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Um, I have never really mapped before, heck I've only had RPG maker for a lil more then a week. But I hope these aren't to bad, they look alright to me, but when reviewing one's own work, one is better off not trusting their own eyes.

 

 

 

 

 

 

 

 

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at the water ur mixing up 2 different textures u shouldnt do that ;o and the world map looks too square'ish to look natural/realistic ;P just sayin :P needs more randomness on the worldmap but image 6 out of 8 is great my big tip to u on all maps, think more realistic and stop the straight lines and squares and make it more random/natural :P

 

 

just an example of what maps are abit to be like :P not too square'ish not too random

 

 

 

5nQwP.jpg

 

 

 

5nQzo.jpg

 

 

aswell il try to copy one of ur maps in a lil bit more natural way just to show an example :P

 

 

again this is only a super quick example made in 2minutes... but atleast ul see the point :D

 

5nQOe.png

 

 

 

 

 

and a world map example :P

 

 

5nR1o.jpg

Edited by Galv

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Wow... Thank you very much. I admit, I was hoping that the mixing of the two water textures would make it look like the seafloor underneath was uneven in depth (i'm not sure why I was trying to do that) but now that you mention it, it does look rather squarey, as does the larger world map. This has given me much to think about, and much to revise and redo. will post edits here in a bit.

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u can make alot of different things aslong u keep the rules of the perspective good, then u can do anything,  making stuff too square'ish or mixing different textures will DESTROY the perspective... aslong u use ur realism / insight / perspective... ul become  a good mapper within hours :P its just a way of thinking and new drawing ppl or mappers or anythign that has to do with visuals,    always need to learn that way :P      realism/perspective...  just keep thinking of that and then ask urself...  

 

is it realistic? >> yes? > keep it  ... no? > change it

 

is the perspective right? yes? > keep it  ... no? > fix the perspective or change it

 

and insight speaks for itself :P

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I see. That does make sense. what would you say then, about this revised version of the world map looking one?

 

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better... but tip... 5 volcanos like that doesnt look that realistic...   but u improved it ALOT already, keep trying to improve, by adding some different grass colors to shade it ( take my world map for example )  ... keep improving and improving the map until its good ( thats how u need to learn it the first time :P )

 

5nSqy.jpg

this looks rather good but then again... all those green hills and then suddenly a weird shape of forest trough it... again destroys the perspective, but the stone part is perfect besides the volcanos so ... stacked up / position..  stacking is ok but dont overdo it... coz its destroys the perspective ... also in reality volcanos arent just next to eachother like that... straight and all :P try spreading them a little and removing some :P .. .   but yeh ... u getting closer this time :P

Edited by yuuhi

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Alright, Took a little more then half the volcanoes out, and moved two of the remianing FAR from the each other in that gray area.

 

 

Edit: I wish I paid attention in HS Geography/Earth Science last year. Didn't think I would ever actually need those classes

Edited by Heartfeltcurse

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take this as a example ul see more options to make it better i think :P

5nT6l.png



u are still using too much of the same textures, try mixing it up more like this picture to make it much better on perspective/realism :D if u know what i mean :) it doesnt matter how or where u place the volcanos or somthing u wish, aslong u keep the perspective... like my example, its random but the perspective is great so it looks great

( i know i may seem like a tough teacher/judger :P but i prefer to teach ppl the right way right off the bat so they can do it like a pro, instead of leaving them with 50% of the skill they can reach :P , from my experience this is the best way to teach ppl :P )

anyways short said use more textures to overlay the map, instead of making stuff at different positions and ways, add different textures to contrast , make a perspective on the map, if u understand u should be able to do it quite simple :P u should understand after my example tho :D



heres another example of adding contrast/perspective to the map :) its exactly the path i want it to be , yet it looks great because of using multiple textures, if u wish to have it full of mountains u can, aslong u contrast and make a perspective on the map properly :)


5nTes.jpg

talking mostly about the sand'ish looking part


if i wouldnt have contrasted it , and just have it plain sand, it would look ugly... and u know that aswell :P


anyways ur idea of changing the style of ur map is good, just dont forget about the perspective/contrast of the map aswell :) ... its not always just changing paths and positions, somtimes its just as simple as using MORE textures or LESS :) well... u can use mountains for example wich i shown in the example island :P and what not... to contrast it :)... dont forget its a example use ur own way of mapping , just try to learn the contrast/perspective still :P
 

 




Edit: I wish I paid attention in HS Geography/Earth Science last year. Didn't think I would ever actually need those classes


well u dont need classes for it :P


well one more tip, when swapping from grass , sand , any kind of land to another kind, its better to divide them trough constrast    for example mountains   >>> look example pic

 

 

5oQwz.jpg

 

 

 

and now look at urs :3

 

 

5oQBd.jpg

 

 

 

see the difference there? :3

 

 

also the map surrounds seem still rather squary ... just a tip  =P

 

 

 

and aswell heres just a view to show u how to make it more realistic,   the shapes are randomized so dont exactly follow it or somthing :P but i think ul get what i mean :P

 

5oQN4.png

 

since the engine is with squares try to avoid as much squares as possible to make it look better ( just sayin )

Edited by yuuhi

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@yuuhi, please edit your post instead posting multiple times. I will merge your posts.

Only the OP should need to bump this topic :)

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Hey, Heartfeltcurse, I just wanted to point out on that very first map you have in the OP, that poor guy on the bottom right looks like he's on the verge of falling into the pool O_o

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Hey, Heartfeltcurse, I just wanted to point out on that very first map you have in the OP, that poor guy on the bottom right looks like he's on the verge of falling into the pool O_o

That was intentional. I was gonna eventually make a scene where he falls in, just for comedies sake.

Edited by Heartfeltcurse

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@yuuhi, please edit your post instead posting multiple times. I will merge your posts.

Only the OP should need to bump this topic :)

 

i have no clue how to add a quote in a edit... thats why :l

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@yuuhi: At the very bottom right of a post, there are two whitish buttons: one is "Multiquote" and one is "Quote," and using "Quote" will put the quote into your post. ^-^

@Heartfelt: So who designed that room anyway (in the game I mean, like who owns that property)? Is it like a practical joke room? XD

I also must say that the magic shop, while I understand that you're probably trying to make it look fancy or going for that certain theme, all the strips on the carpet really distract the eye from what should be the main focus (tables, etc.)  Maybe try and use shift-click mapping to help make it a little less cluttered?

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@yuuhi: At the very bottom right of a post, there are two whitish buttons: one is "Multiquote" and one is "Quote," and using "Quote" will put the quote into your post. ^-^

@Heartfelt: So who designed that room anyway (in the game I mean, like who owns that property)? Is it like a practical joke room? XD

I also must say that the magic shop, while I understand that you're probably trying to make it look fancy or going for that certain theme, all the strips on the carpet really distract the eye from what should be the main focus (tables, etc.)  Maybe try and use shift-click mapping to help make it a little less cluttered?

It's in the captain's quarter's in a pirate ship ( the player is the captain). Magic is used to keep the water from splashing all over the place in rough weather or bad swells or anything else one might encounter out at sea (anything for the price of what the Captain (and through the captain, me) percieves as a stylish room). As for the magic shop, I had designed that map, literally two maps before stumpling upon the Shift-click technique accidentally, and it hadn't occured to me to use this newfound wizardry of the shift button on any of the maps I made prior. Thanks for the tips everyone!

 

Edit:

For the following reasons, I ditched the stripes:

 

 

This looks much better, if not as fancy as the original, but thats perfectly fine.

 

 

Edit 2:

I also updated this map

 

Edited by Heartfeltcurse

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Nice. I still like the green carpet over the bright blue one for a magic shop--maybe because I've seen it in too many sample library maps, haha! But it's up to you still of course ^-^

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Might I add that in Devonsville, you might not realize it but...uh...all those little plants you have surrounding the houses and buildings, most of those are intended as vegetables O_o

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Might I add that in Devonsville, you might not realize it but...uh...all those little plants you have surrounding the houses and buildings, most of those are intended as vegetables O_o

I knew that, The idea was to create a sort of system of food-producing gardens for the people who live in those houses and buildings... not that it does them much good, seeing as how everyone.... wait, no thats getting into the nitty gritty plot-revealing stuff I shouldn't be talking about so lightly.

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Ah. Well, you'd need tilled ground or upturned soil to grow crops that easily. (And most of them probably wouldn't survive, anyway, even if you did have tilled soil.) Just putting that in because often crops don't grow straight out of flat grass.

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I really enjoyed the replies and explanations in this Thread  :)

I hope that reconciles his topic design
In follow-up.

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