I have 2 main aspects that I think need some attention.
Although you've said that not everything is showing, in the Status Post you mentioned that this is mainly vegetation on the buildings. That means that you have a huge amount of empty space doing nothing, providing no visual interest for your player, just a lot of walking around. I can't make logical sense of what the white edging is supposed to represent - especially as there are some inexplicable gaps, and the edging turns grey in places. It doesn't work as pathways, nor to delineate property boundaries. I think you could compress this map significantly and make it feel more like a real neighbourhood.
The second aspect is some of your roofing. I personally don't think that single height roofs with 2 tile high walls looks good. The proportion is very strange. The buildings where you have 2 tile roofs, e.g. the top two, left side, look much better. The roof on the building below those two needs attention. You can use shift+click mapping to remove the ugly lines in the centre section. If you're not familiar with the technique, there is an excellent tutorial here.
A smaller aspect is your use of the tables and chairs. The tables have cloths on them, and the seats are upholstered. This implies that someone must be looking after them, that they are perhaps for being served at. But the placement is wrong for that, so what purpose are they serving? What happens when it rains? The table cloths and chairs will be ruined.
I also couldn't work out why you have 2 dresses on stands in the public space.
Overall, I think things feel a bit random. If the map were much smaller you wouldn't have so much empty space to try and fill.
Game & Map Screenshots 12
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thank you for your advice, i just wanna point some things out thoughI have 2 main aspects that I think need some attention.
Although you've said that not everything is showing, in the Status Post you mentioned that this is mainly vegetation on the buildings. That means that you have a huge amount of empty space doing nothing, providing no visual interest for your player, just a lot of walking around. I can't make logical sense of what the white edging is supposed to represent - especially as there are some inexplicable gaps, and the edging turns grey in places. It doesn't work as pathways, nor to delineate property boundaries. I think you could compress this map significantly and make it feel more like a real neighbourhood.
The second aspect is some of your roofing. I personally don't think that single height roofs with 2 tile high walls looks good. The proportion is very strange. The buildings where you have 2 tile roofs, e.g. the top two, left side, look much better. The roof on the building below those two needs attention. You can use shift+click mapping to remove the ugly lines in the centre section. If you're not familiar with the technique, there is an excellent tutorial here.
A smaller aspect is your use of the tables and chairs. The tables have cloths on them, and the seats are upholstered. This implies that someone must be looking after them, that they are perhaps for being served at. But the placement is wrong for that, so what purpose are they serving? What happens when it rains? The table cloths and chairs will be ruined.
I also couldn't work out why you have 2 dresses on stands in the public space.
Overall, I think things feel a bit random. If the map were much smaller you wouldn't have so much empty space to try and fill.
firstly, this isn't a neighborhood, its a shopping square :yswt: i do add it as the display name but maybe i should make it more clear?
also, i suppose your right about the chairs n stuff like that. it is supposed to be an untouched left alone area but i will try to make that more clear. thank you again! and ill try to use shift-click better -
I'm making a restaurant, is there anything that I could improve ? I'll add NPCs and some food on the guest table soon.
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@Eden019 looks pretty good! I wud try a couple li'l edits if I were you?:kaoluv: First, the windows on the north wall look a li'l odd wid how the stairs go there? So maybe just axe a few windows, or relocate the stair? Second, I wud cut down that blue rug, it a hella weird shape :biggrin:
For bonus fun, how 'bout tryin' to add a kitchen entrance? Extra points for realism! :wub -
@Eden019 I would like to suggest a couple more edits if I may.
Your wooden tables are lacking a line one side, in this case on the left
Here is a very crude mock-up of something which might work better.
You have cupboards against the south wall and kitchen wall like this:
It is unlikely that cupboards with items on them would be placed like that, as the contents would not be accessible. If you took just most of the top of the cupboard itself and made it a separate tile, it would look like it was against the wall and preserve the perspective, something like this:
You have steps leading down into the kitchen, implying that the kitchen is on a lower level than the rest of the building. However, the walls are the same height. To be consistent you would need to make those walls 3 tiles high.
Finally, the cupboards at the top of the room are a full tile down from the base of the wall, so that they look as if they are not standing against the wall. The best way of dealing with this is to have cupboards about half a tile down, something like this:
This also makes it clear that this cupboard is too close to the window. I'd remove it, as per @alice_gristle 's suggestion. -
I've been trying myself at this precise exercise, and as always, shot myself in the foot by trying the harder level at the start of the game.
-> Forest in parallax.
Failed the first map (35 tiles x 25 tiles) after 15 hours of work on it. (Due to no experience, had a lot of misplaced elements in terms of layers).
Failed the second map because it was just a remake from the first one, was too ugly. Scrapped it entirely.
Last iteration, is this one.
Detailing is far from done, sadly i still have difficulties using GIMP2 and i don't even know where are the important tools (And i have used this software for hundreds of hours to kitbash ships for Starsector Mods ...)
-> If people know how to use this thing. I'm searching basically a brush that can paint a custom texture. I watched some parallax tutorials already, but, they don't have the things i'm searching.
(No need tutos on how to set-up the map, and map collision on RPG Maker with Galv's Plugins, already did it successfully after some time, because the tutos were for MV, and the plugin changed a little since :s) => That's how i understood that my first map was unusable and not beautiful enough for my taste.
This map need to be the peak. The safe heaven of the main character.It needs to have everything at the max :D -
@Jeenah The first thing that stands out for me is the enormous purple tree that is, apparently, sat on top of the roof of the house top left corner. The implied place for the trunk is a physical impossibility.
The other thing is what happens when trees are put in front of cliffs. You need to leave enough space for the implied branches at the back of the tree. Therefore, some of your trees are too close. They could only be that close if they were 2 dimensional - which, of course, they are, but you want to suggest 3 dimensional.
EDIT
For the Gimp thing, just google "gimp brushes free" and you'll find loads out there. Or go straight to the gimp web page where it tells you about brushes, gives you a whole load and also tells you how to install them. -
@Jeenah The first thing that stands out for me is the enormous purple tree that is, apparently, sat on top of the roof of the house top left corner. The implied place for the trunk is a physical impossibility.
The other thing is what happens when trees are put in front of cliffs. You need to leave enough space for the implied branches at the back of the tree. Therefore, some of your trees are too close. They could only be that close if they were 2 dimensional - which, of course, they are, but you want to suggest 3 dimensional.
EDIT
For the Gimp thing, just google "gimp brushes free" and you'll find loads out there. Or go straight to the gimp web page where it tells you about brushes, gives you a whole load and also tells you how to install them.
Oh right ! When looking at it now ... That's true (For the big purple tree atleast), for the other tree against the wall, it doesn't bug me at all. Maybe i'm broken :s
Thanks for the brushes, i'm gonna take a look at that (I still found some ways to circonvent the problem), but still, it's annoying. -
I'm redoing all the maps in my project with new graphics. This was the last one, an underground mining complex. The technology is old and almost everything has been taken over by rust and dirt. A restricted area with secrets from the past.

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I'm redoing all the maps in my project with new graphics. This was the last one, an underground mining complex. The technology is old and almost everything has been taken over by rust and dirt. A restricted area with secrets from the past.

Huh, spooky, not going down there ;-; -
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If only mt interface could look as good as this one. Sadly i don't have any coding experience or knowledge so, stuck with the basic ugly one :( -
Technically not a map, but I love how it lturned out and wanted to share :D
Love seeing work still being done on Escalia! Remember being obsessed with it trying to learn how to use Luna Engine for VX Ace. -
Thanks mate! :D I have slowly been replacing Luna Engine with customized stuff though (so far for the status/equip and shop, amongst other customized stuff)
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Working on a new tileset for Savage Lands. Going with an Ultima style since it's what I can comfortably do with my art skills, and it'll fit with the theme (really old school DnD). I'm using 16 bit CGA colors only.
Quick map showing what tiles look like:
Character class concepts work in progress: Base sprite, Elf, starting proportion work for Dwarf and Halfling (top row only), Fighter, Cleric, Magic-User. Thief not pictured.
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Technically not a map, but I love how it lturned out and wanted to share :D
Just awesome! Sooooo good! -
My latest almost finished level. Thought this would be a fun one to share. You can kinda/sorta play this one with your finger if you're bored.
The goal is to get into the central room. Each gate has a different coloured orb above it (white, red, blue or yellow). Extra treasure is locked in the room with the yellow orb above it's gate (top right).
To open the gates you must first acquire the "master orb" from the pedestal, then imbue the orb with energy from the coloured tombs. Touching three coloured tombs in succession will cause the corresponding coloured gate to permanently open. Touching a different coloured tomb will drain the energy of the orb and reset it to lowest colour level of the tomb most recently touched.
In addition, any coloured chest will open if the acquired orb holds any amount of power. i.e. The red chests will open if the last tomb touched was red. Wooden chests are just freebies.
p.s. The pillar thingys are not tombs.
Dunno if that makes sense or not, let me know if the puzzle breaks your brain. :smile:
Oh and of course, you start at the bottom centre. -
Is the player told that touching another colour drains the power down?
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Yeah, the pillar thingys dotted around the maze all give the player little extra hints on how to complete the puzzle if they get stuck, plus there's obviously text that pops up when you interact with the tombs and chests.Is the player told that touching another colour drains the power down?
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@cthulhusquid style strongly Alice approved!:kaoluv: Personally, I wud work the bridges to make it so the lone white pixel on the water tile isn't so lonely, buuuut... that's a nit-pick :biggrin: