THE SCREENSHOT TOPIC RETURNS
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Prepare to hurl! This is the original map of this area!
Yeah, I noticed one thing that someone brought up to me, and that a lot of maps DO end up very...squareish. Especially in the cave-type areas...and I don't know why! Anywho, original map size was 65x48, and I currently have it down to 50x48. Not sure just how big this is going to be yet, but I'm thinking this is a good size. The bridge you have to activate by finding the switch (which is in a treasure chest. Yes...a switch in a chest). Doesn't seem too gimmicky really, though I'm thinking of making it so you HAVE to have a party member in your party to even get to the switch (there's a boulder in the way, and that party member I was going to have her overworld ability be breaking down boulders and such, because well...she's a Monk-type character and whatnot? ^^; ).
Though I have a feeling people will think 50x48 is still too big for whatever reason. Meh...I think it'll be just fine! Just...have to figure out what to do with the rest of this map is all! ;__;

Yeah, I noticed one thing that someone brought up to me, and that a lot of maps DO end up very...squareish. Especially in the cave-type areas...and I don't know why! Anywho, original map size was 65x48, and I currently have it down to 50x48. Not sure just how big this is going to be yet, but I'm thinking this is a good size. The bridge you have to activate by finding the switch (which is in a treasure chest. Yes...a switch in a chest). Doesn't seem too gimmicky really, though I'm thinking of making it so you HAVE to have a party member in your party to even get to the switch (there's a boulder in the way, and that party member I was going to have her overworld ability be breaking down boulders and such, because well...she's a Monk-type character and whatnot? ^^; ).
Though I have a feeling people will think 50x48 is still too big for whatever reason. Meh...I think it'll be just fine! Just...have to figure out what to do with the rest of this map is all! ;__;
See, that's your problem. Your maps are so big that you have no idea what to do with the rest of the map and it comes off looking boring and the same as every other map you've shown us before.
So, here's an experiment. Make the map 30x20 and see how much of a difference that makes, then show it here, okay?
So, here's an experiment. Make the map 30x20 and see how much of a difference that makes, then show it here, okay?
Well, I actually already figured out what to do with said map, using Mt. Kolts from FFVI as a bit of inspiration. This is also why I'm revamping these caves because of said issue. Lemme post up what I have thus far for this same room, which is 50x48.

Again, not 100% done as I'm still in the process of adding stuff in. There's gonna be a bit more elevation in here too, just need to get to it. I do like the little lava falls I have going though~
There is ONE particular screen from Mt. Kolts that I was thinking of using for my mountain area, and that being the screen where you encounter Vargas at, being that giant outside spiraling area. Not sure how to replicate this though, but it'd be nice to have for a mountain for sure methinks.


Final version of last map up above. Still 50x48, which really, still isn't that big, given that random encounters are a lot lower in here than say a FF game where the encounter rate would be much higher.
The next room though is something I'm going to next desperate help in cutting down, as it's a 100x100 room...but is meant to be a big room for a reason. @_@;;
The next room for those who want to see:


Again, not 100% done as I'm still in the process of adding stuff in. There's gonna be a bit more elevation in here too, just need to get to it. I do like the little lava falls I have going though~
There is ONE particular screen from Mt. Kolts that I was thinking of using for my mountain area, and that being the screen where you encounter Vargas at, being that giant outside spiraling area. Not sure how to replicate this though, but it'd be nice to have for a mountain for sure methinks.


Final version of last map up above. Still 50x48, which really, still isn't that big, given that random encounters are a lot lower in here than say a FF game where the encounter rate would be much higher.
The next room though is something I'm going to next desperate help in cutting down, as it's a 100x100 room...but is meant to be a big room for a reason. @_@;;
The next room for those who want to see:

You said random encounters. Yeah... nope.
Seriously, every map you've shown so far all look the same. Same colour scheme, same gimmick. Just a whole bunch of same. Why not try to mix things up? Recolour a chipset and make a cave a different colour? Add some plants or make a forest or something that's not grey-brown cave with lava and levels.
Next time, please edit your previous post. An hour isn't really long enough between posts to warrant a second one.
Seriously, every map you've shown so far all look the same. Same colour scheme, same gimmick. Just a whole bunch of same. Why not try to mix things up? Recolour a chipset and make a cave a different colour? Add some plants or make a forest or something that's not grey-brown cave with lava and levels.
Next time, please edit your previous post. An hour isn't really long enough between posts to warrant a second one.
Yeah, I didn't think about it at the time. Probably should've just edited it. My bad. @_@;;
I'm just trying to get all caves done right now, since those are going to take the longest to revamp I think, hence why you've seen so many of them. Sides, what all gimmicks CAN be done in a cave? @_@
Really now though...it doesn't take THAT long even with random encounters. Like I said, the encounters isn't even that often like in FF games. : |
I'm just trying to get all caves done right now, since those are going to take the longest to revamp I think, hence why you've seen so many of them. Sides, what all gimmicks CAN be done in a cave? @_@
Really now though...it doesn't take THAT long even with random encounters. Like I said, the encounters isn't even that often like in FF games. : |
author=Xenomic
Yeah, I didn't think about it at the time. Probably should've just edited it. My bad. @_@;;
I'm just trying to get all caves done right now, since those are going to take the longest to revamp I think, hence why you've seen so many of them. Sides, what all gimmicks CAN be done in a cave? @_@
Really now though...it doesn't take THAT long even with random encounters. Like I said, the encounters isn't even that often like in FF games. : |
There are plenty of things to do with caves! Quests, puzzles, even towns if this is a really long dungeon. (Think FF4's Underworld.)
Also, please, no random encounters.
For that 100X100 map, that bottem part and the top right have basically nothing in them. Put something in there. As for anything else, just scale it down and make those cave structures more interesting.
Well, this particular map is only 6 maps long (excluding siderooms which are generally just one tiny room anyways), so it's not that long anyways. Like I've stated earlier in the thread, most of my maps generally don't break 10 maps each until around beta4. This particular one is where the player ends up in after an earthquake causes a school to collapse in on itself into this cave, and the main objective is just getting to the end. No real gimmicks or anything. Of note, it is the 6th dungeon of the game, thought I'd mention that too (just thought about it so...).
I don't get why so much hate for random encounters personally but eh. Again, the dungeon lengths are fine enough that the random encounters aren't that big of an issue per say (also, money is a big issue in this game, so fighting lots of enemies is generally a good idea anyways. That's not to say there won't be other methods later on but nonetheless).
Well, it's gonna get scaled down massively, that's for sure. It doesn't need to be THAT huge anyways. It's just coming up with an interesting gimmick for said room (the next room that the player HAS to go to has them running through lava so...).
I don't get why so much hate for random encounters personally but eh. Again, the dungeon lengths are fine enough that the random encounters aren't that big of an issue per say (also, money is a big issue in this game, so fighting lots of enemies is generally a good idea anyways. That's not to say there won't be other methods later on but nonetheless).
Well, it's gonna get scaled down massively, that's for sure. It doesn't need to be THAT huge anyways. It's just coming up with an interesting gimmick for said room (the next room that the player HAS to go to has them running through lava so...).
The issue with random encounters is that, unless you've created your own random encounter system, even with the numbers set high you will still get cases of two step battles. It's a flaw in the RPG Maker system that they can't seem to iron out. That said, with as much room as your maps have I don't see why you can't have on-touch encounters instead.
There's a flaw with the random encounter system? I did not know this. o_o
I just never used it much (I used it in other areas, two dungeons which are only temporary, and for actual encounters in one dungeon). Not TOO big of a fan of doing it that way, but dunno if I SHOULD do it that way or not (I'm picky when it comes to wanting the graphics match up with the "leader" enemy and whatnot, especially since I don't have access to everything ever).
I just never used it much (I used it in other areas, two dungeons which are only temporary, and for actual encounters in one dungeon). Not TOO big of a fan of doing it that way, but dunno if I SHOULD do it that way or not (I'm picky when it comes to wanting the graphics match up with the "leader" enemy and whatnot, especially since I don't have access to everything ever).
A lot of games just have a shadowy figure sprite on the map to demonstrate that there is an enemy there, and then it shows up as whatever the hell enemy graphic it feels like whilst in battle 'cause no one's gonna pay that much attention (unless you actually went to the effort of trying to match sprites, in which case some people might get nitpicky). Sometimes to show if it's a stronger enemy, the shadow might be bigger or maybe a different colour to show the player what they're getting into and whether it's something they need to try and avoid contact with.
There are loooooads of things you can throw into any cave. Your cave in particular is quite lavasome, so it might be a good idea to throw in some contrast colours whilst thinking about things logically. Obviously, unless it's magical or something, water is just going to evaporate - but that doesn't stop you from putting in trenches here or there where water could have been. Or even ridges where lava has been and solidified. Possibly even a type of plant could grow in there in small sections if it were quite resilient to heat, just to throw things up a bit and give the cave a green element in places to make it nicer on people's eyes.
Here are two examples of good cavey-looking things from Catharsis:
Granted, those are inhabited areas, but there's nothing to say no one could try or have previously tried to live in your cave. Maybe the lava drove them out. You could put remains of wooden buildings or items like barrels and crates nearby, for example. My main reason to use those images is that it demonstrates good use of the first tile layer before piling stuff onto the second layer (eg, all the rocks, furnishing, etc.).
Oh and the three tile rule is a thing, and a good thing it is too. As jokey as it may be, it's actually really helpful to use as a reference. It doesn't have to be perfectly three tiles but it's nice to have some kind of mix-up here or there. And it doesn't just apply to "random shit all over the place" AKA the second layer, but it can be used for your ground tiles too like in those Catharsis images. Have your regular rock, and then some chunks of slightly darker rock now and again, or some cracked rock, or some slightly grassy rock, or.. you get the picture. Rock variety is important and will stop the same floor your player treads from becoming boring over time. For example you can have an area where there's more dark rock than another to show difference in environment and create MEMORABLE areas so people can say "oh there's a cross-section here near the DARK ROCKY AREA with the LAVA-FALL, so I know exactly where to come back to when I need to backtrack."
author=Xenomic
Sides, what all gimmicks CAN be done in a cave? @_@
There are loooooads of things you can throw into any cave. Your cave in particular is quite lavasome, so it might be a good idea to throw in some contrast colours whilst thinking about things logically. Obviously, unless it's magical or something, water is just going to evaporate - but that doesn't stop you from putting in trenches here or there where water could have been. Or even ridges where lava has been and solidified. Possibly even a type of plant could grow in there in small sections if it were quite resilient to heat, just to throw things up a bit and give the cave a green element in places to make it nicer on people's eyes.
Here are two examples of good cavey-looking things from Catharsis:
Granted, those are inhabited areas, but there's nothing to say no one could try or have previously tried to live in your cave. Maybe the lava drove them out. You could put remains of wooden buildings or items like barrels and crates nearby, for example. My main reason to use those images is that it demonstrates good use of the first tile layer before piling stuff onto the second layer (eg, all the rocks, furnishing, etc.).
Oh and the three tile rule is a thing, and a good thing it is too. As jokey as it may be, it's actually really helpful to use as a reference. It doesn't have to be perfectly three tiles but it's nice to have some kind of mix-up here or there. And it doesn't just apply to "random shit all over the place" AKA the second layer, but it can be used for your ground tiles too like in those Catharsis images. Have your regular rock, and then some chunks of slightly darker rock now and again, or some cracked rock, or some slightly grassy rock, or.. you get the picture. Rock variety is important and will stop the same floor your player treads from becoming boring over time. For example you can have an area where there's more dark rock than another to show difference in environment and create MEMORABLE areas so people can say "oh there's a cross-section here near the DARK ROCKY AREA with the LAVA-FALL, so I know exactly where to come back to when I need to backtrack."

I've redone my cliffs to make them look more plastic by adding lights. :)
I also tried for it to look organic so it would not be that easy to tell where the tiles start and stop (like Seiken Densetsu 3's tile sets).
(This screen is just a test map for pixel purposes, not intended to appeal like this in my game)
@Itaju: Thanks brother! Yeah it's just to give the player that option...you can also press x to exit the menu =]
@SK: Yup, it's Sora sound bits that I altered to sound a bit different.
@SK: Yup, it's Sora sound bits that I altered to sound a bit different.

Prototype of upgrade to this room:

Cut down from 100x100 to 40x40 right now. The idea is THERE for what I want to do, but there's not enough space to DO what I want to do on 40x40. Just isn't gonna cut it man. >_<
The gimmick here is to hop from island to island, but I can't think of any other gimmicks to go with this. Like...I originally was thinking of making it so that the player had to cool the lava to walk on it to get to the next area but...I don't know. There's been a few ideas here, some incorporating map designs from Phoenix Cave in FFVI and Great Sea Trench in FFV, though I'm going to use THOSE in the next room. Also made the floor tiles dark blue since well...hardened rock by lava, no?
Oh, and I updated the first room of this area, using a slightly altered tileset.

There is now debris here from a collapsed school (the plot here is that the player goes to a school and the school collapses into a cave from an earthquake), so it isn't 100% boring to look at now!
Yes, I know, MORE CAVES! Like I said, trying to get them all done so I don't have to deal with them now. Also using the black tiles for this room so I don't have to deal with extra details in here. But yeah, 40x40...not working out like I wanted here!
Why is 40x40 so restrictive? It's a good question that needs proper answering, given the number of times you've said it's restrictive.
It just doesn't feel like there's enough room to work with what I want to work with is all. Like as stated many times before, I never know how much room I need, even when I know exactly the layout I want to use. Like, I've looked at both Phoenix Cave and Great Sea Trench, and a lot of the tiles there are like 2-4 tiles at best for the player to walk on, but I don't know...I think some of my inspiration also comes from Genius of Sapphieros/Devil of Decline in terms of mapping now that I think about it.

Let's see. Same room. Incredibly more interesting.
Alright, colour chart is a go-go.
Greens are your stepping stones.
Blues are bits of land. (The blue dots are pieces of stone you can't jump on.)
Reds are good treasure chests (weapons, armour and the like).
Whites are normal treasure chests (money, items and the like).
Yellow is the boss or whatever you had originally set on that piece of land.
Dark blue are walls/layers cutting off access from that part of land.
Peach is your entry point.
The grey/black is an extension of that wall so that it cuts off access from the treasure chest behind it, forcing you to go around.
Mind you, this is a bit rough but perhaps it will give you an idea of what to do. You could also probably add a save point or full heal (or both!) on one of the smaller islands leading up to reaching the main island - especially if it's a boss of some sort.

Used yer rough draft up to a point, Liberty. Thanks for that, helped out a lot it did. The top left was already done earlier (the three Es in the lava are chests, and you're forced to walk through the lava to get to them). Originally, this room linked to 6 other locations (1 to the way to come into here, 1 to the exit, and 4 other rooms which were all deadends and had bats in them. I might move a couple of those chests into those rooms and use a couple of those rooms for these deadends anyways. The coding isn't in for the leaping from rock to rock yet...
Also, those 4 stalacmite tips you see around the corners of the E on the north and east? Those signify a "save point", but they're not actually save points. They detonate and leave the party at 1 HP. Yes, I'm a jerk like that. ^^;
Top right is the exit out. I had to put it up north somewhere because the next area is supposed to lead there. Somewhere...I noticed most of my exits go north here, but that's ok since the final exit IS north, in a forest.
EDIT - Yes, that's how the lava looks right now with the gray tiles. Those will be fixed later on whenever someone updates the tileset for me. ^^;
There's just one thing I don't really like about that shot - the stepping stones are one tile high, or at least, half a tile off the lava. It's a pretty high jump to get up some of those cliffs. The jumping point from stepping stone to land should be the same height.
author=Xenomic
Also, those 4 stalacmite tips you see around the corners of the E on the north and east? Those signify a "save point", but they're not actually save points. They detonate and leave the party at 1 HP. Yes, I'm a jerk like that. ^^;
ok seriously when someone says PUT A FULL HEAL you don't flippin DETONATE A BOMB and drop their HP to one especially when you've already specified that MONEY IS SCARCE so if you're going to have MONEY as a rare commodity (and thus ITEMS) you do not fucking randomly drop the party's HP to one
jesus that is a dick move
ESPECIALLY ON A FAKE SAVE POINT




















