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Ragnorak6801
not-such-a-newbie



Ragnorak6801's profile
total posts: 39
since: Jul 2007
Nov 09, 09 at 4:43pm
re: RMXP Map Gallery VI

Actually, it isn't for a game. Pretty much made it just for practice. After posting the image, I realized that i missed a lot of the grass on top of the hill. My main problem with making outdoor maps is that I am always afraid of overfilling them, or making them too unnatural by placing too many of one thing in an area. Probably why my maps lack detail lol. Guess I'll have to work on that one:)
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devro_weapon
Legionnaire Extraordinaire
Two much Neo



devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 09, 09 at 6:45pm
re: RMXP Map Gallery VI

It doesnt matter too much if the maps are cluttered outside of the route the player must take. It can sometimes be good to make it clear to the player somewhere is impassible by cluttering the road side.

1) Make the roads and routes you want the player to take.
3) Add the top of the tree's you cant see through via the autotile.
3) Add the trees underneath.
4) Use ground autotiles for the darker shades etc
5) Add the clutter like roots on the road, rocks, flowers etc
6) Event in any tileset problems, ways you dont want the player to go, teleports, events the player interacts with.
7) Fog and map settings
8) Test play it over and over so you find the errors
9) Sit down and think youve found all the mistakes, make a cup of tea and realize you missed some things xD

Thats what I do and it works out very well you cant go wrong that way. Youll have a fun map you can play through with no errors and wont be too cluttered. If your like me and want focal points in maps then save the best tiles and use them for a specific area. For example some pretty flowers and use them in one area. That way you can direct the palyer to go to the "Forest Meadow" and they know then what your on about. If everywhere looks the same it gets very boring so its good to hold back on a few things. The mega tilesets are awesome for this and if I was you Id get into the habit of using them. It just gives you that little focal point you needed as you have more options.

Anyway hope Ive helped a bit even if I have waffled on
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cool03
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total posts: 3
since: Nov 2009
Nov 10, 09 at 12:04am
re: RMXP Map Gallery VI

mhm thats pretty indept, geusse ur used to this kind of stuff

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devro_weapon
Legionnaire Extraordinaire
Two much Neo



devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 10, 09 at 12:07am
re: RMXP Map Gallery VI

quote cool03
mhm thats pretty indept, geusse ur used to this kind of stuff
Yeh only because ive failed to make a game out of the program for years now and if its one thing I know about its maps. My knowledge pretty much stops there im afraid

Oh and welcome to Neo
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cool03
Neo-newbie



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total posts: 3
since: Nov 2009
Nov 10, 09 at 12:10am
re: RMXP Map Gallery VI

I'll post more maps soon, looking forward to the advice

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devro_weapon
Legionnaire Extraordinaire
Two much Neo



devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 10, 09 at 12:16am
re: RMXP Map Gallery VI

quote cool03
I'll post more maps soon, looking forward to the advice
Some people say I just flame so hopefully you will think differently. Ill try and be nicer to you as well as your new lol have any questions feel free to ask me though
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cool03
Neo-newbie



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total posts: 3
since: Nov 2009
Nov 10, 09 at 12:36am
re: RMXP Map Gallery VI

just putting that out there but do you know where I can find a round water desert autotile, it would be really useful

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devro_weapon
Legionnaire Extraordinaire
Two much Neo



devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 10, 09 at 8:04am
re: RMXP Map Gallery VI

I only know where to find it on my own site im afraid and you need to sign up to view them.

[link name=GameSkank]http://www.gameskank.net/board/index.php?autocom=gallery&req=sc&cat=12&sort_key=idate&order_key=DESC&prune_key=*&st=20[/link]


Theres a couple on that page and one on page 1 I think. Dont know which one you will want as most of those are grass.

There is this one [link name=LOS-AnyWater]http://www.gameskank.net/board/index.php?autocom=gallery&req=si&img=2981 but not sure. Give it a try.

If you request it at www.rmxp.org someone will post the correct one if its not above. Sorry I cant be much help.

EDIT: OMG the link tagging doesnt work anymore for some reason >.< hate it when my posts are all messy, anyway im sure you get the idea lol.
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Kiriashi
Neophyte



Kiriashi's profileEmail Kiriashi
total posts: 20
since: May 2009
Nov 10, 09 at 5:16pm
re: RMXP Map Gallery VI

Use URL instead of LINK.

How is this map?


Ignore the crapy shadow, It's just a placeholder for a cosmetic lighting layer.
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harbin91
In Mother Russia, cracker eats you! D:
Neolithic



harbin91's profileEmail harbin91NeoPM harbin91
total posts: 6061
since: Aug 2006
Nov 10, 09 at 5:35pm
re: RMXP Map Gallery VI

I like the effect, but I'm not happy with that shadow at the top... the tree indicates that the sunset is coming from the bottom-left, yet the shadow at the top shows its coming from the bottom itself... from an extremely tight angle.

Also, that building at the top, normally wouldn't be that low, or part of the shadow.


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devro_weapon
Legionnaire Extraordinaire
Two much Neo



devro_weapon's profileEmail devro_weaponNeoPM devro_weapon
since: Sep 2006
Nov 10, 09 at 8:45pm
re: RMXP Map Gallery VI

@ Kiriashi - Nice map ^^ only complaints I have it is the clutter effect. You got alot of stuff used on your map which is definately just there because its on the tileset like the grave etc you should tone it back a tad.

The wooden planks on the roof arent at the correct angle for the roof you have it on. Needs to go onto a flat surface like you have done below

Also that horse sign is supposed to be used on the side of a building like one of those signs you get outside english pubs, but thats not a biggy.

Love the rustic screen tint effect, goes well with the tileset

Oh and yeah Harby is right about the shadow its all wrong. You need to replicate the shadow angle on the trees and right now the light source is coming from the south.

This message was edited by devro_weapon on Nov 10 2009.
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Kristovski86
starting to like it



Kristovski86's profileEmail Kristovski86
total posts: 51
since: Oct 2009
Nov 11, 09 at 2:57am
re: RMXP Map Gallery VI

This is part of a town I'm working on for my game. It's separated into 50x50 squares to cut down on lag.

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cool03
Neo-newbie



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total posts: 3
since: Nov 2009
Nov 12, 09 at 1:20am
re: RMXP Map Gallery VI

those are actually pretty cool, looks like a high ranking population lives there, like nobles or some shit

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harbin91
In Mother Russia, cracker eats you! D:
Neolithic



harbin91's profileEmail harbin91NeoPM harbin91
total posts: 6061
since: Aug 2006
Nov 12, 09 at 5:45pm
re: RMXP Map Gallery VI

TBH I am not really sure about this map. I like teh retro graphics, but I am not really sure that it works properly in RMXP.

The map seems out of proportion. The gap where the entrances are, is it meant to be like that? The trees seem to look smaller than the houses, which tbh, for two story houses, you would rarely see.

Also, why are the three street lights, in the same area. Normally, they would be spread along down the street, rather than a bench.

Also, your cliffs are a bit too straight for my liking. Sure, they could've been cut into a neat wall, but there must be some bit of naturalness somewhere.


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Taiine
Neophyte



Taiine's profile
total posts: 25
since: Oct 2009
Nov 12, 09 at 9:47pm
re: RMXP Map Gallery VI

quote harbin91
The map seems out of proportion. The gap where the entrances are, is it meant to be like that? The trees seem to look smaller than the houses, which tbh, for two story houses, you would rarely see.
You can see events for the doors over those gaps. I believe he has a 'move player up' action for those. If you have a wall tile behind the door in those spaces, the player will become stuck in place and wont be able to get unstuck with out resetting. If you have a walkable tile behind the door, the player can move up one space before 'entering' the building. a.k.a look like they are walking though the door.

I do that for my own games as well, as the door covers up the gap you see in the editor.
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