NEOPHYTE'S PROFILE
Neophyte
155
Search
Filter
Map Making 101
That screen is about 2/3 the size of the map in game. While playing, only about half of that shows at once (20x15).
You should share how you do it! My way was just how I did things. I really don't know how much is too much (I would say that it is personal preference). I'm just throwing my advice out there. I would like to see others do the same because I know people have different approaches to this stuff.
edit: For me, I personally do not like maps like the one blind posted. You can't tell what's a clear path and what isn't. The forest looks beautiful in a screenshot, but it looks hard to navigate through. It mainly has to do with the clutter on the road. To me, a clear path is always more important than making something pretty.
You should share how you do it! My way was just how I did things. I really don't know how much is too much (I would say that it is personal preference). I'm just throwing my advice out there. I would like to see others do the same because I know people have different approaches to this stuff.
edit: For me, I personally do not like maps like the one blind posted. You can't tell what's a clear path and what isn't. The forest looks beautiful in a screenshot, but it looks hard to navigate through. It mainly has to do with the clutter on the road. To me, a clear path is always more important than making something pretty.
Map Making 101
author=halibabica link=topic=2412.msg43116#msg43116 date=1226430652There are so many factors involved when you want to make something fun and engaging. When I get the time, I'll give it a go. But for now, this is what I am talking about.
We're looking at a 75x75 flatland forest where snowfall is constant. It's a place where enemies live (hence, a dungeon by my definition). We have different types of trees/shrubs for obstacles, as well as varying blocks of ice. We also have snow for the ground, and some icier patches here and there. The goal is to make the walk through the map not frustratingly dull. How would a good map like this be set up to make adequate use of the space and enemy encounters without becoming boring or tedious?
Sorry if that's too specific, I'm trying to find something out here.
Mapping Guide
Keep in mind the chipset I'm using is a little different than the one I will be comparing it to. The size of many objects have been altered to fit my characters, and the colors have been modified. It is also a map from my game but no screenshots for you all yet.:D But anyway, let's get on with this.

This is the map I will be looking at. Thanks to Lifelessangel for the map, I hope this helps him and some others.
So you want to make cool looking professional maps? Well here is my...short guide (I guess) on the steps you should take to achieve your goal. This is personally how I do things, so you don't have to follow it step by step. The idea is to get you thinking about how you design your maps and how things should be placed, etc.
The first step is probably the most important step. DRAW YOUR MAPS. Yes, on paper. This is the most helpful tool for me, because it gives me a sense on how things will scale out in the end. And most of all, it tells me how much space is necessary, so I won't have to "guess" how large the map has to be in RM. Take a look at Brickroads tutorial on dungeon design, it's very good. Now don't add DETAIL to your drawing, just a very, very basic outline. That's all.
Once that's done, open RM and set your map up.
Step 1

Okay! That looks pretty empty. So how do we start? A common fault I find is that people just don't know where to start with their maps. Well first off, if you've followed your drawing, you should know how it should look. Just start doing the basics first, don't add detail yet.
Step 2

We now have a general idea of the scale of the map, and where placement is going to be. If this were an outdoor map, I would start with roads, or a main structure in the landscape. Anyway, let's start filling things in a bit more now.
Step 3

A good idea now is to indicate the "key points" in the map. Since this is going to be an item shop, things are going to be simple. We'll have a clerk, a counter, and some other things.
Step 4

Notice how we've indicated the "key points" on the map by adding details. The entrance/exit is shown by having a more closed in approach, with a carpet and different tile floor being shown. Depending on the tiles you're using, you may not have these options. That's fine, usually indoors have carpets telling you "hey, this is where you go". They are much like roads in the wilderness. At least have that.
But something isn't right here. The map is lacking objects...yes. But something feels wrong about it, right?
That counter is awfully long, isn't it? We're going to have to find a way to make it scale better for the character. This will be a tough task!
Step 5

This is better. Elevation can help out a lot sometimes. There is enough room to decorate the map, but it also gives a sense to the size of how the building is on the outside. As well as scale properly with the characters we'll be using. Cool, now let's add detail.
Step 6

Hey, that kind of gives off an item shop atmosphere now, doesn't it? The amount of detail can change a lot depending on what style of graphics you're using or the size of your maps in your game. But make sure that some detail is there. Never make things too overcrowded. Notice how most of the detail is tucked away from the player. The walking area is clear from all objects, but things still look quite pretty. A fault I find a lot in games is how overcrowded things are, especially in outdoor maps. Another fault is that people tend to use their outdoor mapping style with indoor maps (like adding shading to carpets or putting things on the floor to take up space). It's tough trying to find a good balance, but don't give up!
Finished Product

I also want to add that for me personally, I don't follow this step by step. I will mix and match the steps until I get a grasp of how things will look in the end. I may add full detail to one small part of the map, and leave the rest empty. I'll then go from there to see how things turn out. It's hard following steps, especially with mapping and design. Just find what you're comfortable with doing, and you will do fine.
Oh man that is long. I hope it helps you guys.
Map Making 101
halibabica, I was thinking more of a guide. If you're asking me to design a whole dungeon, I don't have the motivation for that. There's many things I could DO, but those choices are up to the creator. I don't want the guide to be something you copy exactly. That helps nobody. A good question would be How do you start? What steps do you take to give the place an atmosphere? And how can you designate where the player should go? If that's what you wanted, I can definitely help.
Let me whip something up, since I saw somebody here asking how his maps were and he just so happened to use a tileset I have been using. I will start there.
Let me whip something up, since I saw somebody here asking how his maps were and he just so happened to use a tileset I have been using. I will start there.
My Screenshot is Bigger Than Yours!
I still can't get over how Suikoden barrels and plants are twice the size of RM characters. :(
I'm teasing you, Blind. It still looks fantastic.
Lifelessangel, your maps are too large. You have tons of empty space that nobody is going to explore when they're on those maps. You need to cut the size the maps by 3/4 or something, they are way too big. Fix that for now, since it's the main flaw of those maps.
I'm teasing you, Blind. It still looks fantastic.
Lifelessangel, your maps are too large. You have tons of empty space that nobody is going to explore when they're on those maps. You need to cut the size the maps by 3/4 or something, they are way too big. Fix that for now, since it's the main flaw of those maps.
Five Random Thoughts About Video Games.
author=Feldschlacht IV link=topic=1683.msg42908#msg42908 date=1226376686Well it's atmospheric, but you don't get the full grasp of the wasteland until you play through the sidequests. If you don't, you're missing out on tons of backstory about the world and characters. The main quest (from what I've done so far) is just about the main character. It does nothing to pull you out of that role and put you inside the actual world you're living in.
Really? I think Fallout 3 is one of the most atmospheric games I've ever played.
I think the radio really helps with conveying the world the most. Without it, it would really be boring because the soundtrack is not too memorable. =/
Map Making 101
author=kentona link=topic=2412.msg42906#msg42906 date=1226375751No, you don't understand. It's not the "in" thing to do. It is stupid.
I like how hating on the 3-tile rule is the "in" thing to do these days.
For a large scale world map, the 3-tile rule works great!
Yes, you should have variety in your maps and they shouldn't have straight walls that are 20 tiles long. But it has nothing to do with the design of a map. It certainly does not apply to indoor maps. In fact, the only thing it can somewhat apply to are WALLS. If I followed the 3-tile rule, then that means I can't have roads that are more than 3 tiles, grass that is more than 3 tiles, or water that is more than 3 tiles.
It is stupid.
Do you guys want an example or not? Tell me what it is (wilderness, town, inner) and I'll help you out.
Map Making 101
Blitzen has some good advice with the proportions. You always have to look at things when you're in that 20x15 view in game.
Tell me what kind of map you want to see and I'll give you guys a step by step tutorial on it. I'd be glad to help out.
And the 3 tile rule is dumb.
Tell me what kind of map you want to see and I'll give you guys a step by step tutorial on it. I'd be glad to help out.
And the 3 tile rule is dumb.
Five Random Thoughts About Video Games.
He is in the scrapyard, south of minefield. By the way, he sucks.
I've been doing side quests the whole time. The main quest isn't very interesting to me, and really the side quests are what makes this wasteland have some sort of life/atmosphere. So far I've only gone to Rivet City.
I've been doing side quests the whole time. The main quest isn't very interesting to me, and really the side quests are what makes this wasteland have some sort of life/atmosphere. So far I've only gone to Rivet City.
RMNcast Episode 3: Play Something 2: Second Run: Colon
Five Random Thoughts About Video Games.
I like Gears of War because I played it with good friends online and at their house. There's no doubt the multiplayer will be fun to play, but the single player was never that good. They're basically doing what they should have done with the first one, trying to create a good story. The problem now is that we already know how most of the characters act, so it will be almost impossible to create an emotional story. Dom probably said one sentence in the first GoW about his wife, and yet they expect us to care this time around.
Plus I am getting really sick of the Unreal engine. But I may pick the game up, who knows.
Fallout 3 is still very good at the moment.
Plus I am getting really sick of the Unreal engine. But I may pick the game up, who knows.
Fallout 3 is still very good at the moment.













