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    Allen2014
  Thu Jun 05, 2014 5:40 am
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This is a map of my game, I'm better and design of large city and scene, and I think the design map and storyline combined, I had a game which has designed over 400*400 giant map (game of cards you know) I in imitation "Assassin's Creed" I hope that my world is more substantial, of course you can give me advice.
http://image16-c.poco.cn/mypoco/myphoto ... 931034.jpg
http://image16-c.poco.cn/mypoco/myphoto ... 914056.jpg
http://image16-c.poco.cn/mypoco/myphoto ... 902025.jpg

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Last edited by Allen2014 on Thu Jun 05, 2014 6:12 am, edited 1 time in total.

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    Allen2014
  Thu Jun 05, 2014 5:44 am
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The forum picture always does not show up, don't know how it happened.

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    coyotecraft
  Thu Jun 05, 2014 7:39 am
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It works if you enter the address manually instead of by linking.


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    rey meustrus
  Tue Jun 10, 2014 5:11 pm
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Got to copy link address, paste directly instead of clicking the links, unfortunately. But then it works. I think your maps look excellent. Great layout, great amount of detail for the style. Be careful how much of a world you're committing yourself to filling with life, though. How many people do you think were involved in programming the crowds that move through Assassin's Creed games? Adding little side quests, writing dialogue, placing all the little treasures and secret locations? It will take you the next decade to produce anything of that scale on your own.

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    9robin3
  Wed Nov 12, 2014 5:34 pm
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I have done some maps for my new game I would like to get feedback on Before I decide to go with them as they are:

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This MIGHT be the wrong topic, but I would like to get feedback on how the Sunbeams (fog) and the location sign fits in with the rest and if you Think it looks good.

Thanks:)

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    coyotecraft
  Thu Nov 13, 2014 7:36 am
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The tileset on the first one needs color correction. The brown is too dark. The shadows from the trees are actually lighter, or I should say white-er.
The Sunbeams are a solid color. It would look better if you used a gradient. And soften the edges so they aren't so jagged.
For the second map. You're not using the floorboards correctly.

Is the text part of the location graphic? Or floating over it? It would look better if the text was centered and instead of black and white you used a dark brown to go with the wood panel but still be readable. It would look even better if it was engraved into the wood. But technical issues aside, it's kinda plain. Don't you want to use Norse motifs for TSK2?


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    9robin3
  Fri Nov 14, 2014 9:49 am
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coyotecraft wrote:
The tileset on the first one needs color correction. The brown is too dark. The shadows from the trees are actually lighter, or I should say white-er.
The Sunbeams are a solid color. It would look better if you used a gradient. And soften the edges so they aren't so jagged.
For the second map. You're not using the floorboards correctly.

Is the text part of the location graphic? Or floating over it? It would look better if the text was centered and instead of black and white you used a dark brown to go with the wood panel but still be readable. It would look even better if it was engraved into the wood. But technical issues aside, it's kinda plain. Don't you want to use Norse motifs for TSK2?



You mean the grass color? I could change that. The thing with the Sunbeams, I was thinking of using a Picture in the top left corner instead (because I have seen that) and it's more realistic if it actually follows the player (sunbreams do) dont you think?

Specify exactly, is it that I use different floor tiles(because I want to have different floor in different rooms). The locations ign is just a normal Picture, so I don't know how I should "engrave" them in the Wood, as it's just normal text being written above it, but I could just go with a "runestone" or anything showing the location text since I am basing my story on norse mythology.

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    coyotecraft
  Sat Nov 15, 2014 10:43 am
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You only have 2 floors. Wood and Stone. The different tiles are different lighting. And seams for the panels.
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    9robin3
  Sat Nov 15, 2014 11:55 am
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Hmm alright good to know thanks:D

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    StrawberrySmiles
  Mon Sep 21, 2015 5:18 am
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Guys, I'm trying to do town mapping. But I just can't. I don't like this at all, yet I can't figure out why...

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    coyotecraft
  Mon Sep 21, 2015 6:23 am
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Where did you get the tileset from?

The spacing is ideal. But it's lacking unity. The color of the bricks. The different colored houses.
I'm pretty sure the white house should have a brick bottom matching the brick used on the roof. At least a tile high or used as an entire wall annex thing. The windows should sit comfortably between the beams along the top and the stone ledge.
The lamp posts don't look like they go on that floor, in fact the brick edges make the post look a little curvy.


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    StrawberrySmiles
  Mon Sep 21, 2015 1:27 pm
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It's a bunch of RTP resources put together. Well, they *said* RTP.

I don't think I know what I'm doing. D:

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    Spoo
  Fri Oct 09, 2015 10:50 pm
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I'm gonna try to slowly get back into the swing of things. I might make a short game with the RTP resources or something.

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    Ellie
  Sat Oct 10, 2015 12:24 am
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That's pretty damned nice. It never occurred to me that that's where the curtains would be used - they certainly don't match up with any Windows.


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    Juan J. Sánchez
  Sat Oct 10, 2015 1:36 am
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That's a super nice map. However, I do think the entrance is a little wide.


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    Spoo
  Sat Oct 10, 2015 8:51 am
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I'd like to make the clearing a little more natural, but the tileset I'm using at the moment is lacking in anything that is both fitting and unobtrusive. Also, the lighting effects bring out the terrible contrast in the tree shadows. Dunno how to fix that yet.

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    ZenVirZan
  Sat Oct 10, 2015 2:50 pm
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Spoo wrote:
I'd like to make the clearing a little more natural, but the tileset I'm using at the moment is lacking in anything that is both fitting and unobtrusive. Also, the lighting effects bring out the terrible contrast in the tree shadows. Dunno how to fix that yet.
Don't forget about those little grass thingies. The ones grouped by 1, 2, 3 and 4. Maybe 5 depending on the tileset.

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    bacon
  Sat Oct 10, 2015 4:52 pm
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yeah some more flowers or scenery will really perk it up; you are already using the red flowers, use more of those. add more rocks and little bushes. really take it to the next level.

some of the diet path areas don't make sense. the dirt path is created from lots of walking traffic, right now it's just dusted on your map to break up the grass. but it doesn't have any purpose, I don't understand why some dirt path would be where it is. I would also suggest making the path a little thicker.

trees are nice.

yeah I'm not a fan of the screen tint either. less blue. rainy days detract color not makes it blue. (unless it's night time then I understand where that blue is coming from)

the waterfall and where it ends makes little sense imo. I would just widen the lake where the water falls.

nice map spooky. nice trees good start.

also this is just preference but for the indoor map, I would just auto tile the ceiling over where the curtains are. just have one big line of roofing and then players can just walk under it?

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    Spoo
  Sat Oct 10, 2015 9:14 pm
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Yeah it's supposed to be a nighttime sentimental moment of reflection or some such crap; that was the idea in my head anyways. I'm gonna try to tweak the tileset a tad to 1.) Fix the too-dark shadows and 2.) Add some alternative to dirt to break the monotony of plain grass (for some reason whoever combined this tileset opted to make the tall grass a full tile on top of default grass rather than have the edges be on layer two). As for the waterfall, I don't have much justification. In some corner of my head it made sense to say the lower pool went down into an underground stream or something, but, uh...

I think I will also experiment with other default ground autotiles to see if anything looks good. It's been a problem with me for a while mapping forest areas because my frame of reference in real life is limited to the deciduous forests I live around, all of which are and have been covered in leaves and/or foot traffic for centuries now; there's nothing but dead leaves and dirt on the ground so a forest with an abundance of grass just looks wrong to me. Mind, this is more a personal struggle in mapping than a justification of my mistakes -- it's part of the reason I feel much better about my swamp maps than forests.

Also bacon I really dig that suggestion you gave about the interior; it looks a lot better, and walking around in the map feels deeper(?) now.

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    BizarreMonkey
  Fri Dec 18, 2015 8:39 am
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StrawberrySmiles wrote:
It's a bunch of RTP resources put together. Well, they *said* RTP.

I don't think I know what I'm doing. D:
Half of those I recognize from Mack's chipsets while another bunch are Celianna's pirate tiles.

Who ever said they were RTP was lying out their teeth. Not many are even RTP style.

IMO just throw your own chipset together by grabbing RTP stuff from the game source folders and recoloring to suit your needs. That can look really attractive when done well.


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    mechin4g1
  Mon Dec 21, 2015 8:39 am
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Yah this forum is making a dfference. I love it.


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