New account registration is temporarily disabled.

TIPS ON MAKING GOOD FORESTS

Posts

Pages: first 12 next last
I am bad at making forest maps, and i was wondering if i could get some tips.
Using VX.
Ciel
an aristocrat of rpgmaker culture
367
random dungeon generator

same result
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
A few tips would be to not use only trees, throw some elevation in there. Include rivers and ponds and the sort, but make them easily passable. Winding paths as long as they aren't too lengthy are a must. WIth VX, there's not much more I can suggest aside from using bushes and both low and high grass, you know, basic decoration.


Not complete, but you know.
Rhyme
Tear Harvester Rhyme
7582
You know, you aren't limited to using the tiles :D.
Events; Parallax mapping; Fog mapping (provided you have scripts). You can even edit tilesets if you want.
Of course, the better you want it to look, the harder it is going to be made.


Events

Parallax/Fog (may be really hard to see, there's like 4000 overlays in here)



(edit: oh my god i actually posted on the forum)
Craze
why would i heal when i could equip a morningstar
15170
*Wanderer casts Shooting Star

In terms of RTP forest mapping: keep it winding; don't map it like you would an interior, even if it is a dungeon area. Make little pockets and flower beds and stuff? I dunno, I'm not so great at forests or mapping myself. The best I can do is show what I've personally done and hope you notice something you like, then try to emulate it.

Examples of RTP forests, from In Praise of Peace (tinted in-game; there might be screens on the game's profile:
Craze showed best. The previous poster's screenshots wouldn't be possible for a begginer.

1. Make new map.
2. Use fill tool for tall grass.
3. MAKE A RIVER!!! (I can't stress this enough)
4. draw some un tall grass everywhere.
5. Start with middle tree section from the B tiles and make the outline of your paths.
6. PAINSTAKINGLY then add tops to trees where needed.
7. PAINSTAKINGLY then add bottoms to trees where needed.
8. Make paths where the player will have to walk behind tree tops or behind anything with a top to it.
9. Stay in the tileB section and add random effects. (dirt, rocks, bushes, flowers)
10. Add events like rocks in the water, torches, waterfalls.
11. Add events like birds, deer, bunnies.
post=212753
random dungeon generator

same result
when i do this, i get hedge mazes/

6. PAINSTAKINGLY then add tops to trees where needed.
7. PAINSTAKINGLY then add bottoms to trees where needed.

its not all that bad if you make use of the rectangle tool on straight parts
And i actually foud a TileE set with a large tree that looks better as a forest and isnt as blocky:
http://rpgmaker.net/users/Xearoth93z/locker/TileE.png
post=212826
And i actually foud a TileE set with a large tree that looks better as a forest and isnt as blocky:
http://rpgmaker.net/users/Xearoth93z/locker/TileE.png
Ninja'd!
Craze
why would i heal when i could equip a morningstar
15170
I'd suggest checking out Adela Isra if you want to see some good VX forests:

http://rpgmaker.net/games/1599/images/

I know you probably don't have chips like that but It's a good example on what they should look like.
Those are some good forests in VX, totally not a lego forest
My forests usually always look lousy, so I know where you are coming from.

HOWEVER... I find that Tales of Phantasia forest tiles are easy to use and yield awesome results. If you can get those tiles scaled or whatever to work with VX (I don't know since I've never used it) then go for it.

This is from rm2k3, but whatever. It's still ToP tiles. I made it with zero direction and no idea where I was going with any of it. Random tiling, I guess. http://www.youtube.com/watch?v=-03RF8uWtc0

The key, I find, is making sure that the tiles you are using have lots of vegetation and tons of variety in terms of grasses, flowers, rocks, whatever. If you go into a forest in real life, you're going to see tons of variety. Try to mimic that by throwing lots of variety into your map. Don't have lots of boring ground tiles with nothing on them.
Craze
why would i heal when i could equip a morningstar
15170
Nobody is ever going to tile a real woods. Even in 3D, it would be impossible to walk through it effectively. When I help set up cameras and tree stands and stuff, this is what I walk through:



To me, it doesn't matter if a forest acts like a "real" forest. It needs to act like a videogame forest, since emulating a real forest is practically impossible.
Take a layered approach. Start with the canopy, then the trees/shrubbery, thick grass, thin grass, then the road. If that doesn't make sense, maybe this graphic will help explain:



Taking this approach can help you keep the walkable path obvious while keeping things clumpy. Whatever you do, resist the urge to just randomly put shit all over the place for "realism."
Dudesoft
always a dudesoft, never a soft dude.
6309
My advice is to approach every map in your game as a function to facilitate the player getting from point a to point b.
Basically, if you are going to make a winding path... have a REASON to. Either to insist on random encounters, or to branch off for secret areas, or heck yeah a maze. So for starters, think of what the point of this map... what is the goal here? Then make your path or areas with a neutral colour/tile and build the trees around it. This is a videogame, so it doesn't have to be serious real. It has to get you to where you want to go...
Trees, scenery, events... these are decoration and can be included as obsticles.

That's my view anyhow. Orr rather what I've learned by trial and error.
post=Craze
To me, it doesn't matter if a forest acts like a "real" forest. It needs to act like a videogame forest, since emulating a real forest is practically impossible.

Fallen-Griever's advice can be emulated though and I think in that particular case emulating reality is an improvement. To me forests look better if you have patches of plants instead of scattering them everywhere as it gives variety to the different places in the forest. Also, if the forest has multiple paths you will also create landmarks that way.

It's not an important improvement though, but for those who considers making maps prettier worth some extra time, putting plants in patches may be a good idea.
i've got a good tip: trees
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
3229
The lack of 3-tile rule in this thread disappoints me.
Pages: first 12 next last