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TIPS ON MAKING GOOD FORESTS

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post=Yellow Magic
The lack of 3-tile rule in this thread disappoints me.


Because it's a stupid rule.
Dudesoft
always a dudesoft, never a soft dude.
6309
what the h christ is a 3-tile rule?
Ooooh boy...

It's an RM mapping 'rule' that states that every three tiles you should try to add a tile to a map to make it look a bit more busy. Created to get rid of the 'humungo-bare-ass-map disease', it became more of a bandaid than a cure. Now days it's considered a bit much to have a different tile every third tile, but it was pretty popular a few years ago and people still recommend it to new mappers as a way to enhance one's mapping skills - especially when said newbie indulges in large, barren maps.

Most good mappers consider it an unnecessary rule, though, seeing as it ends up giving maps a very cluttered, messy feel.
Most good mappers consider it an unnecessary rule, though, seeing as it ends up giving maps a very cluttered, messy feel.


That really depends though, if you're swapping through floor tiles of different colors it would make it all cluttery, but if you use different tiles of similar colors it won't be so distracting.
Thanks for all the advice. Its starting to come together pretty well, although ive still got a loooonng way to go.
Dudesoft
always a dudesoft, never a soft dude.
6309
lol for a hobby that 3-tile rule sounds exceptionally retarded. Like really ridiculous.
post=Dudesoft
lol for a hobby that 3-tile rule sounds exceptionally retarded. Like really ridiculous.

Exactly.


It's almost contest-worthy to actually make a map where you never see the same tile in a three tile radius for any tile, and yet it still looks good. Bonus points for using every tile in your chipset exactly once.


Does this condone the three-tile-rule? Though I just made a forest, complete with rednecks camping in it.
lol for a hobby that 3-tile rule sounds exceptionally retarded. Like really ridiculous.


No one ever took the 3 tile rule seriously in the history of ever. It was just a guideline someone mentioned in a tutorial and some peeps decided to blow it out of proportion.
The 3-Tile Rule is one of the pillars of the Holy Church of Rmn.

"The Path"

In Rmnism, the Three Tile Rule both precedes and encompasses the universe. All the observable objects in the world - referred to as 'the chapset' or 'the ten thousand events' - are considered to be manifestations of the Three Tile Rule, and can only operate within the boundaries of the Three Tile Rule.

While the Three Tile Rule cannot be expressed, its adherents hold that it can be known, and its principles can be followed. Much of Three Tile Rule theory focuses on the value of following the Three Tile Rule - called Rtp (virtue) - and of the ultimate uselessness of trying to understand or control the Three Tile Rule outright. This is often expressed through chip and chap arguments, where every action creates a counter-action as a natural, unavoidable movement within manifestations of the Three Tile Rule.

The Three Tile Rule is often compared to water: clear, colorless, unremarkable, yet all beings depend on it for life, and even the hardest stone cannot stand in its way forever.

Aremen.


here is the first forest area. I took the "layered approach" as mentioned earlier.

Thoughts?
author=undefined
"The Path"

I did not read anything else. But The Path had a pretty decent forest didn't it.
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
That forest is the size of six large dungeons. Keep the same shape but shrink it to be half as tall and half as wide.

Generally I find that a plain, ordinary forest with nothing in it is a really bland area. The same is true of a plain, ordinary cave with nothing in it, or a plain, ordinary desert with nothing in it, or a plain, ordinary mountain with nothing in it. Not only is it boring to walk through, but it often feels like there's no reason for it to even exist as a dungeon. If there's nothing of interest at all, why isn't it just part of the world map?

So, these days I often try to add some points of interest to my maps, especially if they're natural areas. Maybe something as simple as a pair of huge Gondor style statues in the river to draw the player's eye. Maybe a cabin in the woods, containing a person who has some optional dialogue and a shop. Maybe I change a forest into a forest with a ruined temple in it, and the player goes in and out of the temple as they pass through the area. Maybe I give the jungle area a series of magic circles that send the player into a negative world, that has essentially the same map but with some puzzle-like interactions, Link to the Past style. Maybe a secluded sect of mages has built a tower into the mountainside.

The point is to make the area not feel like utterly bland filler - give it some landmarks, some meaning. I feel like this is way more important than well-placed flowers and bushes.
With the 4 sections of forests there are going to be, each one will have a certain scene or event occur in it at some point. The reason its so big now is because I figured you should have some time to level up the characters a good bit.

The next few will be smaller than this one, though, because during testing, I actually got lost once. But Ill probably find some time to add more things in there to give it a more "full and interesting" take.
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 don't really think more time to level up is a good reason to make the are bigger. If you want the characters to level up more, make the enemies give more XP, or add bosses or other unavoidable battles that give lots of XP, or create another dungeon afterwards. Or create sidequests in the forest that require the player to walk around more and to fight more battles. Or if all else fails, increase the encounter rate. (I don't really recommend increasing the encounter rate to anything harsher than 20 steps minimum. But since the size of your area means you presumably have a rate of more like 50-60 steps, this is a possibility.)

I definitely approve of adding scenes in the forest, so good job there. I think visual landmarks are important too, but maybe the scenes themselves create a memorable landmark, so I'd have to see how it plays out to say for sure.
There was a game I used to play called Neophyte: Spiritmaster. I don't have great tips to make the best forest, but what I try to do is mimic what they did in that game. Because it had the best damn forests in a 2d game that I have ever seen in my life.



A tree canopy overlay from massive trees. Smaller trees and grass, lush bushes, rivers, flowers. Damn gorgeous.

3 tile rule... Whatever the heck that is, need not apply. They key to victory is not something every 3 tiles away, but something different every so often.
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
That's a pretty beautiful forest. (I'll note that the three tile rule is in full effect, haw haw!)

Huge tree is huge. Wow. That is one hell of a tree. I approve.
tardis
is it too late for ironhide facepalm
308
that overlay is kind of too dark, but other than that, it looks spectacular.
author=LockeZ
(I'll note that the three tile rule is in full effect, haw haw!)


I know you're trying to be funny, but I don't think the 3 tile rule applies, that game actually breaks the rule by being too busy, thus proving that even very busy maps have a great sense of direction (thus proving the three tile rule a fallacy). It really comes down to a keen sense of what looks good. It's kinda easy to spot a too busy or cluttered map. The overlay in that screenshot is indeed kinda dark, but whatever. The music in that game is also damn gorgeous, and its also a heavy contributer to the "foresty" feel. Music and sound effects like birds chirping all add to the atmosphere.

Oh, but please don't use crappy bird sounds!!
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