Game & Map Screenshots 6

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GrandmaDeb

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Hey I rememeber seeing that tileset! I was by...by.....Penta...? Maybe? Looks really fancy ingame, that's for sure.
Yes, it is Penta's nice edits.


Sorry to say, the beautiful map in the spoiler is the demo map.=/


I'm thinking of completely redoing the map. I was considering making the water tiles transparent and letting the parallax show through as if gems as in the water. Then the bridge would be more sensible, and the upper boundaries could be more defined by the autotiles.


Other maps will be almost all parallax with just a bridge or a platform in this area, but I love these tiles and want to showcase them a bit.

The upper map in contrast certainly needs a lot more work and looks incomplete around the details.
story of my life...

Deb, I love the glowy blues! So pretty. The only thing that leaves me a little confused is the bridge in the bottom of the first pic. It's just a little confusing as to exactly what's going on there.
Yeah, amateur lack of planning.


But the tiles are irresistible, eh?
 
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Indrah

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I'll start with a few pointers then referring to the upper map:

-Edges are shoddy all around. Each wall should have a proper end. This also goes for the end of the ground tiles that end abruptly before the parallax.Remember you can do an "edge" with the A4 ceiling that has a floor base.

-I'm pretty sure bridges don't work that way. Either edit the tile so it works vertically, or adapt the map to have a gap where that bridge will work (aka a vertical gap)

-The recolored magma rocks are not a bad idea, but they don't work well on the water. I'd recommend editing the tile a bit so there's a slight water ripple line (aka a white brush stroke signaling the water interacts with it) and some transparency at the bottom to signal it's sunken in the water.

-The waterfall area is messy. Partially because there are no edges and it looks incomplete. But also lacks the water effects (though this may be something added later). I like the tiny peeking wall with decor between waterfalls, but it makes no sense since above it the water is flat against the edge and there is nothing stopping it.

-I'm overall not convinced on the parallax, simply because the ground blue veins are pretty much the same effect. It COULD be a thing if better implemented (like make it the filling within a pit, with proper fade-in. But for the effort involved I'm not sure if it's worth it.

Overall it feels...broken up. I recommend starting afresh with a strong layout. Make as many surfaces with proper borders as you need at different elevations and then add the water and decor. 
 

GolfHacker

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If you put those little stair tiles on your path halfway up that should do it.
I'm not sure what you mean. I don't the road to go up some stairs - wagons and stairs don't work well together. I want it to look like the road goes up a gentle slope to reach the top of the plateau.
 

GrandmaDeb

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I'm not sure what you mean. I don't the road to go up some stairs - wagons and stairs don't work well together. I want it to look like the road goes up a gentle slope to reach the top of the plateau.
Oh good point. I guess you could leave it as is, or add a darker (edited) tile for the slope?


Probably not worth a messy edit. Nice tiles. =] Nice map.
 

KanaX

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@ʕ•ᴥ•ʔ Damn those are good maps
 

GrandmaDeb

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I find the stick men........ fascinating?


Totally re-worked it. Fail to plan, plan to fail, I guess.


I know it lacks all detail, no fog, etc., but I want to get the layout and the waterfall right first. =]


I cannot decide if a side-falling waterfall should have splashes all in a row right to left or in a step-down fashion..... (Splashes look nice in video but I cannot upload for some reason.)


Baby steps from now on for miss crummy mapper, I think.


 
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Indrah

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Totally re-worked it. Fail to plan, plan to fail, I guess.

I know it lacks all detail, no fog, etc., but I want to get the layout and the waterfall right first. =]

I cannot decide if a side-falling waterfall should have splashes all in a row right to left or in a step-down fashion..... (Splashes look nice in video but I cannot upload for some reason.)

Baby steps from now on for miss crummy mapper, I think.

<snip>
Miles better. The sudden drop from water to pit brightness change in the parallax is a bit strange. It would probably help if the difference was not so close together (aka push the pit further south a bur further from the bright water area).

The Cave entry is intriguing but I find it strange there is no border over it in contact with the water.

Also the water elevation is a bit strange, since the water border directly above the waterfall bits is a flat water border, not a cliff. Fiddling around with that may help give it a more clear sense of elevation.

Now my turn. 

Result of Sharm's tiles (still ongoing, so some random things such as fences, stairs, boxes, smaller deco etc) are missing. Just consider this an incomplete/in progress work. (Tiles are made by Sharm).

Done in a couple hours of experimenting, nothing too fancy or well layered (like, castle has a big kitchen but no dining room. Or ballroom. Worst castle ever XD) and tileset not edited by myself, so its a bit awkward to use still. But getting there~


 
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GrandmaDeb

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I peeked in a minute at your mapping live stream before I had to stop and beat my laptop against the wall in frustration that I just stink at most visual arts.


I saw how much thought you put into the placement of the trees in that top map, and your thought and judgement were obviously worth the time and effort. It is very pleasant.


Castle's not so bad. lol


I was wondering about the church. The roof tiles seems to be designed for a slanted roof on which you can only see the front slope. So although I like your stepped roof in shap, the tiles don't make sense to me. Maybe cheat with a shift on the back tile?


I guess the brown things in the spinning wheel room are placeholders? What are those round brown things?


(I am not used to this retro stuff.)


One thing that really surprises me is how you re-use elements and it still doesn't feel repetitious, because you place them well. (like statuary in cemetery)


And thank you ever so much for the detailed and prompt response to my maps! How very helpful to me! =]


/me bows
 
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Indrah

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>Didn't edit tiles at all, so couldn't get the church roof slanted. had to do crappy execution. I am a shame to the clan ;-;

>The brown circles/squares I'm told were incomplete tiles. I repurposed them to "something goes here later I don't have". In this case boxes and barrels (the staple of any mapper XD) I wanted to make a storage room, but alas, no boxes. ;-;

>Variation with elements is like, 30% of mapping detail :I That's why A tiles and ground/wall variation is so important to break monotony. It doesn't really matter what IS being used as long as the player doesn't notice it looks samey. If you look at FF4 you can get the "retro" feel, sure, but the mapping never comes off looking BAD, even with super few tiles.

>No problemo. 
 

Soach

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Indrah, those tiles by Sharm are only for Member+?
 
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Sharm

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Upcoming pack.  They're just not released yet because they're not done.  Indrah did a really great job of mapping despite the incomplete nature of the set.
 

GrandmaDeb

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Upcoming pack.  They're just not released yet because they're not done.  Indrah did a really great job of mapping despite the incomplete nature of the set.
I like this style in the richer colors you used. =D
 

GrandmaDeb

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Kes

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Will you be giving your houses any shadows?  At the moment things look rather flat.
 

GRIMMJOW

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Will you be giving your houses any shadows?  At the moment things look rather flat.
you got me there. I forgot them >_<

I like the medieval houses set, and they look nice on your map. =]

Ya think a few flowerbeds would work in there? Maybe add a little more detail than just NPCs?
I had planned a lot of npcs on those maps. I might gonna add some more things like flowerbeds but only if the player movement doesn't get limited to much.
 

Kes

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@GrandmaDeb

I'm still having trouble with the sideways waterfall, not least because it doesn't really fall.  This is going to be very hard to put into words, so warning, it's likely to be a bit waffly.

Given that the main waterfall starts at the height of the cave (more or less) then there cannot be foam indicating a downward movement immediately to its left (i.e. the right hand one of the vertical pair) because on the same level we have the left hand one of the pair.  Nothing has changed between those levels, the smidgen of cliff above the cave hasn't altered, therefore those two bits of foam are on the same level.  So if anything there can only be one, and it has to be the left hand one of the pair.

But - what is stopping the water from simply flowing down over the face of the cave?

And the path which comes from the top and starts at the level of the water above the waterfall continues down and never changes height but it still manages to be on the same level as the path at the foot of the waterfall.

EDIT

I know there at least the possibility that an aqueduct is carrying the water because of that bit of cliff beside the upper stalagmite, but I don't think it quite does the job. 
 
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