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Map Designs

The more I look at my game so far, the more I think, huh, I might get somewhere with this! But of my three biggest problems so far, the simple fact that I'm poor at Map Design will hold me back incessantly. It's one thing entirely to have a couple of bland layouts right? I don't want that to be my entire game.

Yes, Yes, I should finish fleshing out my damn storyboard, oh, and I should probably spruce up the currently, (At least in my opinion), sub-par battle system. Nonetheless, I would really appreciate it if people could give me pointers and/or examples. Anything helps at this point, really.

So, in other words, I'm begging for feedback and Pro Pointers. Beg, Beg, Beg.
BEG.

Posts

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As time goes by and you keep working in your game you will naturally be better in several aspects. Including mapping design. If you are not satisfied with your previous maps you can always rework them.

You won't improve your mapping from one day to another. The only advice I can give you is to don't use RTP maps and make parallax mapping instead. You gotta be a damn expert in mapping to create beautiful looking maps with RTP (I've seen a few though). Parallax might more difficult but it's easier to make good looking maps.

Eitherway, as I had alrady said, you need time to improve. You can't get better instantly.
I know, I know, but a couple of pointers is something I feel would both motivate me to continue, as the mapping is really turning me off here, as well as make the game more interesting.

I'm truly devoted to the project, but it stops being a project and becomes work the more I map >.<
So looking at your world map. The basis of it is good. Its broad and expansive. However, being so broad and expansive means you need to detail it here and there. Little lakes, little tree clumps outside of giant forests. I much prefer the broad expansive maps vs tinsy little world maps like Final Fantasy Legend. The mountains are rolling and look good. But again little details. If an entire screen is almost completely full of 1 tile (grass, forest), you need to have some flair to it.

Your towns look like they need details too. Telbooze needs more barrels, maybe patches of grass, or darker soil or something, because its just sand. Put some palm trees near houses. Also surround the town with a wall to restrict and focus movement of the player to bottlenecks. Maybe not even a wall, but some sort of line. Tree line, boxes or whatever. You need paths leading to houses. You have a giant path through town, but even a humble broken stone path leading to buildings might be nice. Put up fences, Fences make good neighbors. Some houses need windows. You have wide open spaces, and logically over decades, empty spaces will get filled up with something. Boxes or something. Some 2 floor buildings would be nice. Think of how cool it would be to pop out a stairway to access a special 2nd floor. Maybe even have a bridge going from one building to another. Put something on the next building that you can only access by going out of the 2nd floor of the adjacent building. You would need switches and events to make it so you can go under or over the bridge.

As for the interiors. Make a black border around the interior. DO IT! Do not line a wall up with the edge of a map. Why get it away from the edge? Because the player should always be at the center of the screen, unless you're making an old school Nintendo game. You can adjust the map properties and then map shift to get the wall away from the map border.

Your interiors are good, however, you lack windows my friend. Some interiors are just too big like your Inn and Pub. So much empty space. Tighten it up. Put some rugs in the inn. Also the wall heights are a bit too tall for the curtains that you're using. Find some 3 tile tall curtains or just don't use them. A lot of your interiors fall into the 'too big' category. You either need to shrink the sizes of the room or fill them with stuff. Some things are full of good stuff where it adds to the map. Places like the box maze. But you can't box maze every giant room.

To top it off, you disable dashing... in giant maps.

The bandit 'town' is giant too. Wow too giant. It takes quite a while to walk it.

By shrinking everything, it will result in less work.
I much appreciate the pointers. I intend to implement the black borders shortly.

I also intend to revamp Telbooze thanks to your pointers, taking a look at it, it feels incredibly amateur-ish, and even uninhabited.

The dashing disable was unintentional, I may have accidentally turned it on here and there when I didn't intend to.

The obstacle I foresee with these pointers is that there a quite a few events mixed in with Telbooze, and re-adjusting is going to be a long and difficult battle. It also seems difficult to make a second floor appear.....real. I'll keep experimenting with that though.

Some serious thanks, my motivation was nearly run out, but feedback and criticism is wonderful for that problem. Thanks again!
Also your blocker gates in the dungeon don't / won't work. When they're down, you need to make them 'Through.' To be honest, I'm happy you made shutters and switches like that. A lot of dungeon makers don't.

I'm happy with your dungeon making skills. Not the giant bandit hideout, but the other one. The one that's compact and uses the random generator that you detailed. Much better than other first timers.

Talking helps motivation :-)
author=ShortStar
Also your blocker gates in the dungeon don't / won't work. When they're down, you need to make them 'Through.' To be honest, I'm happy you made shutters and switches like that. A lot of dungeon makers don't.

I'm happy with your dungeon making skills. Not the giant bandit hideout, but the other one. The one that's compact and uses the random generator that you detailed. Much better than other first timers.

Talking helps motivation :-)


Ahh, thanks for the tip on that. A couple of buddies I asked to test never got around to actually testing, so that's a helpful bug soon-to-be-fixed. I also never really intended for the giant bandit hideout to be more than filler and tutorial for the player; let them learn the ropes you know? It was also my crash course in switches and game-style storyteling. In any case, I personally preferred making the dungeon in tandem with the generator, it felt....right. In any case, I intend on using the generator to make several other dungeons in the game. Of course, they'll have my personal touches.

My sincerest thanks for all the feedback you're...uh...feeding...me. It's wonderful and is really helping to motivate the production.
Also here's a tip for testing.

Step 1 make the map with no enemies.
Step 2 no matter where the map is in the game, like map 32... have a quick warp for testing purposes to the map.
Step 3 play test the map see if everything works and see if you can make it through from start to finish.
Step 4 automatically level up your entire party from the start to the quick warp to where you feel their level should be in 'map 32'
Step 5 make all the best equipment for map 32 and equip your party and make the best equipment 0 GP
Step 6 make monsters
Step 7 flood map with monsters
Step 8 play test with the best equipment against the monsters
Step 9 if something feels boring, dull or useless (like a healer that has no one to heal) give them something useful and teak everything.
Step 10 Make the gold value of all the equipment based on what you have the monsters at and how much gold you ended up having by the end of 'map 32'
Step 11 play test from start of the game to map 32 without the quick warp or quick level up.

Basically the quick warp and the 0 GP best armor will save you so much time. I used to not use that method and like grind through each of my games over and over again. Wasting days of time each time.

And yes you should use the random generator and detail it. Make a little puzzle or switch here and there. More people need to do that, because there are so many straight forward terrible dungeons out there or dungeons broken up like zelda screens.
The testing is a wonderful idea for tweaking my combat system, one of the three things I need to improve.

However, is the Zelda-style exploration necessarily a bad thing?
I have a massive sort of walled in province that encompasses a large city, several small farming and fishing villages, a university, 3 towers, and a few small forests. I had intended to make this specific area be explored in the Zelda-esque room-style to give it a sense of scale and allow me more room to toy with the events that will transpire there.

In other words, what I'd like to know is if I'm wasting my time with ambition, or is this a project that could add flair to the game?
Zelda works for Zelda (and Final Fantasy Adventure) when the combat enemies are on screen. I don't think it works for a traditional random encounter RPG. Plus a lot of Zelda types just have 1 exit per side of the screen instead of making the whole side of the screen be the exit.
author=ShortStar
Zelda works for Zelda (and Final Fantasy Adventure) when the combat enemies are on screen. I don't think it works for a traditional random encounter RPG. Plus a lot of Zelda types just have 1 exit per side of the screen instead of making the whole side of the screen be the exit.


Enemies would actually be on screen in that area, however it being a walled in province, enemies would be limited to the events tied in with the events in the area and the forests, along with a couple of weaker foes on the roads to make for some fodder. In any case, the province is lined with roads leading to each location, with some exceptions leading up to the forests. Of course, any extreme openness can be fixed with fences.
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