Game & Map Screenshots 6

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NathanW

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@Raziel

The briges are too long. You only need to use the tiles to place them on top of water tiles for passability. Any further and they look bad. As for the actual water tiles themselves, I'd suggest to make the cliffs underwater only one tile high, so you have more seeming 'water' than 'cliff'. If the graves are an important part, you could use the upper-right island as a place for the graveyard. It would be a good spot for someone to bury bodies (given there are no buildings or crops connected to the land).
 

Razelle

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Thanks for the feedback.

Here's the latest edit (hopefully it looks fine now):

As for the graves, I rather gave them their own map a little further from town, so here's what I came up with on that front:

 

DragonVine

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@Razelle looking good!

The graveyard looks good too. There are two suggestions I have though. You can connect the cliffs at the front with the cliffs on the side so it has a more unified look. I'd also remove the very bottom of the steps to make them flush with the cliff face.
 

DragonVine

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That's fair. I've always prefered it that way, as I find it makes the persepctive a bit weird if I don't do it that way, but I do understand.
 

NathanW

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@Razelle; You need to remove the most of the cliff face, since it looks like the grave is two levels below what you actually have it at. When you add in the steps, you have raised the elevation of the graveyard by 2 tiles.

Here's your layout, thus far:


As you can see, the tops of the cliff should be flat, not with a dip where the graveyard is.

Here are three different designs you can use to fix your issue, and make the graveyard correct in height;



This one gives a two-step inclination, and reveals that the graveyard is at the correct level.



This one reveals the height, but keeps the flush of the cliff face, with an outward jut.



However, the simplest is the easiest. This looks more like a ladder than a step, so be careful with this design. It's very poorly done most o the time, and betrays the incline.
Also, what DragonVine suggested is correct. You need to combine the cliff with the river, since you gave the river a cliff face, too. This goes along with the level of elevation issue that you have with the graveyard. Here's how the base of it should look (beneath flora/fauna):



Anyhow, I hope the small guide helped :p You shouldn't have to change much on the cliff face.
 
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GolfHacker

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Oh, and thanks to NathanW's pics, I just noticed the edge of the cliff on the right - next to the river. Since the waterfall is the same height as the cliffs, you don't need the raised edge on the right. The grass on top of the cliff can go right up to the river edge.
 

NathanW

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I'd like to mention that one should never have more tiles that are stairs than they have cliff faces. The images in the spoiler of my above post reflect the two way s to 'inlay' or 'outlay' the tiles to make it extend or sink in, but retain elevation. The number of cliff tiles should never differ from the number of stair, ladder, vine or whatnot tiles used to show the change in elevation.
 

EternalShadow

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I'd like to mention that one should never have more tiles that are stairs than they have cliff faces. The images in the spoiler of my above post reflect the two way s to 'inlay' or 'outlay' the tiles to make it extend or sink in, but retain elevation. The number of cliff tiles should never differ from the number of stair, ladder, vine or whatnot tiles used to show the change in elevation.
Your third visual example is better when the stairs go one beyond the height of the cliff-face, downwards, to cover some more of the ground as so to keep the incline. A one-below gives it a very steep impression, but more below gives it a more gradual one.
 

Razelle

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Here's what the edited map looks like now:



A special thank you to everyone's who has made suggestions over the last couple of days. I've learned a lot that I otherwise wouldn't have if I didn't post, so thanks again!
 
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AceOfAces_Mod

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A close-up:

Στιγμιότυπο οθόνης (49).png

The town's entrance is in south. North, goes to the Corsair's HQ (Army Special Force)
 

NathanW

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@Razelle: Always happy to help. You've got a good style in mapping. However, I would suggest you make sure you don't 'clutter' with the walk-over flora and fauna. Not every tile needs to have a top vegetation, and a lot can be accomplished without the extra flowers. But with these maps, I think that the clutter is done right. It gives it an unkempt,  virile feel to it, as though nature has attempted to take over again.

@AceOfAces_Mod: You -definitely- need to break up that cliff wall somehow. There are tiles that give a 'jut' to cliffs without having to connect to the ground. I think I have a link to the tiles somewhere, I'll find it and link it later. I'd like to suggest you re-order the buildings and re-order them to follow the 'rule of three' for mapping (meaning you split up the map in a 3x3 grid, and make sure that important pieces aren't in the center block, like your castle is.) However, with the sheer scope of the map, and given that it's a town map, I think having the castle in the center is logical, even if it's not aesthetically pleasing to my eyes.

A suggestion, though; Why not try and put a 'fountain' of sorts in front of the castle, where there is a large space unused? That looks like it would be mostly empty when the player walks through it, which is a slightly major no-no. Maybe a 3x3 stone basin of water would work, using the tiled water, but since you are using a different tileset, I'm not sure if that will be possible.
 

GolfHacker

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@Razelle: That looks much better. Beautiful map! I love all the little details you've added.
 

Reposer

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Hey all! I've been making some headway on mostly my maps, but a few other things, in my project. This is only one of my maps, my most recent one, litho ugh I don't show it off hugely in the video itself. When I get home I plan to get screenshots of another one of my maps, but i appreciate any feedback you can give me on how this area is coming along! Thanks in advance for anything.
 

Oddball

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I love the atmosphere of this...

It's like a mix of satoral march (probably spelled wrong) in xenoblade chronicles and Final fantasy 6 for super nintendo. It looks like Indrah did this

although, it does look a bit crowded, but i guess that's just a nit pick of mine or something. guessing this is a floating island, but i'd expect to see whatever is below it...

just looked closer and saw something very faintly. Might want to make that brighter or something.

good work :)
 

Dream3r

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@Sharm that looks beautiful. I like the character look too. What kind of game is that?
 

Candacis

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I love that pack, got it, too, but haven't had a chance yet to play around with it. Your map looks good, nice and simple, you could move the dumpster down and behind the fence. And maybe make the supermarket (is it one?) bigger.
 
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