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Celestia Whitesword
  Thu Aug 20, 2009 8:01 am
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lawl, new to RM in general, to be honest! XD

But yeah, only stuff I have aside from those are my starting area, town, and dungeon as far as maps go. But the first ever posted here, yeah.

Think maybe I should consider having the steps and all that be more winding down a mountainside?

But yeah, looking for a smooth transistion from a cold chilly place to a more warmer place.

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Zealo
  Thu Aug 20, 2009 8:29 am
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Celestia Whitesword wrote:
...But yeah, looking for a smooth transistion from a cold chilly place to a more warmer place.


In those cases i usually use a cave as a transition point, enter in the snowy place, and you go out on the temperate place.


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MysticTrunks
  Thu Aug 20, 2009 11:12 am
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Update, I wish I could say I was done... but I can't so many lil details needed to be added.

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Love
  Thu Aug 20, 2009 12:32 pm
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@MysticTrunks:

The water is really squarish in your map. To be honest, the square water autotile is the worst thing in the RTP ever. There are some round water autotiles somewhere, you should use them instead to make the map look more natural. Also, I see some waterfalls without any elevations at all. Not really the best thing to do. You also have too much going around and you used lots of random items. Preferably, stick with a palette. Choose only two or three kinds of trees and use them. There are two trees in your map that really look out of place because it's the only kind. Same with the flowers and plants, better stick with a palette. Also, there are some really empty parts in your map. Try adding more trees. The weeds are not meant to be placed in water either. You should put them only on ground, but not in water. There are also some symmetrical lines here and there. The water in the background also, where does it come from? And it looks out of place when it hits the water, since it's like a line hitting a surface but not actually flowing in it.

Also...is that mountain floating? O.O

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MysticTrunks
  Thu Aug 20, 2009 12:38 pm
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Yea I know, ever play seiken densetsu 3? It IS a floating mountain and there's tons of examples in this topic. About the rounded water, never did find any.


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Love
  Thu Aug 20, 2009 12:49 pm
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Here you go:

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Should be better than the crappy square one. o.o

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MysticTrunks
  Thu Aug 20, 2009 12:56 pm
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haha, I just found it on neoseeker, I'm really looking for more than the rtp flower auto tiles. Sure the random flowers are nice but really...


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MysticTrunks
  Thu Aug 20, 2009 9:26 pm
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Update.
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Starting to look a lot more natural.


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Velocir_X
  Fri Aug 21, 2009 12:22 am
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I don't like the bottom right hand corner, dunno why - the square-ness doesn't agree with me


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Love
  Fri Aug 21, 2009 12:33 am
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Very empty if you ask me. That tree in the middle looks out of place still. You need to have more trees to be honest. Also, the autotile you're using for the waterfall when coming down from the water is not right. You should use the normal ones then use the shaded ones on. There is also lots of symmetries and waterfalls without elevations.

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Triddz
  Fri Aug 21, 2009 2:53 am
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Well, what can be said is that the second picture is a definite improvement from the first, so you're sorta on the right track. There are a lot of small errors you need to look out for. Most are immediately noticeable from the small screenshot, but would be found easily in-game.

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RED - The waterfalls are off, and other people explained why. There's... no water falling. There is no change of elevation from the top to the bottom. It's jarring, and you should find a way to fix them.
ORANGE - You're missing tiles. The sides of the cliff, and the left edge of the long grass. Also, on the left-most waterfall, the water ends abruptly. You need to use Shift + click auto tiles here.
BLUE and PURPLE (Sorry, wasn't paying attention with the colours) - The corners off the cliff are missing, a real quick, easy fix. There may be other corners I left out too.

Blah, I made so many colour mistakes. I'm not used to Windows 7's paint yet.


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candle
  Tue Aug 25, 2009 11:09 pm
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Also, where is that water coming from? where is the source?

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bubbaclark
  Wed Aug 26, 2009 6:51 am
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This is a rather small map i've made recently. I may have misused the footprints and the "ice" looking tiles, so clarify that if you can.

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Spooky
  Wed Sep 09, 2009 4:08 am
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Bubba, your cliffs are a bit straight right at the northwest edge; I'd randomize that a bit more.


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candle
  Wed Sep 09, 2009 7:56 pm
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You used the footprints a bit too much, and the "ice" tiles are technically shadowed snow. Your cliffs are decent, but could use a tad more variation in shape and/or height.

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LaDestitute
  Sun Sep 13, 2009 9:27 am
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Yeah, I know, the map looks bad probably.


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Andarilho
  Sun Sep 13, 2009 3:43 pm
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These fences looks a bit ugly, squared, but the rest aren't so bad. You could combine more trees alternating between the second and third layers. The water should be more organised too.

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It's a test with a lighting effect tecnique, remembers some kind of classic Adventure or Survival Horror.

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Love
  Sun Sep 13, 2009 4:09 pm
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This is looking pretty gorgeous, Nightwalker. The light is looking awesome and pretty real. The only gripe I have is that the walls are some sort of "floating" on the floor. But over than that, it's looking pretty nice. =D

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Andarilho
  Sun Sep 13, 2009 4:18 pm
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Thanks ^^

Quote:
The only gripe I have is that the walls are some sort of "floating" on the floor.


Looking now, I should have put some shadows near the bottom of the walls, in the ground.


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LaDestitute
  Sun Sep 13, 2009 8:00 pm
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Monster Holding Pen


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Kiriashi
  Wed Sep 16, 2009 7:14 pm
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Location: Behind you with a knife..... a big knife.
What do you guys think?

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It's based off of Tindy's map, yes.

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Love
  Wed Sep 16, 2009 7:22 pm
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Looking pretty good, Kiriashi, but I think it's a little too cluttered. Try cutting down the stuff a little.

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mark1707
  Thu Sep 17, 2009 2:42 pm
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Your map isn't bad, but i think yo can do more with the fog.. :biggrin:


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rey meustrus
  Fri Sep 18, 2009 2:32 am
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It's a few pages ago, but I somehow missed this entire thread after the last one was closed...

Regi wrote:
For larger maps, most paste together 20x15s in an image-editing program. But there's also a script by SephirothSpawn, I believe; you can try a search.


I died a little bit when you said that. The script is mine, and I recently updated it. It is capable of getting 150x150 at full zoom, 400x400 at half zoom, and 500x500 at quarter zoom.

I will be posting something soon. It's really, really big, though admittedly I have only done about 1/3 of it so far, and nothing inside.

@NightWalker: The lighting effects are really nice. How do you accomplish that? Do you just make a mask and layer it as a fog? What is your method?

@Miles Castea: The blue screen tone looks really strange. The map has a lot of open grass, and it doesn't look natural. It needs more variation, tall grass, small plants, not the sparse bush. Also, the player's path should be more constricted and directed.

@Kiriashi: Something about the swamp tileset just makes it easy to make good-looking detailed maps. I don't have much to say; this part of the map, anyway, is really nice, though I'd worry about how you're telling the player where to go once the ground opens up.

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regi
  Fri Sep 18, 2009 3:31 am
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I'm pretty sure there's another version by Seph that I used before, but yours looks nice as well. Sorry about it, anyway.

@Kiriashi: I agree with Love on this one, it seems rather cluttered. There are a lot of linear trees toward the bottom, and IMO you overdid the curves on the area of land behind the tree just left of the bridge. You might also want to adjust the priority of the moss, so it appears in front of the tree.

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rey meustrus
  Mon Sep 21, 2009 10:12 pm
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I have a collection of work which I have done for the RPG Palace community RPG. As our membership has been dwindling and interest wanes, I feel I can put this out there to the RMXP community at large. This map is largely my work, with some of the major or more interesting pieces being lifted from Maxy's early designs of the city.

What you see here is the path to the Beaumonde cathedral, arching over the city canals. The cathedral itself is mostly the same as Maxy's original design.

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The map really has nine layers: three separate maps of three layers each, layered on top of each other. I haven't actually made the script which will control this behavior yet, but I think it's the only way to achieve sufficiently multi-layered towns, where you have traversable canals and rooftop restaurants, like Maxy's work on Beaumonde.

Here is the same image, but with transparency in three places to show where there is a path on a different layer. My hope is to have the script which I eventually design create this kind of transparency automatically when the player walks under the tiles of another layer.

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There are several pieces in here which I added to the screenshot. The fountains are RTP, and are added by events. The water is a pair of transparent autotiles, which I share with you (1 2). There are also isometric city walls, square pattern walls going up stairs, and tiles which conjoin stairs going in different directions. I share with you my personally modified version of Inq's tileset which has these additions.


Finally, I present to you a composite image of all of my work on the town so far. It lacks detail because I'm just trying to fill the space with structurally interesting pieces right now, but there is quite a lot of it. I would like critique on anything that strikes you; the town's structure, mapping errors, the cliffs, the new tiles I've added to Inq's set, anything.

And by the way, this was constructed using my Map Image Maker, from a map of 400x400 tiles.

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Lune de la Cruor
  Mon Sep 21, 2009 10:44 pm
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Well the water fountains clash with the tileset, they look totally out of place.
Also you have quite a few perspective errors in your map. I marked them.
The towers are edited a bit wierd...it looks like the tile is coming towards us(more like a bridge) than a side of the tower, but maybe that's just me.
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The rest is real pretty! =)

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rey meustrus
  Tue Sep 22, 2009 12:15 am
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Does this address some of your comments?

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The perspective problem in the cathedral, if you'll look more carefully, is not an error. If viewed from above, it would look something like:
Expand to see the code.

Where 'R' is the roof, and 'r' is a roof that does not touch the ground (the arches). If that helps conceptualizing it at all...that roof is not directly above the space you measured out as 3 spaces.

I'm not sure what's wrong with the arches at the bottom of the picture.

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Tindy
  Fri Sep 25, 2009 4:12 am
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It's pretty, but it really hurts my eyes. It's hard to tell what is where and what is what because everything is so detailed.

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Feldschlacht IV
  Sat Sep 26, 2009 8:35 pm
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Location: MICHAEL CONFIDES TO PET CHIMP
What do you think about this?

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