MAPS WEEKLY!
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Oh yeah thank you!I'll start working on the forest straight away!(Or I'll make a bunch because I really need practice)
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@Extreme, It's nice but little overcrowded and square. I would make the area smaller with less detail used more wisely. Stairs look strange. But It's not bad map at all.
Here is my map of sewers I made for Befuddle Quest. I need to admit, that I found it pretty hard to make them with RTP as there not really tiles which are supposed to be something like that. Map has some more watered areas as well, but altogether is pretty dry for a sewer.
I will be back with forest on Sunday (from an actual forest).
Here is my map of sewers I made for Befuddle Quest. I need to admit, that I found it pretty hard to make them with RTP as there not really tiles which are supposed to be something like that. Map has some more watered areas as well, but altogether is pretty dry for a sewer.

I will be back with forest on Sunday (from an actual forest).
author=Cap_H
@Extreme, It's nice but little overcrowded and square. I would make the area smaller with less detail used more wisely. Stairs look strange. But It's not bad map at all.
Here is my map of sewers I made for Befuddle Quest. I need to admit, that I found it pretty hard to make them with RTP as there not really tiles which are supposed to be something like that. Map has some more watered areas as well, but altogether is pretty dry for a sewer.
I will be back with forest on Sunday (from an actual forest).
To be honest,I don't think it's bad at all.The only complaint I have is that the grassy water doesn't mach with the ground tiles.
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
"Generic Forest" is a map I won't be making. Wonder if I can make some kind of interesting forest zone out of my tilesets, though.
ESBY, why are the reeds green when everything else that should be green is shades of tan?
ESBY, why are the reeds green when everything else that should be green is shades of tan?
author=SnowOwlI dunno I've never been a fan of making forest maps so I thought maybe it's time for some training.
What about the forest from it moves? Also, I love the tilesets you use! You shpuld release public sprites sometimes :)
Also, is that thing in the bottom water or fog?
Looks like fog to me, otherwise the trees wouldn't be half covered in it, don't you think?
author=Seiromem
Looks like fog to me, otherwise the trees wouldn't be half covered in it, don't you think?
Yeah I thought it was fog too but just wanted to be sure. It does look a bit like water. Very pale water.
@ExtremeDevelopment
Just fyi, I spent a couple of hours putting together some of my futuristic sprites into a tileset, since you asked if I could put some sprites out for public use.
http://rpgmaker.net/resources/140/
Just fyi, I spent a couple of hours putting together some of my futuristic sprites into a tileset, since you asked if I could put some sprites out for public use.
http://rpgmaker.net/resources/140/
author=SnowOwl
@ExtremeDevelopment
Just fyi, I spent a couple of hours putting together some of my futuristic sprites into a tileset, since you asked if I could put some sprites out for public use.
http://rpgmaker.net/resources/140/
I didn't say you had to, it was just a reccomendation. Also, they look awesome! I may make a game with them.
Nice Colors, Owl Snow.
I started working on my project for A Golden Week, this week and I haven't worked with 2k3's RTP never before. It's interesting how its limits encourage me to explore capabilities more and therefore my skills get better.
Forest was the first map I headed to make. It's not the bestest and I won't be using it (probably). The Cabin is way too small and the bottom left corner is overcrowded. But here we go anyway.

I started working on my project for A Golden Week, this week and I haven't worked with 2k3's RTP never before. It's interesting how its limits encourage me to explore capabilities more and therefore my skills get better.
Forest was the first map I headed to make. It's not the bestest and I won't be using it (probably). The Cabin is way too small and the bottom left corner is overcrowded. But here we go anyway.

author=Cap_H
Nice Colors, Owl Snow.
I started working on my project for A Golden Week, this week and I haven't worked with 2k3's RTP never before. It's interesting how its limits encourage me to explore capabilities more and therefore my skills get better.
Forest was the first map I headed to make. It's not the bestest and I won't be using it (probably). The Cabin is way too small and the bottom left corner is overcrowded. But here we go anyway.
To be honest I like it. It's pretty detailed and cute. Is that chicken on the tree, or did you not set the passablities?
Also, I like the idea of having trees in the water. Nice detail.
I hope I'm not too late to the party, I could use some practice, here is a simple forest:

And I even made a sewer map:


And I even made a sewer map:

author=El_WaKa
I hope I'm not too late to the party, I could use some practice, here is a simple forest:
And I even made a sewer map:
Your maps are not perfect, but not bad either. Your forest map is overrun by tall grass and it's too empty. It looks like it was made in 5 minutes. Detail is very important. There are barely any flowers and they are all the same.
About your sewer map, you placed the bottom event graphic in the wrong place. It looks like it's on the waterfall. It looks very straight forward. Maybe add some matresses or something? I wouldn't enjoy going around a map like that. There's nothing to explore.
Overall I think I'll give your maps 2/5. Sorry, but I belive you can improve them.
No such thing as a perfect map in any case, Eddy.
Breaking up the clumps of grass in the first shot and adding more trees would definitely help it out a lot. That said, if this is meant to be a clearing, it's understandable that the area would be clearer, though the grass should still be broken up a little more. I'd recommend looking in to Shift Mapping. That said, your composition ain't bad. There's plenty of 'white space' around and the players' can easily find the way forward.
The second one is pretty good. Just a few nit-picks. Use the shadow tool to extend the shadows 'off-screen' to give the illusion of the walls continuing on 'unbroken' into the next area, and move the spray sprite down one space - I know, the way it's set up is weird, but it needs to be one tile lower than you'd think to work correctly. Otherwise, all up it's a decent sewer. Good job.
Exploration is nice but not every area can be one for exploring in. Sometimes you need paths and straight-forward bits, breaks from exploration so that the player knows they're on the right track. Dungeons are about balance - a balance of exploration vs paths, battles vs item amounts, levels vs progress, movement vs encounters and so-on. Not every map needs to have every part of the dungeon in it.
Breaking up the clumps of grass in the first shot and adding more trees would definitely help it out a lot. That said, if this is meant to be a clearing, it's understandable that the area would be clearer, though the grass should still be broken up a little more. I'd recommend looking in to Shift Mapping. That said, your composition ain't bad. There's plenty of 'white space' around and the players' can easily find the way forward.
The second one is pretty good. Just a few nit-picks. Use the shadow tool to extend the shadows 'off-screen' to give the illusion of the walls continuing on 'unbroken' into the next area, and move the spray sprite down one space - I know, the way it's set up is weird, but it needs to be one tile lower than you'd think to work correctly. Otherwise, all up it's a decent sewer. Good job.
Exploration is nice but not every area can be one for exploring in. Sometimes you need paths and straight-forward bits, breaks from exploration so that the player knows they're on the right track. Dungeons are about balance - a balance of exploration vs paths, battles vs item amounts, levels vs progress, movement vs encounters and so-on. Not every map needs to have every part of the dungeon in it.
Eddy? Finding new names to call me? XD
Cashmere, I dın't think it's bad. It's pretty calm and detailed. Only one thing though, why is the chair near the barrel? I mean who would put a chair next to a barrel when there's a table 2 steps away?
Cashmere, I dın't think it's bad. It's pretty calm and detailed. Only one thing though, why is the chair near the barrel? I mean who would put a chair next to a barrel when there's a table 2 steps away?






















