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Neo Town - Maps for evaluation


Iann
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![](http://i.imgur.com/R8ddJY7.png)

Well it seems that now I took courage and began to develop the maps of my project will be posting them all so they are ready to be evaluated would good for those who do not know much about my project I started talking about the basics he has little time for an engine more powerful and even if I would use in the project dragon ball saga for some reasons it gave up and continue the engine for this project who want to know more about the project or follow its development enough to go my my forum and follow the same link would be posted at the end the topic here is the first map

Maps:

![](http://i.imgur.com/oTFSdpj.png)

Forum link[http://www.neotown.dtenhost.com/portal.php](http://www.neotown.dtenhost.com/portal.php)

credits by tilisets:

Enterbrain

Mack

Lunarea

**Anyone interested
in participating in the project just contact me**
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> That bridge isn't fitting and the stairs (right bottom) are pretty confusing…
> Also everything is too edgy imo and try to avoid mixing tilesets :)
> Good luck anyways!

thanks for your review I will try to do something else worked

> It looks fine, but fill in all that empty space with brushes and or trees

I will fill the empty space with some homes or tiles differences required

> The water doesn't seem to deep :P

try to use a tileset for deeper water required
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Both maps are too square. Eventhough the second is a city it could still benefit from not being so square (ie. have side roads with single plots, or other variations). The roads of the city near the center are TOO variated. Not to be harsh, but if those roads were built by construction laborers they'd be fired. For example, at the weapon shop you go west, then north, then west, then north, then east, then north when the road could have simply went straight north for a more direct route. The ground could use more vegetation, instead of the same plant basin hanging out in every yard.  Anyway, the mapping isnt horrible it just needs some fine tuning. Take this map for example:

![](http://img295.imageshack.us/img295/9499/example1fk4.png)

It's semi-square but variated a tad so as to not look mechanical. The roads make logical sense, and go around obstacles. And, the random placement of vegetation and trees give it a more natural and full look.
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> Both maps are too square. Eventhough the second is a city it could still benefit from not being so square (ie. have side roads with single plots, or other variations). The roads of the city near the center are TOO variated. Not to be harsh, but if those roads were built by construction laborers they'd be fired. For example, at the weapon shop you go west, then north, then west, then north, then east, then north when the road could have simply went straight north for a more direct route. The ground could use more vegetation, instead of the same plant basin hanging out in every yard.  Anyway, the mapping isnt horrible it just needs some fine tuning. Take this map for example:
>
>  
>
> ![](http://img295.imageshack.us/img295/9499/example1fk4.png)
>
>  
>
> It's semi-square but variated a tad so as to not look mechanical. The roads make logical sense, and go around obstacles. And, the random placement of vegetation and trees give it a more natural and full look.

like your example I think tomorrow will the modified one city on the map

I wish my game was totally breeze breeze however the graphics are very few so I used some graphics rpg maker vx improved
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