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MY INTERIOR, HELP ME IMPROVE MY DESIGN

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Any feedback positive/negative would be welcome.
I'm attempting to map correctly for the 1st time ever but my simplistic ideas really don't cut it.
http://www.mediafire.com/i/?wd3pey5lrqgiwyd
the 3 rooms are fine space wise, but the "hallway" needs to be more narrow. interiors tend to be small and very straight forward for humans to walk around in. there's not much use for wide open space in a hallway in some apartment. basically there's just useless space you need to take away.

I think this should be in the help forum but technically it's... design i guess.
chana
(Socrates would certainly not contadict me!)
1584
You have a problem with the roof : the tile that separates the different rooms, it should be a roof tile, different from the walls ( I don't know xp so I can't tell you where it is on the chipset). Also, yeah, the hall is too big or too empy, fill it with plants, furniture, whatever pleases you, carpets wouldn't be a bad idea, in the rooms also.
thanks guys, it didn't look right & in my past efforts I've always tended to make every room the same size its kinda of a *Dumb* habit or a rut I've been stuck in.

thankyou for the feedback I'll be posting back soon with a re-structured room ;)

gnight all..
What are you trying to work on with this? The functionality? Or visual appeal? Both seem to need work.

Try envisioning your design as an actual real-world building. What would realistically make sense for its overall layout? Interiors are never just featureless open settings. Condense the room with wall shaping, furniture, doorways, windows, objects to interact with, etc. Always consider the realism, atmosphere, function and detail when working on your map design, or your game may seem lifeless and stale!

Here are a few examples I think are pretty decent:






Max McGee
with sorrow down past the fence
9159
Doesn't hurt that every single one of those was done with a fucking amazing chapset.
author=Max McGee
Doesn't hurt that every single one of those was done with a fucking amazing chapset.
An amazing tileset doesn't necessarily equal an amazing map. These maps also have had thought put into them...thoughts like what Blindmind was mentioning. XD
Max McGee
with sorrow down past the fence
9159
author=Max McGee
Doesn't hurtthat every single one of those was done with a fucking amazing chapset.

Always consider the realism, atmosphere, function and detail when working on your map design, or your game may seem lifeless and stale!

This certainly isn't all you need to do, though. I carefully considered atmosphere, realism, function, and detail for years and years and years while churning out tons and tons of terrible maps. What you really need, above and beyond those things, is a keen aesthetic sense, and barring that, lots and lots of practice.

In my opinion, there are only three rules to good mapping, and even those rules are bendable. Those rules are...

1) The smaller and more "full" a map is, the better it looks.
2) Outside areas should look as round and random and asymmetrical as possible.
3) Inside areas should look as straight/rectilinear, non-random, and symmetrical as possible.
ok check these out. I took chana's advice..


http://www.mediafire.com/i/?m71antl2it8do7g


http://www.mediafire.com/i/?08eq31qfs5i66yf


ok I know my bottom one is possibly NO definitely a waste of space but put into consideration what you peeps have just told me. I'll add in a few more tables chairs npc's, drunks lol...


also I'm still yet to complete either room, these are in my current project but I needed your opinions b4 I went head on into mass producing shit room designs ;)
thats awesome & inspiring blindmind :)
That's looking better already! The bottom floor does look a bit empty, though...

The friend I'm making my game with gave me a tip the other day that you might find useful:

"You don't need big rooms all the time. The smaller they are, the less empty space you need to fill, decorate or give context to."

Now, that's not to say you should make TINY rooms for no reason. But it's not a bad idea.
hell yes... I need a brain implant that remind's me "You don't need big rooms all the time. The smaller they are, the less empty space you need to fill, decorate or give context to."

thanks Aegix & all who replied :)
Ocean
Resident foodmonster
11991
author=Blindmind




What are these ones from? Other than the Badluck one?
chana
(Socrates would certainly not contadict me!)
1584
author=wellsy50
ok check these out. I took chana's advice..


http://www.mediafire.com/i/?m71antl2it8do7g


http://www.mediafire.com/i/?08eq31qfs5i66yf


ok I know my bottom one is possibly NO definitely a waste of space but put into consideration what you peeps have just told me. I'll add in a few more tables chairs npc's, drunks lol...


also I'm still yet to complete either room, these are in my current project but I needed your opinions b4 I went head on into mass producing shit room designs ;)

That's looking much better, now for the furnishing (and/or narrowing), also don't forget (2nd map) that the chimney must go all the way through the roof or they'll all choke in there!
You still have a lot of progress to make. It reminds me of how I designed maps in the beginning. Do these things on basically every map ever:
-Don't make your maps overly geometric. Meaning don't make everything a perfect grid with a bunch of rectangles and everything in alignment and symmetric. Let's go back and look at two of the previous examples...

These two illustrate the point better than the other two. Look at the shape of the floor plans. It's not very rectangular or symmetric, is it?
-Include a bazillion details. Seriously, one table? Think about including art on the walls, multiple plants, rugs, multiple NPC's, lighting / shadow effects possibly, maybe a cat or dog, put a thing or multiple things on the table like books, additional chairs that nobody is sitting in (don't necessarily arrange them perfectly symmetrically, remember?), statues, other furniture, a clock, random cracks in the walls, random pots, etc.. In bedrooms, you can have dressers, lamps, a foot stool, a pair of slippers, dirty clothes on the floor, a teddy bear, art, plants, a night stand, etc.
-Pick your floor plan and dimensions a little more strategically. What 2-story house do you know of with a giant, empty hallway on the second floor? If you picked your dimensions better, and put the bedrooms in a bit more of an L-shape, the empty hallway space could be much smaller.
-Study good maps and look for the things that they do that you don't.
-Youtube mapping tutorials. You can search something like RPGMaker mapping tutorial or RMVX mapping tutorial or w/e.

Take those tips and apply them to the extreme. Don't just make a slight little tiny improvement in your mapping. Your maps from now on should look nothing like the old maps.
@LDanarkos: your 2nd point sucks bro, yes spend hours putting in details that don't really matter. i really think people should be worrying about space and being minimalistic as possible when illustrating a location.

http://spriters-resource.com/snes/ff6/sheet/6673

the interiors are really compact, the player won't waste his time exploring them because the whole point is to talk to the NPCs. there doesnt need to be shit everywhere on the desks because the player probably doesn't care. there's an inn, the party's room has four beds, a table, a stove, 2 chairs, 2 lights, and a window. the player has already walked out the door after you read the last sentence.

if you want to get your game done look at SNES game maps, think about the time constraints of performing fucking feng shui on your tile editor.
author=Darken
think about the time constraints of performing fucking feng shui on your tile editor.

I laughed.

Agreed, keep it simple and practical and perhaps even finish your game!
I find those overly detailed and heavily parallaxed maps using the RTP (XP and VX are the worst) quite ugly. :X
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