@Ksi: The way you've made your light overlay looks like the light is coming from a small window or hole in the ceiling. I think it should be rounder around the light source, instead of conic as of now.
Also, just to be nitpicky, wouldn't the guys want to bring a light source to look at that fresco?
Good point on bringing a light to check out the mural, though a movable lantern would be considered a high-end luxury in this game and I'm not sure some random explorers would have one.
(The place was pre-built and all the people who currently live there just randomly appeared over time, in ones and twos, so anything they find and use has been scrounged up and crafted from what they could find in the Depths (the dungeon areas, which are swarming with monsters, so only the strongest go far down there). The game is generally dark, and the lights were already in the areas - they're a special kind of flame that never goes out but also cannot be moved or used by the people there. Any torches/flames/etc they create are the normal orange/yellow/red and act more like real lighting would. Blue torches... have their reasons and I'm not trying to be too realistic with lighting in any case - that way lies never finishing a game. Functional over fancy works for me.)
Thanks for the idea of a lantern of some kind though. I might add that as a quest~
Another gorgeous map! Just a couple of points. The carpet at the very top is disappearing under the stairs; how is that possible? Unless the stairs are a retractable ladder, but those stairs don't really look like one. The library could do with a comfy armchair for sitting and reading.
@KimShyuen18: Beautiful map. It's seeing stuff like this that makes me insecure about posting my own maps.
I'll do it anyway though. I've spent the weekend re-working the MV RTP tilesets and am finally getting it to a point where I can use my mapping style without having to resort to parallax mapping.
Completed Interior Map
I feel so much better when my character doesn't always feel like he's standing 3 feet away from whatever he is interacting with (and I tend to allow the player to interact with everything).
In-Game, rooms are separated enough that you can't see into other rooms until you pass through the door (no fade transfer, making it an instant step into the next room).
Test Map setting up the same concept for Exteriors
I still have lot of parts to make or adjust to fit this. First goal was to make sure the house and fencing parts worked in a way I liked before building new decoration sets. Except for the fact that the two guys talking across the fence are staring at a fence post, I'm pretty happy with the overall effect.
I would add some blur to the light, being careful that it doesn't spill on to the front of the cabinet.
Use shift-click mapping to make it look like the bar counter extends down, this will help give the illusion of depth.
Have you considered having ceiling tiles which extend across the top of internal doors? It does help to make the map look more plausible. And that door could then come down a tile to line up with the bottom of the wall which would also look better.
How does your bartender get in and out of behind the counter? Unless there is a reason to do otherwise, think about putting a doorway on the side wall - just have the wall going up and one tile of floor, that will be enough. You don't actually need a door, just the impression that there is a way to go somewhere else - which would also solve the mystery of where the food came from.
Nice concept! It definitely looks promising for starters. You might want to change the graphic of the commands however, since they look really test-ish. Different colors for each input would be pretty nice to see as well.
Here's a small map from me, which might be one of the last ones I'll share here from my current game.
It's an entrance to a semi-optional dungeon pretty late-game. My plan is to have a mandatory event near the beginning of the dungeon, thus giving the player the choice to fully explore the area or not. I noticed some small tidbits after posting the map, but those have been taken care of. I'll probably remove those floating grey rocks/or make them less symmetrical.
I don't like linear gear progression in games. I'd like to see more gear be useful from start to finish. This is also true for skills. I also like finding overpowered gear, and don't enjoy games that are too balanced.
The more I look at the QPlugins... The more I am amazed at what they can do. Which I'm not going to lie is pretty awkward, because I already consider them far and away the best plugins MV has to offer.