MAPS WEEKLY!
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I've moved the shelves down a tile, used only the tops of the shelves and placed the painting in a less awkward spot.
I tried adding some table cloth on the tables to make it less plain as well. 8D
author=apastr-drawsI've moved the shelves down a tile, used only the tops of the shelves and placed the painting in a less awkward spot.
I tried adding some table cloth on the tables to make it less plain as well. 8D
Oh yes,that definetly looks better!
author=CashmereCat
Yeah speaking of that it'd be really cool to have a place to discuss how to map certain areas. Maybe that can be part of what Maps Weekly is about? For example, one week might be how do you map, uh, a village. And everyone can pitch in on how they map it, functionally and aesthetically.
I think that's an awesome idea ^_^
Sure thing, lets make some item shops this week. My ideas for next theme like container, dorm, sewer can all either wait or are so strange that we don§t need to get around them any time soon.
So, the next task is to make an
Item Shop
It's nice and simple thing to do. Or does it only look like being simple? Are Items shops rain men of mapping?
Also, The day will come, I'll be finished with my clock tower and my map for Wyrm warriors. I'm just sooo exhausted. Some would call me a sloth.
Also do you have any themes you want feedback on? Like areas with houses, areas with trees, areas with cliffs. Write it loud, I'm listening. And If I'm not listening to you, I'm listening Portuguese surf rock. Don't worry If your suggestion is not used right away. There can be more suggestions and my goal is to keep variety in settings across weeks. I don't want you making three interiors in a row. I'm trying switching between nature, structures, interiors and dungeons (it's not an exact dividing).
Yippee! New teasin screennie from Pulse. It pulses with style (especially Style's graffiti). My only complain would be perspective of tires. They are too laid-back. They are drawn with a style, tho.
author=Cap_HIs it ok to make something like an outdoors bazaar?Because I tried making an interior map and I must say,I suck at interior maps(especially shops).
Item Shop
***Edit***
Ok,you know I tried an exterior map too and here's what I learned today:
I can't make bazaars.
So,I think I am just gonna sit this one out.I may do the sewer one.
author=ExtremeDevelopmentHow do you plan on getting better if you don't even try? There's people here that are excellent at giving feedback and suggestions, I'd make a map and listen to the feedback you get. It'll help you in the long run.
I suck at interior maps(especially shops).
So,I think I am just gonna sit this one out.I may do the sewer one.
One day I'll make a normal sized map.

author=ESBYauthor=ExtremeDevelopmentHow do you plan on getting better if you don't even try? There's people here that are excellent at giving feedback and suggestions, I'd make a map and listen to the feedback you get. It'll help you in the long run.
I suck at interior maps(especially shops).
So,I think I am just gonna sit this one out.I may do the sewer one.
Yeah,I know but I couldn't even give it a shape...
I may try again,but I doubt it will be good.
One thing I could try is making the table sideways.That may work actually.
author=ESBY
One day I'll make a normal sized map.
I think it's ok.Small maps usally look better than the larger ones.
What's with the two boxes at the top right corner?
This is so cute. And Santa in April, It definitely is a winter throwback. I like functionality of your store. Extreme has the truth about these crates they look strangely. They are not illogical, tho.
And for you, Extreme, that is one more reason to try, isn't it?
Here is my map. I was trying to make the smallest store possible without being only a decorated cash desk. I wanted to use Super Dante rips, but they lacked wares. I used Ocean's chipset from Paradise Blue. Luvely work, that game.
And for you, Extreme, that is one more reason to try, isn't it?
Here is my map. I was trying to make the smallest store possible without being only a decorated cash desk. I wanted to use Super Dante rips, but they lacked wares. I used Ocean's chipset from Paradise Blue. Luvely work, that game.

author=NeverSilent
Here's my attempt at the bridge map. I had to edit a few tiles, and I'm not entirely happy with some of the edges of the bridge and its lack of proper shadow effects. But overall, I'm quite pleased with the result.
Goats are good things for when you're crossing bridges.
I also like the bum sleeping under it.
Well....It's not that good,but here's my attempt.
I used the RTP sprites only so it doesn't look very good,but I guess it's better than the ones I tried to make in Ace.
So,how did it go? XD
Oh yes,I like the chipset.The only thing I don't like much is the chibi characters,but that's just my taste.
I like the map,nice design.Once again,just my own taste,I don't like the 1 tile tall walls.Only one thing about the map:
The magic shop's(I'm guessing it's a magic shop because of the potions)table doesn't match up match with the wall.Oh and one more thing;how are those guys gonna get out?You should leave a hole somewhere or else it will look like the guys are stuck in there.
Shopkeeper:Help me!I am trapped in this shop for eternity!

I used the RTP sprites only so it doesn't look very good,but I guess it's better than the ones I tried to make in Ace.
author=Cap_H
Here is my map. I was trying to make the smallest store possible without being only a decorated cash desk.
So,how did it go? XD
author=Cap_H
I wanted to use Super Dante rips, but they lacked wares. I used Ocean's chipset from Paradise Blue. Luvely work, that game.
Oh yes,I like the chipset.The only thing I don't like much is the chibi characters,but that's just my taste.
I like the map,nice design.Once again,just my own taste,I don't like the 1 tile tall walls.Only one thing about the map:
The magic shop's(I'm guessing it's a magic shop because of the potions)table doesn't match up match with the wall.Oh and one more thing;how are those guys gonna get out?You should leave a hole somewhere or else it will look like the guys are stuck in there.
Shopkeeper:Help me!I am trapped in this shop for eternity!
Maps~ ^.^
ED, here's a few examples of an outdoor bazaar I did with just the RTP tiles. It might give you an idea.
Oh and these edits I did can help too.
Just remember to put ! and $ in front of the name you give them.
ED, here's a few examples of an outdoor bazaar I did with just the RTP tiles. It might give you an idea.



Oh and these edits I did can help too.


Just remember to put ! and $ in front of the name you give them.
author=Liberty
Maps~ ^.^
ED, here's a few examples of an outdoor bazaar I did with just the RTP tiles. It might give you an idea.
Oh and these edits I did can help too.
Just remember to put ! and $ in front of the name you give them.
They look too good!MY EYES CAN NOT STAND THESE AWESOME MAPS!
You're really good at this...
I love them all!Thanks,I'll try to make one like these.
And here's my really ugly sewers.I can't even...

***Edit***
Ok,I made a bazaar too!Thanks lib,that edit really helped!



Both shopkeepers can get out. One has doors leading to yard, the second can walk round the counter as there is space between it and the bottom wall. That is the reason for it being the way it is after all.
Your shop is nice but it has some smaller flaws. Your walls are one tile high, cuz the second one is for ceiling. It lacks bordering, but it can be on purpose. I wouldnit use so many different items and instead I would focus myself on some shelves or any other piece of furniture. Why for Pete's sake is carpet in the corner?
As for the sewers, there is that disturbing black strip. Is it your intention? Also I would play with tile shifting some more. The pool under the upper waterfall looks like it is lying on the wall, instead of being under it. Otherwise, I thing chosen tiles are nice.
Your shop is nice but it has some smaller flaws. Your walls are one tile high, cuz the second one is for ceiling. It lacks bordering, but it can be on purpose. I wouldnit use so many different items and instead I would focus myself on some shelves or any other piece of furniture. Why for Pete's sake is carpet in the corner?
As for the sewers, there is that disturbing black strip. Is it your intention? Also I would play with tile shifting some more. The pool under the upper waterfall looks like it is lying on the wall, instead of being under it. Otherwise, I thing chosen tiles are nice.
author=Cap_H
Both shopkeepers can get out. One has doors leading to yard, the second can walk round the counter as there is space between it and the bottom wall. That is the reason for it being the way it is after all.
I see,but if it is in a game the player may not be able to think about it like that.
author=Cap_H
Your shop is nice but it has some smaller flaws. Your walls are one tile high, cuz the second one is for ceiling. It lacks bordering, but it can be on purpose. I wouldnit use so many different items and instead I would focus myself on some shelves or any other piece of furniture. Why for Pete's sake is carpet in the corner?
Well,isn't that the point?Item shop,ofcourse it focuses on the items :P
But I understand what you mean.
There is not much of shelves in the RTP sprites,so I used whatever I found.
It's in the corner because....I dunno what game characters think wkile building a shop!Maybe they just wanted it to be.
author=Cap_H
As for the sewers, there is that disturbing black strip. Is it your intention? Also I would play with tile shifting some more. The pool under the upper waterfall looks like it is lying on the wall, instead of being under it. Otherwise, I thing chosen tiles are nice.
I can clearly see how bad the sewers are.That black strip is a wall,but because of the tint it looks like a hole.Remind me to never make sewer maps again...
Carpet should be where people walk. Often it's used in shops to show the customer where to walk (we used this a lot in the shops I worked - long rugs were used to lead to the back area and to the counter - as a 'road') and muffle sound (lots of traffic = sound). Also, behind the counter. Unless you have worked behind a counter with no chair, you have no idea the havok it can do to your feet.
A fluffy, thick carpet behind the counter is a gift of the gods when working retail. Also, if you have stone floor, it blocks the chill of the stone/concrete. Never underestimate the wonder of carpets. <3
A fluffy, thick carpet behind the counter is a gift of the gods when working retail. Also, if you have stone floor, it blocks the chill of the stone/concrete. Never underestimate the wonder of carpets. <3
author=Liberty
Carpet should be where people walk. Often it's used in shops to show the customer where to walk (we used this a lot in the shops I worked - long rugs were used to lead to the back area and to the counter - as a 'road') and muffle sound (lots of traffic = sound). Also, behind the counter. Unless you have worked behind a counter with no chair, you have no idea the havok it can do to your feet.
Well,I remade the map seeing all the complains about the carpet(Most important thing ever).Does it look any better?Rpg maker 2003 doesn't have autotile carpets so I couldn't make it one tile wide.

You know what they say.A carpet in need is a carpet indeed.
author=Liberty
A fluffy, thick carpet behind the counter is a gift of the gods when working retail. Also, if you have stone floor, it blocks the chill of the stone/concrete. Never underestimate the wonder of carpets. <3
YES!ALL HAIL THE CARPETS!
Not a bad map, but there's a little trick you can do with the carpet at the bottom (since from the perspective your map is at you wouldn't actually see the bottom part of the trim): hold shift when you're placing the carpet on the bottom row and it will appear as a solid carpet tile without the gold trim.





















