Admiral Refuge Posted April 15, 2009 Author Share Posted April 15, 2009 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. Link to comment Share on other sites More sharing options...
dao Posted April 15, 2009 Share Posted April 15, 2009 niice XD im working on my game rite now with xavi Link to comment Share on other sites More sharing options...
zade_o Posted April 15, 2009 Share Posted April 15, 2009 definitely more detail and trees would make it look better.also a little more variation in the cliff height or pattern. it's too linear Link to comment Share on other sites More sharing options...
Autlos Posted April 15, 2009 Share Posted April 15, 2009 Your first time…hmm never knew! Pretty good, but make it uneven, then it would look more real. Link to comment Share on other sites More sharing options...
Techno 5.0 Posted April 15, 2009 Share Posted April 15, 2009 @Ã…ÃÂüiÑÂôζ:> 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 Link to comment Share on other sites More sharing options...
ENIGMAX Posted April 15, 2009 Share Posted April 15, 2009 cool tileset… Link to comment Share on other sites More sharing options...
zade_o Posted April 15, 2009 Share Posted April 15, 2009 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 Link to comment Share on other sites More sharing options...
Admiral Refuge Posted April 15, 2009 Author Share Posted April 15, 2009 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 didI wish I could make tiles like that lolThe tileset is from Rpgmaker 95 ([**here's the link to the tileset**](http://www.touchofdeathforums.com/smf/index.php?topic=42560.0)) Link to comment Share on other sites More sharing options...
Autlos Posted April 15, 2009 Share Posted April 15, 2009 95?That old eh?Still pretty good in the eyes of the new folk, besides whatever I haven't seen yet…it's new. Link to comment Share on other sites More sharing options...
Admiral Refuge Posted April 15, 2009 Author Share Posted April 15, 2009 @Autlos:> 95?That old eh?Still pretty good in the eyes of the new folk, besides whatever I haven't seen yet…it's new.My friend, RM2k and RMXP are steps down from RM95. Link to comment Share on other sites More sharing options...
ddunit Posted April 15, 2009 Share Posted April 15, 2009 But RM95 needs small 32x32 sprits :\ Link to comment Share on other sites More sharing options...
F0x Posted April 15, 2009 Share Posted April 15, 2009 Very nice for your first, 8/10I would say you just need to add some trees and it would be good. Link to comment Share on other sites More sharing options...
Soljah Posted April 15, 2009 Share Posted April 15, 2009 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. Link to comment Share on other sites More sharing options...
Admiral Refuge Posted April 15, 2009 Author Share Posted April 15, 2009 @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! Link to comment Share on other sites More sharing options...
Skell Posted April 15, 2009 Share Posted April 15, 2009 - 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. Link to comment Share on other sites More sharing options...
Admiral Refuge Posted April 15, 2009 Author Share Posted April 15, 2009 I see what you mean Skell; never thought of it that way (see, a problem with me, is that I like everything to be symmetric, but that's not what it's like in the real world).Those lines and stuff really help alot ;) Link to comment Share on other sites More sharing options...
Hippoman789 Posted April 20, 2009 Share Posted April 20, 2009 well more detail and such.tileset isnt that good though. Link to comment Share on other sites More sharing options...
Alpha Posted April 29, 2009 Share Posted April 29, 2009 @Hippoman:> well more detail and such./agree@Hippoman:> tileset isnt that good though.Let's talk about the maps people. Off-topic: It's decent, pretty nice style for a more medieval game.-Alpha Link to comment Share on other sites More sharing options...
Guest Posted May 17, 2009 Share Posted May 17, 2009 I think thats pretty goodnice job Link to comment Share on other sites More sharing options...
Guest Posted May 28, 2009 Share Posted May 28, 2009 Definitely too plain but its a good base :) Link to comment Share on other sites More sharing options...
ddunit Posted May 28, 2009 Share Posted May 28, 2009 @Lena:> Definitely too plain but its a good base :)You did notice that this map is a month old and that people kept posting in it randomly xD Link to comment Share on other sites More sharing options...
Admiral Refuge Posted May 28, 2009 Author Share Posted May 28, 2009 @DDuÃ˜à ¼Ât:> You did notice that this map is a month old and that people kept posting in it randomly xDYep, I'm going to lock it, otherwise this topic will end up lasting forever -_- Link to comment Share on other sites More sharing options...
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