@Prescott Thanks for the feedback. I didn't intend the for cliffs to be that high, though. Maybe it'd make more sense if I increase the bottom cliff by 1 more tile?
That could certainly help! You don't have to make the initial cliffs that high either, you could decrease the elevation altogether or even add little pieces coming off of it to make it seem less like a sudden steep wall jutting out of the ground.
I'm trying to make a mountain area. How does this look?
Not too shabby! You've got good clutter placement. What are the dark parts supposed to represent, in your mind, out of curiosity? I find that sometimes people just put those down without really knowing what they are there for. To me it looks like sections of the dirt where people or creatures have dug in just below the surface, so it's a little darker. Usually that would mean it is a bit wetter though, in which case the trees being dead would be curious. Your map design should not just look cool but serve a purpose as to showing the players what the region is like and the history of what happened in that location, so that's just something to keep in mind
:)
A nice little trick to help things look a bit more natural is to place the top tile of the trees right up against the top of those clifftops (the mountain floor tile), and basically allude to the bottom part of the tree being underneath it. The perspective of RPG Maker graphics is not entirely top-down, it's at an angle, so there is technically one more space that someone could walk underneath that cliff tile, even if the player can't. Keeping that in mind can help increase the believability of your maps quite a lot, even indoor ones!
Got around to mapping again after months of not doing it. Thinking of moving the green mountain range down a tile or two to help with the open space a bit. World Hub map btw.
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That would definitely help a lot, but I think a better option might be to just make the map itself smaller. If you've got a lot of unused space it is better to condense things for the players' sake. If you've got a specific scale in mind of the distances between these things, it can be better to stick to that, but you might need to add a couple more points of interest in between, perhaps a small market/outpost. Without knowing exactly how large your world is when it is to-scale it is hard to recommend changes, but there are a few ideas to help you out
:)
I will note that it looks strange where the grass goes into sand and then to rock. You might be able to fix that by putting the default grass tile underneath that grass overlay autotile but I'm not super sure as I don't have RPG Maker on-hand at the moment.
The shoreline also has that dark line around it, which is because, unfortunately, that type of water only works with the darker sand color. I'd just swap it out to make it look a bit more natural
:) That might help the grass to stone transition as well, since it might look a bit more like rough dirt with the contrasting colors up there, but it'll look like sand nearby the water.
The top of the overworld has a straight line of mountains and I would suggest changing that up a little bit. The overall flow of everything else on your map and how natural it looks is pretty good but that super straight line of mountains looks very out of place, so maybe making some variation in the Y axis could help.
This one is more personal preference, but I would extend the lava down below the volcano tile. The bottom of the volcano will still be stuck to solid land and it will make it look like the lava just curves around the back side of it instead of there being a big square behind it.
@Prescott - That's an impressive looking mountain range, I bet that took quite a bit of time! My one critique would be that it does look a bit homogenous. Without some form of a unique landmarks, it might be a bit easy for the player to get a lost. Take that with a grain of salt though; your pathways flow nicely, so it might feel easier to navigate while playing. I imagine whatever is hidden beneath the sensors can also help the player find their bearings, assuming these are some kind of unique locations.
That is a great thought. The water and flag in the bottom right map will serve as waypoints, and the censored areas will serve the same purpose in the next two. Going right from that bottom map will see a couple dungeon entrances as well as a unique land feature. That honestly happened by mistake though, as have a lot of great things while making this game, and a few more mountain maps I'll be making in the future have no such markers so I'll be sure to include things like that!
There is one main path and a bunch of short paths that will likely have some enemies roaming them in order to get to treasure, but they aren't ever so convoluted that it will be hard to find the way back to the main path. That's my goal, at least!