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Kodi Hammon
  Sat Aug 01, 2009 3:31 am
I see duckies... :3
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Location: Behind you...
Ok here is the New map that I detailed... Critque?


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LaDestitute
  Sat Aug 01, 2009 3:36 am
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Some of the trees are missing bottoms, you sould add them and make the trees a bit more distanced; Use the second and third layers and make sure tey don't overlap in a way where a tree in standing on one. Add some more dirt, and vegitation/random objects.

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KuidonNZ
  Sat Aug 01, 2009 3:42 am
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@Kodi Hammon, your two different kinds of trees are colliding and it doesnt look good. You path is too straing, you need to add variation in the grass and there are some perspective issues at the back of the house with the leafs of the near tree...

@Miles, Tree cover fogs look horrible. Its like there is giant flying tree tops up there...
Also try breaking up the long grass into smaller patches that are less organised, by using the one tile bits.

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Tindy
  Sat Aug 01, 2009 5:40 am
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Location: Shiga
Kodi: I've generally noticed that placing as many trees as possible in a small space makes the map look better; however, you've essentially arranged your trees in lines, and it does not look so hot. It's not terrible with the two types of trees, but you really need to take care with where and how you place them so it doesn't look like a tree army. You've also got a pretty serious mapping error on the left. The house isn't bad, but.... windows much?

Miles: Lighten up your screen a bit. Even for being a dense, rainy jungle (well...it's rainy, anyway), it's too hard on one's eyes. Now about that dense jungle part: 1) While palm trees may grow in the jungle, they do not look good all spread out like this. 2)Jungles are dense - pack in your trees. Close is key. 3) Don't just randomly scatter multi-colored flotsam and jetsam around. It really doesn't look that great. Another suggestion would be to use some of the marsh tiles for the ground - most especially the dead leaves autotile, but also the marshy ground. If you're going for a jungle, the key is that not a lot of sun gets in, so not a lot of grass grows (this is true in forests as well), and stuff tends to collect and almost stagnate. Your map is also very square - not bad if that's the overall style of your game, but it looks rather odd by itself.

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LaDestitute
  Sat Aug 01, 2009 10:50 am
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@Tindy: Would a square jungle map work well for a style of 25 or so interconnected maps (like a maze) or would the map's borders have to be mroe random?


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Tindy
  Sat Aug 01, 2009 4:26 pm
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It's like I said - if your whole style hinges on it being square (like, I dunno, the Mario games, or to some extent Donkey Kong, I suppose), then it's fine. The player will instantly be immersed in squareness and it won't matter. If the rest of your maps, however, are more natural and non-symmetrical, then it really won't work to your favor, and players (at least gamemakers) will be saying "wtf why is this one jungle square?"

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LaDestitute
  Sat Aug 01, 2009 4:51 pm
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I suppose your right, as mine's a fantasy RPG.


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zchin
  Sat Aug 01, 2009 8:29 pm
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So I guess nobody is going to say anything about mine?

Thank you and have an unnoticeable day!


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Velocir_X
  Sat Aug 01, 2009 8:39 pm
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How about you put it on 3rd layer and turn off dimming that way we don't see that obtrusive event grid?


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zchin
  Sat Aug 01, 2009 9:20 pm
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Better now?
I changed some stuff here and there though.

Thank you and have a nice day!


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Tindy
  Sat Aug 01, 2009 9:32 pm
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It might not matter (due to priority), but your benches are sitting on your trees and your upper right table has been eaten by flowers. Your buildings, besides the very front one, is just boring. There's no windows, no doors, not even a dumpster or a fan, and they're so close in color that they're blending together. But that middle bit looks all right, aesthetically speaking.

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Velocir_X
  Sat Aug 01, 2009 9:36 pm
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The transition in the middle to where it it isn't surrounded anymore looks awful,
seriously like you just cut it off,

also your upper right tree has been eaten by the sidewalk monster...


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zchin
  Sat Aug 01, 2009 9:40 pm
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Well this is not in game and the priority stuff handles that, I'm sorry but I don't have a fan or a dumpster in the tileset I'm using, and I also haven't found a modern door character set yet. If you could direct me to stuff like that I'd appreciate it!

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blakependragon
  Sun Aug 02, 2009 3:23 pm
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Location: lala land, aka nowheresville
looks like a pretty good modern set, as that's hard to do. but you can't have a double fountain... not without editing the graphic. and yes your top table and chairs is sitting off the walkway on flowers.
here is a modern door, http://untamed.wild-refuge.net/rmxpreso ... hp?objects

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MCsephiroth13
  Tue Aug 04, 2009 1:49 am
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I've taken a whack at combining tilesets. It wasn't the fiorst time, but I'm trying to get better at making them blend well, hence, I've made a map of an abandoned city's front gates. Is it for a game I'm making or was it just for fun!? WHO KNOWS!

Anyway, here it is:

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Spooky
  Tue Aug 04, 2009 9:18 pm
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This one's a rough draft made with the RTP. I plan to make it a bit more custom some time in the future; when I actually have time to edit some tilesets.
Resistance Movement Underground HQ


@MCSeph

I'm liking the direction you're going with this map; the flow is great. I don't, however, like the gray grass. You may want to recolor that to something a little more fitting; maybe a brownish color or something. The gray towering rocks kind of clash with the sand as well. I don't really like much of anything out of the evil castle tileset anyways, mind you, but I really do think you should go with a different type of rock formation.


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MCsephiroth13
  Tue Aug 04, 2009 10:32 pm
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I chose gray grass because I didn't necessarily want any living plant life on the map to give it a dead feel. Maybe I'll post an in-game screen shot to see if the Evil Castle tiles still clash.

EDIT: Here's what it will look like in-game!

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Spooky
  Tue Aug 04, 2009 11:39 pm
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Since it will be black and white in game, I'll take back the part about the gray grass. The spiky rocks, however, I still say no on. Also, you have an error with your grass right at the base of the left tower. It looks like it's floating.

Use this in your tileset instead and it should look better.

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Note that this is a little add on by me and it has a good chance of sucking. I take no responsibility for negative criticism on any game using this tile :wink:


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Tuna
  Tue Aug 04, 2009 11:41 pm
Probably cooler than you.
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SpookyMcGhost wrote:
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Though you may want to put more grass on a tile above that to hide the jagged edges. :wink:

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Spooky
  Tue Aug 04, 2009 11:43 pm
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It's meant to be put over the standard tall grass tile, so the jagged edges will just blend in.


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Tindy
  Wed Aug 05, 2009 12:09 am
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I generally like the whole map; but I'd like to see more of it. What is that water? A lake? Lagoon? The Ocean? It seems oddly dangerous to have your gates right next to water like that, unless it's manmade and the wall helps make it. Also, the sand - I personally would've used he dirt tile instead of the sand, but it still fits all right.

Also - maybe recolor the base of your water trees? They're still colored for the swamp tileset (though it really doesn't matter in-game, I suppose. XD)

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archerRin
  Wed Aug 05, 2009 11:40 pm
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Location: Australia
Can anyone critique this? It isn't 100% finished but I just spent like 3+ hours on it. Could say it's my best attempt at mapping so far, since I just started RM about 2 weeks ago. Feel free to point out anything
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ingame
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Velocir_X
  Wed Aug 05, 2009 11:42 pm
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The uppermost left tree has 1 corner of it clipped by the sidewalk


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MCsephiroth13
  Wed Aug 05, 2009 11:50 pm
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I know you didn't just frickin' say that you started RPG Maker two weeks ago.

Anyway, on the bottom right, you have a corner piece missing on the blue crystal platform thing.

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archerRin
  Thu Aug 06, 2009 12:10 am
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Thanks guys, will fix those. :)
It takes so long to do terrain like this, just got another half to go for this town.. haha another 3 hours, here i go.


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Velocir_X
  Thu Aug 06, 2009 12:20 am
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I have one question (I played your demo btw) why is this little town on the praire - floating?


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archerRin
  Thu Aug 06, 2009 12:45 am
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Location: Australia
If you read the story I wrote it's the land above. Making it like a village didn';t quite make sense so I had to change it.


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Velocir_X
  Thu Aug 06, 2009 12:51 am
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ahhhh, curse me and my skimming ways


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Tuna
  Thu Aug 06, 2009 12:56 am
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The buildings make me see this place as upper class, but if that's the case then wouldn't they have something more advanced crossing over their waterways instead of logs? The fountain in the middle of the river is also a bit odd. Otherwise, I think it looks great!

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archerRin
  Thu Aug 06, 2009 1:39 am
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Location: Australia
Tuna wrote:
The buildings make me see this place as upper class, but if that's the case then wouldn't they have something more advanced crossing over their waterways instead of logs? The fountain in the middle of the river is also a bit odd. Otherwise, I think it looks great!


Good idea I made something interesting for a bridge :P

I am trying to make the land mysterious and therefore fun to explore like in morrowind. That's why sometimes things dont make sense in it like the fountain or floating rocks for that matter

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Quote:
ahhhh, curse me and my skimming ways


Np I would do that too cuz my story is so long its more of a script , I will add a synopsis for it.

Btw sorry about the short demo its kinda shitty. Now i am 1 more week experienced and gotten better ^^


Last edited by archerRin on Thu Aug 06, 2009 1:42 am, edited 1 time in total.

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