MAP MAKING 101
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Ok, so I've been working on verious projects, and most everything goes fine, till it comes time to create maps, which is when i fall short. So I was wondering if...
Could we make a refernce of tips and tricks to help inprove map design?
I also ask because I'm not the only one who could use some help when it comes to map design, a few others could use some work too.
Could we make a refernce of tips and tricks to help inprove map design?
I also ask because I'm not the only one who could use some help when it comes to map design, a few others could use some work too.
I SUCK at mapping, and I used to be worse until I took this tip into consideration:
-Less is better
Basically saying, the less space you give your player to travel around, the better. Place A LOT of random trees and objects, but don't trap the player ... still give the player enough space to move
I know that is not much help, but it's what I've been doing when making maps ... :D
-Less is better
Basically saying, the less space you give your player to travel around, the better. Place A LOT of random trees and objects, but don't trap the player ... still give the player enough space to move
I know that is not much help, but it's what I've been doing when making maps ... :D
3-tile rule!
Try not to put more than 3 tiles in a row on a nature-based map (forests, rivers, mountains, caves, etc...). Basically, this rule of thumb is used to make maps more organic.
Same here. I find i map better doing houses instead of towns, large open areas etc.
But i too SUCK at mapping as well.
But i too SUCK at mapping as well.
Mapping is all about proportions. Study maps from other NES and SNES games to get a sense of scale. The houses don't need to be in realistic proportions to the characters or even each other. What is important is a sense of scale, that things are an appropriate distance away from each other. You judge this by the size of your character sprites and the nature of your tilesets.
Tileset from FF2, FF:Origins Edition.
Take a look at this map I did a while ago. Because I have 16x16 pixel characters, smaller houses are acceptable. They will still retain thier sense of scale compared to the little characters. Also, the little characters look like they need less room to move around, so you can have narrower (1 or 2 tile) passages and not have it look claustrophobic. You have to imagine (or test) what the map will look like on screen, and considering you will see up to 20x15 tiles, you want the screen to look full but not crowded in each view. The three tile rule is a load of hogswallow, as you can see here. With not a whole lot for town accessories, I put the trees out in what seems like good proportions, not crowding paths but adding to the look of the map.
Considering what you're going to be seeing on screen at any given point in time is crucial to map design. If your map is sparse, the player will get a feeling of desolation or perhaps feel lost without landmarks. If its too heavily populated, it will look like EVENT OVERLOAD and be generally cluttered, and it may be hard for the player to find the paths.
Tileset is custom made.
Here is what I feel is another well done map. Take a look at the layout of the town: it would be easy to remember where each of the buildings is and know how to reach them within a couple minutes of exploration. Building functions are clearly marked and generally well distributed. In case you couldn't tell, I am a fan of the "walled in town" approach, seeing as how it is both minimalist and rather nostalgic.
Tileset from FF2, FF:Origins Edition.
Take a look at this map I did a while ago. Because I have 16x16 pixel characters, smaller houses are acceptable. They will still retain thier sense of scale compared to the little characters. Also, the little characters look like they need less room to move around, so you can have narrower (1 or 2 tile) passages and not have it look claustrophobic. You have to imagine (or test) what the map will look like on screen, and considering you will see up to 20x15 tiles, you want the screen to look full but not crowded in each view. The three tile rule is a load of hogswallow, as you can see here. With not a whole lot for town accessories, I put the trees out in what seems like good proportions, not crowding paths but adding to the look of the map.
Considering what you're going to be seeing on screen at any given point in time is crucial to map design. If your map is sparse, the player will get a feeling of desolation or perhaps feel lost without landmarks. If its too heavily populated, it will look like EVENT OVERLOAD and be generally cluttered, and it may be hard for the player to find the paths.
Tileset is custom made.
Here is what I feel is another well done map. Take a look at the layout of the town: it would be easy to remember where each of the buildings is and know how to reach them within a couple minutes of exploration. Building functions are clearly marked and generally well distributed. In case you couldn't tell, I am a fan of the "walled in town" approach, seeing as how it is both minimalist and rather nostalgic.
Blitzen has some good advice with the proportions. You always have to look at things when you're in that 20x15 view in game.
Tell me what kind of map you want to see and I'll give you guys a step by step tutorial on it. I'd be glad to help out.
And the 3 tile rule is dumb.
Tell me what kind of map you want to see and I'll give you guys a step by step tutorial on it. I'd be glad to help out.
And the 3 tile rule is dumb.
I like how hating on the 3-tile rule is the "in" thing to do these days.
For a large scale world map, the 3-tile rule works great!
For a large scale world map, the 3-tile rule works great!
author=Max McGee link=topic=2412.msg42921#msg42921 date=1226378858That was Map Making 100: Introduction to Map Making. This is Map Making 101: Map Making Basics.
Didn't we have another topic like this before here??
Clearly different.
author=kentona link=topic=2412.msg42906#msg42906 date=1226375751No, you don't understand. It's not the "in" thing to do. It is stupid.
I like how hating on the 3-tile rule is the "in" thing to do these days.
For a large scale world map, the 3-tile rule works great!
Yes, you should have variety in your maps and they shouldn't have straight walls that are 20 tiles long. But it has nothing to do with the design of a map. It certainly does not apply to indoor maps. In fact, the only thing it can somewhat apply to are WALLS. If I followed the 3-tile rule, then that means I can't have roads that are more than 3 tiles, grass that is more than 3 tiles, or water that is more than 3 tiles.
It is stupid.
Do you guys want an example or not? Tell me what it is (wilderness, town, inner) and I'll help you out.
This is the first time I've ever heard of the three tile rule, I've got along just fine without it. Just be creative. If it works for you that's fine, as long as you're happy with what you create.
When I started I found it tough to find my feet with mapping but after about two weeks of non stop practising I just got into it. It's all about finding the style you're good at, I can't map with FF6 for shit, nor can I map castles. But I don't let it stop me. If anyone ever asks me, I'd always be willing to help. Once I get good enough I want to start making maps for people anyway.
I can't really gives tips for mapping in general, but it's always good to go in with an idea in your head, but don't be set on it, because more often that not it won't turn out like that you imagined, just go with it, and just pratice a bit. I've still got my first maps and you can actually see myself improving as you go through them xD.
When I started I found it tough to find my feet with mapping but after about two weeks of non stop practising I just got into it. It's all about finding the style you're good at, I can't map with FF6 for shit, nor can I map castles. But I don't let it stop me. If anyone ever asks me, I'd always be willing to help. Once I get good enough I want to start making maps for people anyway.
I can't really gives tips for mapping in general, but it's always good to go in with an idea in your head, but don't be set on it, because more often that not it won't turn out like that you imagined, just go with it, and just pratice a bit. I've still got my first maps and you can actually see myself improving as you go through them xD.
author=Neophyte link=topic=2412.msg42946#msg42946 date=1226380865I'll bite! What would you do for a snowy forest dungeon?
Do you guys want an example or not? Tell me what it is (wilderness, town, inner) and I'll help you out.
I would say that a river can't possibly be 3 tiles long and still LOOK like a river.
The 3 tile rule would make towns like Hauksness in Dragon Warrior I:
I think studying the classic games and taking proportions into account makes a lot more sense than putting in 3 grass tiles, stopping yourself and going "OH NO, I have to put a DIRT tile on there next or there will be too much grass in this patch!".
The 3 tile rule would make towns like Hauksness in Dragon Warrior I:
I think studying the classic games and taking proportions into account makes a lot more sense than putting in 3 grass tiles, stopping yourself and going "OH NO, I have to put a DIRT tile on there next or there will be too much grass in this patch!".
I've never used the three tile rule or anything but isn't it actually pretty good? It's intent is not to disallow huge walls. But to make those walls have a crack or discolouring or something every now again (where three is probably a good number)
For example if you look at the walls in Blitzen's maps they clearly follow the "three tile rule" every now and again there's a bit of difference, in the coloured map there are the different tiles that stick out with a bit more snow and in the black and white map there are trees sticking out making the wall less repetitive.
Any map where form a single tile you can go three tiles in any direction and there's the same tile in all 8 directions for all those steps. That's a sucky map. There's probably exceptions depending on resolution and style and things but generally in rm2k's resolution that's a sucky map.
Other than that I don't have tile-based mapmaking advice, since I don't generally use tiles a lot anymore.
(edit: look at this map for instance:
There's a lot of... wasteland there but it still adheres to the "3-tile rule" since the textures don't repeat for every tile. Instead they repeat every now and then. You can clearly see it's the same tiles but they're put in different orders to create a pattern on the ground that isn't entirely repetitive)
For example if you look at the walls in Blitzen's maps they clearly follow the "three tile rule" every now and again there's a bit of difference, in the coloured map there are the different tiles that stick out with a bit more snow and in the black and white map there are trees sticking out making the wall less repetitive.
Any map where form a single tile you can go three tiles in any direction and there's the same tile in all 8 directions for all those steps. That's a sucky map. There's probably exceptions depending on resolution and style and things but generally in rm2k's resolution that's a sucky map.
Other than that I don't have tile-based mapmaking advice, since I don't generally use tiles a lot anymore.
(edit: look at this map for instance:
There's a lot of... wasteland there but it still adheres to the "3-tile rule" since the textures don't repeat for every tile. Instead they repeat every now and then. You can clearly see it's the same tiles but they're put in different orders to create a pattern on the ground that isn't entirely repetitive)
I used the 3 tile rule when I was starting out mapping, trying to get better at it. Once I had a better idea of how to make my maps better (and that did help), I eased up on it.
I don't think it should necessarily be a "rule" or a requirement, but a guideline that can help you create variety in your maps and make them look more interesting.
Also, obviously there are things you don't use the rule for, such as rivers, indoor areas, paths, etc.
I don't think it should necessarily be a "rule" or a requirement, but a guideline that can help you create variety in your maps and make them look more interesting.
Also, obviously there are things you don't use the rule for, such as rivers, indoor areas, paths, etc.
halibabica, I was thinking more of a guide. If you're asking me to design a whole dungeon, I don't have the motivation for that. There's many things I could DO, but those choices are up to the creator. I don't want the guide to be something you copy exactly. That helps nobody. A good question would be How do you start? What steps do you take to give the place an atmosphere? And how can you designate where the player should go? If that's what you wanted, I can definitely help.
Let me whip something up, since I saw somebody here asking how his maps were and he just so happened to use a tileset I have been using. I will start there.
Let me whip something up, since I saw somebody here asking how his maps were and he just so happened to use a tileset I have been using. I will start there.
Okay, I wasn't quite sure what you meant. Your question was rather vague...how 'bout some parameters?
We're looking at a 75x75 flatland forest where snowfall is constant. It's a place where enemies live (hence, a dungeon by my definition). We have different types of trees/shrubs for obstacles, as well as varying blocks of ice. We also have snow for the ground, and some icier patches here and there. The goal is to make the walk through the map not frustratingly dull. How would a good map like this be set up to make adequate use of the space and enemy encounters without becoming boring or tedious?
Sorry if that's too specific, I'm trying to find something out here.
We're looking at a 75x75 flatland forest where snowfall is constant. It's a place where enemies live (hence, a dungeon by my definition). We have different types of trees/shrubs for obstacles, as well as varying blocks of ice. We also have snow for the ground, and some icier patches here and there. The goal is to make the walk through the map not frustratingly dull. How would a good map like this be set up to make adequate use of the space and enemy encounters without becoming boring or tedious?
Sorry if that's too specific, I'm trying to find something out here.