Game & Map Screenshots

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Shaz

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Yeah, you really don't see carpet in weird shapes like that. Carpet has 4 straight sides. People usually make walls 2 tiles high, and put paintings on the top tile. The door size is just the standard size for Ace, so not much you can do about that unless you want to add extra resources. I'd also change the lower section so it's not all stairs. A flat surface at the bottom and the top, with stairs in between.
 

Digital_Raze

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Thanks for the advice.

Here's what happens when I add two tile doors:





And here's an updated version of the map:

 

Shaz

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Looks much better, but you've still got funny-shaped carpets. Carpet edges shouldn't lead into the doorways like yours does. It shouldn't turn around corners like yours does. And remember, where the guards are in the upper left, the wall below them ends where the shadow is, not where the top of the wall goes to. If you really had carpet like that, there'd be a spot between the wall and the lower guard that doesn't have any floor covering on it.

Why not just leave the floors bare, and just have carpet immediately around the throne? You could also try shift-clicking to make the carpet above/below the stairs flow into the carpet ON the stairs (but not the one just below the throne, because it's a different size/shape).
 

RyanA

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Throne room isn't a storage room, take away all those crates, barrels and pots. You definately need two tile doors, and are you familiar with shifting? There's some desperate need of that at the carpets just before and after the door and before and after the stairs near the prhone. Take away those curtains on the back wall and replace them with the banners you've put on the outside wall for some reason. Make the two sides of the walls next to the stairs near the trhone parralel
 

Digital_Raze

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I'm not exactly sure how much shifting I was supposed to do but this looks better to me.

 

Shaz

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I agree - this one does look much better. I don't think shifting is needed below the door - carpets don't run under walls, and they don't extend from one room into another through doorways, when the doorway is more narrow than the carpet. The only shifting I think is needed now, is at the bottom of the stairs just below the throne - the carpet on the stairs should merge with the carpet leading to the entrance, just like you did with the bottom one.

Oh - where the guards are in the middle (just above the lowest doorway) - the edge of the carpet should be hidden behind the upper wall tile. You should only see the gold edges on both sides, but not on the bottom.

I would question why you want doors at all. Inside a castle, unless it's a locked room that shouldn't be accessed (maybe the one at the back is), it would just be a doorway or an archway. Certainly there shouldn't be a door at the bottom - the approach to the throne should be open.
 
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Xenophil 2.0

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So I've been toying around with parallaxing for awhile, nothing major mainly just adding fine details to rooms and such. Anyway:best parralz.PNGOpinions? : o
 
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Ronove

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@Retractable: Does the guy like his south walls completely bare? I don't understand why everything in the room is against the north walls.
 

Xenophil 2.0

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@Ronove: Well for some reason i have trouble with deciding what to put on southern walls and thus they usually end up very bare ;x
 

Elements

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@Retractable

Yeah the north wall has way too much stuff stacked. Don't be scared of scattering around a bit ~
 
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Xenophil 2.0

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@Elements: I was trying to keep things from being too cluttered to walk around and on the note of the south walls..help O~o I have no idea where to start
 

Elements

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@Retractable, well like all good things, it's trial and error lol, try different setups if you must. Though being more specific, what's causing the massive contrast imho is the amount of objects on the north wall, that's what is causing the jarring effect.



For instance, in here we also have a rather deserted south section, but the effect isn't that striking, it doesn't feel as if it's too empty, in comparison to the north area.

possible suggestions would be messing a bit with the architecture of the walls,adding the upper sections of boards,crates and plants(As if they were facing upwards)etc. to the south wall, reducing a bit the amount of objects,etc.

Of course I'm just nipticking, but that's what people do over at the Game & Map screenshots thread, if you're happy with your map as it is, that's okay too~

We just offer another point of view lol
 

Xenophil 2.0

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@Elements: Makes more sense to me now :o and Chrono trigger :3 awesome xD sorry off topic, anyway i'll try that with a dif map (alittle more complicated) and see how it looks :3

EDIT: and this is what i have now Updated.PNG
 
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Atticus Harper

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I personally like more clutter. So I would prefer your first screen, because it looks more like someone is actually living there. To me the 2nd screen shows that the left room is too big. It has too much open space and almost seems too tidy. Instead of removing objects from the northern wall I would just add more to the southern walls and also the sides! (especially sideways facing shelves etc) The 2 cabinets you put on the southern wall look more like floor plates. Plants, vases and all that good stuff can be placed down there. The other option is of course narrowing your space down in general (which I would suggest) or at least breaking up the totally rectanglar shaped rooms (yes, humans built rooms like that, but in the 2D perspective of RM this doesnt always work well). As you can see, Elements reference screen also applies this rule by not having a totally square room,
 
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Chaos Avian

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Welp, finally organised university times and I'm back at RMing xD

Got a few maps here, the last one is a small section of my larger and first predominantly parallaxed map ever~





 

RyanA

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I've always thought the grass in the water looks rather strange 3: Other than that, those are OK :3
 
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Ok, so I was messing with th animations from Ace (just for the fun of it) and created two little storms. I would just like to know what people thought, and which would look better as the title screen pick for my game Storm Twins. All help appreciated.



in this one I resized each part one by one to make the picture.



in this one I resized the whole thing when I was finished.
 

Atticus Harper

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The 2nd one is just a blurry mess, so that won't work. (Even though the conception and order of the single elements is not half bad; tornado with lighting could look nice, here it doesn't tough)

And for the first one...well, I don't particularly like it either. I think you need to decide on one shape and one element and one color scheme. I can kinda see the twisters and the lightning together, but the bubbles just don’t work. And you need a darker background to make it pop more. White or transparent won't suffice.

I hope you do not choose such a sloppy work for your title ( cuz you wrote you were just messing around), I’m sure you can do better, with more thought put into it ;)
 
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