NICKAD'S PROFILE
nickad
261
I like to smell people :).
I have an absurd fashion of littering my game creations with unnecessary light-maps and overlays.
I am fond of RPGs and first-person shooters, and have an astounding joy for horror games.
I have an absurd fashion of littering my game creations with unnecessary light-maps and overlays.
I am fond of RPGs and first-person shooters, and have an astounding joy for horror games.
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KaskaValley2.png
KaskaValley.png
good maps!
That's simple. Wait - No it's not.
I would say that first and foremost, design plays a major role into what constitutes a 'good' map. Maps with good design usually utilise elevation (or elevated pathways), layers (by this I mean various height levels in a map. An example would be climbing a ladder and walking across a gang-plank or bridge), and variation in the shape/form of the map (such as in caves, where the walls aren't just in a straight row. Caves have natural wall formations, so make them curved and organic!).
The design aspect also extends to the size of the map. If the map is too open or too large for no good reason, then it will just take the player longer to reach point B from point A, which will eventually just frustrate them. 'Good' maps strike a balance between the sizes of each map (small and closed-in maps are easier to design, allow for more detail to be displayed to the player and provide a clear and visible path to the next area, whilst large maps allow for more 'breathing room', but can take the player a while to traverse).
'Good' maps also take into consideration the direction the player must travel in to get from point A to point B. Walking in one direction on flat ground in a square-shaped level is going to get boring pretty fast. 'Good' maps will usually make use of the space of the map, and create a path that perhaps goes off in several directions, or is more organic (curving and twisting pathways, etc) to reach point B.
Though, design by itself is not the only factor to in the equation. Graphics is another vital part of a 'good' map. With graphics, it is pertinent that the mapper selects a visually-consistent graphical style, and knows how to use it (by this I mean that you know how it was intended to be used, or use the appropriate tiles for their appropriate use (such as cliffs walls for cliff walls, not dirt, etc). 'Good' maps will also use variation to add flavour to their maps. The same plant six tiles in a row doesn't look natural!
And that is about all I can really think about this late at night. If I can think of anything else, I'll post it tomorrow.
Also, If anyone mentions the Three-Tile-Rule >:(...
I would say that first and foremost, design plays a major role into what constitutes a 'good' map. Maps with good design usually utilise elevation (or elevated pathways), layers (by this I mean various height levels in a map. An example would be climbing a ladder and walking across a gang-plank or bridge), and variation in the shape/form of the map (such as in caves, where the walls aren't just in a straight row. Caves have natural wall formations, so make them curved and organic!).
The design aspect also extends to the size of the map. If the map is too open or too large for no good reason, then it will just take the player longer to reach point B from point A, which will eventually just frustrate them. 'Good' maps strike a balance between the sizes of each map (small and closed-in maps are easier to design, allow for more detail to be displayed to the player and provide a clear and visible path to the next area, whilst large maps allow for more 'breathing room', but can take the player a while to traverse).
'Good' maps also take into consideration the direction the player must travel in to get from point A to point B. Walking in one direction on flat ground in a square-shaped level is going to get boring pretty fast. 'Good' maps will usually make use of the space of the map, and create a path that perhaps goes off in several directions, or is more organic (curving and twisting pathways, etc) to reach point B.
Though, design by itself is not the only factor to in the equation. Graphics is another vital part of a 'good' map. With graphics, it is pertinent that the mapper selects a visually-consistent graphical style, and knows how to use it (by this I mean that you know how it was intended to be used, or use the appropriate tiles for their appropriate use (such as cliffs walls for cliff walls, not dirt, etc). 'Good' maps will also use variation to add flavour to their maps. The same plant six tiles in a row doesn't look natural!
And that is about all I can really think about this late at night. If I can think of anything else, I'll post it tomorrow.
Also, If anyone mentions the Three-Tile-Rule >:(...
It's something I really wanted to know....
Include previews of comments in 'Notices'
Perhaps you could categorise notices? As in, all comments relating to the Game Chill '09 will be under one category, and comments related to your game would be in another, in which you may open or close it (opening it shows all the individual notices relevant to that category). It would save a lot of space, and would be much easier to manage.
SCREENSHOTS- 525,600 Chipsets
post=118186
Repeating what you said doesn't mean anything, but I'm all for posting more screenshots. If you don't want counter combos (long ones like in Disgaea) do not answer/challenge/rebut/refute me.
Oh, by repeating what I said, I was trying to emphasise that it would look different on all monitors. So, just because it appears darker on yours does not mean it would appear darker on others. So really, it's quite hard to please everybody. I've had the same problem when I've tried making games with lighting effects :(.
@StormriderAngel >> That does look quite nice. It has completely changed the atmosphere from a dull and gloomy cave to a... Well, it seems to give off (to me personally!) a feeling of Autumn and sedation. Though, it should be more visible to those that thought your previous screen was too dark.
@ Sweet Liar >> It looks nice. Though, my only criticism would be that message box displaying the player's information. The information doesn't seem to be centered in the box (as in, the left-hand side has more 'free' space than the right-hand side).
SCREENSHOTS- 525,600 Chipsets
post=118179Let's not keep ruining the screenshot topic :P. On with the screenshots!
I can see it perfectly. And this would vary, as mentioned, depending on the settings, calibration and type of monitors used by different people.
Also, do take into account the fact that the site-skin is white, which does contrast with the image quite a bit, and may not be reminiscent of the actual result in-game.
SCREENSHOTS- 525,600 Chipsets
post=118171I can see it perfectly. And this would vary, as mentioned, depending on the settings, calibration and type of monitors used by different people.
No it doesn't always have to be realistic. It just has to be visible.
Also, do take into account the fact that the site-skin is white, which does contrast with the image quite a bit, and may not be reminiscent of the actual result in-game.
SCREENSHOTS- 525,600 Chipsets
I actually quite like the original version of StormriderAngel's lighting. The subtle lighting gives off a dull, dark and gloomy atmosphere. These are RPGs people. Not everything is going to be realistic.
Edit: Ocean, there is something with the pavement in that screen that really irks me. I think it is the lack of definition (as in, most of the other objects have a darker version of a colour as an outline. As in, they have a higher contrast, whilst the pavement really doesn't stick out like the rest of the objects. I suppose it was intentional to highlight the difference between the ground and buildings, but it just seems a little off to me.
Edit: Ocean, there is something with the pavement in that screen that really irks me. I think it is the lack of definition (as in, most of the other objects have a darker version of a colour as an outline. As in, they have a higher contrast, whilst the pavement really doesn't stick out like the rest of the objects. I suppose it was intentional to highlight the difference between the ground and buildings, but it just seems a little off to me.













