10 things to do to overall improve your mapping

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Started by Avery 15 posts View original ↗
  1. I have written many tutorials about mapping and several of these tips were mentioned already, but we all know that nobody got time to read and remember all those words and so I decided to make a shorter tutorial just focusing on very general and simple tips, maybe linking them with matching tutorials for further reading.

    1. Understand tileset formats
    This can’t be said too many times. If you want to make a good map, you need to understand the tileset system, its limits, and more importantly, the ways around them.
    For example, in MZ you can do a lot more than the default sets allow you to, since you can actually work with transparent autotiles.
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    I have also in the past turned things that are neither walls nor tiles into autotiles, because they tile, which can save tons of space on the limited tilesheets.
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    If you ever run out of space on your B/C/D/E sheet, did you realize your A5 in MZ now basically works the same as a half version of them? Maybe you got room there!
    Understanding the basics is also key for some of the following things!


    2. Learn basic editing
    Another theme I wrote a lot about are basic edits that I expect/hope/wish everyone can learn and have the dedication to, it really pays out!
    -eYoLS22i80aCsyw2KkNrlAa5xGMiWi9AhLQiSN0CsQ91rKOIqv_L4rsLa_F6aoFe9Xz6GQUkBfWuXIP0bQTUMBaNq6jGGWhhXHZ5X0LSk-gHK23aPMVWwRSM3eG-83dC6hPqLI4kcozSkT4Tz4oRgc
    Tile Edits So Simple, ANYONE Can Do Them!
    This one for example just contains things where skill is not really necessary, at least not to a level that requires many days of training.
    Clumping helps to make maps that are less straight bound to the grid and layer limitations and being able to adjust small things on the whim allows you to add that little extra to any map.
    The same goes for recolors, I think especially if you work with paid packs, you are super limited by default and it is very likely your game looks more like other games with that style than an RTP game does - since the RTP comes with a lot of variations through user additions.
    Your paid pack has the same limited things everyone has to use if they use that style, so being able to recolor things or create more or less extensive edits to make them look more unique or to adjust them to more closely match the ideas you have in mind is crucial in my opinion.
    You find a lot more tutorials here, and if there is anything you wished you could do to expand your tilesets to better fit what you have in mind and that I did not cover, let me know!


    3. Build your own tilesets
    I do it in all my making a map tutorials and I would really really want to underline this point three times.
    Making the tileset to fit the pool of maps helps you a lot to not only have everything you need, but also to create a unique look (since you combine resources from multiple sources that might not have been used like that before) and the room for extra bits. This also counts for paid packs, here I’d fill the extra space either with extra tiles from other sources that are close enough in style and adjusted or with own edits and recolors that, as already said, can be simple, but will still give your maps a more unique look.
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    4. Draw inspiration from real life
    If you are mapping a terrain or situation you are not familiar with, a little research never hurts. How varied was a village in the middle ages? What important buildings did a town have 1000 years ago? How do people adjust to life in a desert? While your maps don’t have to be 100% realistic, knowing what you doing can help a lot to make them look more immersive to the player. Little details that show you thought about your setting and looked things up can add that little extra to your locations.
    For example: What were key features when choosing a location for a castle? Even if your castle is placed in a fantasy dream world, not putting it in a place where it can be easily overrun by default might be smart and help your players to picture it as a strong fortress.

    5. Parallaxing =/= Good Mapping
    I won’t pull any examples here, but I feel like a lot of people seem to think that parallaxing automatically makes their maps 100% cooler. It for sure makes it a lot more complicated and difficult, and while there are people who create real pieces of art that way, there are also many pitfalls, especially when it comes to color grading, blending tilesets into each other (because, for many the alternative to blocky autotiles means no autotiles and therefore no real border, just a soft eraser, and I know such things can be really difficult and fiddly…).
    If you aren’t a good mapper already, I’d suggest that you rather improve your editor mapping first and enhance it with more and more edits, to really get a good feeling for color, style, placement and all those things.

    6. Simple isn’t always bad
    How to trigger me in one simple picture:
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    Who builds like that? Why would anyone build like that? Which house would have an outer shape like that?
    And that is even a kinda mild example, there are a lot of worse things one could make and many that I have seen before.
    VgrnqUcczhzwCZAtJBYiQ1J7XAwBpTFmjVu7nDJ9XQD5G2Mypt3YWGWLvdjGhwyajilP-axB0BH5xHVy5UGue4LhNeTM--a_uIzRMXgWixBfnYUvxBstU3psdTrI4OPAf25wcLyJzIt744cbEa8Qjuw
    As in real life, most rooms are just square, and that is okay. You can do a lot with a pretty tileset that includes enough options to make your houses look diverse enough without adding random corners and edges.
    Another point where it can become bad is when every house in your village is made from a different material.
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    It can look quite weird and unauthentic especially in a fantasy setting, so while variation is nice, keeping it in a realistic frame can make a whole difference!
    5u5sEOQSNCXgfOmFrCRsU-5qgVWvbDuEWy7JyRN9_lTSe6PlbvA-VYYslD04FDdBxYIb3p7DcZRKYEJvdxXhIrO8XUrDHARbX9iSpMdRgBaK1OXaTaIjiCyCbuJKrnkMGxZuZ-jsIyCxvPIWIt1_k5k

    7. But sometimes it is
    Now I talked about some cases where too much variation can hurt your mapping outcome, but of course there are many cases where the opposite it true.
    Let me list some
    Forests
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    Cliffs/Cave walls
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    Wealth - even in a smaller town, you will have larger houses with more property and smaller huts of people who own nearly nothing

    …and so on.

    8. Color grading is important
    If you mix and match tilesets from different artists or try to recolor on your own, things don’t always look right. If you work with pixel art, you can usually color swap to a different color ramp from another object in the right shade and are good to go, but drawn stuff can be a bit… difficult.
    Practice is key here, honest feedback, too. I have some tutorials about different ways to recolor in the already linked tutorial list, if you have further questions, ask. And if not: try it!

    9. Size does matter after all
    Large and empty maps can be really boring. So this point will be really short, but my rule of thumb is: I make a map as small as it can be to fir every aspect of the location and the room to move around. Noone needs a 200 square mile town with 5 houses in their RPG that the player has to visit one by one… prove me wrong.


    10. Map with purpose
    If you try to think about the story of the map, what impacted the location in the past, who lives there, why, how they make a living, etc. all those points already give you great inspiration to put details and unique things into every map. If every village looks the same your game might feel a lot more boring than it is, while such details can add variation, purpose and make each location stand out a little.

    What did I miss? Where do you disagree?
  2. I actually lol’d at #6. It’s so true tho. Even older “quirky” houses are pretty much still square rooms with maybe one or two tucked away areas that are extra weird (I love my weird house but it is still like 90% square).

    I agree with absolutely all of these points. It can be tedious, but pulling aside tiles into your own sheets can really expand the offerings you have for your maps and can even really help with the unifying details like texture and color.

    Really happy to see people embracing editor mapping again. I’ve seen some breathtaking parallaxes but there is something about editor maps with some pizazz sprinkled on top that really seems to hit a sweet spot of beauty and function.
  3. Nice!

    I'm horrible at mapping, so I'm always looking for more tutorials. Thanks @Avery!
  4. Much appreciated!

    I think the part where "parallax is not automatically better" goes along with "anything custom is better than RTP" - I see some number of new/beginner people who are still learning the software and immediately dive into importing their own drawing and gunning straight for parallax mapping.

    To me, it's important to be objective about whether the end result actually is better than thoughtful and creative use of the included assets (as well as the many professional-level free resources available in the threads of you and other artists here).
  5. @Ms Littlefish So true!
    There are reasons to make rooms non-square, but usually that happens with a purpose and not just "to make it visually more interesting".
    And I don't know if it is really that tedious. I usually start with a "base tileset" - either RTP or usermade - where I throw out everything I know for sure I won't need and add the things I know I need. This takes more time than starting with something fixed, but it gives me a lot of time when it comes to add new things, because I have the room and don't have to rethink whether the tile I wanna swap out now has been used already. If you don't edit your sets at all you save that time, sure, but you also save on the looks, to say so ;D

    @TRIDIUM
    Well, if you follow those 10 points, you are maybe just not so good instead of horrible ;D

    @ATT_Turan
    The parallaxing point is really important. I understand that it might be different for MV, bur for MZ it only makes sense if you are really going to make the best use of it. I could have expanded on things that I don't like, but I don't want to shoot too many arrows out on that topic xD But Randomly wavy ways just because you can is another parallaxing thing that annoys me xD Because the bricklayers were like "Why go straight, when you can have random curves all over the place?"
    And yes, the RTP topic is very important. It goes hand in hand with all the other tips, but if you build your own sets, balance things out and create good maps and interesting locations, the average player won't give a that it is RTP. They'd rather appreciate a consistent style and an overall nice looking game :3
    Plus, costum graphic is usually more limited by default... sure, you can make everything you want then... but it sure takes forever and most people are therefore unable to get the variation that the RTP allows you to have.
  6. Thanks, Avery! These are great tips! Honestly, all of your tutorials are on my save list for when I actually start seriously practicing mapping.

    One thing I have heard referenced as a useful tool is Shift-Mapping? Which I read about, think I understand, and then promptly forget about again.

    Would that fall under #1 maybe? Understanding the tilesets?
  7. The funny thing is that I've heard the exact opposite advice with regards to number 6 though I suppose the fact of it being indoors versus outdoors makes a huge difference.

    Humans make stuff square. Nature doesn't...most of the time. I think people are naturally trying to make things look less blockish since a tiles lend themselves to a square tendency and people I think assume square means boring.
  8. @PersistentDreamerGames
    Yeah, the main thing is human vs man made, and in beginner maps I tend to see boring nature and very "edgy" architecture. Maybe because people see the houses as the interesting part and the nature just as "what has to be there to fill the blank"? I don't know :D
    If you use your resources well, a blocky house or room isn't boring at all. That's also why being able to make little edits is so important, cause that way you can add more diversity to all those different homes without going crazy with the shape.


    @ZombieKidzRule I think that would fall into the know the tileset format thing, more or less. Shift mapping is used to map autotiles without them automatically changing. This tutorial here has sadly no images anymore, but it explains it pretty well :)
  9. ZombieKidzRule said:
    One thing I have heard referenced as a useful tool is Shift-Mapping? Which I read about, think I understand, and then promptly forget about again.
    Shift-click mapping undoubtedly has other tutorials on YouTube and such (and, of course, is explained in the instructions) - but it's really quite brief. Holding Shift disables autotiles.
  10. I learned about shift mapping a few weeks ago and it was like I literally leveled up my map -making skills, lol. Went back to all my old maps and fixed all the wrong stuff I had.
  11. Avery said:
    As in real life, most rooms are just square, and that is okay.
    1706759450034.png
    NAILED IT
  12. @Trihan I mean...there are...squares? Someplace?
  13. Now if I can find a decent replacement for the (A2? A4? Always mix them up) tree autotiles in MV, that alone would improve at least a few of my maps.

    *Edit* It turns out Avery actually did make better forest autotiles for that. Awesome!

    Trihan said:
    View attachment 293754
    NAILED IT
    Great shift mapping! Except that spot on the left.
  14. Trihan said:
    NAILED IT
    At some point, all those squares really did make a circle
  15. I'm just gonna drop this little beauty here because I love Victorian Houses. This is sort of squarish.

    Victorian.png