Game & Map Screenshots 6

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NathanW

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@cosmickitty; It's meant to be a ravine, haha. ^_^" Guess it does look a bit wonky, but there are no tiles that mesh the ravine and the water together. I may have to just draw it back a bit from the shore and figure another way to block off that side of the continent.
 

KanaX

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@KDS the light graphics and reflections are pictures I suppose? I saw the map in the contest too, it looks exquisite.
 
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KDS

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@KDS the light graphics and reflections are pictures I suppose? I saw the map in the contest too, it looks exquisite.
yea it's pictures :p , what contest :o ?
 

KanaX

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@KDS Oh, I mistook your map for another map, posted in a recent contest, for some reason. 
 

Kes

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@Miss Nile

Nice structure to the map, but unfortunately something has gone wrong on the editing of the cliff tiles.

The top edge, where cliff meets grass, is rounded; the bottom edge, where cliff meets ground is straight diagonal.  This is most clearly seen on the right side of the cliff where the diagonal seems to be sharper than on the left side.  It needs to be one or the other.  My personal preference would be to have both rounded.

The other thing is the roof tile where you have extended the roof down trying to make it look like this is a forward extension of the house.  Unfortunately, the way these tiles work, that never comes off.  Somewhere on the site (I'll have a look as well) someone has done an edit of this particular Mack roof which gives you the proper slope for doing that.  I suggest a quick hunt, because at the moment those roofs are letting you down.
 

wynautastronaut

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Miss Nile, it's hard to make nice shaped houses in the engine. I suggest you either parallax them or, better yet, use premade houses. Those weird tetris shapes are too unusual for houses. Other than that I like it.
 

Kes

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No need at all to parallax or use pre-made, you simply use different roof tiles.  See, for example, the roof edits that Candacis has made.  Unfortunately not for this particular Mack roof, which is why I suggested looking, because I know someone has, but don't remember who.

EDIT

@Miss Nile

Here is the link for Candacis's roof edits, in case you want to use one of these instead of the roof you originally chose.
 
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Miss Nile

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Thanks for the help, everyone and thanks for the link, ksjp17. ^^ I'll be working on those houses and fixing them. XD
 

Candacis

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First, I think it is a nice layout and a good decoration ratio.

I agree with ksjp, the roofs are not working at all. It looks like your house extions are higher than the rest of the house. I suggest using pitched roofs for house extension. ksjp means these:

http://forums.rpgmakerweb.com/index.php?/topic/21144-tsukitsunes-mack-roof-edits/

(ksjp, took me a while, too, to find these ;)   )

I also made Roofs like this (the viking roofs I made could fit, too) and made a tutorial on how to use them: http://forums.rpgmakerweb.com/index.php?/topic/19672-how-to-use-mack-roof-tiles/

So, my suggestion would be to use tsukitsunes roof that fits your roof tile. Should work out well.

Regarding the cliffs. PandaMaru made round cliffs, so I suggest looking those up: http://maruresources.lonewolflab.com/?page_id=1401

And I see you are using an edited version of my water tiles (yeah ^_^), why not use the waterfall tiles as well I made for this or doesn't it fit?
 
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Miss Nile

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Candacis, you're a real life saver. :3 I have been trying to find the roof edits but failing terribly. XD Thank you very much. ^_^

As for the cliffs, I am actually using PandaMaru's round cliffs. XD But I edited the colors to make them darker so that might have messed them up slightly. I think got it fixed though with more editing.

And yup, your water tiles are great. ^^ Why I didn't use the waterfall tiles - well, ahem - that would be laziness to edit. XD But the default ones are working with them fine, I believe. ^^

Thanks again!
 

Candacis

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Ah, I see it is because of the different grass you are using that it looks a bit weird. Specks of tiny grass are missing at the border where cliff meets grass. Look very closely at maru's edit.

You also missed some tiny grass parts at the water tile edges. If you are using the default waterfall, don't forget to use an event for the water foam at the bottom of the waterfall.

Some actual doors for the house would be nice, I think :D
 

AceOfAces_Mod

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@Miss Nile and @ksjp, I'll see what I can do. About the trees, well, I need to make room on the tileset first, as the tree that I have is bigger than the RTP's, as I am editing the default and adding Celianna's version on the set.

Thanks for the feedback.
 

Bourgeoise

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@Kanax. Oh, my. That is bloody amazing! Quite brilliant. *_*
 

GolfHacker

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Hello everyone! I'd like to get some feedback on my very first outdoor map.

I've spent the past few days assembling the tile set. I don't like the RTP grass, so I've been editing the RTP to use Mack's grass instead. And though I like the dirt path in the COAD tile set, I'm not sure about the licensing terms, so I'm hesitant to use it; however, I found a similar texture in the RTP (it's actually the side of a wall in the Outdoor A4 tile set), but I think it works well for a path.

I've also been collecting trees, plants, and other outdoor stuff from various sources (RTP, PandaMaru, Candacis, Indrah, Mack, Ayene, fbu, and Nicnubill), and I put together this little test map to see if all these pieces work well together. I want to make sure I'm on the right track before I go much father (like editing the RTP cliffs and water auto-tiles).

forest_test.png

Oh, and special thanks to hiddenone for creating the sprite of my main character!

So what do you guys think? Are there any items/tiles that don't look right with the rest? Do my edits look ok, or do I need to give up and hire a professional artist? What about my mapping skills - any tips for me? (This being my first map, I'm sure I've got plenty to learn...)
 

Miss Nile

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For your very first map, I must say, this is pretty good. ^_^

The map is looking visually appealing, but there's something I've got to say. While the trees and plants do work together, personally, and I can say it's the same for many mappers, I prefer sticking to a definite palette when mapping a forest or any outside place. Pick the most suitable 2 trees (even one would be enough, but a little variety is good too,) and 3 or 4 types of flowers/plants, and stick to them. Otherwise, the forest tends to get too crowded because of the clash of styles and difference in looks.

Just my two cents. ^^
 

Kes

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@golfhacker

for a first map this is very good.  I'd echo the point about the variety of trees.  If you compare the Mack 4 tile rounded tree with its RTP equivalent, you will see that they are very different in terms of palette and saturation.  I don't think the rtp can compete against the stronger colour of the fir tree that you've put it with either.  So I'd suggest that that is the one to go.  Then have a look at the sheer density of trees that you have, especially along the bottom.  Much too crammed together.  Take at least a couple of them out.  Don't try and pack in every variety of tree that you've got in to one space.  Have groves of similar trees - which is what you get most often in woods and forests, because many tend to propagate near the mother tree.  And typically there will be 2 or 3 dominant species, not 6 or 7 fighting it out for breathing space.
 

GolfHacker

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Thanks Miss Nile and ksjp17!

That's a good point about forests consisting of similar trees. So I took out the evergreens and the Mack trees that don't match the RTP style. I still prefer having a variety of trees so they aren't all identical, so I kept the different variants of the RTP rounded tree that Candacis, PandaMaru, fbu, and others created (shorter, taller, and with varying quantities of leaves). I think that provides enough variety to satisfy my personal taste, but keeps the forest realistic.

I also scaled back the ground cover to 3-4 kinds of flowers and plants, with different cluster/size variants of each, and thinned out the woods along the bottom.

I think the yellow flower auto-tile I found in Indrah's collection looks a bit too square on the edges, so I might tweak that a bit, and also add a few different clumping arrangements I can use for standalone patches or along the auto-tile edges to make it a bit more organic-looking. Anyway, here's an updated screenshot:

forest_test2.png

Better?
 

Korten12

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This is a... WIP of the Sengoku tileset from DS+ with some things modified. Currently I'm not using the regular water from the tileset because I find it more annoying to use since you have to

shift click all of it. I also enlarge one of the trees to slightly mixed results. 

Also I must ask... Should I not make my houses two tile's tall? Cause I see in many others screenshots that they're one tall.

My other map has them all 2 tiles tall but it looks better. Maybe it's the window placement, maybe I need to edit (the Sengoku tileset) them to make them cross between two tiles.

 
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