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MCsephiroth1313
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Tumultus - The Official Thread |
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Hey everyone. I started on a new project about an abandoned city called Tumultus, which is Latin for an uprising or disturbance. The story is about a guy who was lead there by an apparition who convinces him to restore the city, but you find out that the city had been prohibited to existence for a reason: it is an evil city that was built by people who were bent on the destruction of the planet. The main character is imprisoned as well as the entire population of the kingdom, because they were imprisoned there to be safe and secure from a waging world war that is so destructive that anyone who walks outside is murdered. The people who are in the castle's prison are only there to be drafted back into the war, by order of the king. That is where the main character comes in. They draft him and while he is on the mission that they told him to do, he sees the apparition and the rest goes on from there.
So, first of all, give me your critique about the game. Second, should I make the city like a world map where it's this huge continuous map or divide into a lot of individual maps? This message was edited by MCsephiroth1313 on Nov 17 2008. This message was edited by MCsephiroth1313 on Nov 17 2008. This message was edited by MCsephiroth1313 on Nov 30 2008. | |
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devro_weapon
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re: Tumultus - The Official Thread |
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Wow dude there is nothing to say ... give us more to go on >.<
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Bunnyburn
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re: Tumultus - The Official Thread |
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Sounds a bit like there'd be an internal conflict within the character. But there's no info on how he'd raise it, and what advantages there are TO raising it. Maybe the apparition has some sort of control over him? Either way, needs fleshing out. Internal character conflicts are always interesting though.
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MCsephiroth1313
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re: Tumultus - The Official Thread |
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I actually changed it a little:
This is probably going to be my best project ever. I didn't spoil it too much because there are still all the plot twists that go on in the story. That was just the intro. =) This message was edited by MCsephiroth1313 on Nov 17 2008. | |
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Jikipoiopo
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re: Tumultus - The Official Thread |
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Haha. MCSephiroth, you know how we all are. If you're gonna post something about your project, you gotta give us at least a short demo of what you have so far or we're all gonna go nuts on you, lol.
------------------- Just because I'm fourteen doesn't mean I'm whacking off at every second of the day. | |
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MCsephiroth1313
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re: Tumultus - The Official Thread |
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Title Screen
Top of Intro Map Bottom of Intro Map Outside-Beginning of Forest The forest is right when you step outside of the castle. I need you guys to tell me what I'm missing because I know I'm missing a lot of stuff but I don't know what to put. The Intro map looks a lot better in-game with all the fog and map-scrolling. | |
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devro_weapon
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re: Tumultus - The Official Thread |
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I actually quite like the title screen even though it couldnt be more plain if it tried. The intro maps are ok but the outside beginning of forest map is awful. It looks as if youve copied one of those Youtube tutorials of how to use the tileset perfectly and not used any imagination. There isnt even two trees layered next to each other >.<
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MCsephiroth1313
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re: Tumultus - The Official Thread |
quote devro_weaponI know it's bad. I was actually looking for ways to make it better instead of harsh critisism. | |
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devro_weapon
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re: Tumultus - The Official Thread |
quoteIf you'd get over yourself for 2 seconds you'd realize there was constructive criticism there. I dont understand why you even made this thread if you didnt expect this, I mean your game isnt exactly perfect is it. | |
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Jikipoiopo
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re: Tumultus - The Official Thread |
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Come on, you guys....
------------------- Just because I'm fourteen doesn't mean I'm whacking off at every second of the day. | |
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MCsephiroth1313
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re: Tumultus - The Official Thread |
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arion_orion
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re: Tumultus - The Official Thread |
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Late as it is, i hardly have the time for detailed feedback on the maps, so i'll make it quick and honest.
@above post: Pic 1: You've done well in covering the area in thick grass, as most forested areas are quite over grown. However, there is a clear like of plant life, trails, enterances and exits to the map, and...trees. You have placed torches there, which suggests frequent travel, or a town/camp of some sort. If this is the case, the area would certainly have trails or paths of a sort. Perhaps even paved roads if its a significant encampment. You've used crab grass on the southern half and larger plants on the northern half. This gives me an idea on how you map, and if its correct, you should adjust it a bit. You've placed items starting at the bottom, and ending at the top (or vice versa) and because of this, there is an unbalanced feel. Its not a serious issue, but if stumps are common in one half a very small map, it will be a little strange if they arent atleast somewhat common in the other half. Your map doesnt have a significant issue, its just bad practice. Lastly, rocks like that dont exactly stay on top of grass. Its safe to assume its all underlying. Rocks fall from cliffs, and get kicked on and off of trails and paths. It would be more appropriate to place them else where, or reconsider using them at all in a forest map, unless you place cliffs. Pic 2: The obvious thing is there are no paths. No direction for a player. If i was playing in this map, i would turn the game off with no thought about it. Its not necessarily a bad map though. Even if i found the edge of the map with no trouble, there are no paths or clear exits to the map. And on that, there are no recognizable landmarks. When you make a map in rmxp, it can be difficult to leave land marks. But a player will always remember something so simple as "the fork in the road with a sign and cliff divider". Its simple, but allows the player to direct himself, even if he wanders off trail and winds up 2 miles backwards. Ofcourse, trails arent completely necessary in 'scene' maps, but its still nice. The same issues in pic 1 apply to pic 2. Though i get the feeling they are the same map, for obvious reasons. Your layering is clearly something you should consider working on. Perhaps look at some examples of more dense forests, if thats what your going for. Yeah, i kinda rant. Mapping is the only thing i'm even 'okay' at in RMXP, may as well try to give feedback. Edit: I wont comment on the story. Atleast not yet. For one, i think you can flesh it out a LOT better. And get some more details in on it than you have. I think you can do better. And another, i'm sleepy. ------------------- ![]() | |
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MCsephiroth1313
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re: Tumultus - The Official Thread |
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Thanks for your feedback. They are indeed the same map, but instead of giving one large overview of the map, I wanted to zoom in on it so you can see the details well.
Also, I knew about the paths, but I didn't want to put them there because I wanted it to seem that it was nary traveled. I'll will definetely add balance to the map though. | |
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MCsephiroth1313
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re: Tumultus - The Official Thread |
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MCsephiroth1313
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re: Tumultus - The Official Thread |
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*Where do you think you're goin'?
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