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My first REAL map (not RO)


Admiral Refuge
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@ÅÐмiядζ:

> Okay, this is my first attempt at actually mapping…  It's probably not the BEST, but let me know what you think:
> ![](http://i42.tinypic.com/2qtby8x.png)
>
> I'm looking to improve, so give me your constructive criticism.

i love those tiles.
did you make them or wat?
trees would look great
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Ghost & Autlos, thanks for the comments.  I'll try to make some variations in the height, and I'll certainly add more trees (someone else was saying it needed more trees too).

@Ghost:

> dude, if admiral could make tiles like that… and he's been hiding his talent behind RO tiles.... i will shoot myself.
>
> but they look familiar so i don't think he did

I wish I could make tiles like that lol

The tileset is from Rpgmaker 95 ([**here's the link to the tileset**](http://www.touchofdeathforums.com/smf/index.php?topic=42560.0))
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First of all, Nice tileset :P Now to rate the map made with them.

Transitions:
-You've had a little trouble with the transitions of the path in the lower left corner. The inverted corner piece on the top right of the path needs to be changed, it is a full piece rather then the corner.
-The Random grass within the path has no outer transitioning back to the path, It's too RO like :P
-The path leading to the centerpiece of the map, below the stairs, hasn't got any transitions back into the grass either.

Cliffs:
-The Cliffs are a little too straight, especially the one that spans the whole map in a **straight** line. Try to break the straight parts up, keep the map flowing, rather then parting it with the same tile in a line.

Detail:
-You should add more detail to the lower layers like rocks, flowers, any sort of vegetation. Even if the detail doesn't stand out, it stops the map from looking bare, and also adds another sense of depth to the game.
-Add some trees, overlap trees using the two fringe layers, it may take some time to perfect but if grouped together right, they should be able to look like a small forest, without screwing the layers up.

Edge Mapping:
-You've done this ok, but when you add the rest of the detail to it, try not to make the map a stand along map. I think 'Everlasting Journey' or something shows exactly what I mean. It's maps are made as stand alone maps, which they look alright at first, but when you link them together, they are disconnected from each other and stop the flow of maps.

Overall I give this about a 4/10, Disregarding the nice tiles and speaking from purely a mapping p.o.v.
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@Soljah:

> First of all, Nice tileset :P Now to rate the map made with them.
>
> Transitions:
> -You've had a little trouble with the transitions of the path in the lower left corner. The inverted corner piece on the top right of the path needs to be changed, it is a full piece rather then the corner.
> -The Random grass within the path has no outer transitioning back to the path, It's too RO like :P
> -The path leading to the centerpiece of the map, below the stairs, hasn't got any transitions back into the grass either.
>
> Cliffs:
> -The Cliffs are a little too straight, especially the one that spans the whole map in a **straight** line. Try to break the straight parts up, keep the map flowing, rather then parting it with the same tile in a line.
>
> Detail:
> -You should add more detail to the lower layers like rocks, flowers, any sort of vegetation. Even if the detail doesn't stand out, it stops the map from looking bare, and also adds another sense of depth to the game.
> -Add some trees, overlap trees using the two fringe layers, it may take some time to perfect but if grouped together right, they should be able to look like a small forest, without screwing the layers up.
>
> Edge Mapping:
> -You've done this ok, but when you add the rest of the detail to it, try not to make the map a stand along map. I think 'Everlasting Journey' or something shows exactly what I mean. It's maps are made as stand alone maps, which they look alright at first, but when you link them together, they are disconnected from each other and stop the flow of maps.
>
> Overall I give this about a 4/10, Disregarding the nice tiles and speaking from purely a mapping p.o.v.

Thank you!
This is exactly what I meant by "constructive criticism"!  I'll re-work the map when I get back from school, thanks for the help; it seems like you didn't miss a thing!
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- Why is there fence around the plathform in the middle?
- The road got holes at the bottom left, but the other looks fine, also all the holes are in the middle, the big one looks weird.

![](http://img15.imageshack.us/img15/5461/flowerst.png)
The flowers should be more spread and not seperated into types, also more kind of flowers is a good idea.

![](http://img10.imageshack.us/img10/3104/wallv.png)
The map is simply too liniar.

![](http://img261.imageshack.us/img261/7901/liniar.png)
The two plants on the grey line are put on the same tileline, think of it as Sudoku  :azn:

![](http://img261.imageshack.us/img261/8403/liniar2.png)
Alot of open and boring space, if you want to keep them unblocked, then try put some flowers and other walkoverable details in.

![](http://img171.imageshack.us/img171/7425/road.png)
The road goes from 3 tiles to two tiles, also, it would be a really good idea to force the player to go down so they can't simple walk over, the road is there to direct the player, right? :huh: Well it would make more sense and it will also make more use of the map to the south.
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