DovahTech Posted February 23, 2012 Author Share Posted February 23, 2012 Here is an update of my mapping. This map will be above the previous map.![](http://i1085.photobucket.com/albums/j427/Adam_Parrington/map2.jpg)![](http://i1085.photobucket.com/albums/j427/Adam_Parrington/Map2-1.png)(one map) Link to comment Share on other sites More sharing options...
Wing Posted February 23, 2012 Share Posted February 23, 2012 ![](http://i1227.photobucket.com/albums/ee434/Wingish/help.jpg) Link to comment Share on other sites More sharing options...
DovahTech Posted February 23, 2012 Author Share Posted February 23, 2012 They shouldn't be in front should they -_-? Link to comment Share on other sites More sharing options...
erkro1 Posted February 23, 2012 Share Posted February 23, 2012 Nope, I also think you should add more trees and plants, I mean, look at real life forests. ;) Link to comment Share on other sites More sharing options...
Wing Posted February 23, 2012 Share Posted February 23, 2012 @DovahTech:> They shouldn't be in front should they -_-?I circled them because they are amazing how they are. Link to comment Share on other sites More sharing options...
DovahTech Posted February 23, 2012 Author Share Posted February 23, 2012 Sorry I'm pretty new to mapping I wasn't sure what you ment. Ergh how do I get them behind? The other trees are objects that can be cut down? Link to comment Share on other sites More sharing options...
Myron Posted February 23, 2012 Share Posted February 23, 2012 Obviously using the Fringe2 on the front trees and Fringe on the trees behind. And it's not a matter of mapping or not, it's obvious that the tree in front of the other should also not be hidden behind the other. Link to comment Share on other sites More sharing options...
Medleyy Posted February 23, 2012 Share Posted February 23, 2012 @Rusher:> Obviously using the Fringe2 on the front trees and Fringe on the trees behind. And it's not a matter of mapping or not, it's obvious that the tree in front of the other should also not be hidden behind the other.I think he said they were resource trees, so in that case just plan the map according to those trees being on top. Link to comment Share on other sites More sharing options...
Anna Comnena Posted February 23, 2012 Share Posted February 23, 2012 I would suggest to NOT add more trees, as RMXP trees are fairly limited and too much repetition is bad.But you definitely should add more underbrush and other plant life. Fallen logs, saplings, bushes, weeds, flowers, mushrooms, etc.Another thing you should consider, is trees, bushes, and other blocking terrain at the edges of maps. You have to make sure to have blocking terrain on the next map over in a corresponding location. Link to comment Share on other sites More sharing options...
Jeff Posted February 24, 2012 Share Posted February 24, 2012 Definitely needs some tall grass. As for the mapping errors, try making all the trees resources. Link to comment Share on other sites More sharing options...
Anna Comnena Posted February 24, 2012 Share Posted February 24, 2012 Actually I disagree on tall grass, depending on the map style. Long grass is generally stunted in woodland because of less direct sunlight. But the single long grass tufts (there are atleast 3-4 of various moisture levels in RMXP) would definitely be a good detail addition. Link to comment Share on other sites More sharing options...
Medleyy Posted February 24, 2012 Share Posted February 24, 2012 You should rearrange the trees, they're all clumped together near the path. You should make them space out adequately and put plants and flowers in the spaces. I'd also add levels to it, no forest is completely flat. Link to comment Share on other sites More sharing options...
DovahTech Posted February 24, 2012 Author Share Posted February 24, 2012 Thanks everybody. Anna your comments were especially helpful. I'm currently working on the updated version. I'll post it in an hour or so. DovahTech Link to comment Share on other sites More sharing options...
DovahTech Posted February 24, 2012 Author Share Posted February 24, 2012 ![](http://i1085.photobucket.com/albums/j427/Adam_Parrington/map2-2.jpg)I've used Anna's comment of adding a sort of map edge border. I've tried to add in more detail. And I've gone with Erwin's idea to use the same trees. Link to comment Share on other sites More sharing options...
Wyz Posted February 24, 2012 Share Posted February 24, 2012 Heh, I don't say this often, so congratulations, lol. I definitely see the improvement in your work. I am shocked actually. Not many people actually take the time to learn more.However, there is still room for improvement, as there usually is.Some things to consider:1\. The path shouldnt just be all solid like that. If its a forest path, grass will have grown over some parts, and the path will also have little strands going off in directions, for reasons unknown.2\. I know those fallen logs are kind of cool, but I don't know what enterbrain was thinking when making those. They could have at least matched the hue from the live trees. Dead trees don't turn grey, then just sit there and rot. so I would probably ditch those. Thats probably a personal thing though.3\. Don't use copyrighted materials in your game (which is all of enterbrain's art.. yes, I know, Robin did it… but that doesnt make it ok) Link to comment Share on other sites More sharing options...
DovahTech Posted February 24, 2012 Author Share Posted February 24, 2012 Hey, Well thanks. I'll get to work on what you said. Well I'm using the tilesets until I can find a nice un copyrighted set that suits my game. Or when if I am ever able to make them. I'll post in a minute what I've updated. Link to comment Share on other sites More sharing options...
DovahTech Posted February 24, 2012 Author Share Posted February 24, 2012 Okay I've taken your advice.![](http://i1085.photobucket.com/albums/j427/Adam_Parrington/map2-4.jpg)I'm not sure if you can notice, But I've spreaded out the path a little to look rougher and replaced the tree trunks. Link to comment Share on other sites More sharing options...
Wyz Posted February 24, 2012 Share Posted February 24, 2012 Well, youre getting closer and closer. I would ruin that blob you have there towards the top. make it look more run down and not so uniform. Link to comment Share on other sites More sharing options...
DovahTech Posted February 24, 2012 Author Share Posted February 24, 2012 Okay, Thanks. Link to comment Share on other sites More sharing options...
DovahTech Posted February 24, 2012 Author Share Posted February 24, 2012 How's this looking?![](http://i1085.photobucket.com/albums/j427/Adam_Parrington/map2-5.jpg)*edit* Just notices a mistake where the top blob used to be, fixed now. Link to comment Share on other sites More sharing options...
Wyz Posted February 24, 2012 Share Posted February 24, 2012 That was a step in the wrong direction. your paths are too wide and uniform. they need to look worn out and wild, not like some city paven path through some park. Link to comment Share on other sites More sharing options...
DovahTech Posted February 24, 2012 Author Share Posted February 24, 2012 Okay, I just wasn't sure which tiles to use. I'm still looking for a tileset to use permanently. Also, It is slightly meant to look uniform as if you read the storyline of my game. Distance Online, it will be a piece in a chain of paths meant as a tutorial and the main escape route from the slums. It should be able to take carts and horses ect. Link to comment Share on other sites More sharing options...
beckymegan Posted February 24, 2012 Share Posted February 24, 2012 Here's a picture with problem areas. Don't forget "worn paths" in the forest were where people walked over and over, so try to avoid random, dead end off-sprouts.>! ![](http://i825.photobucket.com/albums/zz180/Beckymegan/Mapfail.jpg) Link to comment Share on other sites More sharing options...
DovahTech Posted February 24, 2012 Author Share Posted February 24, 2012 Thanks Becky, The two main mistakes on the path have already been noticed and changed. As for the blotches by the trees, They have been placed there on purpose to give a more foresty look as if something has stepped or dug there. DovahTech Link to comment Share on other sites More sharing options...
beckymegan Posted February 24, 2012 Share Posted February 24, 2012 The thing is with stepping, a path isn't worn under a swing after one go. It's worn in after hundreds of goes. So random splotches would be someone stood there and spun in a single circle a couple hundred times. I believe there are tiles on the set you're using for if you wanted to look like someone had dug a hole too btw. Link to comment Share on other sites More sharing options...
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