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Feedback plz - Town of Xerin
  • jomarcentermjm
  • Added: 09/23/2013 11:52 AM
  • Last updated: 02/29/2024 06:21 AM
  • 1232 views

Posts

Pages: 1
In terms of the scattering problem I mentioned in your previous town map, you've resolved that here. Each point is clear and the pathway directs nicely from PointA to PointB, well done there! I'm glad you decide to think where you'd like each location to be, and you have a nice variety with the different shaped buildings and cliffs.

However, this map is still unnecessarily large. It's actually larger than your previous map even. It looks like it'd be a real pain trying to roam around it, I strongly recommend you reduce the map size a lot otherwise players probably won't enjoy roaming around this map.

For additional details, you can make use of the grassy tiles, the smaller tree tiles and the flower tiles. Perhaps some logs, billboards or the like would look good too.
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
Those flowers are suspiciously perfectly evenly spaced. I would recommend just scattering flowers, bushes, and individual single trees all over the place, since with the exception of people's front yards, most of this is just growing naturally.

Also, yeah, it's about three times as tall and about three times as wide as it needs to be.
author=atoms405
In terms of the scattering problem I mentioned in your previous town map, you've resolved that here. Each point is clear and the pathway directs nicely from PointA to PointB, well done there! I'm glad you decide to think where you'd like each location to be, and you have a nice variety with the different shaped buildings and cliffs.

However, this map is still unnecessarily large. It's actually larger than your previous map even. It looks like it'd be a real pain trying to roam around it, I strongly recommend you reduce the map size a lot otherwise players probably won't enjoy roaming around this map.

For additional details, you can make use of the grassy tiles, the smaller tree tiles and the flower tiles. Perhaps some logs, billboards or the like would look good too.


It there an exception if the town was let's stay developing. Or maybe if there a reason for the map design? Like a town back-story or something. Because I already play some other RPG games and I sometime, I experience these kind of maps before.

Can you also give me tips on mapping too, :)
Even as an "exception" I don't think it's good mapping design from a gameplay perceptive.

Here's a good tutorial that helped me lots when I begun using RPG Maker, it's for VX but the same rules apply for Ace. (I personally still don't like this map feeling there are too many interiors in the end result, but this is still a good example following helpful tips).
http://www.rpgmakervx.net/index.php?showtopic=28381

Whether the tutorial helps you or not, I'm making a reference to it specifically to point out the third screenshot under "Laying out the foundation", this screenshot is a solid example on how to take your time mapping in a neat order while knowing in advance what will go where.

So if I were to apply this rule to mapping a forest, I'd plan out the ground tiles I'll be using, then the boarder of the forest (the trees) first. If I was going to mix some grass tiles for the trees to lay under I'd mix that in at that stage too. At the same time my mind would focus on knowing how many buildings I want in this map and where abouts I'd want them located.

Since you wanted a pound, pathways and a cliff too I'd consider making sure the foundation is built to allow houses placed very near the pathway.

I'd check the size isn't too small or too big, meaning the houses could fit fine on the map without being too distant or too close and that the player can explore it without there going to be huge chunks of empty space.

Then I'd add in the buildings/houses and lastly add the additional details such as fences, flowers, logs, barrels, billboards, etc.

Another tip, have a lot of patience. Take your time and relax when doing a map. Maps turn out better when our minds are focused and not in a rush. If the map needs to be scratched, don't let that bother you and you learn from the experience.


Oh, and good job on the pound in the above screenshot! You separated the cliff tile nicely there, a mistake most beginners seem to never notice.
Pages: 1