cliff would become more stale in turn.
 

KaYsEr

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@A-Moonless-Night

Lovely map! I like it, your level design is solid and there is a good vibe.
(about the "roots problem", we could say the trees are not from our world or something similar ;p the most important thing is to be credible within the game itself)
 

Nanaki_Fan

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I've been working on heaps of maps, but mainly want feedback on this one; it's supposed to look like the bridge has collapsed and someone's MacGyvered a new path. Thoughts?
That is a great map! Where did you get the bridge from?
 

A-Moonless-Night

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Wow, thanks for all the feedback, everyone. I'm not sure what I'll do about the trees and roots, but I'll definitely look into breaking up those straight cliff tiles a bit. I was so busy putting details for everything else that I forgot about those, haha. I'll do some more work and post the completed version soon.

@Nanaki_Fan: The bridge is part of Celianna's parallax tiles (I think the temple ones?). I think there's one in her free tileset as well.
 

Quigon

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WIP map of the crime scene. Lots to add still, but it's almost there for sure. Any details you think would help? There are going to be evidence markers and whatnot scattered around in the final version (and cops and stuff) but I want to keep it as decluttered as possible. There's something preeeetty creepy in that closet.

 

cabfe

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@Quigon:

Maybe add a light switch (if not activated somewhere upstairs)?
 

KanaX

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In the honor (and great lust) of Bloodborne. I don't know if I should add anything more. Sigh... I cannot seem to be able to regulate my artwork size.

 
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Shuji

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I like the idea and how you mapped it. However there are too many different tileset so the map seems unrealistic xD 
 

StrawberrySmiles

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Mapping forests is the pain the butt. I like forests, too. Giant mushrooms, my favorite thing ever~ Also, HUDS are a pain in the butt too. The elf portrait is a total placeholder. ;_;

This is a for a secret project. *coughcough*

Oh man, the mushrooms need to fit more. Somehow. Only big mushrooms for DS though. *sigh*

 

SquallStorm

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I finally got back to new mapping with these and these were made in the span of an hour.  Part of the last dungeon before I push this portion of the game to testers.  Feedback is greatly appreciated.  I haven't touched RPG Maker in a couple weeks.

-shakes fist at university-

@Melaniipon, that's a lovely looking forest!

@Kanax Holy crap that looks amazing!
 

Kes

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@Kanax

Okay, this all depends on how 'realistic' you want this map to be, and if it is to be walkable.  There is a bit height problem at the transition after the grey bridge (for want of a better description) spans the gully (the one with ladders leading up from the bottom).  It rests on a base which appears to be only just the same height as the very small house to the left of it.  It then soars by some miraculous means over that very long staircase to land at the top by the gates.  How does it do that?  

@Nanaki_Fan

That port has come on a lot since the initial draft, and the fog effect looks good.  Very reminiscent of sea fog.

@Melaniipon

Why not just resize them then?
 

Dream3r

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@Melaniipon

The HUD looks awesome though, or at least it's heading in a really good direction.

@SquallStorm

The maps look good though the square shadows by curved walls bothers the heck outta me
 

SquallStorm

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@SquallStorm

The maps look good though the square shadows by curved walls bothers the heck outta me
I honestly didn't see those.  Thank you for that!  I'll fix those immediately.   :)
 

Bukarett

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We were doing spring cleaning this Sunday, and I found an OLD fan fiction of mine. ;D I thought I create a quick map illustrating one of the settings. It's nothing special, though I am proud of those big windows, which were tweaked to look similar to the smaller ones. 

 ​
_   _   _   _   _   _   _
 ​
 ​
DS FOR LIFE!!!!
 

KanaX

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@ksjp17 I re-read the reply a number of times and I'm not sure I'm able to understand where the issue is. Maybe this will make more sense:

Also the map isn't made to be walkable or practical by any means; I focused only on giving a similar look to the artwork style of Bloodborne.
@Shuji Guilty as charged :p I didn't think it would throw off the final result that much.
 
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Kes

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@Kanax

In your diagram the bridge spans that whole area in one piece.  However, in the map, the impression is that it is supported at the beginning of the lower commoner's area by a plinth or something similar which appear to be only a couple of tiles high.  See the walls immediately below the first two, winged statues after the bridge widens out over the lower commoner's area.
 
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