THE SCREENSHOT TOPIC RETURNS
Posts
author=Itajuauthor=JustRobNope, I love the RTP if used correctly, but I think if you need them, you might need to get rid of a sense of reality and take more the aesthetics of the given tileset into account. This would mean that you can but some wooden tiles on the ground without it looking too shabby. :)author=ItajuSo basically you weren't trying to be helpful, but just bash me because I'm using RTP? Would a Rudra or Chrono Trigger rip be more original? Or maybe the classic Lufia tilesets?author=JustRobIf you are coming with the reality argument, i'd like to answerauthor=ItajuHow does that make more sense? Serious question.
I think the wooden floor makes more sense than red carpet EVERYWHERE.
Why would anyone think to themselves, "Hmm yeah I'll make this part wood, that part stone, and I'll put some random carpet over there." If you're a snobby rich dude, you want to show that off in your house. Having a mishmash of different, poorly constructed floors isn't exactly a sign of nobility.
A RICH DUDE WOULDNT SHOW OFF WITH RTP TILE SETS.
'nuff said.
If you want to give your map more diversity you should consider making palette swaps to those tiles (like making a blue carpet) or something similar.
Well, you do make a valid point. I'll try out some different combinations.
Justrob, having the whole floor red line that is an eyesore. You post here to get criticism, either learn from it, or ignore it. Switching up the floor tiles for different rooms makes it look more interesting and smaller useage of the red rug make it more like a throw carpet.
author=DookieAgreed..I think, lol anyway, let's try to get back on topic ya'll; keep them screenies coming! :D
Justrob, having the whole floor red line that is an eyesore. You post here to get criticism, either learn from it, or ignore it. Switching up the floor tiles for different rooms makes it look more interesting and smaller useage of the red rug make it more like a throw carpet.
author=Trujin
Anyway Xenomic: I've made a simpler map for you this time, which this time only took 15 minutes to complete. It's ment to show you how I cheated my way in adding minor details, that look "good" but cut time seriously =). Since you are making a cave I just edited the chipset for this =D.
I'll fill you in step by step about he mapping progress of this one:
The chipset:
Ah yes, that classic trick that the older FFs use as well (I...guess this would emulate the older FF style more than what I'm trying to do eh? ^^;; ). I just never put the black tiles on because never had them for the tileset (yes, I was lazy and didn't add/change anything on the tileset, so sue me! Actually, don't eh? ^^;; ). I did this trick with some of the indoor areas, so why I never thought of doing it with caves and such is beyond me (actually, I know why. It's because I wanted the flow from one room to the next to not be interrupted and look nice I suppose).
The ground tiling to make a ramp was always one of my bigger issues in some dungeons too. It just didn't work the way I was aiming for (probably because I was doing it completely backwards), so I'll save this screenshot and keep it as a reference (and keeping the map file with me too, though I'll have to rename that to something to keep it from overwriting any of mine~)
Hmm...what do you guys think? Think this version is better to use or the more detailed version? It's a toss-up for me right now. This style would save time and it still looks nice, though the other is more detailed and looks just as nice, but a lot more time consuming...
@JustRob: Looks way better. By the way, the misplaced wood at the screen I posted close to the passages to other rooms were ment to represent door thresholds. You might want add those to the chipset too :p.
author=Trujin
Looks way better. By the way, the misplaced wood at the screen I posted close to the passages to other rooms were ment to represent door thresholds. You might want add those to the chipset too :p.
Oh now I see lol. I might just do that.
Today was supposed to be my LPing day, but I decided to make it another RPG Maker day.
Old (80X65):
Vs.
New (52X65):
That was actually fun and I have no idea how long that took. I wasn't paying attention to the time but I think it was around 1 1/2 hours again or so. Oh well~ This was fun to do though. @_@;
At least there's hardly any other maps to do for this dungeon. Maybe like 2-3 more (the inner recesses I'm leaving until after my LPer gets through them...or should I do them now and let him get the benefit of doing updated dungeons? Hmm...).
Old (80X65):

Vs.
New (52X65):

That was actually fun and I have no idea how long that took. I wasn't paying attention to the time but I think it was around 1 1/2 hours again or so. Oh well~ This was fun to do though. @_@;
At least there's hardly any other maps to do for this dungeon. Maybe like 2-3 more (the inner recesses I'm leaving until after my LPer gets through them...or should I do them now and let him get the benefit of doing updated dungeons? Hmm...).
I still don't understand why you make them so big, though. There's a shit-ton of room that could be condensed in that. I mean, sure, you've made it look better, but it's still far too big. Also, top middle. You missed some bottom cliff tiles.
Oops. Thanks for pointing that out.
Well, this IS the underground, and as stated earlier, canonically it's SUPPOSED to be vast and big (the other maps were for a completely different dungeon, prior to Trujin and everyone giving me advice, ending with that three-floored room). THAT one doesn't need to be nearly as big, and I'll be doing something about that later. Right now I'm focusing on this monstrosity of a dungeon which is supposed to be big anyways. The current map that I'll be showing once I'm done is for a much much smaller dungeon.
Really though, running through a map this size myself multiple times, it's not as big and long as everyone is making out to be. @_@
Well, this IS the underground, and as stated earlier, canonically it's SUPPOSED to be vast and big (the other maps were for a completely different dungeon, prior to Trujin and everyone giving me advice, ending with that three-floored room). THAT one doesn't need to be nearly as big, and I'll be doing something about that later. Right now I'm focusing on this monstrosity of a dungeon which is supposed to be big anyways. The current map that I'll be showing once I'm done is for a much much smaller dungeon.
Really though, running through a map this size myself multiple times, it's not as big and long as everyone is making out to be. @_@
author=XenomicOkay, I'm gonna say what I said earlier, maps DO NOT have to be ginormous. Just because it's underground, doesn't make any difference. That map, by itself could honestly, be split up into around 2 smaller maps.
Oops. Thanks for pointing that out.
Well, this IS the underground, and as stated earlier, canonically it's SUPPOSED to be vast and big (the other maps were for a completely different dungeon, prior to Trujin and everyone giving me advice, ending with that three-floored room). THAT one doesn't need to be nearly as big, and I'll be doing something about that later. Right now I'm focusing on this monstrosity of a dungeon which is supposed to be big anyways. The current map that I'll be showing once I'm done is for a much much smaller dungeon.
Really though, running through a map this size myself multiple times, it's not as big and long as everyone is making out to be. @_@
While you did make it look better, it's still pretty large with a few unneeded areas. And, "again", I'll say that just because it's underground, they don't need to be massive in scale. (Said it thrice :3)
@Itaju H-How did you make such an awesome menu..seriously, making me far too jealous! D; Portrait's cute too, haha ^o^
New maps:
Old (80x45):
New (cut down to 60x45):
Ok, I'mma have to put my foot down on this. I'm honestly curious as to your guys tolerance with how long dungeons take, because I'm pretty sure that several older RPGs have dungeons generally around this size and generally still take 10-20 minutes to get through, if not longer (FFXII dungeons were even worse...screw you Great Crystal and Ridorona! Both of you can go die!). Now, I'mma share with you one of my biggest maps, and yes, even -I- agree that it's stupidly huge. 200x135 stupidly huge at that.
Now, there's caves you can go through too, but that's all on one map themselves. Now, I hear you thinking "Oh god, this probably takes like an hour to get through with random encounters". No...this actually took me (this included all random encounters and me getting semi-lost) about 23 minutes to get through. My LPer, who was using a character that had double speed and also got semi-lost, got through within 20 minutes. So yeah...despite its size and the random encounter (remember, encounter for most areas is set to 70-80 so it's like 1 fight for every 70-80 steps, give or take), it does NOT take super super long to get through.
A map THIS size, takes like not even a minute to walk through (the original 80x45 map at that), if not 1-2 minutes. It'll probably take a bit more now because it's different, but it still isn't going to take super long to get through. Granted, the entire dungeon isn't going to be this size, since this particular dungeon isn't supposed to be super big at all (it's the 6th dungeon of the game, and it's like...less than 10 maps at that). So yeah...there's that. I don't mean to come off as rude or anything, but just saying ya'll...
Old (80x45):

New (cut down to 60x45):

Ok, I'mma have to put my foot down on this. I'm honestly curious as to your guys tolerance with how long dungeons take, because I'm pretty sure that several older RPGs have dungeons generally around this size and generally still take 10-20 minutes to get through, if not longer (FFXII dungeons were even worse...screw you Great Crystal and Ridorona! Both of you can go die!). Now, I'mma share with you one of my biggest maps, and yes, even -I- agree that it's stupidly huge. 200x135 stupidly huge at that.

Now, there's caves you can go through too, but that's all on one map themselves. Now, I hear you thinking "Oh god, this probably takes like an hour to get through with random encounters". No...this actually took me (this included all random encounters and me getting semi-lost) about 23 minutes to get through. My LPer, who was using a character that had double speed and also got semi-lost, got through within 20 minutes. So yeah...despite its size and the random encounter (remember, encounter for most areas is set to 70-80 so it's like 1 fight for every 70-80 steps, give or take), it does NOT take super super long to get through.
A map THIS size, takes like not even a minute to walk through (the original 80x45 map at that), if not 1-2 minutes. It'll probably take a bit more now because it's different, but it still isn't going to take super long to get through. Granted, the entire dungeon isn't going to be this size, since this particular dungeon isn't supposed to be super big at all (it's the 6th dungeon of the game, and it's like...less than 10 maps at that). So yeah...there's that. I don't mean to come off as rude or anything, but just saying ya'll...
The thing is this - random encounters + walk speed + large area + retracing/backtracking =/= fun
Now if you're not using random encounters, that's cool. If there's not backtracking, okay. If your walk speed isn't slowed to a crawl, not bad.
If you're using on-touch encounters, don't backtrack and have a decent walk speed - wonderful.
If not - no thanks.
Now if you're not using random encounters, that's cool. If there's not backtracking, okay. If your walk speed isn't slowed to a crawl, not bad.
If you're using on-touch encounters, don't backtrack and have a decent walk speed - wonderful.
If not - no thanks.
I agree with Liberty. I love creating/exploring large maps with interesting land formations and hidden treasures every once and awhile. But god for bed I run into random encounters during my ventures.
@Liberty: There's only one time you HAVE to backtrack, and that's going to a deadend to get items and then going back to the right path. Otherwise, it's pretty linear in the path in Winter Forest. The walk speed isn't really THAT atrocious either in 2k3 I find (and I DO have a character that grants double walking speed on the map if she's in the party).
@Trujin: Beta2 dungeons generally don't have puzzles (I never did work much on them. A couple beta1 dungeons, and the worst 2 dungeons in the game as voted by others and myself, has several of the puzzles). Back when I was doing beta1/2 I didn't know how to do puzzle gimmicks at all (I still don't very well seeing as I don't mess with puzzles very much).
Also keep in mind, this is one of the largest maps in my game for dungeons. Generally maps of mine don't break 100, and if they do, it's generally due to having multiple maps in one.
@Trujin: Beta2 dungeons generally don't have puzzles (I never did work much on them. A couple beta1 dungeons, and the worst 2 dungeons in the game as voted by others and myself, has several of the puzzles). Back when I was doing beta1/2 I didn't know how to do puzzle gimmicks at all (I still don't very well seeing as I don't mess with puzzles very much).
Also keep in mind, this is one of the largest maps in my game for dungeons. Generally maps of mine don't break 100, and if they do, it's generally due to having multiple maps in one.

























