Game & Map Screenshots 7

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Prescott

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@lilyWhite The first thing I immediately notice is that it looks a bit awkward when doors are swinging in to the closer side of the building. I guess depending on the way that the insides look it would make sense, but it just looks a little bit weird.


Alright I've been criticizing you guys for a while now, it's time to get what's coming to me xD


This is the first world map I've ever done. Was wondering what you all thought about it? Anything I should change or make different?


Naturally, the built in map export function doesn't export events, so you don't see the bridges in there, but basically anywhere you see a path connecting to the edge of the map is where a bridge is going, straight across the body of water.


I would also like to note that these aren't the final graphics that we are using, so I'm looking more for input on the actual map design choices and things that could be improved.


The goal here is to have the player be able to roam freely from almost the beginning of the game. Certain areas will be harder than others though, so caution is required.


Thanks :)

World Map BETA.png
 
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CutieKaboom

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Helloo I just finished up some shop tiles. Some stuff needs to be tweaked, but they're mostly done. Ignore the weirdness on the cash register in the liquor store, forgot that the upper left B tile can't be used. Anyways feedback would be appreciated, thank you!

shopstest.png

tailorscrn.png
 

Bura

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Helloo I just finished up some shop tiles. Some stuff needs to be tweaked, but they're mostly done. Ignore the weirdness on the cash register in the liquor store, forgot that the upper left B tile can't be used. Anyways feedback would be appreciated, thank you!


View attachment 30115


View attachment 30116


All these look amazing! The bar is perfect, though depending on the height of your characters, that window to the kitchen might be a little high. The clothing store is bar far my favourite because there's a lot of stuff to watch. The full body mannequins look a bit weird (their torsos are too short) but if it's coherent with the rest of your characters, it's ok. I would change the colors of one of the racks to make it a bit more different.


The one that's next to the bar, I can't really tell what it is. Is it an electronics store? What I usually see at those shady stores is that they have a big pile of discarded equipment at the back, behind the counter, like a bunch of broken monitors, CPU gabinets, keyboards, cellphones and most of all, printers. These places are usually a mess and there's not too much place to walk around.


I can't say anything about the gun store cause I have never been to one, but it looks fine to me, but I think it looks great and it has this noir atmosphere to it.


The liquor store has a lot of details! If you want to add something else, you can add a little counter with chips, doritos and other snacks or add a mini cooler, but I think it does look like a liquor store and that's the most important part.


Anyways, great, great job! Your game looks really interesting from these screenshots!
 

Sharm

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@CutieKaboom  Nice!  I like pixel tiles.  The maps all look nice, though a few of them look a little tricky to get around it, it's something you might want to test out, make sure you're not frustrating the player.  If you're wanting feedback on the tiles themselves you should post in the Resource WIP thread.


@Strashiner That is the strangest cabin design I've ever seen.  The point of an A frame is to deal with snow in heavily snowy climates, but that flat glass section would collapse easily if it isn't shoveled off multiple times in the middle of a storm.  It probably wouldn't bug most people but for someone who lives in an area like that it's going to be a distracting element.  I don't think the ground snow is working for you, it looks like mist.  It needs to pile up and get thick in corners of things, those roots would be completely covered.  As for the forest, it feels off somehow.  Either the center needs to have thinned patches or the edges need to have taller weeds, a flat and neat meadow like that looks very strange in the middle of a forest.
 

krioish

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Trying to do something that looks like an old abandoned road. Because i am a beginner in RPGM, i use only original RTP. Hill does not done too. Really want to hear criticism. 


Screenshot_2.png
 
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Strashiner

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@Sharm you're right. IT looks like mist the more you think about it. Making snow look like snow on some cobble stones are hard to make. I need some tips. do you like the trees though?
 

AceOfAces_Mod

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This is supposed to be some sort of factory (medieval times), along with labs and storage for the resources. I need to flesh it out a lot better.
 

Sinweaver

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Hidden Content





This is supposed to be some sort of factory (medieval times), along with labs and storage for the resources. I need to flesh it out a lot better.




My immediate thought after looking at it: Looks more like a labyrinth or some underground facility than anything...


The entrance/exit (to the left) looked like you're missing the walls or something.


The rest are too small for me to see
 

Prescott

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@Omega Weapon


Get rid of the autoshadows, and remove the parts of the walls where the stairs are accessible from. You can't walk on them sensically in their current state. That's a good start. The flags on the pillars also look a little weird.
 

Strashiner

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You know, I might need those sleeping pils


the more i stay up, the worse my habits get


anyway i made this to pass 40 minutes


but still, its 3 am in the morning, not so sure what to do with life....


EDIT:


Okay its 6 AM. played league of legends, and I decided to challenge myself. I made the second map, the one without the sign board, under 10 minutes. I rushed it, turned out odd. but oh well


was an interesting 10 minutes.


CASEMOM.png

CASEDAD.png
 
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Sharm

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@Strashiner  The trees?  They're placed fine and looks like trees, nothing stands out about that.  If you're asking about the resource itself, that's better asked in the Resource WIP thread, it's not exactly a mapping thing.


@Omega Weapon Those walls want decoration.  Tapestries or banners or mirrors or weapon displays or something.  Or all of the above.  Putting the banner on the pillar is not working in my opinion.


@AceOfAces_Mod  While it's an interesting mazy dungeon, nothing about that layout has any functionality for being a factory.  Think about what they're making, how the workers would move through it, where the things would need to be stored so that things can be made or sent out quickly and easily, and if there are any special storage requirements for any of it.  Medieval factory, though, that's just not a thing.  It was called the industrial revolution for a reason.
 

Strashiner

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@Sharm oh no I was asking for your thoughts, your opinions about the settings. Since you're an artist, I need some feedback on what needs to be better and what needs changing : )
 

King Gerar

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Strashiner, the grass and trees are ok, but this cliff and stair, mainly the stair, er... aren't nice. Seems a rtp edit, but I think not combined.

AceOfAces_Mod, I would do lesser, much lesser. Greater maps as this are tiring to finish.





I drawed my titlescreen background in the last weekend. I'm programming it now. A gif, a little bad because of format.

 

AcosmicDevi

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@Omega Weapon It looks nice, but you definitely need to use the shadow tool on some of the walls to add depth.
 

Koulucky

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Leader Brune's -also as the Green Fox- chamber:


 
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jonthefox

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@Koulucky  nice map, but the rug on the right side looks as if it's on the same elevation as the roof below it.   
 
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