COULD ANYONE THROW ME A FEW CITY MAPPING POINTERS?

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I'm glad you guys liked it.

It's a bit fuller now, more NPCs, some more objects. It's still empty compared to how busy I wanted it to be, but maybe it's better to leave it that empty than feeling with NPCs saying irrelevant stuff.

I don't know how long it took me to make it, because I'm still working on it. But the map itself is not that complicated, I just combine a few different walls with a few different roofs to give the sense of variety. I also used pictures and charsets for objects.

Here's the map:

tardis
is it too late for ironhide facepalm
308
what if you just had conversation-less npcs that were random/coordinated like the traffic cycle?
How would you differentiate them from talking NPCs?
Give the talking ones excalamation marks above their heads.
Looks good from what I see. Now you need cars!
The best tip I can give anyone for mapping is use less with more. Start out small about 50 x 50 and slowly grow larger, but make sure to add as much detail as you can. When you've finished, add more detail and more detail and MORE DETAIL. The more you add, the better off the map will seem large and full.

How can I add a butt load of detail with a limit of the tiles I have with RM2K3? Easy, use character sets with those extra details you can't fit on the tile set. Best of all, you can ANIMATE with character sets, thus giving you options you didn't think you had. Such as a water fountain, or smoke coming from a chimney.
slash
APATHY IS FOR COWARDS
4158
^
I have been doing this with water fountains and fans and things, although I could use even more.
LouisCyphre
can't make a bad game if you don't finish any games
4523
When you've finished, add more detail and more detail and MORE DETAIL..
This is pretty bad advice - detail is good, clutter is bad. Make sure your map isn't so overloaded with MORE DETAIL that you forget to, say, give the player a place to walk.
Yeah wtf, keep shit simple, don't overdo it. You should start with a rough general plan (well at least with indoor/dungeon maps) eyeball the size, and adjust when necessary. Don't be afraid to cut stuff out.

edit: just so you know i didnt even look at the actual topic name, but im sure it's relevant somehow
My advice would be what WeasleX said. Start with a small map and just increase the size of the map as you go on. Building onto a solid foundation is much easier then having a huge canvas to work on and feeling overwhelmed by all the space. If you start small, you can fill the map and feel proud of your work. Then getting slightly bigger, you'll see the map develop and see it come to life. This process may feel like you're slugging along but trust me, you get fast results! I say try it out!
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