Moxy 1 Posted November 24, 2013 Hello Creators! I am trying to add further depth to my maps. Feedback and tips are welcome. Also a general critique would be greatly appreciated. Thank you for your time and input. Sincerely, Moxy Share this post Link to post Share on other sites
yuuhi 11 Posted November 24, 2013 (edited) hi u might want to look at this for abit i did put up a lil tutorial for it http://www.rpgmakervxace.net/topic/19975-map-reviews/#entry137428 edit : if u need specific help after looking the examples i gave to the other person, just tell me what and il help out , i wouldnt mind helping on every single map but if theres alot to it ... adding my skype would be the most easy also incase u didnt know u can hold shift while mapping >> read pm btw << Edited November 24, 2013 by yuuhi Share this post Link to post Share on other sites
Moxy 1 Posted November 25, 2013 Thanks yuuhi for your help, these maps are a work in progress and I constantly refine them. Here's a Dali-esque trial map... Share this post Link to post Share on other sites
Tsarmina 2,612 Posted November 25, 2013 I think those funny black shadow stain thingies are for, like, I dunno, soot marks. They just seem to blurry to be silhouettes. :\ Share this post Link to post Share on other sites
yuuhi 11 Posted November 26, 2013 instead i have decided to put up a mapping tutorial http://www.rpgmakervxace.net/topic/20077-mapping-tutorial/ might help u Share this post Link to post Share on other sites
Tsarmina 2,612 Posted November 26, 2013 A lot of your paths are very jaggedly cut off (I'm guessing you went a little Shiftclick-happy). From a distance it looks great, but if I were actually playing the game all those unrounded paths and sharp blunt edges would be...really disconcerting. Especially in that last map--all those paths are crazy to the eye. Share this post Link to post Share on other sites
dhofari9 2 Posted December 2, 2013 Thanks yuuhi for your help, these maps are a work in progress and I constantly refine them. Here's a Dali-esque trial map... hi there .. i think some of your map are wird !! but, some of it are good .. i think your problem is with the upper side of the map .. i don't know why !! it's seems Confusing a little. :wacko: anyway , yuuhi and tsarmina advising is help full .. just try to improve and In the end you will succeed Share this post Link to post Share on other sites
Moxy 1 Posted December 14, 2013 Thank you everybody for your input. I guess the problem, for me, is that the tile selection is limited. And this makes solutions to perspective rather difficult. But given the human eye and brain's ability to compensate for visual data (or lack of), unique solutions can be creatively sought. So, my maps being weird or confusing, I will consider this a compliment and that I'm on the right track. As a side note: I'm using various Yanfly's mapping and region scripts and NeonBlack's star passability fix. This has helped me squeeze the tilesets' potential to a slightly higher plane. Here's an example of a simple map that, to me, evokes a vague spinning vertigo like feeling. Thanks again! Moxy. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted December 14, 2013 The fact that the snowy grass is bleeding into the ocean is remarkably...unusual, to say the least O_o Share this post Link to post Share on other sites
Moxy 1 Posted December 23, 2013 Thanks Tsarmina, If you notice, in the field animation tiles, that there is one of white grass on water, which is very similar to, the snow grass tile from outside ground. They right copy blend together seamlessly. So, it was natural to me to use these two tiles together. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted December 23, 2013 I see ^-^ I just assumed that this was a stretch of ocean...and often times grass (especially frozen grass) won't stretch into the ocean. It's usually just for small ponds/lakes, very occasionally does the properties of ocean water allow 1) real grass to travel from ground to water, and/or 2) the grass, given number 1, will stay frozen. Sorry, delving into science here =.=" Share this post Link to post Share on other sites
Moxy 1 Posted January 1, 2014 I'm sorry! I said something wrong. There are no two tiles like I had previously explained. I was thinking about another two different tile combination. I used the snowy grass on water to soften then coastline edge. And it looked good so I kept it. Share this post Link to post Share on other sites
The Yank 10 Posted January 1, 2014 You should use shift click mapping for some of the jagged parts on cliffs, etc. Also remember to double check the shadows, sometimes when you shift map the shadows come out weird, so you have to manually edit them with the shadow editor. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted January 2, 2014 I'm sorry! I said something wrong. There are no two tiles like I had previously explained. I was thinking about another two different tile combination. I used the snowy grass on water to soften then coastline edge. And it looked good so I kept it. Hm. I understand why you're doing that, but it looks a little odd (then again that's just my opinion.) There's a really nice sand-edged beachwave tile that you might find useful, it'll blend from sand to water very easily. Share this post Link to post Share on other sites
BrassKnucklehead 8 Posted January 12, 2014 Sand would make more sense (seeing as the constant flow of ocean waves would have ripped all the grass out over time) unless there is something special about the grass in your world, Which, if there is, I would go back over that coastline and fix those itty-bitty sand corners that poke out of the grass. You can shift-click a "bottom-right" chunk of grass and put it over the parts where a sand corner is poking out (make sure to patch it with the grass it's touching). Also yea, I agree, the shift-click is strong with you lol Maybe a bit too much on these maps, I get confused by the borders of the tiles making odd lines all over the place. I kind of like it in small doses, but the entire map is a little much. One thing I notice because of the shift clicking is you have very straight-edged borders. Stuff should blend in smoothly, one example is your snow cliff with the sky graphic on top. The 'cliff' that touches the sky is very straight-edged and harsh. You should put some rounded tiles on the contrasted map parts. Share this post Link to post Share on other sites
Laura Yeah Right 25 Posted January 13, 2014 @above: I think it's meant to be a horizon of some sorts. But I just have to say it: the RPG Maker perspective is not made for 'real life' perspective. 3D games can pull it of since you really have all three dimensions to work with, and rendering programs, but it just looks off with tiles of a fixed size. And the shiftclick mapping. It is good to use for overriding the auto-tiles, to create proper roofs or patches of grass, this is just too much. Sand - cutoff - grass - transition - sand and so on just don't look great. Either go for all transitions or one material. Share this post Link to post Share on other sites
Moxy 1 Posted January 15, 2014 Hi again! Thanks for your opinions... I am ruminating. Maybe these are more to your tastes.... the little dimples on the beach are an unique side effect of the tiling and I'm keeping them. As a mission statement: A map is a piece of art and there is no such thing as too much shift clicking. For example: Share this post Link to post Share on other sites
Tsarmina 2,612 Posted January 15, 2014 Better, though I'm a little confused as to where that watery wall with the red hangings in the last screenie is coming from O_o Is it supposed to be floating? Or is there just nothing but sky behind it? Share this post Link to post Share on other sites
Moxy 1 Posted January 31, 2014 Thanks Tsarmina, not too confusing as the title of the map is GenericTownTrial.png the object is a trial of moving tiles which will be used in an event later, and with the roof tiles which work with this wall combo, and with the rope bridge which is an exercise in 'ladder' tiles an exercise in depth. Share this post Link to post Share on other sites