New map for my project. Copied City, from Nier: Automata, was the inspiration. ^-^
Game & Map Screenshots 12
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I think overall it is nice. Just two observations.I'm going for an untamed snow covered forest theme
#1 If it is an "untamed" area, why so many tree stumps that look cut down? It might be better if those were fallen tree remnants, if you have such an asset.
#2 You may not be able to adjust this, but I find the harsh lines of the shadows to be striking. Especially the square corners of the shadows when the cliffs corners are rounded.
But then again, I'm terrible at mapping so what do I know. -
I've not posted for some time. I've been reworking a lot of my early game maps to fit the style of the newer ones. My techniques evolved and the old style doesn't mesh with the new.
In this post I'm sharing the reconstruction of my home village. The original is complete, the reconstruction is not. The reconstruction looks more 3 dimensional with shadows and has alterations to the village stalls that make them more cluttered. It also has more levels and improved trees. All half finished, but I always jump the gun!
ORIGINAL
REMAKE
NEW BUILDINGS
I'm also working on a new town with a steampunk vibe, largely using Celianna's assets with my own modifications. These are still on a white background, so I've watermarked the image to preserve her copyright clauses. I'm loving her steampunk kit!
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How my game currently looks. I wonder if people like this kind of vibe.
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I am obsessed with this color palette, and with the way the rocky cliffs are drawn!How my game currently looks. I wonder if people like this kind of vibe.
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The palette is vinik24, downloadable on Lopsec! Funny how I've had a friend who said they disliked both the palette and the cliff, thank you for the validation :D I just can't resist a more desaturated look, it just feels so chill.I am obsessed with this color palette, and with the way the rocky cliffs are drawn!
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a bit of chaos
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A test map.
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And now it's time for some great moments in Out-of-Context Dialogue History:







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I finished my Overworld map and one of the maps for my opening scene (also a trade district) I would love some feedback/criticism.
In the Trade district I am already experimenting with background sound effects set to each event and even have two blacksmiths who hit the anvil a few times, quench in water and reheat in the forges, and a magic circle summoning event that summons a specific demon who has an immortal soul with a sound effect as well. I can make the below areas into a demo if anyone would like me to (I'll have to figure out how to do that but I'm sure it's not too hard to figure out haha.)
World Map Size
100x100
Trade District and Makai City Size
35x25
Makai Church (incomplete I need to learn how to insert tiles into tilesheets to insert pews, candles, etc.)
30x35
Castle interior
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@Yusefmv I think these look pretty nice. I have very little experience making maps so I'm not the best person to give feedback, but here are a couple of things I noticed.
In the Demon Trade District building, the perspective of the stairs looks odd to me. I think it is because the top of the stairs is aligned with the top of the walls and that makes them look more like wall tiles than stair tiles. I think the walls should be at least 1 tile higher so it makes it look like the stairs end below the top of the wall. But maybe that isn't the way to fix it. Not sure.
On that same map, the room in the lower left corner has a strange looking "room" in the right corner of that room that doesn't seem accessible, the perspective of the crack in the floor and top of the wall seems odd, and I'm not sure what the things are laying on the floor above the crack.
The last thing I usually see inconsistencies with are shadows.
But with that said, I think these are very nice maps. -
@ZombieKidzRule@Yusefmv I think these look pretty nice. I have very little experience making maps so I'm not the best person to give feedback, but here are a couple of things I noticed.
In the Demon Trade District building, the perspective of the stairs looks odd to me. I think it is because the top of the stairs is aligned with the top of the walls and that makes them look more like wall tiles than stair tiles. I think the walls should be at least 1 tile higher so it makes it look like the stairs end below the top of the wall. But maybe that isn't the way to fix it. Not sure.
On that same map, the room in the lower left corner has a strange looking "room" in the right corner of that room that doesn't seem accessible, the perspective of the crack in the floor and top of the wall seems odd, and I'm not sure what the things are laying on the floor above the crack.
The last thing I usually see inconsistencies with are shadows.
But with that said, I think these are very nice maps.
First, thank you for pointing out the crack texture! I switched a tileset out and forgot to change that, I will definitely fix that.
As for the stairs, I see exactly what you're getting at, the stairs in the lower left that are one tile high instead of two look and flow a lot better. I will remedy that as well.
I have not yet taken the maps into an editing software to do shading/shadows but I've been watching parallax mapping tutorials so I can add the shadows and lighting as I want to, i.e. the crafting room's only light will me the forges and a wall torch (once I get a tile for it)
I really appreciate your feedback it means a lot to me! -
I have been testing what I can do with the RTP assets of RPG MV of late, and decided instead of being a long time lurker, I'd actually post something here.
I think I need to work on my interior's more, way too much open space, and I feel the shapes and size a little awkward.
I'd love some feedback and to hear what others think.
These were made entirely with the RTP Assets. -
It's been a few months now that I've been working in this passion project. I've been practicing and improving more and more at combining the rtp assets with the battleback images to make maps. I've bought pretty much every modern RPG Maker to have every asset possible, but I also bought a few packs, used some free stuff and made some of my own. How do you like it? Would you play a game that looked like this? Is it enough to "hide" all the rtp assets?
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@itachiyasha I have limited experience with mapping so I'm not the best at giving feedback. I think your maps look pretty good and nothing jumps out at me. I also wouldn't say your interiors are too big. To me, if you add a sprite, I think the interior space is reasonable.
@Caimcin I think your maps look great. I would certainly consider playing a game that looked like this. But I'm not one of those people who would shun a game with RTP either. For me, it's more about the game play loop and how fun it is. -
@Caimcin these shots be lookin' really good, super vivid, rich, etc. Totally gorgeous :wub Also good use of the assets! Since the maps look so rich and colourful tho, I wud make sure things don't get lost, or that there's not too much goin' on. I wud hate to miss a piece of loot just 'cause the map is choked wid sparkly things :biggrin:
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a first build of what is going to be the comet observatory. isn't quite finished bc i still have to do the beacon, 3d's safehouse (and the shop which is gonna go on the bottom right) but yeah this is all that i've made so far!
for those curious btw, i'm using the outside tileset bc this is supposed to be in space, i MAY have to make a tileset exclusive to this map -
new house.. or rather upgraded the default blender version on/by gimp.. Looks more natural or picturesque.. i dunno
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It's hard to tell, but the roof of the house sort of looks like a smudged painting. Which stands out quite a bit from the sharp quality of the sprite.
But it is definitely a different overall style that I'm not used to so I'm certainly not the best judge. -
yeah its messed up... For the style I like this style, i'll risk it.. (a bit). Looks a bit cartoonish/fantastic, but I'm comfortable with a cartoonish look to a degree.
ie:
edit: i've to go back to work, but here's another
Spoiler