Game & Map Screenshots 11

● ARCHIVED · READ-ONLY
Started by Celianna 2067 posts Page 33 of 104 View original ↗
  1. Kes said:
    @Cyril-Splutterworth You need first to decide what your light source(s) will be. At the moment you have none - no wall mounted lights, no windows, no nothing. Therefore it is impossible to determine what the lighting effects could be.

    Whatever they are, it is unlikely that they will be compatible with the autoshadows of your walls, which is what you have at the moment, so you would need to get rid of them.
    Another reason for removing them (in part at least) can be seen above the head of the female in the bottom map. Your wall is 2 tiles high, so the autoshadow is also 2 tiles. But that wall can be no thicker than the ceiling tile, so 2 tiles looks weird.

    Hi @Kes, thanks for taking an interest in my maps!
    I was thinking that the neon blue strips at the top of the walls could serve as a lighting source, as well as the backlit sliding doors.
    I'm a little lost about your final sentence; I'll get rid of the auto shadows, but do the walls also look disproportionate to the ceilings in terms of size?
  2. @Cyril-Splutterworth No, the walls are fine, it is simply that in that particular map that specific shadow looks weird. Looking at it again, I wonder if the top of the map has been cropped. At the moment it has no ceiling tile.
  3. Kes said:
    @superkoopa On the first map, assuming that the player cannot go off to the side but only down the ladder, I'd leave it as it is. The ladder is fully visible, and there is enough detail visible in the background to give the player all the necessary info, plus some eye candy.
    For the second one, I'd adjust the lighting a little. There is a lot of light (rightly) coming from the main door, and I would have expected it to show up the building around the door a little more. At the moment it doesn't seem to do that at all. Overall I'd be tempted to lighten the whole thing just a very small amount, because I do think the building would be a tiny bit more visible.


    @Kes I agree regarding the first map, though I've made some new additions to it. I'm not sure what I am going to do with the paths that lead to both sides, I'm probably just going to leave them for the time being until I can make some new assets (a new area or something that blocks the path).

    The second map was too dark in hindsight, I don't really intend on using that one, it was good practice though!

    The first map was initially just a wall (with a skull on it) and a path, then I realized I could make the mouth into an opening, In which it then quickly became "skull mountain". Though after some more tinkering I started to get treasure Island vibes, which made me add some trees and made the saturation warmer. Right now its basically a skull cave on a tropical Island. I plan on making a beach at the bottom, I need to make sand tiles, there would have to be a shoreline too. I don't know If I can pull it off, but i'd also like to add a pirate ship! It's funny how you set out to do one thing, but it quickly spirals into something completely different, next time I post it'll probably turn into a sci fi game!


    Before


    After


    EDIT

    So about that Pirate ship...

    Spoiler
  4. Just finished my basic interior maps!
    I'd like to keep it as minimalist and as traditional as possible.

    Now I need feedback: do these maps make sense?
    Especially the house one. At a glimpse, the wall height looks "normal", but how is it from your perspective?

    Any feedback will be appreciated :)

    House
    Map006.png

    Blacksmith
    Map010.png

    Grocery Store
    Map007.png

    Adventurer Guild
    Map011.png
  5. @Raith It's not a style of mapping which I think I can comment on sensibly, as it isn't one which I personally like. However, to answer your question about wall heights in the house - they look accurate to me.

    My one query about that map is - who stores umpteen crates and barrels in their living room? Do you or anyone you know?
  6. fffscreen5.png
    Looking pretty empty....
    The area will be surrounded by enemies when it's done, but for now it's basically an empty street.
  7. @Kes Thank you for the feedback! I guess chopping the lower part of the house will solve the barrels and crates problem.
  8. My turn to put something here.
    It's still in progress, but the basic structure is there. It's the first map of a mountain pass dungeon and has an entrance and 4 exits.
    I find mapping in the editor quite relaxing, and so fast. This is about 4 hours' work. As it's so big, I've put it in a spoiler.
    As the map shot doesn't show the lighting, there is a screen shot of a passability test which gives a better idea of the colour range in-game. Passability tests take a lot longer as the player can walk behind all the cliffs.

    Mountain map & screen shot
    L Mts South.png

    screenie.png
  9. I've been working on a nuclear power plant map loosely based on Chernobyl's RBMK reactor for The Wastes. There's going to be two floors, the first one is mostly complete but still needs events and has a chunk of empty space to fill.

  10. @Kes The lay out is nicely done, I like the lighting in the second screenshot.

    At the bottom there is an enclosed area, I'd build that area up, maybe add a tree. I'd probably be looking around for an entrance If I was a player, though other than that, good job!
  11. Working some maps! Here's one I completed recently:
    EaWZTzLWAAAhJ1V
    I was actually thinking about adding the post-processing in-game with a plugin. That way, the lighting and effects could be dynamic.

    EDIT: Finally got the image direct link instead of the tweet.
  12. @MushroomCake28 Central section, with what might be a church, but anyway, the brown building next to a couple of market stalls. There is something very odd about the way the building behind it (with a blue roof) is placed. Is it meant to look as if its wall is directly next to that of the church? Same with the building to the left, it looks like its wall is in direct contact with the church. I am assuming that you want to give almost a medieval feel when towns were much more compressed (in which case, I'd also do roads 2 tiles wide, rather than 3), but I think you've taken it a bit too far there.
  13. @Kes Yes, the walls are directly touching the brown building. I'm going with a medieval messy kind of city!
  14. fluffymonster said:
    @VitaliaDi Could you possibly add seaweed and other fish (like fish schools) in? You could also adjust the lighting so that going lower gradually gets darker.

    I've edited the map with your suggestions, this is the lower portion with animated seaweed, it's definitely getting better. I'll probably add more maybe floating bubbles with things inside and more seaweed :)
    1592061632114.png
  15. @VitaliaDi love how its turning out though personally I would make the bubbels lighter and more 'airy' (thats not a word but yeah lol)

    You could also maybe add some coral formation to the lower right to break it all up a little
  16. Finnuval said:
    @VitaliaDi love how its turning out though personally I would make the bubbels lighter and more 'airy' (thats not a word but yeah lol)

    You could also maybe add some coral formation to the lower right to break it all up a little

    Great ideas I'll definitely do that :)
  17. VitaliaDi said:
    I've edited the map with your suggestions, this is the lower portion with animated seaweed, it's definitely getting better. I'll probably add more maybe floating bubbles with things inside and more seaweed :)
    View attachment 147560
    I would make the shadows of the seaweed lower and line up closer with each other. Is the big large fish in the foreground in a school? If not, I would put it in a school of fish and just angle it so that it doesn't take up most of the screen (or make it brief). It's looking good so far!
  18. Made some progress with the map I've been posting recently. Just need some feedback really.




    Does two frames of animation look okay for the sail? Also, does it look too washed out? I tried to make it seem like that for the storm, but i'm not sure If I was a bit overzealous.
  19. @superkoopa personally I think the shot is a bit off in regards to where the characters are positioned but thats personal preference.

    I don't hink its too washed out and the sail looks fine, I would however add some movement to the end of the ship (ropes for example) as that part being static now looks a little strange.
  20. Finnuval said:
    @superkoopa personally I think the shot is a bit off in regards to where the characters are positioned but thats personal preference.

    I don't hink its too washed out and the sail looks fine, I would however add some movement to the end of the ship (ropes for example) as that part being static now looks a little strange.


    @Finnuval Those characters do look cramped up there in that corner don't they lol I'm planning on adding a few more animations, particularly a spray of water from behind the boat, though I never even thought about the ropes, good call! That would be pretty easy to implement too, just adjust it from the middle by a pixel and it should do the job.