Acoliite Posted October 6, 2009 Author Share Posted October 6, 2009 Hi, some of you may have seen my other thread previewing a few of my tiles for a (still) unnamed game I am working on. I haven't updated it in a while, and decided to make a whole new topic showing a small section of the starting area.[![](http://img251.imageshack.us/img251/9612/startpreview.th.jpg)](http://img251.imageshack.us/i/startpreview.jpg/)Note: The quality of the graphics is worse to make the file smaller. If you want to see a higher quality visit my other thread [http://www.touchofdeathforums.com/smf/index.php/topic,51554.0.html](http://www.touchofdeathforums.com/smf/index.php/topic,51554.0.html)-Overview-The starting area is a safe zone (no pvp) for players levels 1-20 (subject to change). Once players leave the starting area everywhere is pvp zone except towns.Middle Left: The path leads further to the nearby town. This is the town players start in (after finishing the short tutorial)Top: Pirate Territory. Has the highest level npcs in the starting area. The cave at the top is the first dungeon players will encounter including a few bosses all with class-specific drops. In order to be effectively taken down at least 3 players will need to work together. The top drops for the starting area will be dropped here.Bottem Left: Leads to the lumberjack's hut, which gives a quest that once completed, unlocks the Lumberjack skill.Bottom Right: Leads out of the starting area. Follows down a long path littered with bandits and coyotes. Several other towns and a capital city will be made before final release.I have been hard at work on my project. Working on it in my spare time between school, friends, and family.I have absolutely no intention of abandoning my project. I could really use the use of spriters and scripters. I have so many ideas for this project that can't be made possible without an advanced coder. Since the ideas are not limited to the tiles, because I can make more to fit them, the possibilities are endless.If anyone is interested at all send me a message and include some examples of your work. If you are a scripter or coder tell me what games you have worked on.Thank you all for reading my Great Wall of Text.-AcoliiteEdit: New image of improved cliffs![](http://img8.imageshack.us/img8/5343/preview008.png) Link to comment Share on other sites More sharing options...
Anna Comnena Posted October 6, 2009 Share Posted October 6, 2009 The map design as a whole I like a lot, the region flow and pathing / playable regions look well-defined. But on the smaller scale, the cliffs are sort of straight (your tiles are fairly blocky, but they look as versatile as RMXP cliffs from a mapping standpoint); add more outcrops and ledges on your straight bland cliff walls. Link to comment Share on other sites More sharing options...
Tyr Posted October 6, 2009 Share Posted October 6, 2009 to be honest, this is pretty nice.Maps look pretty decent as you have a lot of variation between the ground, some detail etc…mh *nods* good luck. Link to comment Share on other sites More sharing options...
Acoliite Posted October 6, 2009 Author Share Posted October 6, 2009 Thanks Tyr :)I understand what you were getting at Anna. I've improved a lot of the cliffs and edited my main post with a new example of how most of the cliffs are looking now. Tell me what you think and thanks for the feedback :) Link to comment Share on other sites More sharing options...
TheWorldAsunder Posted October 17, 2009 Share Posted October 17, 2009 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. =PThe 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: Link to comment Share on other sites More sharing options...
TheWorldAsunder Posted October 17, 2009 Share Posted October 17, 2009 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. =PThe 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: Link to comment Share on other sites More sharing options...
GCokes Posted October 26, 2009 Share Posted October 26, 2009 Great job on the tiles. It reminds me of old school games with good graphics, I'm feelin it. The cliffs look great and yeah the beach is nice too. I can't wait to see some more custom stuff from you. Link to comment Share on other sites More sharing options...
balliztik1 Posted October 26, 2009 Share Posted October 26, 2009 I like the simple colors and high contrast of the tiles. It's a nice style that you've kept true in most places. My only tile concern is on the cliffs, with the darker bits. If I'm correct in my assumption, this was made to emulate other cliff sets, like RMXP's and such, no? The darker areas hint at shadow, which is technically correct, but since you have no shadows in your style, it just looks like a smudgy or unfinished bit of the cliff. You don't have to worry about darkening things to make them appear round, or appear lower that other tiles, simply because you don't really make use of lighting anyway. Since you use solid colors and borders, use shapes, not shadow, to define your cliffs. They'll look much more solid as a result.And I just noticed as I was scrolling up, but…Dayum, that water tiles well. So simple, but effective. ;D Link to comment Share on other sites More sharing options...
Dthen Posted October 26, 2009 Share Posted October 26, 2009 I love your tiles. They are beautiful. Link to comment Share on other sites More sharing options...
Guest Posted October 26, 2009 Share Posted October 26, 2009 the cliff with the flower on the edge, get rid of flower, looks akward there. Link to comment Share on other sites More sharing options...
Acoliite Posted November 1, 2009 Author Share Posted November 1, 2009 The charger to my laptop broke and I haven't been able to work on anything in a few weeks. Finally got around to getting a new one.Thanks for all the comments, don't know what happened to the link, I no longer see it.I'll be getting back to work on everything soon, but with MW2 coming out in 9 days, I may get a little sidetracked :)If anyone has xbox live my gamertag is iTz Acoliite Link to comment Share on other sites More sharing options...
Dark Crusade Posted November 1, 2009 Share Posted November 1, 2009 I like it. ;) Link to comment Share on other sites More sharing options...
DrNova Posted November 1, 2009 Share Posted November 1, 2009 @Kreator:> I like it. ;) Link to comment Share on other sites More sharing options...
magezhilo Posted November 1, 2009 Share Posted November 1, 2009 I don't really like the tiles. I think the black outline is too dark and thick. However that is only one persons opinion. You did do a good job at making small flowers and stuff to add detail though. :cheesy: Link to comment Share on other sites More sharing options...
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