Game & Map Screenshots 6

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Kes

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@morlockhater

I have no idea what the Veronica Mars series is, so cannot comment on how close you come to getting it.  What I did notice is that virtually everything has shadows, except the lamp posts and the dark green trees along the path leading up to the entrance(?) of the apartment complex.  If I let my eyes slide across the diamond shaped floor tiles they appear not to be evenly shaped.  When I stop to stare at them individually I can't see what's off.  A very odd experience.
 

morlockhater

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@ksjp17 Thanks for the feedback!

Regarding the shadows, the streetlamps are something that are going to change via events depending on the time, but i see what you mean about the shows looking off. The trees are my mistake. As for the diamond tiles, I think it may be the colours I used, I'll give them a quick rework and see if I can fix them up a bit.

Veronica Mars is a mystery series set in Neptune, California, and follows the a girl working to discover what happened to her murdered best friend. It's a really terrific series, I highly recommend just checking out the pilot (the extended version is floating around online somewhere) and seeing what you think. It has a really distinct tone, very clever writing, and excellent characters, one of my favourite series.
 

reaver

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@morlockhater

Really nice map! Although when I look at it I cant shake the feeling that the left side of the map ( street ) looks a bit empty, especially in comparison with the detailed right side.If that map has a bigger scope overall and there are some other object on the street than maybe it's fine, but if it is the main focus view of this place, than maybe you should add just one or two objects to the street side like some boards or bins, parked car, maybe even a bus stop or something like that. Well that's how I feel about it.
 

Zak

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@morlockhater

I have no idea what the Veronica Mars series is, so cannot comment on how close you come to getting it.
Damn close I would say. And you should check VM for yourself out. One of the best mystery series since Dante's Peak and X-Files.

Here's the opener for the pilot which builds the universe pretty much up:
 

That Bread

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@rocketknight I'm loving the second one, the darker scheme is nicer on the eyes.

@Morlockhater, I looooooove your tiles! Very nice representation of a hotel great work!

Here's some rather big maps I was doing as a challenge to make somewhat of a flowing overworld.

I dont think I will finish making the whole world, but these will be good for side areas.
 

GrandmaDeb

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@cornered, I cannot tell if those are laser gates or steps on the top map.
 

Kes

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@RocketKnight

I like them both, but slightly prefer the one that is not in the spoiler.

@CorneredChaos

I think if you are going to use that blue grass colour, then you will need to do some changes to the trees etc. that you put on it.  Those Mack trees look far too yellow in comparison  And I don't think you can use the green smudge tile thing (path left hand end) at all.  It just doesn't work together.  I suppose it is the great similarity in colour between the grass (and therefore the grass steps on the cliff) and the laser lines which makes it confusing to look at.  At least I think that's a laser gate at the top and I think it's repeated at the bottom because those steps also have the metal upright poles.  But I echo GrandmaDeb's concern about the visual confusion.
 

Kes

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@Pikachu

I find it odd that the path switches between round'ish pebbles style to brick style within one pace of each other.
 

That Bread

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@Kj I struggle to see your point, but I'll try to just see what rtp grass would look like with it.

As for the lasers yes they do seem flat, but that is the way they are, not too much I can do as far as I know. The passibility will tell the player easily if they can or cannot that's for sure.

Thank you for your feedback :D
 
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Kes

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To be honest, rtp grass would also look a bit odd with Mack trees, though less odd than the blue grass.  Have you thought of using Mack's grass so that it was all in the same colour/hue/tonal range?
 

That Bread

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@Kj Hmmm okay, yeah I think that's exactly what I will do edit in the grass from mack. That way all of it can blend in, I may not use the gray cliffs though just to keep it consistent with some other cliff edits.

So I did, and I love it!

and another screenshot from a town

Thank you KJ that was a great suggestion I think, now things look great.
 
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KanaX

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Back to my not-so-modest designs. This is a bridge that overlooks the new area that the player will occupy after a short while. There was not point in presenting a screenshot of the whole bridge, as the basic idea is apparent enough.

The sludge is animated and there is a constant glow that goes off and on.
 

CM Games

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@CM Games: The lighting is alright--it sets the mood, certainly. However, from a player perspective, I would hate to be on that map. I mean, it literally took me ten minutes to even notice that there's a sprite. It's nearly impossible to see the character, and it'd be difficult to play/explore the map itself. :/
Thank you sir for the feedback. Noted! :)
 

Simon D. Aelsi

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Working on a revamped castle garden. Still a WIP.

I am quite proud of this, considering where I was just a few short months ago.

The yellow circles are places I haven't edited yet. Just so ya know. :)

 

Celianna

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@CorneredCosmos: your doors are floating one tile below the actual wall, not to mention the left one is overlapping the crates.
 

Kes

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@CorneredCosmos

That does, indeed, look so much better.  I think I'd be inclined to edit it Mack's long grass as well, as the blue long grass doesn't blend so well.

Are you using Tsukihime's mapshot script?  It tends to displace door events one tile down.  If that's the reason for the doors in the beach screen shot, then there's no problem.  What I sometimes do is move the event up one tile for a screenshot and then have to remember to move it back down afterwards.  But it's not a consistent error in the script, because, as you can see, on the smaller town map it hasn't done it.

@Kanax

Nice looking bridge.  I'm glad you mentioned about the glowing sludge, because otherwise I think you'd be flooded out with comments about it.  It's definitely lurid, which I assume is the intention.

@IronCroc

Your mapping has come on a lot since you started.  That is so much better than some earlier ones I remember.

I am, though, having some problems over perspective.  Top right corner has tops of trees showing, which would indicate that they are on a lower level, and that the grass is on some sort of elevated ground.  However, where we can see the 'front' edge of the grass, it looks like the ordinary edging, not a cliff, so I'm a bit confused about what's going on there. 
 

That Bread

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@Kj and Celianna yeah I am using tsukihines script. Those doors are in their place without a doubt... and done with the long grass added it in a bit latter. I kind of missed that until now that those looked displaced! Thanks for the advice on the fix KJ I'll do that next time I take a mapshot.

And here long grass



and I did the fix, it worked a bit in this case least their on the wall now

 
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