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arion_orion
Pretty in pink.
Two much Neo



arion_orion's profileEmail arion_orion
since: Dec 2006
Jul 06, 07 at 3:19pm
Mapping with arion: Woods tutorial

quote
When reading this, keep in mind that it is only my method, and my opinions on the details. If i happen to think that a tree on top of the water looks good, that doesn't mean anyone else does. ^.^

If you have a slow connection, view this topic instead:
http://www.rmxp.org/forums/showthread.php?t=23670


I suppose i have nothing to say, so i'll just jump right in:

Step one: ground details
Okay, beginning with our blank, grassy canvas, we will start by placing roads.
This time, i want to make 3 entrances to this small 20x15 map. So i will make a fork in a narrow path like so;

Sorry for the square =P
Now to mix that up abit, i'm going to take the grass tile once again, and break pieces of the road. This will make it look less perfect;

For now, that will handle the roads. However, on the second layer, you can choose to use the dirt outlined auto tile to create some more grass patches in it. But that will be covered later.
_
So we'll add a small amount of water. The regular square water auto tile is bland, unnatural, and all around ugly. So we're going to use the rounded water auto tile by Cos
So we'll just add in some water like so;

Remember that nature is random. While some things grow, and run in patterns, natural rivers, and forests tend to be much more chaotic.

for now, thats all we'll do for the ground detailing. But we'll come back in a bit.
_
Step two: Trees
Trees in a forest are usually very compact, and quite hard to navigate. While it appears to be one of those things that RMXP can't pull off, it's actually quite easily done.
There are other methods that others (and i) use, but this time, we'll start by taking the bottom 2 rows of the basic woods tree tile, and place them all over the second layer ONLY. As well as a few larger trees.
Taking care not to completely cover your road.

you'll notice a few errors noted by a small red dot. These things happen when placing your trees. So you always want to look for errors after every single step. This way you won't have to do it at the end of your mapping sessions.
Just cover these up with the third layer, and replace the missing and over lapped second layer tree pieces.
_
Adding in the top 3 rows of the tree onto the 3rd layer, this will likely cause a small error or two every now and then aswell. Just repeat the same process, using the event layer if needed.

Also, notice that even after moving the two trees in the bottom right corner to the second layer, i still had to use the event layer to properly tile this small set of trees.
I see no errors. But there still isn't enough trees for a forest =/
Repeating the last step, place more trees, keeping in mind whether or not they will cause errors when you add the tops of the trees.

more red dots to show the events.
Now. Layering the trees so close together makes an error nearly every time you put down a tile. meaning you will switch between layers two and three almost constantly fixing them. So to cut back on time, and make it easier, try using the F6 and F7 keys to hop between the layers with ease.
At first layering your trees this way, and fixing the many errors as you go takes alot of time, and can get annoying. But once you've mapped for awhile like this, one map this size takes less than 7 minutes.

We'll leave the trees like that. Now we'll finish in some details to the map.
_
Step 3: Ground details part two; tall grass.
Since the edges of tall grass are on layer two and above only, it can get rather hard layering the trees and the grass. As a quick fix solution, i've wipped this up:

I used this when i first started mapping. it can be placed on the first layer, so it makes tall grass easier. Though there are some annoyances when using the bush setting for it. Thats why after getting used to it, you should start using, or continue using the regular tile.
Placing small patches of this grass everywhere, it creates another little extra touch to the map.

The red dot indicates where i used the regular grass tile. It can be used to over lap the road, and where the road once was.
_
Step four: small details
Now, the easiest part. Tiny little details.
Placing flowers, crab grass, stumps, rocks, leaves, and anything else your heart desires can easily fill up a map. Using a combined exterior pack, leaves countless options to fill up space, even though the trees do a mighty fine job of that already.
So we'll start by placing a few rocks, stumps, flowers, and logs.
Then we'll add other details such as tall grass clumps, crab grass, pebbles and small rocks, holes, and anything else on the tile set. It's all there for you to use, so theres no reason not to use any of it.

Lots of smaller details.
_
Step five: Road details
This part is simple aswell. Placing crab grass, clovers, passable flowers, roots, pebbles, and tall grass over the path, we can add interest to these untraveled forest paths. I usually start with the dirt outline auto tile to patch the path when needed. In this case it wasnt really needed.
So moving on to pebbles, and crab grass.
but first, a quick note on crab grass. While it is merely a space taker, the crab grass works quite well in many nature maps. Do to the naturallity of it, placing it in many large patches is okay. Think back to the time when your lawn hadn't been mowed for 3 weeks during the summer. All that tall crab grass sprouting everywhere. It grows alot out in the woods too.
Now, we'll add the road details, while leaving it to be what it is, a road.

Since i left very little pathway to detail, there wasnt much to do with this map.
In the woods, and on mountains, the paths are often narrow, and hard to navigate. But for simplicity, it's best to avoid to many impassable objects on the trail. While the forested area is fair game.
_
Step six: Final details [optional]
This step is simply to look over your map for empty spots, cramped spots, things that stand out to much, rabid dino-ewok creatures, and errors.
If you see something you don't like, fix it. Usually, i just place a few flowers, and remove some road details if i've overdone it. But as it says, this step is optional, so i'm skipping it.
_
Step seven: Finishing touches
We'll be adding a tint, and a fog to the map now. Starting with the fog. Oh, and to make it easy, we'll only use a paralell process event.
Starting with the fog, we'll use the sandstorm 1 fog, set to 55 opacity, and sub blending. This will give the effect of sun shining through the tree tops.

Now, we'll add a tint. I want it to be a warm summer afternoon. Just past supper time, heading toward the evening.
So for my tint i'll use these settings:

Now, i personally dont add animals to my maps untill i actually implement them. But if your never planning to, go ahead and add animals to your map if you wish. Weather effects, a nice calm background music, some birds chirping, all of this builds atmosphere. Which for me, is very important.

Also, for more about the fog, and tints, view the mapping academies tutorial section. (sorry, its down now, so no link)
_
The final product

apparently my least favorite layer

And my favorite?



Not the best map ever, but its enough to show how i do it.
It's also important to remember to alway place things on the lowest layer possible. However, it helps to plan ahead with trees, and place half on layer 3 to begin with.

Other maps using the same method:






______
Coming soon...
Iceland mapping.
Desert mapping.
Island and Beach mapping.
Cave mapping.
Arions atmosphere theory. (maybe)

______
Hopefully that worked. This was made because of two people who asked me in PM, about how i map it all out.
However, it is still my first mapping tutorial, so comments,, and feedback are appreciated. Again, this is only my style, others may disagree with it. And there ARE other ways that are better, easier, and provide a better product.
This was originally posted at RMXP.org, but i figured neoseeker users might enjoy the read aswell, so i converted it to neo-standards. Do to the lack of spoiler tags. I tried to thumbnail the pictures to drop the lag, but it appears neoseeker doesnt allow that type of linking do to spam bots defences or something.

Again, this was my first mapping tutorial, so feel free to criticize it. If anyone maps using my this tutorial, i would love to see your results.

Lastly, while i will answer any mapping related questions here, i would prefer you go to the mapping gallery:
http://www.neoseeker.com/forums/22121/t673996-rmxp-map-gallery-ii/
For them.
For one reason, its more organized, and another, more people will give you information!

Also, check out the face off thread some time. Test your ability compared to other neoseekers, and get feedback on your maps aswell.
[new topic pending]

If you enjoyed the tutorial, i may be making another one very soon. Feel free to request a tileset. (no marsh, or towns. I'm not good enough with those to teach others.)

Video:
http://www.youtube.com/watch?v=o-T9QvQEUTU
http://www.youtube.com/watch?v=2SKi96-i0io
http://www.youtube.com/watch?v=Zl4SAAnwXws

This message was edited by arion_orion on Aug 03 2007.


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Inestical
Game Maker
no-stoppin-me-now



Inestical's profileNeoPM Inestical
total posts: 203
since: Jun 2006
Jul 06, 07 at 3:55pm
re: Mapping with arion: Woods tutorial

I normally make my maps using the same method, except that I add only trunks to mark the position or area to add trees. Then I add them all By starting from the bottom and ending up to the top. Then I start fixing them (and deleting some) to get the real look. Can be seen in my newer works ^^

I've always sucked in the interiors, especially sewers. Could you please make somekind of tutorial over it?


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Randomness to the end
--?
Questbook entries taken
Season Graphics
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arion_orion
Pretty in pink.
Two much Neo



arion_orion's profileEmail arion_orion
since: Dec 2006
Jul 06, 07 at 4:49pm
re: Mapping with arion: Woods tutorial

For the sewers? I'll see what i can do, but i don't know exactly when i'll have a chance to put it up. And as i've said, interior and town mapping are my weakest point, so it may not be to impressive.


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Naor313
Give me your taco
forum junky



Naor313's profileNaor313's neohomeNeoPM Naor313
total posts: 77
since: Jun 2007
Jul 06, 07 at 8:05pm
re: Mapping with arion: Woods tutorial

looks so real



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http://www.freewebs.com/nadan-net/index.htm

Download mmorpg and play
http://rapidshare.com/files/44418097/Client_1.4.3.zip.html
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Leonvios
starting to like it

Leonvios' profileEmail LeonviosNeoPM Leonvios
total posts: 54
since: Jun 2007
Jul 07, 07 at 5:09am
re: Mapping with arion: Woods tutorial

hey i was really impessed with alot of your maps..i seen one first near the start if the mapping competition which i thought was awesome (think you won) and i really appretiate this tutorial. (it has helped me with more than just my forest design )
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arion_orion
Pretty in pink.
Two much Neo



arion_orion's profileEmail arion_orion
since: Dec 2006
Jul 07, 07 at 6:24am
re: Mapping with arion: Woods tutorial

Glad you guys liked it
I dont know when i will begin my next one. But i will be sure to post it here when i do.


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Magusvx
Neophyte



Magusvx's profile
total posts: 26
since: Jul 2007
Jul 07, 07 at 7:59am
re: Mapping with arion: Woods tutorial

that was a sweet tutorial ... um how do u make it night time on the map and when i did the fog thing i dont see it in the game... maybe i didnt do it right or something ?

Never mind i think i got the fog part. imma see about making it night time in a sec

This message was edited by Magusvx on Jul 07 2007.
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arion_orion
Pretty in pink.
Two much Neo



arion_orion's profileEmail arion_orion
since: Dec 2006
Jul 07, 07 at 7:59pm
re: Mapping with arion: Woods tutorial

To make it night, just set your tint settings for all colours (not gray) down by 3 or 4 clicks.It'll be around -80 for reference.



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Magusvx
Neophyte



Magusvx's profile
total posts: 26
since: Jul 2007
Jul 08, 07 at 5:41am
re: Mapping with arion: Woods tutorial

ok cool cause when i figured that out night looked kinda odd...

how do i make the fire in camp brighter and also put music/ fire crackling i tried and it isnt seemin to work

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Ultimaodin
Unknown Artistry
Resident Neo



Ultimaodin's profileUltimaodin's neohomeNeoPM Ultimaodin
total posts: 2815
since: Sep 2006
Jul 08, 07 at 5:40pm
re: Mapping with arion: Woods tutorial

Very nice arion. I figured out another way of making insanely dense forests.

I'll post that up here sometime so that everyone can see another way.


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