@gigaswardblade Hey there! For your underwater map, maybe use these tiles. They are for VX Ace.
Game & Map Screenshots 10
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thanks for the help, but i was gonna use my own assets one day, so i might not need those. but i do wanna know what you think of my maps.@gigaswardblade Hey there! For your underwater map, maybe use these tiles. They are for VX Ace.
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I like your world a lot but making the screenshot larger might help. i can barely see it
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here's the map of the first game in the series:
Hi. I can't comment on where the locations are placed, because that depends on the story.
But a few things stand out that you can correct. :)
On the left beach, why is there a lone tree tile there, standing out? It looks like it's halfway into the water, and it has green grass underneath instead of sand.
Below the tree, the city made of 4 city tiles is probably a port-town. But the bottom left tile also looks like it's standing on water which is odd. Maybe you can add some sand on the left side of that tile?
I think that maps need some natural logic, otherwise such details look like mistakes. :LZSsmile:
You have towns and fortresses that look like they stand on top of trees, in forested areas, and that also looks unnatural. A trick can be to have a small clearing around the city tile without trees. When they built that town in the forest, they had to take down the trees and vegetation. So where the town is located, you can clear a bit the area around it with no trees, or less trees.
It looks like the player has free access to the entire map. Is this your choice? Do you think you can close off a part of the map (with mountains for example) and force the player to cross over at a specific point only? Or is it supposed to be a large open world?
About the underwater map: is there a reason why the tiles are brown? If you're using MV you can check out Whtdragon's Tiles for many colourful Underwater tiles to choose from, in case the brown isn't your preference.
That's all I can think of. Hopefully some of this was useful to your mapping! Cheers. :popcorn: -
@gigaswardblade I only leave comments on maps when I have the time.
I've now had a chance to look at them more closely, and the first thing I would say about your world map is that I don't understand its logic. Starlight dream has already mentioned a number of things. I would add things like the lack of any indication of roads, so that many locations appear to be unreachable. Or you have things like that large domed structure which effectively blocks off access to the town. I remember we had a long conversation about your original map and the lack of logic about the way the water flowed (which I see has been resolved in the latest large version), so this I think is something that you need to focus on more specifically.
Given the apparent importance (going by the size) of the town central south section, I would have expected it to have developed a port. It needs this, given that it appears to be very cut off by mountains etc. from the rest of the continent. They would have developed some easier way to connecting to nearby towns other than by traipsing all the way round. Unless there is a Pass which is not being shown?
You have what seems to be a slope up to higher ground with towns etc. up there. However, that perspective is ruined by the large body of water to the right of it, which clearly has to be all on the same level. If that sloped section is higher than the coastal plain to the west, which the cliffs say that it is, then you also need some form of transition to the rest of the map - either by making the whole of the right/east side of the map higher, or having cliffs extend from west to east with the water on the lower part.
As for your underwater map, if you hadn't told me that it was underwater I would not have known. It would be good to follow up Starlight dream's suggestion of MV tiles. But I'm also confused by the items you have included. A whirlpool underwater? What look like tree trunks imply that this land was once above ground and has sunk, or been flooded. Is that correct? Underwater mountains tend to have softer outlines because of the effect of water erosion. If you are going to use overground tiles, you will need to edit them somewhat. -
Oops! I thought he was using Ace :LZSlol:If you're using MV you can check out Whtdragon's Tiles for many colourful Underwater tiles to choose from, in case the brown isn't your preference.
So I linked him to some others :D -
@beliziam Thank you for your information! But i like your video was awesome than i think lol. :kaothx:
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1: its not necessarily open world. there are some areas you can explore freely before making story progress. the first chapter has you explore the big forest in the top left and a little bit of that cliff area. the second chapter opens up the lower right area. chapter 3 lets you explore the underwater zone, and a few new land zones that were closed off before. and by chapter 4, the whole map is opened up to explore.
2: that little lone tree near the left shore is supposed to be a grassy cliff area that goes off the coast. its where the bird people live.
3: i could probably fix the whole cliff thing. it will probably look like crap, but i can fix it.
4: the big dome is an arena, and its not blocking any roads at all. i did kinda put it too close to land even though its supposed to be over the water a little.
5: some areas are supposed to be buried in trees. the dark castle is supposed to be hidden in a deep misty forest that only their kind can traverse. there is a road around the misty forest, in case you were wondering.
6: i haven't finished thinking of how all the roads work quite yet. i might draw some lines to represent certain unclear pathways that are in the woods. sometimes i forget that my game is supposed to take place in the mid 2000s, so i don't always make clear roadways.
7: i had to improvise on a few tiles seeing as how few default tiles match my ideas. the dead trees are supposed to be giant coral. the brown spots are supposed to be valleys. the whirlpool represents the starting area from where you first enter the underwater world. and the mountains... i guess i could change them to the brown ones. the reason why i don't edit they now is because i don't have photoshop and i'm stuck with gimp 2. and gimp 2 is terrible.
8: the town in the central south surrounded by mountains isn't actually a town, its a military base. im not sure if you noticed since the forums cant handle huge pics of zoomed out areas. i will add a port once i've fixed the cliff fiasco. they do have jets and helicopters to fly over the mountains. plus, there are paths that go over and through the mountain too. -
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It has to be 72 hours since last post for no double posting. XD
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but the map is good now right?It has to be 72 hours since last post for no double posting. XD
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waddup guys, i got rid of my old "not eurasia" fantasy map from before and replaced it with something more personal and related to the themes presented in the game story. Also updated the map markers. But i still need to add some effects with doodads.

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Yes.but the map is good now right?
That looks so cool!!!!waddup guys, i got rid of my old "not eurasia" fantasy map from before and replaced it with something more personal and related to the themes presented in the game story. Also updated the map markers. But i still need to add some effects with doodads.
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Menu sneak peak, i've been working on it for a year to the point where i gave up on using images.

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waddup guys, i got rid of my old "not eurasia" fantasy map from before and replaced it with something more personal and related to the themes presented in the game story. Also updated the map markers. But i still need to add some effects with doodads.
This is war game? if it's real war game. I want to play with your game. That's why reason for i love your game. This map is so cool and very awesome. I accepted your game. :D:):kaoluv: -
@DarkHunter thanks haha yeah its an open world strategic rpg with turn based tactical battles. :)
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it still kinda feels like there's something missing from my first game's map. like the landscape isn't diverse enough. i did ask about making different forests, but kes said that this wasn't the place to ask questions like that or something. i just don't want my world to feel repetitive by using the same biomes throughout the world.
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@kovak I really like your menu!
I am producing a small game and using Celianna's ancient dungeon tiles for the game. I am using RPG Maker MV with Shaz's plugin. I would like some feed back on the darkness, if the map feels full enough without being too full and which character looks right with the maps. One is too small and the other feels "OMG! GIANTS RUN!" So stuck...
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@gigaswardblade Search Resources for different world map autotiles. If you haven't got the tiles, you can't show different forest types. If you can't find what you want through using Search, ask in Resource Requests.
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