THE SCREENSHOT TOPIC RETURNS
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Beside the room, I am having a hard time making a riverbank. This is the one I am trying to do:

And this is what I have :P

And this is what I have :P

Those can be added later. I guess the wall tiles don't look like a slope as we see in the picture. :-?
And how is the water tile?
And how is the water tile?
It doesn't translate well to RM. I'd suggest making the river bank a bit smaller or give it a more man-fluenced feel; for some reason the river bank in Persona 4 comes to mind.

Anything wrong with these maps? :P

This one lacks trees and flowers, I know. I want to make sure the layout is good first.


This one lacks trees and flowers, I know. I want to make sure the layout is good first.

It sure is a huge improvement over the first version, but I would go for less symmetry on the first screenshot.
I like that ruined(I guess?) city, F-G. Looks like a fun RTP map.
the forests must've been fun to make, ha.
the forests must've been fun to make, ha.
author=Milennin
Not sure if anyone'll be able to, but it might be fun to see what the results are going to be.
Its an Tanooki
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 weasel head, yo.
@Mr_D: The cliffs are perfectly straight, which looks very unnatural. Also, in the second map, the upper floor of the house isn't correctly attached to the lower floor. It looks like it's hovering in midair behind the lower floor. Try connecting the wall of the second floor directly to the wall of the first floor, instead of to the peak of the roof!
@Sated: That is a lot of trees. I mean, it's a good map. I'm just saying I'd have given up halfway through and made it smaller.
@Mr_D: The cliffs are perfectly straight, which looks very unnatural. Also, in the second map, the upper floor of the house isn't correctly attached to the lower floor. It looks like it's hovering in midair behind the lower floor. Try connecting the wall of the second floor directly to the wall of the first floor, instead of to the peak of the roof!
@Sated: That is a lot of trees. I mean, it's a good map. I'm just saying I'd have given up halfway through and made it smaller.
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
Look at this one:

1) Connect the south wall of the upper floor to the south wall of the lower floor (so that the second floor isn't hovering in midair)
2) Increased the height of the roof of the lower floor to be the same as the roof of the upper floor (so that the second floor isn't bigger than the first floor in the north-south dimension)
Regarding the cliffs, you are doing them wrong. Take a look at, uh, any map from any game with cliffs...? :( Here are some good ones:
Also just read this article because anything I say would probably be better if I copied and pasted from it: http://rpgmaker.net/articles/503/

1) Connect the south wall of the upper floor to the south wall of the lower floor (so that the second floor isn't hovering in midair)
2) Increased the height of the roof of the lower floor to be the same as the roof of the upper floor (so that the second floor isn't bigger than the first floor in the north-south dimension)
Regarding the cliffs, you are doing them wrong. Take a look at, uh, any map from any game with cliffs...? :( Here are some good ones:
Also just read this article because anything I say would probably be better if I copied and pasted from it: http://rpgmaker.net/articles/503/
Sort of a comment on a comment but...
I don't know of any mountains with completely straight vertical pillars (when you do have pillars they tend to free-standing, huge, and adjoined to supporting rock not off to the side like stalagmites). Even the other one isn't totally accurate, because real cliffs tend to ease in to the rest of the mountain (mountains are pyramidal or at the very least conical, not cylindrical, moving toward a point or peak, with the exception of the above mentioned pillars). In short, you have pillars supporting pillars from sides (plural, which is why that doesn't work, it only has one support, which isn't half the height of the other), not pillars stacked on top of pillars (picture 1, esp, should extend a bit to the left to give a gradual rather than sudden rise feel) So yea, this right way? It's actually wrong.
http://www.travelblog.org/Photos/7291686
The thing is, though, there's not a decent way to do this. To even come close, you'd have to edit the edge tiles to push the edge 1/4 toward the center, and have the very edge be rocks or dirt (mountain ledges go from solid rock to partial rock, to dirt, to soil with grass or trees).
...And now, I'm gonna work on my own mountains so I won't be a hypocrite. 'Scuse me.

The emphasis is on the pillars. Notice how they're clustered rather than just a ledge leaning on another ledge, sitting on solid rock(which would topple immediately)?
I don't know of any mountains with completely straight vertical pillars (when you do have pillars they tend to free-standing, huge, and adjoined to supporting rock not off to the side like stalagmites). Even the other one isn't totally accurate, because real cliffs tend to ease in to the rest of the mountain (mountains are pyramidal or at the very least conical, not cylindrical, moving toward a point or peak, with the exception of the above mentioned pillars). In short, you have pillars supporting pillars from sides (plural, which is why that doesn't work, it only has one support, which isn't half the height of the other), not pillars stacked on top of pillars (picture 1, esp, should extend a bit to the left to give a gradual rather than sudden rise feel) So yea, this right way? It's actually wrong.
http://www.travelblog.org/Photos/7291686
The thing is, though, there's not a decent way to do this. To even come close, you'd have to edit the edge tiles to push the edge 1/4 toward the center, and have the very edge be rocks or dirt (mountain ledges go from solid rock to partial rock, to dirt, to soil with grass or trees).
...And now, I'm gonna work on my own mountains so I won't be a hypocrite. 'Scuse me.

The emphasis is on the pillars. Notice how they're clustered rather than just a ledge leaning on another ledge, sitting on solid rock(which would topple immediately)?
Oh, I see what you meant. But I kinda want the inn to look like this. :-?
http://sumojoesays.com/wp-content/uploads/2013/06/DSCF0149.jpg
And about those cliffs... I think I have an issue with the tiles. I only have 1 cliff tile like that. I'll see if I could use something else. :)
http://sumojoesays.com/wp-content/uploads/2013/06/DSCF0149.jpg
And about those cliffs... I think I have an issue with the tiles. I only have 1 cliff tile like that. I'll see if I could use something else. :)
sated, it looks fine. RTP already gives this retro-look, so simplistic design works well with it. To further improve your map, i suppose i'd make it a tad bit more random (you've got lot's of straight walls now as it is). Also add some details that grab the attentiom of the player. Something similar to those snow covered tiles you got there. Something to break the monotony of blue and white.
butbut really, i think it's fine. wouldn't mind playing that as it is, just some tips to consider..
butbut really, i think it's fine. wouldn't mind playing that as it is, just some tips to consider..























