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RadethDart
  Tue Feb 28, 2012 4:44 pm
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Oh, and you may want to rework that background you have going on. :) For some reason, it isn't seamless back there.

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Thijsku
  Tue Feb 28, 2012 5:59 pm
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Thanks for your feedback! I really appreciate it. :)

Tindy wrote:
1. There's a rogue tile on the grass in the very upper right corner.

Yea, I removed it. :) The player can't see it ingame though.

Tindy wrote:
2. The undulation tiles look....bad. I admit it's my personal pet peeve but I would either get rid of them, or reformat them.

Alright. I'll change it a bit. :)

Tindy wrote:
Wow. Very nice map, Thijsku!
3. The second waterfall is strange. It should be flowing next to the wall, but you have the basin separated from it by about a tile.

You're absolutely right. Gotta change that!

Tindy wrote:
5. (Not really mapping, but...) The shadow on the boat isn't dark enough - it looks strange.

I'll make a new shadow for that one.

Tindy wrote:
Wow. Very nice map, Thijsku!
8. The spears (upper left) aren't leaning against anything.

Ghehe, I didn't noticed that. I'll change that too.

Tindy wrote:
Wow. Very nice map, Thijsku!
9. And only because I've now spotted it...that pile of rocks (middle bottom) on the path just looks out of place.

I know. I don't even know why I put it there. You can't see much of it ingame though. :P

RadethDart wrote:
Oh, and you may want to rework that background you have going on. :) For some reason, it isn't seamless back there.

That's because of the screenshot, it's acting fine ingame. ;)


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Tuna
  Tue Feb 28, 2012 9:17 pm
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Very impressive, Thijsku! I would recommend going ahead and adding a spoiler tag to your post since the screenshot is so huge (and I can only imagine how long it took you to combine all of those captures.) I personally couldn't find anything wrong with the map, and Tindy found very little, so this is certainly a beautiful and well-made map. Great job!

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Reaper*
  Mon Mar 05, 2012 10:17 pm
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Hi, I'm currently doing a project and was thinking on a 2nd project which got started today.

The premise is a survival game and I was wondering if a game with this theme would work for you people?

Image

(This screen was used on a map from my current project to the new one with the "new version" of the tileset so no fogs or screen tones are on this pic.) This is a simple mockup done in a few minutes I'm thinking on using other type of tilesets but to not waste time I did this and the colours turned out pretty good in my opinion.

I was thinking on having the game all in black and white excluding red (Ala sin city) or I could do it only red for the blood instead.

Let me know what you guys think :)


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9robin3
  Fri May 11, 2012 4:58 pm
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Hello, I have been working with a tileset and map for my game, originally designed by COYOTECRAFT:

Image

NOTE: I have just made improvements to the map (and some addons to the tileset) but many people say it looks terrible, as I "don't know how to use the tiles the correct way (among my friend Coyotecraft)

Please help!

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Fusty
  Fri May 11, 2012 5:48 pm
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Well, I don't really have time to go into any details, but from glancing at it I can see a few things:

1: The tree autotile you're using around the edges, either remove it or use it properly.
You're supposed to put trees underneath them so they simulate the top of a forest. (As far as I know anyway..)

2: Those custom trees really don't match the RTP style imo, I'd stick with normal trees if I were you.


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silver wind
  Sat May 12, 2012 11:22 pm
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@9robin3
you put a lot of thought into this map, and it shows. but there's room for improvements.
- nobody uses the tree auto-tile, it just looks bad.
- you have too many tree/flower types. use only 1 or 2 types, or edit the colors to make them more similar. while you're at it, edit those rocky pillars too.
- download round auto-tiles for water/ground etc, to get a more natural feel.


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9robin3
  Sun May 13, 2012 7:46 am
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Thanks both of you. I can change the trees to normal rtp trees from other tilesets. As for the tree autotile I could just delete it.

I could change the colors of the flowers.

I wil upload the improved map. Again, the original credits go to Coyotecraft

EDIT:

This is the new I got. I only included original RTP graphics, from different tilesets. IF there's anything not fitting it, please tell me:

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silver wind
  Tue May 15, 2012 7:15 pm
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looking better. if you want more comments:
- again: I'd stick to 2-3 flowers with similar colors, and 1-2 trees. I'd also remove the rock pillars.
- I just noticed something about the building with the giant tree, its roof should be visible. (compare it to the other buildings to see what I mean).
- use more of the ground-path or stone-path auto-tile, to break the monotony of grass.
- why did you make the angel statue so dark? it looks fine in white, like in the original RTP.


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9robin3
  Tue May 15, 2012 7:25 pm
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silver wind wrote:
looking better. if you want more comments:
- again: I'd stick to 2-3 flowers with similar colors, and 1-2 trees. I'd also remove the rock pillars.
- I just noticed something about the building with the giant tree, its roof should be visible. (compare it to the other buildings to see what I mean).
- use more of the ground-path or stone-path auto-tile, to break the monotony of grass.
- why did you make the angel statue so dark? it looks fine in white, like in the original RTP.


You mean the middle buolding? Ok I'll fix that!

Ok, well I changed the color of them because whatever I did, the angels and pillars kept being transparent ( I know how to do it, but re-coloring the entire background is a lot of work. 1 or 2 types of trees? Why? there are not 2 types of trees out in the real world.

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9robin3
  Thu May 17, 2012 1:57 pm
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UPDATE:


I made even more improvements. Hope you like it:

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9robin3
  Sat May 26, 2012 6:45 pm
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I dont mean to spam here lol, but I made another map. Thinks it looks very different to my others though:

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9robin3
  Sun Apr 21, 2013 12:21 pm
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I made a tower with many floors above each other (like a spiral stairs or square stairs).

When you walk up the stair on floor 1, floor 2, and 3 is visible etc.

say what you think or correct me if there is a (much) better way to do this

Image

Tanks in advice

Ps. I still would like comments on my ^earlier map^ (previous comment)

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DJ
  Sat Apr 27, 2013 8:30 am
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Well this is one of my forest maps.
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Map size : 101 x 90
People say that this map is too big and therefore hard to find path, but I don't really think so since the roads are quite simple
and the game have map system in it. And most of my maps have size about 50 x 50 ~ 120 x 120.
And some say the map lacks of something but i don't know what it is.

Well, give me your words people :-)

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Juan J. Sánchez
  Sun Apr 28, 2013 5:43 am
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That is one huge-ass forest map. Overall, it seems very well done.

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regi
  Mon Apr 29, 2013 12:57 am
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9robin3: Clever, but I don't think that's how the tiles were meant to be used. If you really want to go with this approach, though, I'd suggest taking the right-most screen and editing the stair tiles to create some going the other way.

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LaDestitute
  Fri May 03, 2013 7:02 am
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That's...very good looking. Quite expansive. Some sides seem jagged though.

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The professor's lab in my Pokemon rom hack, with mostly edited/custom tiles.


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DJ
  Sat May 04, 2013 5:57 am
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for the original 1:1 scale => HERE

Great Woods Village. [135 x 100] Starting town.
Name of it pretty much says its environment.... Town itself is built in forest.

This thing took me 2 weeks. -_-;; Is it too long for making of maps, I wonder?

But actually It took 2 weeks for making the final version. It is the map that has been re-made for few times,
So I'd say it took about... 3 weeks.

One man army is not... easy.

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LaDestitute
  Sat May 04, 2013 6:09 am
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That looks like a nice improvement. I actually can't see much wrong with it.
Some more of my Pokemon rom hack stuff:

Hero's room (Aiden)
Image

Living room
Image

Note, I edited the tiles I made for Aiden's room before mapping the living room, so it's an improvement.


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bacon
  Sat May 04, 2013 6:38 am
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DJ wrote:
Image
for the original 1:1 scale => HERE

Great Woods Village. [135 x 100] Starting town.
Name of it pretty much says its environment.... Town itself is built in forest.

This thing took me 2 weeks. -_-;; Is it too long for making of maps, I wonder?

But actually It took 2 weeks for making the final version. It is the map that has been re-made for few times,
So I'd say it took about... 3 weeks.

One man army is not... easy.

I love this map.
Everything is spot on. Only thing I would suggest would be to maybe edit the path auto tiles and have the long grass under it?

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DJ
  Sat May 04, 2013 7:17 am
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pipesnogger wrote:
I love this map.
Everything is spot on. Only thing I would suggest would be to maybe edit the path auto tiles and have the long grass under it?


That's quite a good idea. It will blend the long grass very well. But this could also mean it won't blend well in short grass.
Well, maybe i will be able to make shortgrass-blend version and long-grass blend version. Thanks for the advice.

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LaDestitute
  Sat May 04, 2013 7:33 am
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Last map I have to do before I actually do some major tileset modifying and start mapping my Pokemon rom hack's home town, Charge Town. This is the rival's room.

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rey meustrus
  Sat May 04, 2013 6:34 pm
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DJ and everyone else posting large maps, remember there's a tool around for simply capturing the whole map as an image: viewtopic.php?f=11&t=58344

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DJ
  Sat May 04, 2013 6:47 pm
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rey meustrus wrote:
DJ and everyone else posting large maps, remember there's a tool around for simply capturing the whole map as an image: viewtopic.php?f=11&t=58344


Yeah, know that tool but it takes way too long time for a huge map and due to how RGSS's built, It can't ran on background.
So I just use captures.

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Amy
  Tue May 07, 2013 8:59 am
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I'm a bit stuck with this. I have a chain of maybe 20 maps between two places and on the face of it they're all the same kind of map, which I think might be making it monotonous, but I'm not sure. Can anyone think of a way to spruce up maps such as this one without every map ending up a random clusterfuck, or is it fine (or nearly fine) as it is?

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LaDestitute
  Tue May 07, 2013 9:49 am
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That looks quite nice. Simple but good looking. The water could use some activity in it, but there's a bit too much empty space.

I couldn't use a bridge in Route 1 (which would use tileset 5 as it's second tileset) as changing Route 1's second tileset causes some of it's tileset to glitch into Charge Town if I go into Route 1 and come back.
Charge Town and Route 1 of my Pokemon rom hack:
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Xhukari
  Tue May 07, 2013 2:09 pm
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That looks quite nice Desti, but I noticed that the got a tree mess up on the right border, before it bulks out to 3 trees wide.


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LaDestitute
  Tue May 07, 2013 6:06 pm
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Fixed the mapping error you mentioned, and re-uploaded a newer version in it's place.


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Xhukari
  Tue May 07, 2013 6:37 pm
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I quite like what you have done, my only real complaint is the grass; it is quite bare for the most part, with the occasional tuft. You should introduce some differing kinds of tufts; some darker, some lighter and with different densities, this should help make the grass look more natural (they do this in the actual games too).


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regi
  Tue May 07, 2013 6:46 pm
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Amy wrote:
I'm a bit stuck with this. I have a chain of maybe 20 maps between two places and on the face of it they're all the same kind of map, which I think might be making it monotonous, but I'm not sure. Can anyone think of a way to spruce up maps such as this one without every map ending up a random clusterfuck, or is it fine (or nearly fine) as it is?

Where exactly is the path the player walks across? It's a little hard to tell. I would lessen the number of trees and add some more shrubbery if possible. A grass variation tile would also do wonders without making it overly crowded/clustered.

As for having 20 maps being the same, try going for a subtle transition. For example, if the player is walking from desert to plains, have the first few maps be more rocky, then a bunch of tiles that transition from rocky to grass, and the last few maps are all grass. This would help lessen monotony and make the player feel like he's actually going somewhere.

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