@Benevolentwanderer well in that case mission succesful lol
But if you want to truly give it that trippy feel you might want to consider bending the pillars too :)
Game & Map Screenshots 10
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Testing the new chipset/tileset making some map!

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Testing the new chipset/tileset making some map!
Looks very nice, the tileset and the map itself. Made me want to see more of these. -
On to the residential area! I think the different style roofs may make me need to replace those houses with the standard MV ones, but they're just too pretty not to use.
Spoiler
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@SOC honestly I think the different housing styles clash to much but that's personal preference so... yeah.
The path though does have a flaw : You have the wall all the way up to the pavement on all places except the exit to the left where the lower wall is actually one tile removed from the path where it should cut into the path to be the same as the wall above it. -
What's better than having an animated title screen?
Having two!
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not finished yet. but I'm not sure what else to add. any suggestions? -
My game got some fresh buildings.

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@Paladin-Cleric of Awesome Looks like you've got a good start there. You've got a few places where shadows are missing/inconsistent, mainly around the castle and the buildings that have shadows going into the walls, so if you're not using a script to do them, I would fix those. Additionally, what I think you're really missing is greater detail. Things like broken bricks, cracked roads and especially plants and nature things around the more natural parts of the city. Also, it may just be me but I feel like the wooden fences inside the city walls are a bit off, I'd replace them with one of the other ones. Overall I really like the layout you've got going on, you just gotta fill in all the empty space with detail so the map really pops. :)
Completely unrelated, this is part of the hills that surrounds a town I've been working on. I'm pretty happy with how it looks but I'm a bit concerned that there's too much going on at any given time. Thoughts?

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@shadefoundry That looks good, although a couple of things stand out. Firstly, all your ground is 0, 4, 7 or 11 tiles above the lowest level -- nothing in between. That would be an "acceptable break from reality" if each tier of the hill was a place you needed to walk, but when it's just for looking at, I'd expect many more ledges and steps at intermediate levels. Secondly, there are too many trees for such steep terrain, and especially the tree stump and fallen log tiles are overused. Why would your lumberjack climb a four-metre rockface to cut down wood when there are perfectly good trees on the lowest level?
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@Paladin-Cleric of Awesome Some people and animal NPCs going about their business ;) ? But mostly, I'm with shadefoundry in the adding more naturalistic details and wear and tear.
You might benefit from adding a parallax overlay (requires plugins) with some subtle shadows. (Alternately, you can do that with a tileset, but it has some limitations)
@shadefoundry When you have shadows on the ground because of a 'fold' in the cliff-face, they should extend up the logically shadowed part of the cliff too. Otherwise, you've got pretty much the best cheery little cliffside you can possibly do with just the default outdoor tileset!
@Aoi Ninami Fallen trees exist regardless of the existence of lumberjacks ;) -
Natural causes tend not to leave perfectly flat top surfaces, though.
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@shadefoundry To me it looks good, but feels a little bit too much on the detail. I think it could do with a little less of that, and perhaps as @Aoi Ninami pointed out a few less trees as well. Not too much to change with the tree's, but perhaps a few less.
I think, just a bit of space would probably look a little nicer. -
Negative space is a thing and it is something you need to add to that map. A place where the eyes can rest without a dearth of details. Ideally, any path leading to the house or places you can walk. It looks nice but balance out the details a little more, give a bit more variance to cliff height, and it will look a lot better. >.<)b
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Why would your lumberjack climb a four-metre rockface to cut down wood when there are perfectly good trees on the lowest level?
Those trees were probably worth more lumberjack job experience points since they were harder to access. NPCs need to level up too!
(Actually they don't in most games I guess.) -
Thankfully some kind people on discord have given me their input on this map. However, I still would like a larger input on it, in case there is anything I am missing.
Please note, the doors, the bridges connecting the land, and animals/NPC's are scattered on the land through events. I'll be placing black boxes where the doors are a bit later.

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@CalebW We have a thread for asking feedback on maps/screenshots. I've moved it there.
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@CalebW We have a thread for asking feedback on maps/screenshots. I've moved it there.
Thank you, my appologies. -
@SOC I've only seen your Monday screenshot now.
Please, whatever style of roof you finally go for, sort out the way you have placed the houses against the back wall. At the moment you have at best zero tiles between the back of the house and the wall. Do people really build a house so that it is flush with a city wall so that they have no light and air at the back? But 2 of those houses are even worse. The one in the left corner and the one next to the path on the right - they don't even have enough space to have a back section of roof. -
Some locations in my game
Spoiler
