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Antioch

Maps to review

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A few of the maps from an older project of mine, feel free to leave any feedback.

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Edited by Keirebu
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Only issues I see are:

01: WAAAAAY too many windows. I usually try to space mine to at least one tile in between.

02: For the farm areas, the tree overlapping the hay pile looks copy pasted. It doesn't look natural.

 

Aside from that, I see no faults.

 

I really like the layout of the city areas, it just the number of windows seems to take away from it.

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I agree with Necromedes. Fewer windows would definitely improve your city maps.

 

The haystacks also seem a bit strange. I think they just seem too big, since they're the same size as the trees. You could also switch up the placement of the haystacks relative to the trees too.

 

Also, in Highwick Two, the placement for some of the tents at the bottom bothers me. Maybe you could enlarge the grass areas and have the tents only on the grass instead of having them partly also on the pavement.

 

Other than that, everything looks good!

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I really like your maps! Especially the city ones!

But I am concerned however. How will those poor farmers in the last picture be able to leave the field?

Someone built a fence around them while they were busy working!

Oh well, I guess they could always try climbing the fence to get out I guess.

Also, in the docks I kinda think that the separation between ocean and dock looks a bit odd (but that's just my opinion)

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Update number one:

 

I'll post some pictures of this eventually, but I've made some changes to these maps and would like to take the time to respond to the feedback.

 

First of all, the comments regarding the windows. What I've done is cut down on the window usage, and created a sort of symmetry between maps that uses less than half the current windows, so, problem solved.

 

Secondly, the farmer's field is connected both vertically and horizontally, I just wasn't able to post the other parts of the island as they are unfinished, and consist mostly of squares while I deal with some bugs and quest-fixing around the shown areas, I acutally intend to have the farmers give some basic quests that involves a farming mechanic that I'm working on.

 

Next, the aforementioned docks. I can see what you mean about the break between ocean and port, what I've been experimenting with is the idea of a flood gate/lock/?/I can't remember what it's called but you find them in canals in britain everywhere. Basically, it lowers and raises the water level to allow smaller (barge-like) ships into the port. The two different textures are combined with an evented waterfall to represent the current crashing towards the calmer port, where water flow is regulated by machinery (This is an industrial fantasy universe).

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i see a lot of roof tiles, maybe try and have different heights for different sections and using the shadow tool (dark circle on the toolbar) to differentiate the heights would maybe work better. Don't forget to make some buildings 3 tiles high, or some even 1 tile high, im sure it would add a lot more to the maps. :) 

Also, for your crate graphics, i don't think they look that great when you have them on the walls. I sometimes have a hard time trying to get used to the way items are perceived in RMVXA, its a mix between birds eye and side view. very confusing to the untrained eye.

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I agree with Roccstar but also that large building in the top left corner of Highwick 4 is a lot of different things. Maybe you could separate it into a few smaller buildings? Other than that really nicely done! :)

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