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Masterlolo's map pictures


Master LoLo
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Those cliffs look silly. Sort out the shape and height. You don't have a cliff growing 50 feet out of the floor with a shiny edge. What you have on the left is what you should do to build the cliff up. Have different layers. Use the masked cliff bottom instead of just having a clean cut, however.
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Visually it isn't that bad, except for the lack of transition with the grass and snow. Also the cliffs are not consistant in their heights, which seems to be a common problem with mapping. Here's a few general guidelines:
@Anna:

> **Avoid overuse of straight lines.** Nature isn't a bunch of straight lines: between the many forces of erosion (wind, water, gravity), many nooks, cranniess, gullies, and canyons will be carved out of a mountain. Also not only does a straight block for a mountain look unnatural, it also looks repetitive.
>
> **Limit repetitive tiles.** This is the main thing about tileset mapping, is you are making a map of often the same tile. So you need to avoid repetition as much as you can, especially with cliff faces. This can often be avoided by making the cliff curve inward and outward often, related to the first tip.
>
> **Terrace your hills and mountains instead of having a high cliff.** This is essentially tip one, but used vertically. Often people will make their mountains a big block of a high cliff, which ends up looking too straight, and also looks repetitive. The thing is, RMXP tilesets come with a great pre-set height that is easy to place on your map:
> [![](http://img.photobucket.com/albums/v400/annacomnena/gfx/map%20tutorials/th_mt-cliffsize.jpg)](http://img.photobucket.com/albums/v400/annacomnena/gfx/map%20tutorials/mt-cliffsize.jpg)
>
> **Vary the amount of trees and foliage** Don't use the exact same tree and bush all over the place, have atleast a couple vari.ations of them. Again, this helps repetition, the primary enemy that mappers of tileset style maps should avoid. In the same light, however, you don't want to have to much difference, as often in one area the foliage will be the same. For example planting a bunch of bright tropical flowers in a dark mountain forest doesn't look right, nor would mushrooms growing in the middle of a desert flat.

Also, from a gameplay design point, that map looks like it will be horrible to navigate as a player; especially if any NPCs are added, or other players are there. Remember your gameworld has to look good, but it also has to be designed to allow the most optimal movement for players and entities.
:)
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@Robin:

> Use Origins. Much easier to create good areas with dynamic map sizes.

i would use Origins if i knew where to get it because its not on the main site by what i saw any way.

and here is my revised version

![](http://i1234.photobucket.com/albums/ff417/MasterLoLo/ScreenHunter_02Jan151025.gif)
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It wasn't meant as an insult. I'm simply saying that you won't improve by simply editing your bad maps. If something doesn't work out, delete it and start again.

It's the exact same as drawing. You won't be able to make every map work. If it didn't work, simply learn from the mistakes and start again.
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@Azyru:

> the second is better than the first, but I would suggest starting over. It'll give you a fresh start.

yes this i know and also i don't know about orgins and thats the one i am going to be working on atm i just need to increase the map size to say 20 x 20 if possible along with the screen of the game.
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