SCREENSHOT SURVIVAL 20XX
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I can't help but feel like my world map looks a bit too flat, but I'm not sure how I can make it look less... ucky.
Help? ; w ;
Here's another thing I wouldn't mind being feedbacked upon.

also hi luchino i love your tinty stuff ;w;
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
well step one is to not have those sand borders between the land types
step two is to not have a desert, wasteland, tundra and grassland all touching right in one spot, good lord
step three is to probably not have such giant clumped regions of the same tile, especially whatever the hell is going on with the water there
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Your second screenshot is just... beyond saving. I think you will need to abandon it. Sorry. It doesn't have problems like "if you changed this it would be better" but rather "the entire way you've built and framed this whole area makes zero sense." What are you actually trying to do in this screenshot? It's really ultra bizarre, some context of what the hell is supposed to be going on here would help to give you better ideas of how to create the map.
step two is to not have a desert, wasteland, tundra and grassland all touching right in one spot, good lord
step three is to probably not have such giant clumped regions of the same tile, especially whatever the hell is going on with the water there
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Your second screenshot is just... beyond saving. I think you will need to abandon it. Sorry. It doesn't have problems like "if you changed this it would be better" but rather "the entire way you've built and framed this whole area makes zero sense." What are you actually trying to do in this screenshot? It's really ultra bizarre, some context of what the hell is supposed to be going on here would help to give you better ideas of how to create the map.
Both of them are far beyond point of saving. Just throw them in fire, read some tuts (I recommend Idrah's), play some gams and start anew.
Thanksguys. I might sound bitter, but I really do appreciate the feedbackening.
Things are kind of supposed to look wacky because the world these characters fool around in is all post-apocalyptic and meant to look terrible. Stuff like that firey tomb of doom are aspects of a lost kingdom reawakening. I guess I've been going for the wrong type of terrible ; w ;
I'm gonna work a lot harder on the objective quality of these maps and hopefully I can give you guys way better stuff. <3
Things are kind of supposed to look wacky because the world these characters fool around in is all post-apocalyptic and meant to look terrible. Stuff like that firey tomb of doom are aspects of a lost kingdom reawakening. I guess I've been going for the wrong type of terrible ; w ;
I'm gonna work a lot harder on the objective quality of these maps and hopefully I can give you guys way better stuff. <3
author=LockeZlol I don't think its even a pallete swap.
Oh lord. Dave Strider palette swaps with "OC do not steal" printed on his t-shirt now showing up in random games unrelated to his source material. Homestuck is officially the new Dragon Ball Z.
Sorry, I've been super slack lately. Just been enjoying time off.
author=LockeZIt's okay though, because WoW did it, too!
step two is to not have a desert, wasteland, tundra and grassland all touching right in one spot, good lord
@Enka
The world map isn't too bad. If the rules of your world allow for world generation like that it's fine. Otherwise just use a little sense. Hot areas tend to gradually taper off into cooler areas so a desert would slowly become plains, then forest. That said, you can have forest next to desert - I've seen it in my local area. Land growers have deliberately conserved some areas of forest in order to halt the growing desert.
The thing is, snow only really happens in the very cold areas or a high altitudes. A very cold area would not occur next to a desert. In fact, if it were that cold, the desert would be covered in snow too, so logically it wouldn't work at all.
As for the second one, it's a question of what you were trying to do in it. Fiery tomb of Death would work if it actually used the normal shrine/tomb graphics and added like a fiery glow to the door hole, then inside had fire-inspired designs, leading down into perhaps a lava area.
One of the other issues is that the map is very bland/empty. Even deserts have details.
@Feld
Looking very nice.
The world map isn't too bad. If the rules of your world allow for world generation like that it's fine. Otherwise just use a little sense. Hot areas tend to gradually taper off into cooler areas so a desert would slowly become plains, then forest. That said, you can have forest next to desert - I've seen it in my local area. Land growers have deliberately conserved some areas of forest in order to halt the growing desert.
The thing is, snow only really happens in the very cold areas or a high altitudes. A very cold area would not occur next to a desert. In fact, if it were that cold, the desert would be covered in snow too, so logically it wouldn't work at all.
As for the second one, it's a question of what you were trying to do in it. Fiery tomb of Death would work if it actually used the normal shrine/tomb graphics and added like a fiery glow to the door hole, then inside had fire-inspired designs, leading down into perhaps a lava area.
One of the other issues is that the map is very bland/empty. Even deserts have details.
@Feld
Looking very nice.
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
Enka, if you give more info about what you're trying to do, I did offer to give actual specific advice instead of just naysaying.
Like is there a really really REALLY REALLY good reason why you need lava just sitting in the desert like that? It had better have just been caused by a major event that was very important to the story, because it looks insane. Lava on the surface only occurs on volcanos, not at ground level in the desert. A floating continent would be more believable than that lava - at least a floating continent is something I can imagine a wizard doing on purpose.
Why are there FENCES? What the fuck?
Nothing about it is remotely post-apocalyptic - other than the fences, it shows no signs of ever having been inhabited in the first place.
That's not a tomb, that's a cave. Except the cave is clearly only about 3x3 tiles big inside. If you're going for large naturally-occuring underground complex, it should probably be, like, built into a mountainside? Not a rock formation the size of a tool shed?
The desert is just totally empty. Make an actual zone please, and have a cave or temple entrance be somewhere in that zone. The "zone" doesn't have to actually take up more than one screen worth, but every map should always look like it could just as easily keep continuing off-screen.
Just for comparison, though this isn't a spectacular map or anything, here's an entrance to a temple in an apocalyptic wasteland that I made for a game I helped with. Although the land here is wasteland, not desert, I could just as easily have changed the gray path to sand and recolored the rocks brown, and the map would have still worked perfectly fine. Please excuse the two clashing graphic styles of the temple walls vs. the rest of the screenshot - this isn't meant to be an example of anything approaching a perfect map, just a step in the right direction for you. Note that the size of the building is apparently pretty large, but it's only implied - you can't walk around the outside of the temple, you can just get to the entrance. This gives you freedom to do whatever you want with the maps inside. Note that the shape of the natural path, the important-looking approach to the entranceway, and the relative symmetry of the map (as symmetrical as a natural outdoor area can be) all serve to frame the temple and lead you towards it, adding gravity to the player's choice to enter.

These are all things you may or may not want to do - but can you explain why you don't want to do them, and what your way accomplishes instead? Right now, the things your method is accomplishing aren't worth what you're losing in exchange, which is basic aesthetics. If you can figure out and talk through what made you decide to do those things, it's probably possible to figure out a way to accomplish the same goals with a better-looking map.
Like is there a really really REALLY REALLY good reason why you need lava just sitting in the desert like that? It had better have just been caused by a major event that was very important to the story, because it looks insane. Lava on the surface only occurs on volcanos, not at ground level in the desert. A floating continent would be more believable than that lava - at least a floating continent is something I can imagine a wizard doing on purpose.
Why are there FENCES? What the fuck?
Nothing about it is remotely post-apocalyptic - other than the fences, it shows no signs of ever having been inhabited in the first place.
That's not a tomb, that's a cave. Except the cave is clearly only about 3x3 tiles big inside. If you're going for large naturally-occuring underground complex, it should probably be, like, built into a mountainside? Not a rock formation the size of a tool shed?
The desert is just totally empty. Make an actual zone please, and have a cave or temple entrance be somewhere in that zone. The "zone" doesn't have to actually take up more than one screen worth, but every map should always look like it could just as easily keep continuing off-screen.
Just for comparison, though this isn't a spectacular map or anything, here's an entrance to a temple in an apocalyptic wasteland that I made for a game I helped with. Although the land here is wasteland, not desert, I could just as easily have changed the gray path to sand and recolored the rocks brown, and the map would have still worked perfectly fine. Please excuse the two clashing graphic styles of the temple walls vs. the rest of the screenshot - this isn't meant to be an example of anything approaching a perfect map, just a step in the right direction for you. Note that the size of the building is apparently pretty large, but it's only implied - you can't walk around the outside of the temple, you can just get to the entrance. This gives you freedom to do whatever you want with the maps inside. Note that the shape of the natural path, the important-looking approach to the entranceway, and the relative symmetry of the map (as symmetrical as a natural outdoor area can be) all serve to frame the temple and lead you towards it, adding gravity to the player's choice to enter.

These are all things you may or may not want to do - but can you explain why you don't want to do them, and what your way accomplishes instead? Right now, the things your method is accomplishing aren't worth what you're losing in exchange, which is basic aesthetics. If you can figure out and talk through what made you decide to do those things, it's probably possible to figure out a way to accomplish the same goals with a better-looking map.
Sorrysorry. ; w ;
I tried making the cave entrance rather out of place because it's a completely optional area; the character is never actually tasked with visiting it.
The reason why there's fiery doom in the middle of a desert is because the apocalyptic event that occurred made all of the elements (general fireicewindwater etc.) go out of control, causing geometric oddities like fiery doom in the middle of the desert. The cave-looking thing does lead you into a rather small underground area, and from there you go down further into a very, very fire themed dungeon.
To the right of the cave entrance, past the fences, is the outer area of a base that your character escapes from in the beginning of the game. From that area, you can go to the wonky world map or, well, the cave.
On a larger scale, the entire region these areas are in are in a giant flatbed where an ocean used to be. (apocalyptic stuff) So I guess the lava isn't really on ground level, but it's not really so far below ground level to lava, either. ._.;
I'm relatively happy with where I decided to place the cave entrance, but, I'm just less happy with the way it looks. ; w ;
After all that, if you still think something awful is amuck, could you tell me? ;w; Thankss.
I tried making the cave entrance rather out of place because it's a completely optional area; the character is never actually tasked with visiting it.
The reason why there's fiery doom in the middle of a desert is because the apocalyptic event that occurred made all of the elements (general fireicewindwater etc.) go out of control, causing geometric oddities like fiery doom in the middle of the desert. The cave-looking thing does lead you into a rather small underground area, and from there you go down further into a very, very fire themed dungeon.
To the right of the cave entrance, past the fences, is the outer area of a base that your character escapes from in the beginning of the game. From that area, you can go to the wonky world map or, well, the cave.
On a larger scale, the entire region these areas are in are in a giant flatbed where an ocean used to be. (apocalyptic stuff) So I guess the lava isn't really on ground level, but it's not really so far below ground level to lava, either. ._.;
I'm relatively happy with where I decided to place the cave entrance, but, I'm just less happy with the way it looks. ; w ;
After all that, if you still think something awful is amuck, could you tell me? ;w; Thankss.
Don't apologies - it's something we've all had to learn about when we first started. No fret! XD
Honestly, any player looking for optional content is bound to explore anything they come across that looks remotely like it can be explored so you don't have to give it the FIERY PIT OF DOOM AND GLOOM DUN DUN DUUUUUUN treatment. ;p
Those who don't want to find optional content, won't bother to enter it and those who do will be looking all over for anything to check out, so even just a plain tomb would work. Explorers will be all "LEMME IN DAT SHIT" while those who won't will just walk on by like the losers they are.*
*Loooooooooosers~ :DDD
Seriously though, different play styles is fine. I'm just chain-yanking.
Honestly, any player looking for optional content is bound to explore anything they come across that looks remotely like it can be explored so you don't have to give it the FIERY PIT OF DOOM AND GLOOM DUN DUN DUUUUUUN treatment. ;p
Those who don't want to find optional content, won't bother to enter it and those who do will be looking all over for anything to check out, so even just a plain tomb would work. Explorers will be all "LEMME IN DAT SHIT" while those who won't will just walk on by like the losers they are.*
*Loooooooooosers~ :DDD
Seriously though, different play styles is fine. I'm just chain-yanking.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
Greetings from scenic Lefarnius!
author=LibertyTeeheehee.
Don't apologies - it's something we've all had to learn about when we first started. No fret! XD
Honestly, any player looking for optional content is bound to explore anything they come across that looks remotely like it can be explored so you don't have to give it the FIERY PIT OF DOOM AND GLOOM DUN DUN DUUUUUUN treatment. ;p
Those who don't want to find optional content, won't bother to enter it and those who do will be looking all over for anything to check out, so even just a plain tomb would work. Explorers will be all "LEMME IN DAT SHIT" while those who won't will just walk on by like the losers they are.*
*Loooooooooosers~ :DDD
Seriously though, different play styles is fine. I'm just chain-yanking.
The amount of secrets and explorational stuff in M:R is absurd, and I just keep adding more.
From the ability to take hated hasehold items, throw them in the bin and set them on fire, to all the explorable planets, to the very subtle Galaxion memeory banks.
All in the name of "I want to do cool stuff, lol!"
Hell, I'll probably add a memory bank for other big name characters, like Esperia and the scene of her death, and possibly of her ascension, though that'd be best kept for P:A I guess.
The second shot shows off the depth of the tiles better. The first has a better colour balance, but it looks sort of flat. The third is boring, theres too much tile repitition with the water and stone.
The second is my bet.
The second is my bet.
Yup, the second shows the most. Leveling, Roofs... However in terms of composition I prefer the third one. Laying carriage is a neat detail.
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
Erave: If you're trying to decide whcich one to post on your game page, just stick one of those wheelbarrows in the second screenshot. It doesn't have to be there in the final game, heh.
Feldsclacht: The grayscale successfully obfuscates the source of the ripped graphics and creates a different feel to them. I like the screenshot overall.
Enka: Don't apologize for not doing stuff perfect the first try. None of us do. Just work on improving it!
The explanation about the elements going out of control makes sense (I honestly did not expect to approve of the explanation, but I do). But in that case I would make it bigger. Have the entrance be desert, but after that have most of the screen be fire, lava, and crags, continuing to the edge of the screen to imply it's a large disturbance. You could have it, like, suddenly dropping off into a chasm or something, maybe, to keep the player from being able to walk too far? That kind of natural barrier usually looks a lot better than fences. And it would be in line with the idea that the area has been upset by multiple geological disturbances.
Feldsclacht: The grayscale successfully obfuscates the source of the ripped graphics and creates a different feel to them. I like the screenshot overall.
Enka: Don't apologize for not doing stuff perfect the first try. None of us do. Just work on improving it!
The explanation about the elements going out of control makes sense (I honestly did not expect to approve of the explanation, but I do). But in that case I would make it bigger. Have the entrance be desert, but after that have most of the screen be fire, lava, and crags, continuing to the edge of the screen to imply it's a large disturbance. You could have it, like, suddenly dropping off into a chasm or something, maybe, to keep the player from being able to walk too far? That kind of natural barrier usually looks a lot better than fences. And it would be in line with the idea that the area has been upset by multiple geological disturbances.
More custom stuff. Save the RTP placeholders ( doors, water decorations ) and FE faceset.
I realise there's a shadow inconsistency on one of the walls. And those vines with the white stripe. ><


I realise there's a shadow inconsistency on one of the walls. And those vines with the white stripe. ><

The wood in the water is too deep in comparison to the edge of the water. You could probably edit them, though, easily enough so that they'd fit.

























