RoseGuardian 42 Posted June 25, 2014 (edited) EDIT: I decided not to use the DS Resource Pack for Mystic Kngihts for more mapping options. I took a look at how others do there maps in games that are not encrypted to help me figure out how to do my own maps better. No I didn't copy any one maps. I decided to post these maps in my upadated version of Mystic Knights(Game Update not yet released) so others can see. I used the fantastic medieval buildings tile pack for the towns, and mack tiles for the forest. They are of the editor to show full size. If any one still thinks I can do better, and have suggestions on how to do better please feel free to tell me, Please be constructive. Edited January 19, 2015 by RoseGuardian 1 Share this post Link to post Share on other sites
Mei 78 Posted June 25, 2014 1- Looks good imo. It feels cozy. 2- The houses are a bit large, aren't they? The windows are too small for such large houses. 3- Is it me, or are the windows going through the roof...? :s And what is the little flowery space on the top left? I think you've improved. Share this post Link to post Share on other sites
Zeta 16 Posted June 25, 2014 Apart from all the suggestions made above: 1. Try adding some auto-tile grass in the empty areas, it would improve the general look. 2. While the houses are overly large, the map itself is way too big for the number of houses. Again, try adding some grass here and there. 3. This one looks pretty good, maybe the river could be less rectangular, and also note that the wall height is changing in different places. Overall, there are some basic strategies to good mapping: smaller maps/less empty spaces, less rectangles, more variety of houses; and if you want to take a step further, fogs and overlays. Share this post Link to post Share on other sites
+ LadyMinerva 998 Posted June 25, 2014 Wow, another from project from you! I've seen your work for Eternal Destiny and such. So onto the screenshots! 1. Looks pretty nice to me! As Zeta said, those empty grass tiles could use some décor with vegetation or tall grass to make it the village not all "man made" and more of the natural side 2. Big houses tend to look offsetting because they have those large spaces and a more basic shape to it, you can try making them more more round or make them smaller so from the player perspective they don't look like giants, least the 4 houses starting from the bottom. 3. As Meiri said, the windows are kind of strange to have them clip on the roof. There is something about that tree close to the centre where it's colliding witht eh 3 block wall, it's probably me but it looks a little wonky if you have a tree shorter than the wall but being able to clip it. That's all I have for now, you're off to a nice start so far with the basic map design and structure. Share this post Link to post Share on other sites
RoseGuardian 42 Posted June 25, 2014 Thank you guys and girls. I'll add on the maps. I just hope I can make them look better. Share this post Link to post Share on other sites
Tarq 746 Posted June 25, 2014 (edited) With the second screenshot I would recommend a consistent height to each building. Its fine to have one or two be larger than the others but if most aren't a standardised height then, ofc, the others wont actually stand out as large buildings. I would also recommend making all the roofs even too, but thats personal aesthetics I suppose . It is a good idea to change the shape of buildings though, and the biggest shortcoming of that second screenshot, imo, is that they are all square. Altering the floorplan of the buildings will also allow you to make your inside maps more interesting. That house in the bottom left of the first screenshot is a good example of the kind of effort that should go into each building. The last screenshot strikes me as a little odd. Clearly stone has been recognised as a good building resource and yet they persist in building their houses out of wood. Food for thought. Finally, while a lot of people will recommend random placement of trees because nature is random, well, a city is planned and the trees would likely have been planted by the residents/governing bodies themselves. This would be especially true for modernised/industrialised towns, which I suppose these aren't but may still be worth your consideration. Edited June 25, 2014 by Kaust Share this post Link to post Share on other sites
+ Retired 274 Posted June 25, 2014 I think one thing to consider is map size. Smaller maps are easier to plan and develop. The first map looks better because it's a smaller map so the empty spots don't seem so empty. Main improvements on 1st map would be clumping to reduce the blocky, grid like feeling on the map (the two stones next to each spring to mine). The second and third maps seem too big and thus "empty" if the town had been divided into smaller maps it would probably appear less empty from that preview. On the second and third maps they appear the windows in the roof is quite off-putting. Also consider a vocal point on the map - generally speaking in rpgs - the location where a player needs to go is distinctive - like the elders house or a castle - it should be an easily identifiable point if player gets lost. The 1st map has that big house or one surrounded by bushes. The 2nd map has the big tree The 3rd map I have no idea. Share this post Link to post Share on other sites
RoseGuardian 42 Posted June 25, 2014 Thank you and sorry for the late reply. I'll fix those things and make them look better. 1 Share this post Link to post Share on other sites
Tarq 746 Posted June 26, 2014 Be sure to post the new maps when you're done, it'll be nice to see the progress. Share this post Link to post Share on other sites
silversteampunk 8 Posted July 3, 2014 Everybody's already mentioned the size of the houses, but if you want larger houses you could try 'decorating' them with more things. (doors, windows, flowerboxes, beams, columns etc.) That way they won't look as box-like. You could also attach a smaller house to one of the bigger ones to add variety! Have fun on your project! Share this post Link to post Share on other sites
RoseGuardian 42 Posted July 3, 2014 Thank you and sorry for the late reply. I been very busy. Share this post Link to post Share on other sites
+ Myst88 87 Posted July 3, 2014 I would add a few more plants in each of the maps. It would make the maps look more natural plus fill in some empty spaces. Share this post Link to post Share on other sites
RoseGuardian 42 Posted January 19, 2015 (edited) BUMP I updated the screen shot topic, and I am sorry if this was an necro post. Please look at the first post to see the updated screens, and please leave only constructive feedback, and critique. Edited January 19, 2015 by RoseGuardian Share this post Link to post Share on other sites
+ Myst88 87 Posted January 24, 2015 I love the medieval buildings. But then again I pretty much love anything Celianna produces. ^o^. Ok so for the feedback. 1. Both the city and the village seems kinda empty. I would add more buildings, market stalls etc. Stick items like barrels at the side of the buildings, especially shops. 2. In the 4th picture the trees are too close to the cliffs edge. (Looks like they'd all fall off at any moment) Also most people wouldn't recomend mixing tilesets. The Mack trees kinda contrast with the RTP trees. I would personally pick one or the other. 3. The last picture again is a little bare. I would add more trees and plants. Other than that good job . Share this post Link to post Share on other sites
RoseGuardian 42 Posted January 24, 2015 Thank you for your feedback. I appreciate it. However I want to use the mack trees, and I will not change that because they look fine to me so no, not changing them. However I do agree that there should be more buildings in the city, and village. Share this post Link to post Share on other sites
+ Retired 274 Posted January 24, 2015 I don't think Mirage meant ditching the mack trees, they just clash with the default RTP trees. So if you want to keep Mack, don't use RTP with them. The Macks have different shading so they stand out more. Also if the cliffs were bigger, it wouldn't look like the trees are about to fall off the cliff face Share this post Link to post Share on other sites
RoseGuardian 42 Posted January 24, 2015 Oh, I'm not mad, or upset, or bothered by it at all. I just stated why I want to keep them, but she is right. Share this post Link to post Share on other sites
+ Myst88 87 Posted January 24, 2015 Like AlliedG said. I wasn't saying to get rid of Mack. Just pick one or the other, since both together clash. Personally I prefer Macks anyway. Share this post Link to post Share on other sites
RoseGuardian 42 Posted January 24, 2015 It's okay I was never mad, or upset. I agree with you on that. I prefer mack tiles since I am using mack characters. Share this post Link to post Share on other sites
lianderson 122 Posted January 25, 2015 Your mapping skill has grown leaps and bounds since I last saw you. Great job. Share this post Link to post Share on other sites
RoseGuardian 42 Posted January 25, 2015 Thank you. I been looking at maps of good games other people made that are not encrypted to help me get an idea on how to map things out. However the buildings in the screen shots were already full buildings. So I am still working with making buildings with wall, and roof tiles. Share this post Link to post Share on other sites
Demintika 63 Posted January 26, 2015 The other map looks nice but my OCD is killing me for looking at the first map. The depth-impression on the map is somehow wrong. The walls on the lower left and lower right should be 6-tiles high since the ground is 4 tiles higher than the water and the walls are 2 tiles higher than the ground. The little 'pool' on the top looks wrong too: The ground is 4 tiles higher than the water but the pool looks as high as the ground. Also, you should add some more shadow to the water. Share this post Link to post Share on other sites