SerpentRose 3 Posted December 23, 2014 (edited) Maps I created entirely by hand for my game in the making, tentatively titled "Heresy" for now. I hate painting rocks, by the way. https://drive.google.com/file/d/0B1k8PfWZfiYFcFI5RGtJei1mMzQ/view?usp=sharing https://drive.google.com/file/d/0B1k8PfWZfiYFc1I4ejRVU1YwSjg/view?usp=sharing Sorry they're not embedded, I didn't wanna go fiddle around with Photobucket. Please use the Zoom In feature, these things are pretty big. :u Any critiques or pointers or whatever are welcome. I have a thick skin and never really get mad, so don't worry. XD Edited December 23, 2014 by SerpentRose 1 Share this post Link to post Share on other sites
Tejas 35 Posted December 23, 2014 The Blasted Ruin Maps is nice but I don't understand the yellowish light in second map. And for image hosting you can use Imgur.com and use Tinypng.com. The maps are pretty neat just don't make them too dark. All the best for your game!! Share this post Link to post Share on other sites
SerpentRose 3 Posted December 23, 2014 It's meant to be light coming in from the hole in the first map. These are probably as dark as they'll get, and the MC has a light spell to compensate for any tinting on top. Thanks! Share this post Link to post Share on other sites
sokita 10 Posted December 23, 2014 So artistic! Do you planned these to be used in a game, right? If yes, you need to think about mapping system too. I mean about passability, especially about that lighting on Under Ruins map. Share this post Link to post Share on other sites
SerpentRose 3 Posted December 23, 2014 Oh yeah, it all works out great. I used that main parallaxing tutorial in the forum, so the light shows up above the player (using Show Picture). And testing is good so far. :3 These maps were a little less focused on the tile mapping than they were on just being pretty. I'm still looking into a pixel movement script to make everything play smoother in the final product, since right now I'm just using invisible tiles. Share this post Link to post Share on other sites
Gui 61 Posted December 24, 2014 Like Tejas said, be careful with darkness: it quickly goes from moody to frankly annoying... Otherwise, a bit of variety may be welcome: at the moment, both are very monochromatic which is not a problem striclty speaking but can get old very quick – some touches here and there of one or two standing out colors can greatly help liven up the setting: this can be simple flowers... Also, in the very first one, rocks seem to be placed randomly, which looks a bit weird: try to add some other, smaller ones nearby the biggest ones, to give the impression of a rocky formation under, whose only small parts are visible. An interesting start nonetheless: keep up the good work! Share this post Link to post Share on other sites
SerpentRose 3 Posted December 25, 2014 Thanks for the feedback! I didn't intend for either place to be 'lively' given that the area is corrupted by demonic energy, so it's supposed to look like the main building got blown up from within and some chunks flew out far in regards to the first map. It's also an area that saw the explosion a couple decades past. That and, the player won't be spending even 30 minutes total in the two maps, and won't get a chance to return. But I'll see about changing up the rocks a bit in the first map. They're my major weak point so I might as well work on 'em a bit more. XD Not sure what more I could do to the cave in regards to color. I used a lot of free texture stock images to make the place look cave-y, and my handpainting on top of that looks really bad and obvious. I guess I could play with select + hue slider here and there, but... Eh. Share this post Link to post Share on other sites
Gui 61 Posted December 27, 2014 Something you may envisage is to use a more different color for the vertical parts of your cave: at the moment, and although it is indeed a different texture, it is barely noticeable, which gives this impression of uniformity. You can also put some small rocks here and there, again of a different texture/color, of different sizes and shapes, as the results of crumblings for example. Do not underestimate the power of organic remnants neither: squelettons of animals or people are great details, particularly to give the impression of a malevolent place. As for the forest, if it is corrupted by demonic energy, well, the only limit is your imagination. On the other hand, if you aim for a rather realistic look, it is indeed more difficult to find things to add... Also, it depends on how you intend to use these maps: do you plan to add overlay pics? or fog? or anything else? Maybe some more twisted plants and trees can do the job of adding variety. Oh, and don't let my comments discourage you in any way: this is just simple suggestions – you did a good job already Share this post Link to post Share on other sites
Sessie 34 Posted January 4, 2015 Ooooh, very cool! It's really neat that you're hand-painting your maps and so far these are looking great. Can't wait to see how it all looks together in-game Share this post Link to post Share on other sites