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TheWorldAsunder

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  1. @Dthen: > Dirt track looked better without broken bits. Maybe if they were just tiny patches of grass it'd look nice, but breaking it completely, especially in a populated area just doesn't make sense. Part of the reason I suggested it is because it didn't look like a populated area at first (And actually still doesn't.) And honestly, if it's not that populated, the roads are probably going to be A.) Overgrown B.) Not manmade C.) Manmade but by wearing down, rather than building it. So the path actually does make perfect sense. Now, if it was a stone path, I'd completely agree with you. Likely someone would be making sure that a stone path wouldn't get overgrown in any way. :) And honestly I think it also helps make the roads look less "round"
  2. > Btw. I'm not a beginner. I'm in the RMXP scene since 2007. That explains how you knew how to do grass transitions well. :D RMXP kinda teaches you that pretty quick. Also- this map looks **much** better. I'm glad you took the advice on the chicken pen, and the road. I'm also digging the tileset and look. (Even to the point of looking up DeVex, though I couldn't find it o_o) Honestly though, nice job here, I don't see any real problems. As far as more detail- I don't know if you could really do it without making the map look cluttered, but if you wanted to give it a shot, you could. :P
  3. You're doing pretty well, and because I know you're looking for mapping advice, I'll give you that more than comment on the tiles. Constructive criticism does focus on the bad, and I'll be pointing more of those out than goods, but that's not to say that your mapping is bad at all. Just if you want to get better, I've got to point out what needs fixing more than what's already good. xD What you're doing well- 1.GRASS TRANSITIONS. Oh jeez, I see so many people mess up on doing these decently. But you seem to have a great grasp of how they work and implement it well. :) 2\. Cliff and water edges. They aren't straight, and that's the problem MANY people new to mapping make. You didn't, and I'm really happy about that :D You aren't making many mistakes at all as far as cliffs and water. Needs work- 1\. Make sure what you add makes sense. Why is there a gated area off to the right? I mean, there's nothing in there at all. If you want to gate it make sure there's a reason for it. Maybe it could be a gated garden, or you could throw some animal in there or something. But when it's just empty, I don't know what to say. :P 2\. Details- While you do them decently, you've left the whole left side above the cliff pretty much empty. Though you seem to realize that. Rarely is there ever an empty plain in nature. Usually you'll find shrubbery or something. 3\. Kind of on a "make sense" note, why is there a fountain in the middle of the dirt path? o_o Maybe make some stone around it at the base? 4\. If this is a dirt path, it's probably not manmade, make sure some of it is overgrown with grass, so it's not just a straight path. You can still make a path noticeable without being completely straight- For example- ![](http://img22.imageshack.us/img22/3200/arian.png) See how the path here breaks off, and doesn't connect the whole way, yet you can still gather where it's going? That's what I mean :) Those are really the only major problems I see here though, all in all, good job :D
  4. Yep, the tree and windows are just tileset problems. If the windows go lower, they intersect part of the house. And that is actually the only tree canopy in the inq tileset. (You can vary up the base of the tree, which I did here, but that's about it.) Still, thanks for the advice =)
  5. This was made a while ago, but after finding it again, I figured I'd put it here for people to comment/rate/criticize. I used it in the may/june mapping contest that never got judged, too. =P ![](http://img15.imageshack.us/img15/2300/map006.png) Yes, I know there's only four houses, but this village was kind of incomplete, and never did get completed. It was supposed to expand upward. :P
  6. I am really late, but I've been unable to even get online for a couple months. >_< I know this is an old map and all but I'll still throw in my two cents. 1\. Both those ships are docked in such a way that it's going to take a jump to get into port. D: 2\. City lacks a central hub, which most cities should have. :P (especially considering this is a coastal city, you'd think there'd be a trading hub.) 3. Too many barrels in random places. I mean, I know it's coastal, and they're probably trading overseas, therefore need crates and barrels. But how many people are just going to leave a barrel or crate sitting outside their house? xD 4\. Ramparts on the walls look really strange, and I can't imagine why they'd be there. =/ Otherwise, this looks really good. It has the city flair that unfortunately eludes a whole bunch of mappers.
  7. To say 6/10 for a first map is a bit too harsh. That puts a LOT of first maps I've seen around a 2/10. You're doing pretty well for your first map. And considering it's your first, it's around a 7 or 8/10. Problems: Crystals in the ravine. People have mentioned those enough, but they are almost the complete opposite of the darkness that should be down there. Everything is a bit square. Put more corners/random parts in the cave walls so they don't look so unnatural. The details you're using here are a bit too repetitive. If you can't find any details besides those to put in the cave, make a cave stream, or something of the sort. You're using TOO MUCH detail in some spots. (This happens mostly with that dirt tile.) They are just everywhere in the map, and giving a cluttered feel.
  8. I'm a pretty competent mapper, and I'm looking for work (Again) as some people just failed to keep in contact or disappeared that wanted to hire me. NOTE: I'm also up to give mapping lessons to those who need them. I can map with pretty much any tileset, here's some examples of different kinds- RMXP- ![](http://img266.imageshack.us/img266/8666/artisforest.png) Those old tiles that were ripped from a few snes games like Chrono trigger, Tales of phantasia, etc.. ![](http://img19.imageshack.us/img19/6052/applewick.png) ![](http://img31.imageshack.us/img31/6996/abandoned.png) SD3 tiles- ![](http://img193.imageshack.us/img193/6255/aria.png) Inq's tiles- ![](http://img193.imageshack.us/img193/9813/map003.png) (This map wasn't meant to be played on, hence lack of space. xD) I'm looking for a game that can get me started mapping pretty quickly. If you can do that, then leave a post explaining your game, maybe showing me some screens, features, etc..
  9. I'm a pretty competent mapper, and I'm looking for work (Again) as some people just failed to keep in contact or disappeared that wanted to hire me. NOTE: I'm also up to give mapping lessons to those who need them. I can map with pretty much any tileset, here's some examples of different kinds- RMXP- ![](http://img266.imageshack.us/img266/8666/artisforest.png) Those old tiles that were ripped from a few snes games like Chrono trigger, Tales of phantasia, etc.. ![](http://img19.imageshack.us/img19/6052/applewick.png) ![](http://img31.imageshack.us/img31/6996/abandoned.png) SD3 tiles- ![](http://img193.imageshack.us/img193/6255/aria.png) Inq's tiles- ![](http://img193.imageshack.us/img193/9813/map003.png) (This map wasn't meant to be played on, hence lack of space. xD) I'm looking for a game that can get me started mapping pretty quickly. If you can do that, then leave a post explaining your game, maybe showing me some screens, features, etc..
  10. This is me messing with making empire-city gates. ![](http://img19.imageshack.us/img19/6052/applewick.png)
  11. This is me messing with making empire-city gates. ![](http://img19.imageshack.us/img19/6052/applewick.png)
  12. The new cliff layout looks much, much better. I was about to comment with the same thing, especially on the shoreline, as the shoreline's cliff just seemed to be perfectly straight. =P The only problem I have now with the map/tiles, is the repetitive shell detail on the beach. I think this could be a problem produced more as a result of putting all the maps together, though. Still, it that shell appears so often it bothers me a bit. However, I like the fact that you think naturally about your details, like how the skulls and bones on the ground don't appear until you start getting closer to the cave. That said, great job overall. :laugh:
  13. The new cliff layout looks much, much better. I was about to comment with the same thing, especially on the shoreline, as the shoreline's cliff just seemed to be perfectly straight. =P The only problem I have now with the map/tiles, is the repetitive shell detail on the beach. I think this could be a problem produced more as a result of putting all the maps together, though. Still, it that shell appears so often it bothers me a bit. However, I like the fact that you think naturally about your details, like how the skulls and bones on the ground don't appear until you start getting closer to the cave. That said, great job overall. :laugh:
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