Game & Map Screenshots

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Chaos Avian

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Here is the third finished map of The Rift, this took me 3 hours! My longest yet~

 
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PixelLuchi

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@Mr.Big T: I see some elevation errors in your town map. Some cliffs are 4 tiles high, while others are 3 tiles high. Keep it consistent.

@Grim: Your map looks good,but you're using that water tile wrong. It's used to show elevation or depth.
 

Ksi

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Yes, I've been editing again. ^.^ I'll probably end up sharing them soon enough. How do these rooms look, though?
 

Apollo

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I have an important question. How do you combine tiles? like when you put things on a table or combine plants to make more intricate greenery
 
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Shaz

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They are combined in a graphics editor, so you actually have those tiles available as a single tile on your tileset.
 

Ksi

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Though in some cases you can use up to five layers to do so as well. The base layer (parallax), bottom layer (A Tiles), middle layer (B,C,D,E Tiles), high layer (Events) and top layer (Picture). I use only the middle three layers myself, so for example, in the screen above: The table on the left is an A tile and the letter on it is from the C tile; the armour on the right is C tile, but the bed-head is an Event. The mirror on the left was edited in PSP, using parts of the RTP.

All it takes is imagination and practice~
 

Quigon

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SO I'm wondering if this face looks right with the dim background or if I need a windowskin. I CAN'T FIND AN OLD RADIO STYLE ONE GAH

 

Solistra

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The face itself looks odd to me, but that's it. I've always been partial to using the dim style for windows, though.
 

Argami

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WoW Grim! I love your maps!

What reflection do you use?
 
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RyanA

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Really like that map Quigy, though I'd say there are a few too many rays. Perhaps take a few off?
 

Ksi

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I think the face looks fine. It'd be better if it actually animated (lines moving up constantly and static) in game but that might be asking a bit much. As for how it matches the dim message... might be an idea to try whip up a different window, but if you don't care to, then it's fine, especially if it's used only a few times in-game.



Tints (and a map). I think I've got them sorted. Also, I'm using an evented day/night system from one of my old 2k3 games, if anyone cares. It's more flexible (change a few variables and switches to change different aspects of the system) and easy to use. Just gotta get the clock part sorted and it'll be all good. But yeah, map/tint critiques?
 

Tuomo L

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@Mr.Big T: I see some elevation errors in your town map. Some cliffs are 4 tiles high, while others are 3 tiles high. Keep it consistent.
Why? Nature is not consistent like that.

Anyway, this is new.

 
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PixelLuchi

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@quigon: The dim background looks fine, it doesn't distract from the rest of the otherwise stunning map. The face does look odd, but it's probably due to the style of VXAce's generator. I always found those faces a bit freaky, tbh. ^^




Extra scene I'm working on.







And a small, little interior map.

 

Usagi

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Looking at all these house maps, I would really love to see some lights in rooms - I think that would make these maps so much more realistic and give them some character instead of just plain dim house maps.
 

Tuomo L

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This water is driving me crazy... But it sure does look pretty in game.

 

Ksi

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@Mr.BigT: You've gotten a lot better at mapping, yes, but there are still a few errors in the cliff heights. And the town is looking pretty empty, too. Try putting in a few houses that can't be accessed (like the doors are at the back or sides) or other areas, to fill it up a bit. Also, bridges to reach the other side of the map are missing.

Errors:



A: The cliffs are supposed to be the same height. If you're going to make one part smaller in height, do like you did with the steps in the top middle and stagger it a bit so it looks right.

B: I'm supposed to believe that it's as high as the next layer of the town? Nope, does not compute, not without a change in height of some kind via stagger.

C: Needs one extra tile on the left one, and one less on the right one. Just a simple error.

D: Looks wrong. You should move the edge up so it's actually on the top of the cliff, level to the waterfall top.

E: Again, a height discrepancy. Two tiles high while the part above it which is supposed to be the same height, is four.
@TYG4R: While I do like the map, I think you (and a lot of people, really) underestimate just how much any light can light up a room. For example, I have a 200w light globe in a brown-shaded lamp, and it lights one end of the room to the other. My room comfortably fits a couch, a computer desk, three bookshelves (one very long, one large and one medium), a double bed, two wardrobes, a pedistal fan and quite a bit of walking room. The middle room, with four light sources, would be very well lit, with some darker parts at the very edges, the bedroom would be lighter, the study would be lighter, too. The kitchen seems to be the only good balance, since the only light is from the fridge.

It's not just you, though, most people tend to fall into the trap of 'dark is good'. Just lighten it up a bit and it should be fine. I do really like that you've darkened the outside, though. That's a brilliant idea! And the mapping is pretty sound, too.
 
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Tuomo L

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@Mr.BigT: You've gotten a lot better at mapping, yes, but there are still a few errors in the cliff heights. And the town is looking pretty empty, too. Try putting in a few houses that can't be accessed (like the doors are at the back or sides) or other areas, to fill it

up a bit. Also, bridges to reach the other side of the map are missing.
I added the bridges via the map grid, not paralaxing so you can't see it. I really don't know how to add more buildings and where they'd fit. Also it's not a town, it's a village. (Village is far smaller than town)

Errors:

A: The cliffs are supposed to be the same height. If you're going to make one part smaller in height, do like you did with the steps in the top middle and stagger it a bit so it looks right.
What do you mean stagger?

B: I'm supposed to believe that it's as high as the next layer of the town? Nope, does not compute, not without a change in height of some kind via stagger.
Same question, again.

C: Needs one extra tile on the left one, and one less on the right one. Just a simple error.
Fixed, that does look better thanks.

D: Looks wrong. You should move the edge up so it's actually on the top of the cliff, level to the waterfall top.
I have no idea what this means either but I am pretty sure I can't do that any more.

E: Again, a height discrepancy. Two tiles high while the part above it which is supposed to be the same height, is four.
Bu... That's not human made. Nature doesn't really follow rules like that. Besides, if I cut the 4 block part to 2 block, it looks stupid. :huh:
 
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