Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 35 of 104 View original ↗
  1. @fluffymonster Taking smalls steps can get big things done. I'm honestly winging it at the moment, there's no way I would of produced that map a month ago, again small steps!
  2. superkoopa said:
    @zakthepower The trees and sprites are quite nice, though the mapping needs some filling out, I'd add some shells or rocks, maybe some crabs. I really like your HUD, particularly the map!
    fluffymonster said:
    I grew up with Power Puff Girls. :kaoluv: It's looking good so far! As superkoopa said, could use a little more decoration on the beach like star fish, shells, etc.
    Thanks for the feedback!
    There are actually some enemies walking around, but I'll definitely add some assorted beach stuff later on. Also, you actually play as Boomer (if that wasn't obvious enough) and PPG is a large focus! The demo is actually halfway done, so expect that soon ;)
  3. @zakthepower
    Anyway, I would like to add more like turtles, small animals, dirts, or even fish in the sea.

    @superkoopa
    Good video.. But the ship is actually moving, right? Well, I just realized.

    Continuing my Lost Woods dungeon screenshot earlier, I also provide the Lost Woods puzzle dungeon (Zelda-like) Gameplay. Here's the video ( I remove the fog effect to make it clearer) :

  4. @superkoopa well if you use it as title screen Just make sure it is visually different enough from the rest and you'll be fine xD

    And yeah i got all suikoden's as hardcopy from way back when... Wouldn't wanna have to buy them now lol
  5. fffscreen9.png
    Any tips on making this map feel less empty? it's only supposed to be a small part of a larger map, fyi.
  6. @Ed19 Do you have a plausible reason for the light source in the 2 dark maps? To have that kind of effect it would have to be artificial and being carried by the player. Is that what you are doing? Unless this is a horror game, my instinct is that the map is too dark. Trying to navigate it could become tedious - unless, of course, there is basically only one path, in which case you've got other problems.
  7. zakthepower said:
    View attachment 147814
    Any tips on making this map feel less empty? it's only supposed to be a small part of a larger map, fyi.
    Some decoration could make it feel less empty. Like a couple more trees, seashells, sandcastle, etc.
  8. fluffymonster said:
    Some decoration could make it feel less empty. Like a couple more trees, seashells, sandcastle, etc.
    Right.
    I'd like to say this is in the middle of a city, unlike the previous beach image.
    But thanks!
  9. This is just some random question about map making, but is it better to map a bigger map or smaller maps but with multiple parts?
  10. zakthepower said:
    Right.
    I'd like to say this is in the middle of a city, unlike the previous beach image.
    But thanks!
    Oh, it looks kinda blank lol, so I just figured it was sand. Where is it supposed to the, the park? Otherwise it's unlikely to have that much of a blank spot. You could show buildings nearby. Have like a tree (in a grass patch) or a garden nearby.
    @Gooseb90 Depends on what you're doing with it and if there's obvious cut-off points. I heard bigger maps can lag (possibly due to events or size? I'm not sure) and it's good to remember separating the map means you can reuse switches without it triggering the other thing that it triggers.
  11. zakthepower said:
    I'd like to say this is in the middle of a city, unlike the previous beach image
    The fact that it wasn't obvious that this is in the middle of a city is probably all the feedback you need. I would never have guessed, looking at it, what type of environment it was, especially as it has a palm tree in it, and not much else. The edging tile looks like it might be metallic, with rivet holes in it. Altogether a confusing map.
  12. Kes said:
    The fact that it wasn't obvious that this is in the middle of a city is probably all the feedback you need. I would never have guessed, looking at it, what type of environment it was, especially as it has a palm tree in it, and not much else. The edging tile looks like it might be metallic, with rivet holes in it. Altogether a confusing map.
    Yeah, I should've explained that. Sorry.
    I ended up completely overhauling the map, so everything is fine now. I just have to set up the passability stuff, since this is a custom tileset and all.
    fffscreen11.png
  13. Kes said:
    @Ed19 Do you have a plausible reason for the light source in the 2 dark maps? To have that kind of effect it would have to be artificial and being carried by the player. Is that what you are doing? Unless this is a horror game, my instinct is that the map is too dark. Trying to navigate it could become tedious - unless, of course, there is basically only one path, in which case you've got other problems.

    Been trying to explore the map by myself, I would lighten the map "a bit"
    So the forest itself is a lost settlement that has been cursed. causes the sun unable to shine the area, but trees can still live.
  14. I split up my forest map into two parts instead of one bigger map.


    But I feel that my forest doesn't look in anyway natural. I did some saturation flickering with the basic tilesets and I'm using the tint system for my game because in this area it's supposed to be at night.
    This is an in-game look, but we can barely see the map with the player cam. I would add some fog to add a creepy forest look but I don't know how.
  15. Harvest Bloom, 3D Farm RPG!
  16. Now seems to be a good time to sneak in another screenshot while everyone is looking at the MZ threads.

    It's a couple of maps further on than the last one I posted. You get to the abandoned outpost by going in one door and making your way (very quickly) to the other.
    Without lighting the pile of skeletons looks a lot brighter than everything else; with lighting it blends in better.
    As before, map in a spoiler and a screen shot while I'm testing passabilities to give a better idea of what it looks like in game. Sorry it's a bit blurry, I used the snipping tool instead of taking a proper screen shot.
    Another map for the mountain pass, plus in game screenie
    Mapshot 103 Index [0, 0].png

    Screenie.png

    @Gooseb90 Could I suggest you break up those solid blocks of trees with 'glades' by taking some of the trees out. Make some of the lines along the paths a bit irregular instead of having everything in dead straight lines. Unless it is a forest planted by people, make the paths a bit irregular in shape as well. I can see nothing but 90 degree angles for everything.
  17. Work so far on the second level of my nuclear power plant. This is officially the largest building in The Wastes so far.

  18. Looks very sci-fi/post-apocalypse, @cthulhusquid . You do have a lot of rooms on that map, so I'm interested in seeing how you fill them in. You've done a nice job with the rooms that are already filled. I'm also okay with the squareness considering the type of map!

    I have my first attempt ever at a snowy map. Seriously, how have I never had to make a snowy map prior to this...?
    This is half the town; to the left I'm building shipping docks and some more houses. Also, the buildings DO have doors and windows, but they are events, hence they do not show in the image.
    Half a snow town
    Map433.png
    Not sure how happy I am with the Inn/Gathering Hall in the center yet.
  19. @Cythera Just a couple of things while you're still working on this map.
    I suggest you use shift-click mapping for the ends of the paths going to doors, stairs etc. They shouldn't stop short, as that is not how people walk. If you haven't learned how to do that, I recommend this tutorial as it is an essential mapping skill.

    The other thing is that pond/pool/mini-lake on the right. It's quite substantial - but what's feeding it? That water has to come from somewhere, and there's far too much for it to be rainwater. At the moment having it looks a bit weird.
  20. Cythera said:
    Looks very sci-fi/post-apocalypse, @cthulhusquid . You do have a lot of rooms on that map, so I'm interested in seeing how you fill them in. You've done a nice job with the rooms that are already filled. I'm also okay with the squareness considering the type of map!

    I have my first attempt ever at a snowy map. Seriously, how have I never had to make a snowy map prior to this...?
    This is half the town; to the left I'm building shipping docks and some more houses. Also, the buildings DO have doors and windows, but they are events, hence they do not show in the image.
    Half a snow town
    View attachment 148460
    Not sure how happy I am with the Inn/Gathering Hall in the center yet.
    Thanks! It is post apocalyptic, in fact. In case you missed the first floor, here's that one. The rooms are almost complete, they just need events. One still needs to be filled.



    Your town map looks pretty good, but I think there's some areas that need shadowing, like the cliffs and the south building with the brown roof.