• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
The "world map" the game will use.
  • Marrend
  • Added: 01/31/2013 05:08 PM
  • Last updated: 04/20/2024 03:40 AM
  • 8129 views

Posts

Pages: first 12 next last
Marrend
Guardian of the Description Thread
21781
I'm basing this off the map that Arbiters From Another World uses. The basic plan, as it was in Arbiters, is that players have a set move-path on this map, and the signposts are there to assist players with where they want to go.

Note that I would like to have at least one more enter-able location for this map, though I haven't decided on what it's going to be. Preferably, this location will be in the south-west, as that seems to be the emptiest space.

Anyway, I could probably use some pointers, and I figure I could test out this "actively seeking feedback" option...
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You should really probably figure out what scale you're using. The flowers are bigger than the buildings and the trees are the size of the castle. I know there's a certain amount of scale craziness on most world maps, but the way you're doing it is very different from how most world maps do it, so it stands out and looks unusual/awkward. The signs don't bother me as much, but I'm not sure I really understand what you're using them for. Could they be replaced with just text hovering in the air above each town, showing its name? Or does checking the sign actually do something interactive?

The road seems weird; it should really be one tile wide at the very most, and I've never heard of anyone paving everything for dozens of miles around the edges of a city. Also, get rid of the line of sand between the dark and light grass - isn't there a version of that dark grass tile that is edged by light grass instead of sand? It looks so bad right now that if you can't fix the sand you should probably just get rid of the dark grass.

Overall it probably also just needs some features. Since it seems like I guess you're probably trying to make it less zoomed-out than most world maps - I get the sense that this is a small section of a province rather than the east half of a continent - it might be fitting to have multiple heights and to show more details of the key locations.
Marrend
Guardian of the Description Thread
21781
With the scale of this map, I highlighted a portion of the world map that I made for Arbiters and said, "This is the area that's relevant to this game." The area in question was, like, 9 tiles by 10 tiles. I figured I'd make this map 19 by 21. So the "zoom ratio" was about 2:1. I guess I was a tad literal-minded with the roads, huh?

I think it's worth mentioning again that players would have no freedom of movement on this map. The signs are there to tell players where they will end up with the auto-movement that the map uses.

Elevation is one thing. I can toy with that. Features? Well, the building up north, in the woods, is supposed to be a school. We probably need some stuff up there. At the very least.

*Edit: Actually, using signposts to perform some kind of quick-travel before players get Beacon is beginning to interest me.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
But, uh, you can't read the signs unless you walk up to them and press enter, which you can't do if there's no way to walk around. If you have some kind of automated movement system, you don't need giant city-sized signs to interact with, because there's no way to interact with them anyway. So it'd be better to show the text all the time, right? Just put the names of the towns straight on the map, hovering permanently above each town.

"Twice the scale of another map" isn't really a scale :/ Well, I mean, it is, but it's not a useful one to anyone trying to give you feedback. I am mostly wondering if this map is meant to be the size of a few city blocks, the size of new york city, or the size of north america. Because that'll affect what kind of decorations you use. Trees vs. forests, cliffs vs. mountains.
Yesh there is definitely the scaling issue that comes to mind but if that's the style you want to accomplish then it hasn't been the first time its been used. The sign is a bit too large as well. Try scaling it down to something that might be found on the world map of Chrono Trigger.

The pathways in the grass are kinda awkward seeing that there's grass then sand then grass.

I'm a decent mapper so things like this can be a pain to work with. I think it just depends on how you want to present your game.
I don't make world maps, so I don't have much to say. :P

I think you should get rid of that extra paths on the right (The one cement path on the outer right, and the bottom), replace them with grass. You might also consider changing where the houses are. Also, put grass and flowers, trees around them.

By the way, get rid of that dark grass on the bottom left. And why are there some dark water tiles on top right ?
Marrend
Guardian of the Description Thread
21781
Map updated. I've taken out the signposts for the moment. They will serve a purpose, but I'm not sure if I can relay what they do without some kind of video. Which I'm not prepared to make at all.

I'm starting to get the impression that putting up a shot of the world map of Arbiters that this is based on will help smooth things out? I'm kinda thinking it would cause me more problems than solve them, though.


*Edit: Is it just me, or are those cliffs a little out-of-whack?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Something is goofy about the border between those cliffs and the lower height grass tiles. For one thing, sand border. For another, you have two different types of grass, though that wouldn't necessarily be a problem if the bottoms of those cliffs didn't have bits of the brighter grass sticking up below them.

It looks a lot better now though.
Marrend
Guardian of the Description Thread
21781
Total re-design, time! The map that I was using hasn't totally been ditched, though. It's being used in Arbiters From Another World.

Which means I should re-upload it on that gamepage at some point, huh?
Use one tile for the ground, Marrend. They really clash with each other. I did the same thing before, and Clarein corrected me. :)

Do you have a different tile that looks more concrete or walkway-like ? :P Also, I don't think the players can see grass area outside, right ?
Marrend
Guardian of the Description Thread
21781
author=Mr_Detective
Use one tile for the ground, Marrend. They really clash with each other. I did the same thing before, and Clarein corrected me. :)

I initially read this as "The grass tiles clash". However, I'm beginning to wonder if you're not also somehow segueing into your next point.

author=Mr_Detective
Do you have a different tile that looks more concrete or walkway-like ?

At which point, and I'm not 100% sure on this, but I think so!

As for the comment about players being able to see the grass, that's... a non-issue?

*Edit: For those inclined to pick on me look, ye olde mappe.
Marrend
Guardian of the Description Thread
21781
Image updated!

To be honest, I'm not particularly keen on this version. I suppose I will see what commentary comes my way.
I am not going to lie, that looks absolutely horrible and nonsense. :|
Marrend
Guardian of the Description Thread
21781
I don't really have better tiles for the roads, so... revert to the older tiles?
Marrend
Guardian of the Description Thread
21781
Old tiles and super laziness it is!
Marrend
Guardian of the Description Thread
21781
Image updated! Though, I've a feeling I'll want to get rid of that grass entirely at some point.

For this particular version, I'll allow players to traverse the map as they see fit. The larger buildings are supposed to indicate enterable areas.
author=Marrend
Image updated! Though, I've a feeling I'll want to get rid of that grass entirely at some point.


I agree.

The map is a lot letter to look at. Still seems a tad fake. Can you cramp more houses into the blocks?
I think the streets are okay, but the dark ground tiles should be replaced with a brighter one. :P
Marrend
Guardian of the Description Thread
21781
Yeah, I can cramp more houses into the blocks. As for removing the grass entirely, the basic plan would be to limit movement to the streets, and allow the buildings to be obstructions.

I had this odd thought of running my ideations of Nakae City through Sim City 2000. I swear I had a copy of that game, but searching through the game library proved otherwise. Oh well.
Pages: first 12 next last