Game & Map Screenshots 11

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Started by Celianna 2067 posts Page 47 of 104 View original ↗
  1. @Zquence This bit looks off to me.

    1599124348870.png

    Logically the top of the pipe from the steam-driven computer(?) needs a distinquishable horizontal section going into the machine at the back. It has to be able to clear the depth of the cogs and the horizontal pipe coming out of the middle of the cog on the left. At the moment it gives the appearance of just going straight up.

    I think you will have to do this by highlighting a section - in the same way as on a cupboard edge, you've only got a vertical line, but you can 'see' the shape as a rectangle because the lower part is darker, and the left upper side catches the light more than the left lower side.
  2. Kes said:
    @Zquence This bit looks off to me.

    View attachment 159137

    Logically the top of the pipe from the steam-driven computer(?) needs a distinquishable horizontal section going into the machine at the back. It has to be able to clear the depth of the cogs and the horizontal pipe coming out of the middle of the cog on the left. At the moment it gives the appearance of just going straight up.

    I think you will have to do this by highlighting a section - in the same way as on a cupboard edge, you've only got a vertical line, but you can 'see' the shape as a rectangle because the lower part is darker, and the left upper side catches the light more than the left lower side.

    Thanks! I will try to play around with the RTP, to see if anything works and maybe try to look up on alternatives. In the end, I should just go edit the parts of it, that I use - making it more "my style".

    I will certainly be taking your advice!
  3. 1599163034022.png
    Guys, I know it's a lot, but what you do when you don't know what to put in some houses? Feeling really dumb here hahahahahaha

    But, it's life, there are some days that you are really inspired and some you don't
  4. @gabrieldiastche Who lives there? Who they are, their wealth, profession, way of life, etc, should usually determine what their home is like.

    Avery made a nice tutorial on mapping interiors.
  5. The Stranger said:
    @gabrieldiastche Who lives there? Who they are, their wealth, profession, way of life, etc, should usually determine what their home is like.

    Avery made a nice tutorial on mapping interiors.

    I will be looking right now! Thanks :D
  6. @Candacis Thanks for the critique, you bring up some good points.

    Here is a map of the game I'm currently working on, Gjallarhorn:

    Map_base-ghar-jalal.jpg

    Sadly, I had to reduce the quality of the image to upload here.
    Character and monster shadows aren't done yet.
  7. @Pots Talos It would certainly require editing the tiles but I'd mix a bit of green on the outer edge of the snow area and a bit of snow on the ground on the other side.
    The transition between the two would look less abrupt.
  8. @Pots Talos
    That's a lovely map! I love the waterfall and you did a good job in the placement of cliffs, trees and ground textures.
    One thing has me confused. The tree shadows seem to indicate that the sun comes from the bottom left. But the bottom left is exactly the part where the cliffs are darkest. Those two things don't fit together.
    Also, why do the trees throw shadows, but not the cliffs?
    Unless you have some sort of plugin with wandering tree shadows, I would re-consider the shadow placement of the trees.
  9. Hey !
    Here's the Church I made for my Game Relics' Legacy

    Worship area :
    NPH_church.png

    Living area :
    NPH_church_1F.png

    Attic :
    NPH_Church_attic.png
  10. 1599241124093.png
    Hey everyone, here is my after of that map that I sent here yesterday!
    Thanks everyone and if you have some more feedback, I would love it!
  11. @PLUEVNR I love those maps! The lighting looks pretty sweet, too. Personally, I'd try to make the areas outside of the lighting effects somewhat darker.

    @gabrieldiastche Your mapping is really improving. :) The bottom-left room, the one with the piano, still looks off, though. Have you considered removing those eight tiles at the bottom?
  12. @gabrieldiastche
    Looks already better!
    Why are there no windows? Unless this is a cellar, I would put in some windows. The bottom left carpet has a weird shape. Most carpets have uniform shapes, like rectangular. Why is the map cut off down there?
    The big pile of boxes seems weird, too. I assume, you wanted to fill the space? Something like a potted plant, sideview bookcases etc. might work better.
  13. This is a Wip of my Ligh Effect and Fog that I'm working on recently for my project!

    Tavern:
    UFN0M6f.png


    Video in Game: (To check better the Fog Effect outside the windows and the door)



    Appreciate the feedback, thanks!
  14. @Lycanimuss I'm a sucker for lighting effects, and yours looks bloody good. Very atmospheric. :)
  15. @Lycanimuss There's a small thing that I'll nitpick about your lighting: the two lamps in the middle are casting light on the wall behind them despite a corner being in the way. Instead of lighted areas, these should be darker than the rest of the room.
  16. @The Stranger Thank you, really glad you liked it!

    Well noted @cabfe , thank you for the feedback, I will fix this areas!
  17. The Stranger said:
    @PLUEVNR I love those maps! The lighting looks pretty sweet, too. Personally, I'd try to make the areas outside of the lighting effects somewhat darker.

    Thanks a lot ^^
    alright I'll try something
  18. I just remade the bottom floor of the hotel in The Wastes, and am currently working on the rest of the floors, thanks to some inspiration from a hotel blueprint. Making NPCs is exhausting...

    First floor.


    Second floor, still in progress.
  19. @cthulhusquid That floor is really hard on the eyes. Have you thought about adding other floor tiles or carpets at various points throughout your map? I think it'd really help make the floors look more visually interesting.
  20. The Stranger said:
    @cthulhusquid That floor is really hard on the eyes. Have you thought about adding other floor tiles or carpets at various points throughout your map? I think it'd really help make the floors look more visually interesting.
    I can definitely try to find a tile that looks less hard on the eyes, and see what I can do about breaking up the flooring. I'm doing research on hospitality carpeting and design, thanks to your comment.