@blackliquidsorow: No offense, but honestly I don't like it much. One thing I would add, if you're set on using those huge shadows, is shadows to the walls, it makes no sense for the shade to be only present on the ground. The rtp can get away with ignoring the walls because it uses a small shadow and it sort of makes sense perspective-wise for walls not to have it
But that's just my opinion, I'm no expert mapper or anything.
I'd add some blur to those lighting effects. Having such crisply defined circles doesn't look good, and light from lamps etc doesn't end abruptly.
I think you need to shift click the roof of your fortress to give the impression that it has greater depth. At the moment you have an immensely tall building that's so thin it looks more like a fat wall than a building. I'd also put upper floor windows in your turrets. It doesn't make sense for most of the turret to be without. It implies that apart from the ground level, those towers serve no purpose.
About the previous map you posted : agreed with art of gaming about the flags. Additionally, I think the tip of the grey walls touching the castle and the shadow it casts off looks a bit weird. It seems as if you source of light is directly to the west instead of the usual northwest. You can keep that shadow by expanding the side walls by one tile.
Really nice map and ambience! I'm just a bit uncomfortable about having the candlesticks so close next to the bedroom doors (feels like I could possibly light my hair on fire) but that's just me. Also, the lighting on the pile of blue rolled-things for (lack of a better word) looks a bit weird.
Mapping-wise, it looks good. It's a simple map that draws the player to the console, so it fulfills that purpose perfectly.
I've put art-related things in a spoiler, so to not go off-topic.
After browsing through several of your maps, I've noticed that a lot of them blend together too well - i.e. the details are slightly harder to notice and objects blend together. Some of it has to do with low and subtle texturing, but it's difficult to add too much texture and still keep the same sleek futuristic vibe. The other thing is your general palette. You seem to be using a lot of gold and yellow tints. I'm not sure if you're going for a monochromatic look or just prefer those colors, but what you end up with is very little contrast. And contrast is really important.
I've done a really quick color and brightness adjustment of your last screenshot:
There's a few things that pop immediately.
First is that there's a ton of texture in your metal that just does not come through in the original. That's a shame, as it really brings the metal to another level. The second is that using contrasting colors (copper orange/brown vs blue) draws the eye in a lot more - especially to the pathway and console in the center. It's not as crucial in this map because it's constructed in a way to bring attention to the center console, but it's something very important to note for larger maps.
Of course, the recolor might not work for your game at all, as it might give off more Steampunk vibe than futuristic. But do consider adding some extra contrast to your palette to increase the level of detail. Yellow's contrasting color is purple, so look at ways to tie purple in where you need the player to pay attention to the detail.
@Lunarea : Omg! The edit sure brings color to the map! Tho, we intentionally make the maps to have monochromatic looks with one dominating color for each stage, like (for story purpose). But this is great example! Learned a new thing from it
Color can really add a lot of contrast just by using opposites (yellow/purple, orange/blue, green/red), so it's a great way to draw the eye to specific details on the map. One of the challenges of doing a monochromatic look is that you can't rely on that contrast. So, you have to be very bold and generate enough contrast through the difference in color values and more pronounced textures.
So, I was a bit bored and decided to tinker around with some VXA DLCs. Been trying to map interiors better but I cannot seem to be able to shift out of my comfort zone of a-hallway-between-two-rooms-and-a-common-room-below-that. Thoughts, people?
You could try changing your walls around a bit. Few people would have their main living area open to the front door, which effectively what you have there. Neither would they have such a large amount of 'dead' space. You also have no bathroom, which you can get away with in a medieval fantasy setting, but not in a modern one. It might be that there's an upper floor where the bathroom is, but that's unlikely, as there are no stairs.
You have one single bed, but the table has 8 chairs - few singletons, or even couples, would have that many. As a living space it doesn't hang together. Why have a desk chair nestling up against those gun display cabinets? Do US living areas have cabinets like that? Difficult to get my UK mind around that one. Why is the laptop on the floor when there are perfectly good empty table tops? Why have the water cooler in the living room instead of the kitchen? Or is that another US thing? There is what looks like a broom in the corner, but it doesn't look like it's leaning against a wall, the angle is wrong. How is this place heated? The crockery cabinet looks like its a tile away from the wall.
I don't know if that circular white carpet is part of the DLC, and if it is, I may be making a fool of myself, but to me the perspective of it looks wrong. It has exactly the same perspective as the clock on the wall, whereas I think it should be slightly elliptical, the way the tops of round pillars are.
Okay, tips to remember if I ever created a modern day themed game, haha. Also, that's not the main door; I didn't really pay much attention to that area (probably should have just walled it off). I wanted to place some stairs, and doors, but I was just being lazy. I wanted to put in a bathroom too, but then found myself running out of space and decided to leave it out of the picture. The whole map was done in the editor, so I didn't have time to parallax a few things, like placing the laptop on a desk and angling the broom better. As for your other questions, I'll answer one by one.
1. The entire dining set was already in the tileset so I simply copied it in. Although you do have a point, I'd like to imagine said singleton throwing parties or dinner for family and friends every once in a while. In such a scenario, I think 8 chairs would be acceptable. Such a person wouldn't have an open gun display cabinet/s though, so that's a contradictory factor. Unless you imagine this person's friends to be mafia o3o
2. I dunno about the US or the UK, but in my mind, I'd definitely have cabinets like that if I was gun enthusiast. (I live in the UK too, bwahaha)
3. I ran out of space in the kitchen (and some of it is blocked by walls) so I decided to place the water cooler out near the dining space.
4. Probably should check into a heater tile next time. Unless you consider that the tenant lives in a tropical place.
5. Yeah, the crockery cabinet could use some parallaxing. That's just how it's set out in the editor and I realize it looks weird too.
6. The carpet is part of the DLC XD But it's a pretty carpet so I don't really mind I guess.
feedback much appreciated! still trying to get better.
the second map is supposed to be a transition of the first one, which is why there is dirt tiles in the lower half...i want to gradually have it become more forest-like as the player goes north. more interested in feedback on the 2nd map.
The first one is very bland, there's not much in it.
The second one has pretty bad tree placement. Try layering some trees instead of having them all separate from each other. Put some in front of the other ones, and right next to them. Trees aren't all evenly spaced out in nature so you shouldn't make it like that in your video game.
Also, try making the cliffs a little bit more curvy. As someone mentioned earlier, don't go 3 spaces without making some sort of curve as a general rule for making cliffs.
Those are looking pretty sweet Engr. Adiktuzmiko. From the looks of it, you'll have a pretty sweet skill customization/learn system.
Here is a small screenshot of the current dungeon I'm working on. I'm going for "dark and scary" with the bodies of knights scattered all over the place. In the game itself, some of the dead bodies will spring up at you when you get close and chase you.
Engr. Adiktuzmiko, I suggest to choose other windowskin, it's the only thing... er... not very good. But, you can be using this solely to create the script, then... By the way, seems good the script. Learning systems are very welcome to help in progression of the game.
Fernyfer775, I don't see nothing to get better. An ABS would fit very well in your idea, when the corpses rise, or do you want only a chase? Without fights?
Here more some tiles in a other map. Don't sleep in the right bed, it's a trap!
added a Panic gauge to battle. it fills up according to your actions. each character has a different passive that activates once the gauge is full. also once full, a countdown starts and after each action taken, the gauges decreases. with each character, the decrease is different.
Prototyping some overworld abilities. Some of the characters you'll meet on your journey can use special overworld skills to travel around. This can be something like digging holes in the ground or getting hints towards your next objective.