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  • dethmetal
  • Added: 02/10/2017 05:45 AM
  • Last updated: 04/20/2024 04:15 AM
  • 4707 views

Posts

Pages: 1
Frogge
I wanna marry ALL the boys!! And Donna is a meanc
18995
This is so neat <3
Tau
RMN sex symbol
3293
Is the bridge supposed to be within the water because if so, the elevation is way off.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
No, I'm pretty sure they're supposed to be weight distributing planks. Although I would argue that if they're like that and it's not assumed that there's not a metal rod keeping the bridge mounted to the cliffs, they should probably have support beams leading down to the water.

Also the section on the right is missing its structuring plank.
Cliffs are looking great once again, but yeah, the bridge seems to be missing the support beam on the right side.

Considering how huge this map is (as well as a lot of your other ones), the only potential negative is that there's not much contrast/dynamism in this dungeon. The mapping itself is good, but the area could blend together or become monotonous. Try adding more torches or notable elements (maybe with color?) that guide the player along.

But that could just be my nit-picking XD
Thanks for the input, guys! The bridge is indeed supposed to be far above the water. I tried to use shadows in the water and on the edge of the cliff to left to reflect this, but I suppose the shadows aren't dark enough and thus not very noticeable.

Blindmind, monotony is something I'm always keeping in mind when designing big maps. I have a few techniques to help combat this:

1. None of my dungeons take place in a single type of location. For example, if it takes place in a large tower, there will always be sections where you go outside as well to advance. If the dungeon is located in a cave, there's always a forest section or mountainous section as well.

2. I try to place "landmarks" throughout my maps. If you look at the full map I posted of this cave, you'll notice there are some manmade structures placed throughout the map. This helps break up the monotony of the cave and are easily recognizable. As well, many of my maps have rivers or other water sources weaving in and out of the player's path which I believe helps orient the player.

3. Most of my dungeons, when heavily simplified, are a simple shape. This one is kind of like a plus sign if you simplify it enough.

4. I always make sure to make the path clear and highly visible.

5. If you find a key, you'll always have seen the door it belongs to beforehand. Likewise, if you flip a switch that opens a passage, it will be a passage that you've seen so you don't get lost looking for it.

I learned most of these things from studying Zelda's dungeons. I really hope players don't have a problem navigating my maps! The last thing I want is for my caves to seem bland and repetitive.
author=dethmetal
Blindmind, monotony is something I'm always keeping in mind when designing big maps. I have a few techniques to help combat this:

1. None of my dungeons take place in a single type of location. For example, if it takes place in a large tower, there will always be sections where you go outside as well to advance. If the dungeon is located in a cave, there's always a forest section or mountainous section as well.

2. I try to place "landmarks" throughout my maps. If you look at the full map I posted of this cave, you'll notice there are some manmade structures placed throughout the map. This helps break up the monotony of the cave and are easily recognizable. As well, many of my maps have rivers or other water sources weaving in and out of the player's path which I believe helps orient the player.

3. Most of my dungeons, when heavily simplified, are a simple shape. This one is kind of like a plus sign if you simplify it enough.

4. I always make sure to make the path clear and highly visible.

5. If you find a key, you'll always have seen the door it belongs to beforehand. Likewise, if you flip a switch that opens a passage, it will be a passage that you've seen so you don't get lost looking for it.

I learned most of these things from studying Zelda's dungeons. I really hope players don't have a problem navigating my maps! The last thing I want is for my caves to seem bland and repetitive.

Wow - well, it seems as though you've given it quite a lot of thought, which is excellent. I'm not exactly a dungeon connoisseur (XD) but I was more just commenting on what I saw in the screenshots.

I look forward to experiencing it in-game!
I love this dungeon!

BUT

I've noticed that a lot of your screenshots have the same issue, which is that the tint sort of reduces all the contrast in the colours of the area. In the zoomed out version, there is a good deal of pink, brown and green- good, complimentary colours. In the in-game version with the tint, though, you've got pink-pink, pink-brown, and pink-green (and pink-grey in the other one), and it all blends together in a sort of boring way. I think the oceans of pink slime are more than enough to convey that you're in a poisonous place! I like it better without the tint.

That's absolutely not knocking the quality of the maps, which I think are smashing (though the bridge supports in this particular shot make zero sense). Having seen the zoomed-out version it's very obvious you've got a great grasp of overall design, but why work against yourself by tinting everything to the same colour?

p.s. re: earlier comments: I now see that what I thought were mushrooms are actually submerged stalagmites.
Thanks! You're probably right about the tint. I'll work on changing that. As for the bridge, I'll see what I can do. I may just leave it to save myself some work. And don't worry, I can totally see how you thought they were mushrooms! Sometimes I forget that it may be hard to tell what certain things are when I post a very zoomed out image of one of my maps!
From the zoomed out version it looks like most of the bridges have totally logical supports, just not this one. That being said,
author=dethmetal
As for the bridge, I'll see what I can do. I may just leave it to save myself some work.

is also totally acceptable, because it's such a tiny deal that nobody will ever notice in game (except maybe the people in this thread, if they have good enough memories).
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