Game & Map Screenshots 12

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Started by slimmmeiske2 1772 posts Page 58 of 89 View original ↗
  1. I can see what Alice means. The two shades are just pretty close to each other. Changing the color of one may help but I could see just changing the value of one to be a higher contrast too, if you wanted.
  2. Any thoughts on this cemetery? Is the open space alright? I figured it's reasonable to not clutter the path to the mausoleum with having to walk down rows of tombstones, but I didn't like the way an actual path tile looked there.

    1705770955983.png
  3. @ATT_Turan I appreciate that it's just a short way to the mausoleum, 'cuz I know it's a dungeon and I wanna get there fast. :biggrin: Havin' said that tho, wud you consider shaving off one or two tiles from the right and see how it looks? I just have this feelin' the empty space in the middle cud be a tiny bit smaller?

    Also, have you tested makin' the map vertical instead of horizontal? Like, you approach the mausoleum from south?
  4. I think it looks pretty natural, but I think an approach from the south could work, or maybe try placing the gravestones from the bottom to the right of the mausoleum instead? Maybe go down and to the left around them to give time to appreciate it?
  5. alice_gristle said:
    wud you consider shaving off one or two tiles from the right and see how it looks? I just have this feelin' the empty space in the middle cud be a tiny bit smaller?
    How's this? I made it a bit thinner and added some stuff to the space.

    1705772886118.png

    I could try the southern approach, but if this looks better I'd prefer it because you get there from leaving the west side of the city. Of course, it's an abstraction and you could leave west and arrive south without it being a huge deal.
  6. Honestly, just that small change makes it look much better to me. I guess for some things it can be the most minute differences giving wildly different vibes.
  7. @ATT_Turan yes, not bad! :kaoluv: And yes, I know you leave the previous map from a western exit, and I hate it when games mix exits like that, exiting west and entering south... but you cud make the map L-shaped if you wanted. I think this is fine, tho. :wub

    Oh, except, cud I bother you a bit more? Maybe try 'n reduce the tombstone variation a bit, see how it looks then? Like, have two or three different stones, plus one or two angel statues, see if you like the look of that?
  8. alice_gristle said:
    Maybe try 'n reduce the tombstone variation a bit, see how it looks then? Like, have two or three different stones, plus one or two angel statues, see if you like the look of that?
    Y'think? I feel like I often see a high degree of variance when I'm in cemeteries.

    1705773578291.jpeg

    I suppose it depends on the individual place, certainly I've also seen places that are more uniform.
  9. @ATT_Turan yes, if you like it, go with it! :wub I mean, trust yo gut. My gut's gonna spout all manner of crap, don't just blindly trust it! :biggrin:
  10. Any thoughts on this cemetery?
    what i see, are only the stones on a grass-field (kind of reminds me of the areas, you'd see for monuments/urn's) ... maybe a bit of color difference, surrounding the graves [or even trying, to encircle some with stone-surrounding and some flowers] could look nice, to break things up a little

    also, if you leave out the stonewall at the top and make the cemetry only half-visible at the top, you'd both: create the possibility, to have space for a small path leading there ... give the ellusion, that the map actually would be larger, then it realy is and make some space for the grave's decorations ...
  11. @alice_gristle I put great faith in your gut's contents.

    No, that sounds gross.
  12. I stayed watching the thread for a while since the last time I looked, and it gave me the courage to publish my screenshots of my project that I have.

    I hope there is no error when publishing the two images I have XD.

    SCREENSHOTS
    Spoiler
    A small barracks, mainly of archers, I think it is the most popular image I have on my page.
    Screenshot 1.png
    And the second is a cabin, some crops next to it and with the residents there... and a slime with a hand XD.
    Screenshot 2.png

    Just writing this and posting the images makes me nervous XD, I rarely publish anything on the forum, but at least for this new year 2024 I would like to have something published here on the forum.
  13. @XUR565_Official Personally, I think these look great! I do think the stone columns might be a little out of place in the second image and I can't help but wonder why there is a pile of logs on the roof.

    But again, I really like the looks of these and I would be happy if my maps could look like this.
  14. ZombieKidzRule said:
    I can't help but wonder why there is a pile of logs on the roof.
    About the logs is a small anecdote.

    During a trip with my relatives we stayed in a small town to rest, what caught my attention was that many of the houses belonged to lumberjacks (there was also machinery if I remember correctly), but the logs instead of having them on the ground They had them on the roof to dry.

    I don't know if that really works, but I remembered it when creating the map and put it in.

    ZombieKidzRule said:
    stone columns might be a little out of place
    And the pillars have already been removed (a friend also told me this), they are screenshots that I took on my page, so some are outdated.

    I could have taken a current screenshot... but I have a slow PC, so waiting almost 10 minutes for the project to open bothers me a lot.
  15. @XUR565_Official I would like to make one small suggestion.
    At the moment your paths stop just before the doors. However, paths go up to doors, as people walk in and out. To get that effect you have to use shift +click mapping.

    If you haven't tried this before, there is an excellent tutorial here. It's in the section for VXAce, but the method is exactly the same for all the engines. Once you've got it you'll find it invaluable for lots of things.
  16. @Kes
    I've been using Rpg maker for a long time... I never knew about this utility with shift... it's like I discovered fire XD.

    Something like this?
    SCREENSHOTS
    Spoiler
    Screenhot 3.PNG

    I really didn't know this, I think this will help me with some things that were wrong, thank you very much.
  17. Hello makers! This is my first forest map in my life, 22x12 with MZ RTP. Yes, it's small because I really don't have any map skill, so I decided to start with a small one and keep it original for my first try. I do my best to put everything I've learned from all tutorials I can find into this map. What do you guys think?

    Just one point to mention. I try not to use too many kinds of tiles. Too few kinds of tiles make the map monotonous, but too many kinds make the map messy, I think.
    22x12.png
  18. @XUR565_Official That's much better. If I could suggest a slight refinement - at the moment the worn out path goes up to blank walls as well as the door. That is unlikely as people would have no reason to walk there. I would narrow it down to just the doorway.

    I'm glad you found the tutorial helpful.

    @cchmaster You have managed to put shadows from the trees over the mushrooms and tree stump but not over the freestanding trees. For those you need to put the shadow on a higher layer than the free standing trees.
  19. Map007 (1).png
    Test Map for my new Tileset ,comes tomorrow ^^
  20. @Zepharex, looks cool and crazy detailed! :kaoluv: Who built those boats tho!?