I don't think I've ever seen a store high or low end without shelving of some sort, because some things just don't hang up very well, but maybe it's different where you are. *shrugs*
Game & Map Screenshots 11
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The thrift stores in my area don't put any clothing on shelves because each piece is too unique. Instead we hang every piece on a hanger. I'm in the USI don't think I've ever seen a store high or low end without shelving of some sort, because some things just don't hang up very well, but maybe it's different where you are. *shrugs*
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Hi there!
I'm still quite new to RPG Maker, i've only been using it for a month. I actually read the whole thread to learn how to map better! I wanna show you what i do too :D
Here's the first map i made and the second version, that i'll maybe revise again for the final game. (welp it doesn't show doors)
Main city map
And here's a map i just made to try something out! Trying to make it less "boxy". It's supposed to be an abandonned village.
Spoiler -
@Jentokki Just a small point on your woodland village.
If you look at your building on the left, it is set against a section of forest that only goes back up for one tile.
That does not leave any space for that portion of the building at the 'back' behind the roof that you can see. This makes it look very flat. I'd move the house a tile down. -
Testing my first 3D map, created using 3ds Max and Photoshop software.
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@Kes I didn't think of that, thanks a lot! I changed it and it does make more sense like this.
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Testing my first 3D map, created using 3ds Max and Photoshop software.
This remind me so much of Playstation 1, this is soooo good, keep the good work man!
I really enjoyed the nostalgia effect :p -
@Tuomo L The flower shop is too big and barren. When I think of RL flower shops I've seen, they tend to be small and packed. Flowers are not in tiny vases spread out on tables, but big bunches in taller vases all together on the floor and/or on racks. The only table would be the counter where you pay and where there might also be a few special items. I have never seen a flower shop with absolutely no windows, as flowers need light. Is there a reason for a crystal there? If there is, does it have to be slap in the middle of the floor where no shopkeeper would have it, as it detracts the customers' attention from the goods for sale?
The crystals are save points. There's a boss battle in the shop at one point, so save point is pretty much a mandatory. -
Far enough, but my point was also - if it has to be on the map, does it have to be in that precise location on the map where it is ugly and intrusive. As it is not a large map, even the most unobservant player is unlikely to miss it if it were more to the sideso save point is pretty much a mandatory.
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Hey guys! So after a long break I'm back to my Project. This time, I hope i will finish it as well :D. So I wanted to show you the Cathedral from my city as well as it's location within the city. As always, feedback is more than welcome
CathedralCity1City2 -
@Skyquake
I like the general layout of your city! Love me some pitched roofs :LZSsmile:
I would suggest you look up PandaMaru's resources for VX Ace, she has made some gravestones and church windows you might find useful, even a mausoleum.
A bit of feedback:
While I think it is good to strive for a unified look for your city, it looks a bit samey. For instance, it is difficult to even see the shops on the map, because the houses look all the same. Maybe introduce one other wall and roof texture and door, window combo?
I made pitched roofs for VX Ace, too.
I'm not so sure about the border on your pathway autotile. It doesn't look natural to frame all the buildings with it. Normally the pathway border would vanish behind the houses. I think, I would remove it completely everywhere it borders a house.
I would put shadows right next to the small stairs going into the cathedral as well as shadows on the right side of the left "tower" front of the church (I hope you know what I mean, it's getting late and my english is getting worse). The tower would throw a shadow onto the wall of the entrance part. -
@Candacis Thank you for the heads up. I rectified the shadow on the tower and stairs. I will try and use another type of roof and walls, the problem is, i don't really like the others and they don't really fit this type of city but i'll look into them and figure something out :D.
EDIT: So i changed some of the roofs and modified a window to look as if there's light inside. As for the walls i REALLY don't like anything else from the RTP for this city.
Spoiler
Unfortunately for the alley, i think it's too late to be able to modify it now without redoing like 75% of the city. -
@Skyquake
The path and graveyard fence on the far of the cathedral has a weird perspective, I'd place them a few squares lower so the look like they go behind the building walls. Right now, it almost looks like it connects to the roof. -
So, this is pretty much the finished city. :D
City -
@Skyquake
It's a nice looking town!
Just a couple of things:
There's a house that seems floating above the garden below:
Also, the graveyard is at altitude 0 on the left side but should higher when coming from the right (you have to climb stairs to reach that entry). -
@Skyquake I'm having problems with this section
It's the way the 2 buildings at the back relate to those in front. We assume that those in front have some depth, that the back wall and back roof aren't perpendicular from the ridge. Yet the buildings at the back are so close that there simply isn't any room for that space to exist. This wrecks your perspective. -
@cabfe you're right about the graveyard. I will rise the far left fence . The house You pointer out is on the same level as the garden. The pine tree is lower than the elevated platform of the Town Hall.
@Kes i guess i understood what You mean but I thought of the roof as something like this
Medieval roof -
@Skyquake I see what you mean, but in that image there isn't another house starting at the roof line.
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Working on reviving an old projekt to play around with MZ. -
@karraymalek
WOW! What for a nice map! Which ressources did you use for it?