MAPS WEEKLY!

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Cap_H
DIGITAL IDENTITY CRISIS
6625
@Liberty you are so cool with your criticism. I love these comments and I have to admit that I was rude with my judgements past few days. I'm in process of writing some massive chunks of text for my grade work (don't really know how it is called in Anglo-Saxon world) and I'm simplz lazy to think afterwards. My lacking English is one to blame too.
To comment on your map, I luv how you did use the whole area of screen. As much as I like the basic layout I can't say the same for selection of tiles. But that is me being tired of rtp spilled wine. Bricks don't match with the rest by my opinion. Windows behind the bar make it look crowded. On the other hand I like stairs leading to a basement and damn neat positioning of tables.

ExtremeDevelopment I like your last map better than your previous 'tries.' As Liberty pointed out, it's still too huge to be comfy to walk around. But in case it would be a sole building in an area, I think it would be okay. I like the idea of roof restaurant. It's something pretty common in real world, tho rare in video games. Again, I would highlight ideal access path.

Link_Whatsmyavatarnow?andnow? Does OP stand for Opening post? I'll do that then.

And here comes my saloon (I haven't finished tower yet). Guess from which game is chapset borrowed?
Tables are placed as they are for the sole reason of missing lower part. Disposition is probly boring.
Well I know it's (REALLY)late but... here is my submission for the Marsh.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=Cap_H
ExtremeDevelopment I like your last map better than your previous 'tries.' As Liberty pointed out, it's still too huge to be comfy to walk around. But in case it would be a sole building in an area, I think it would be okay. I like the idea of roof restaurant. It's something pretty common in real world, tho rare in video games. Again, I would highlight ideal access path.


Yeah I thought it would be cool to have a rooftop restaurant.Also,I accept that as a compliment!

author=Cap_H
And here comes my saloon (I haven't finished tower yet). Guess from which game is chapset borrowed?
Tables are placed as they are for the sole reason of missing lower part. Disposition is probly boring.


Why didn't I think of making something like this myself?!It looks very good,but that barrel on the table is just...nah...
Final fantasy?Also I'm pretty sure it is chipset,not chapset.
author=Cap_H
Saloon




Eh, s'kind of a saloon, huh?
Like a modern day, western saloon.
Cap_H
DIGITAL IDENTITY CRISIS
6625
@Giznads, I guess it's eligible.

This week I'm bit early with the next theme. For the last two weeks We were mapping man-made structures. So It's time for some returning to nature. And as I want to start mapping my map for Wyrm Warriors, my choosing was pretty tricky. It's an easy theme, tho. It can be easily made with any RTP. It can be anything 'empty' as a matter of fact. The theme is (The Wastes)
Wasteland
That sounds fine, aint it?
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
Yay!I was waiting for the next one,I love mapping(even though my maps aren't that good).
I decided to go retro this time.Is this what you meant by wastes?If not,I can always make another one.

I also tried to make it realistic and use my real-life knowledge of what ruins look like.We have everything we need to live!A bath....a bath....and a bath....bricks....okay fine nobody would live here.
Cap_H
DIGITAL IDENTITY CRISIS
6625
You got the truth. Wastes doesn't make sense. I'm changing it to Wasteland. It is more imaginative form of the same. We know these from Metal Max.

Actually I like this better than your maps made in Ace. It can be caused by my late love for retro feel of 2k3 games, but this has in comparison to your previous works some spirit. There is some balancing needed as some parts of the picture seem to be overfilled with random detail. Personally I would make side path muddy. Upper part of the temple is strangely bare oppositely to upper right part of the map. The small pool looks out of place. On the other hand I like some touches, such us the entrance to a chapel hidden behind trees or these old basis of columns.
I think it's very good. The details make sense since nature has obviously taken over the area and nature is quite random. There's enough details to fill the map but not enough to over crowd the area and the white space works well to enhance the pathing, letting you know where you're supposed to go. I would work more on not putting things in the same grid lines (for example the flower next to the fallen column) so that it 'breaks' the grid look a bit more.

Also, consider what the area was used for before it fell in to ruin. It looks like a road led to the building, but why is there one random collapsed column next to the road? Humanity likes symmetry so there would have more likely been one on either side of the path. Even a few bricks to show that it was there but was worn away. You could also have broken up the hedges a little, let them grow a bit wilder now that no-one is trimming them. (And the roof tile is really a road tile btw. ;p )

That said, it's pretty good~ ^.^)b



Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=Cap_H
You got the truth. Wastes doesn't make sense. I'm changing it to Wasteland. It is more imaginative form of the same. We know these from Metal Max.

Actually I like this better than your maps made in Ace. It can be caused by my late love for retro feel of 2k3 games, but this has in comparison to your previous works some spirit. There is some balancing needed as some parts of the picture seem to be overfilled with random detail. Personally I would make side path muddy. Upper part of the temple is strangely bare oppositely to upper right part of the map. The small pool looks out of place. On the other hand I like some touches, such us the entrance to a chapel hidden behind trees or these old basis of columns.

Well,thanks!I do like the retro style of rm2k3 myself,and also I had the tileset ready so I did not have put all the passabilities.The side path leads to a garden(maybe?).It was there before the things were ruined too.Yes,it is but I didn't want to use too many trees because that way it would be too random.That's not a small pool.Remember how I said ''we have a bath''?Well,considering people did not have baths back then,they washed themselves in little pools.That's what it is.I've seen it in real life too.

author=Liberty
I think it's very good. The details make sense since nature has obviously taken over the area and nature is quite random. There's enough details to fill the map but not enough to over crowd the area and the white space works well to enhance the pathing, letting you know where you're supposed to go. I would work more on not putting things in the same grid lines (for example the flower next to the fallen column) so that it 'breaks' the grid look a bit more.

Yeah,I wanted to add more decorations but I already added in almost everything in the tileset.The grid thing,I agree.I'll watch out for that next time ^^.(You guys have very sharp eyes XD)

author=Liberty
Also, consider what the area was used for before it fell in to ruin. It looks like a road led to the building, but why is there one random collapsed column next to the road? Humanity likes symmetry so there would have more likely been one on either side of the path. Even a few bricks to show that it was there but was worn away. You could also have broken up the hedges a little, let them grow a bit wilder now that no-one is trimming them. (And the roof tile is really a road tile btw. ;p )

Oh yeah,I didn't think of that.For now,let's just say someone stole the other pillar(rpg logic).I know it's a road tile,but I didn't know what to use as a roof,plus you can walk on the roof!

author=Liberty
That said, it's pretty good~ ^.^)b

Thanks!

author=Liberty

I like that a lot!Only one thing:that hole-ish thing at the top is too close to the edge of the cliff,making it look weird.


Also,since that was not what you really meant,I made another one!
The travelers are happy to find an oasis after a long day in the desert



P.S:I am the butterfly!

Oh and also,Liberty?I made a town and a village using your tutorial.I did not do the water thing since I wanted to use the lilypads and stuff too.




That looks pretty nice. I would point out that in the first town shot, keep in mind the thickness of the roofs. If you look at the top room of the restaurant, the thickness of the roof on the top is 5 while the bottom part (on which it's sitting) is 4. That would either make the back part hang out over the roof at the back or make the building oddly shaped inside.

Also, I've been meaning to fix the water tiles so that you can have the reeds and lilypads work without worrying about the cliffs. I'll get on that. Though there's nothing stopping you from using it correctly in the desert scene.




Ya! Edit done~




It's not perfect - there's still the same issue with water plants not working on one layer (in this case the cliffs) and there's a small issue when you make indents (you have to extend it another tile), but it basically works.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=Liberty
That looks pretty nice. I would point out that in the first town shot, keep in mind the thickness of the roofs. If you look at the top room of the restaurant, the thickness of the roof on the top is 5 while the bottom part (on which it's sitting) is 4. That would either make the back part hang out over the roof at the back or make the building oddly shaped inside.


I see,I'll watch out for that next time too.

author=Liberty
Also, I've been meaning to fix the water tiles so that you can have the reeds and lilypads work without worrying about the cliffs. I'll get on that.


That'd be awesome!It should make the job a lot easier too.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=Potato_Coach
It is done!


Doesn't look bad,but there's some things I want to point out.

1)The place could use some more decorations.It looks too empty.
2)That bush at the top has a weird shape and doesn't look natural.
3)Once again,about the bush.The shadows from the cliff is covering the edges,making it look weird.
4)Why is there a random green spot in the middle?
The 'bush' is long grass. It's fine, though it could be broken up a bit more, using shift mapping to place edges next to each other if needed.. Unless you mean the bush in the middle? Because that is an RTP bush and yes, it looks a bit odd, but it fits the setting.
The use of other ground tiles helps break up the straight dirt sufficiently that there's enough 'detail'. It could probably use a few more but it's fine as an area you just walk through.
Good job using the shift mapping tricks. On thing you could also do is with the cliff to the top left:
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=Liberty
The 'bush' is long grass.

Oh yeah,I know.I just didn't think of calling it that.I'm not english,I can mix it up sometimes :P

Also,thanks for the edit!It will become very useful!
Good maps everyone!

Did you make those edits yourself, Liberty? Either way, i think they're pretty awesome. Really captures that dry feel of a wasteland/desert.

I've been waiting for this theme actually!

Also, since I'm a crazy map-maniac:

Man, looking at these maps makes me pretty thirsty! XD
Yeah, I make my own edits. ;p Ah, bar the double-tree, which is Mack tiles.
That's looking pretty nice.
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
author=luiishu535
Good maps everyone!

Did you make those edits yourself, Liberty? Either way, i think they're pretty awesome. Really captures that dry feel of a wasteland/desert.

I've been waiting for this theme actually!

Also, since I'm a crazy map-maniac:

Man, looking at these maps makes me pretty thirsty! XD


I like it but the trees look very linear.Try seperating them a little bit.
For the most part they're okay. They edge the map to show where you can walk, forming a natural path for the players' eyes. Usually single-tile trees can get away with ilines as long as it's not all just lines since they're slimmer. That said, it could use a little variation and line-breaking but the palm trees are especially hard to use well due to their size and shape. But yeah, for the most part they're fine but, for example, the bottom middle line could be broken up a little more, same as the line along the middle cliff (say, for example, the top most tree moved over one would create a blank space and interesting 'shape'. Usually offsettting by one tile and leaving a blank spot can work wonders for breaking up a line. ;p )
RL has really stopped me from doing any map mak. >< I'll probably wait around for the next theme to roll around.