DOING IT! - WEEK FIVE
Posts
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
Good use of space, and nice appropriate doodads, though I'm not sure what those rails are supposed to be at the bottom. It appears there's a wall just to the south of the rail - why would you have railing against a wall?
I would probably replace the teacups with something else too. Like a clipboard or something. At least make it a coffee cup, and only have one of them - people often drink coffee in the lab, but not with other people, they just sip it as they work. Having two cups together makes me think they were having a tea party there or something.
I would probably replace the teacups with something else too. Like a clipboard or something. At least make it a coffee cup, and only have one of them - people often drink coffee in the lab, but not with other people, they just sip it as they work. Having two cups together makes me think they were having a tea party there or something.
An industrial city thing that I have been working on for a while.

I've been mixing and matching with these tiles for ages, and trying to get the colours right.
I suppose what a good map should consist of is elevation and be structurally-sound. I also believe that multiple routes should exist for the player to navigate in, to sort of give them a sense of being in an open world, yet still confined to some limit; some overall direction they have to follow, but different ways to get there ('nd secrets and all).
I've been mixing and matching with these tiles for ages, and trying to get the colours right.
I suppose what a good map should consist of is elevation and be structurally-sound. I also believe that multiple routes should exist for the player to navigate in, to sort of give them a sense of being in an open world, yet still confined to some limit; some overall direction they have to follow, but different ways to get there ('nd secrets and all).
To be honest I find it really hard to make out what's in that shot.... you might be mixing way too much.
Liberty, never ever make any Doing It! involving maps again; people are too desperate to show off maps on the forum instead of on game profiles.
Yeah, gathered that. ^.^; Cartography stage II+ are gonna be quite different than a general show map topic. Thought I'd get stage I out the way early so people could get it out of their systems and it couldn't be said that the general graphical side of mapping wasn't given any exposure.
Oh and please limit one map per person in this topic, people. Otherwise we'll just end up with a screenshot topic and no-one wants that~
Oh and please limit one map per person in this topic, people. Otherwise we'll just end up with a screenshot topic and no-one wants that~
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
I drink coffee while doing computer work all the time! Lots of people do!
I AM DRINKING COFFEE RIGHT NOW
I AM DRINKING COFFEE RIGHT NOW
^When I was 15 I was dead proud of this^ (Not from my current project though.)
post=147158
An industrial city thing that I have been working on for a while.
I've been mixing and matching with these tiles for ages, and trying to get the colours right.
I suppose what a good map should consist of is elevation and be structurally-sound. I also believe that multiple routes should exist for the player to navigate in, to sort of give them a sense of being in an open world, yet still confined to some limit; some overall direction they have to follow, but different ways to get there ('nd secrets and all).
^I could really do with that chipset for my current project^
I feel compelled to share this map. I am not sure why, it could barely be considered to be a part of a project at this point, much less one that will ever see the light of day. Maybe just because it was such a pain to make, but maybe because I wanted to share my though processes.
This map was vague inspired by a dream I had (I often get ideas from my dreams) but mostly it stemmed from a desire to make a sort of "temple of doom" sort of area, filled with traps and natural dangers rather than the typical monster-filled cave areas. I wanted a different sort of feel to the area, a sense of elevation rather than just walking along the same cave floor forever. The height adds a sense of tension, the dark chasm below a sense of foreboding, I also wanted to include both man-made structures and organic stone walls for a more natural feel, and combined with the lighting and general coloring of the map I think it really creates a sense of ancient mystery and wonder.
But I have babbled long enough about things no one cares about so here's the map for you all to mock.
This is in XP, by the way.
This map was vague inspired by a dream I had (I often get ideas from my dreams) but mostly it stemmed from a desire to make a sort of "temple of doom" sort of area, filled with traps and natural dangers rather than the typical monster-filled cave areas. I wanted a different sort of feel to the area, a sense of elevation rather than just walking along the same cave floor forever. The height adds a sense of tension, the dark chasm below a sense of foreboding, I also wanted to include both man-made structures and organic stone walls for a more natural feel, and combined with the lighting and general coloring of the map I think it really creates a sense of ancient mystery and wonder.
But I have babbled long enough about things no one cares about so here's the map for you all to mock.
This is in XP, by the way.



















