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GrayFenrir

First Serious Mapping Attenpt

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So I'm working a project for a competition and would like to have some people's opinions on my first serious attempt at mapping for the first dungeon. I only have the basic floor plan down and haven't done the last stretch to the boss yet. I'm mostly concerned with how the map looks (it's general shape and if I over used any tiles). I'm using the Futuristic Tiles pack from http://www.rpgmakerweb.com/ and the dungeon is basically suppose to the the trash can within a computer (or the recycling bin depending on the OS) so I went with a waste disposal plant type theme. The liquid that is seen can not be traversed but the player will be able to use a hookshot to get across. Any advice and criticism will me appreciated.
 
(How the maps are positioned to one another)

Dungeon_Compile.png

 

The Starting room (Orange tile is a teleporter)

 

Dungeon_Start.png

 

Main room where the path splits

 

Dungeon_Main.png

 

The two areas of the left wing (Last room has a mini boss)

 

Dungeon_Left_1.png  Dungeon_Left_2.png

 

The three areas to the right (Last room will have a puzzle set up)

 

Dungeon_Right_1.png  Dungeon_Right_2.png Dungeon_Right_3.png

 

 

And again, thanks for any advice and criticism.

 

 - Gray

Edited by GrayFenrir
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I LIKE IT! It looks really well done! For a sewage type of dungeon it works pretty well! :D

 

However, the walls seem unfitting for the sewage feel. This feels more of a nitpick myself, but it seems more of a wall texture for a factory map. Have you tried a brick wall type?

 

Also for tranversing the map, i suggest adding a few bridges to go from one spot to the next. Just because the player can go from one spot to the next with a hookshot doesn't mean that's the only way to get to and fro. Maybe the hookshot mechanic can be for alternate routes?

 

But all and all, it looks pretty good! Nice work! :)

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I see what you mean. I went back to them and came up with two options for the walls and ceilings along with a couple ideas for bridges.

Which one do you prefer?

 

Map_Trail.png

 

 

Edited by GrayFenrir

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(puts hand over laptop, comparing both sides) *I really did that* :lol:

 

I definitely go for the brick. But that if it was me. :mellow:

 

Both can go fo sewer levels, depending on your time setting. You see, the brick ones can work for older sewer types. The other can work on more nowaday or even futuristic sewers. But my trouble for the right wall texture is that it's a bit clean. I think there's a more, how you say, dirtier wall type in the future tileset (i have it, too).

 

Give the top 5th wall texture on A3 (the brown one with rails on the sides) a shot.

Also try the top 6th one (has a yellow line and number on the bottom) on A4.

 

And about the bridges. I'd definitely go for the rail bridge, but the plank floor can also work. You can put those as events that the player can retrieve, such as getting woods from one floor, and put them as a bridge the next floor! :)

 

Hope this info helped! :lol:

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Like so?

 

 

trial.png

 

 

My only problem is the floor doesn't really go with the walls. I can't believe I just said that....

 

And could someone please tell me how to do the spoiler thing so one of my single posts don't take up have a page?

Edited by GrayFenrir

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Spoiler is denoted by [ spoiler] Text here [ /spoiler ]

 

Like so.

 

 

:D

 

 

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Okay, thanks. Another thing, If I plan on showing maps for another dungeon, should I replace the one's in my first post, just reply with them here, or make a new topic all together?

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Reply with them here ^-^ 

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Nice work! I like the general layout you have. It definitely feels like a sewer or waste plant. You were right to switch away from the stripey ceilings and brick walls - they were somewhat disorienting up next to the brick floors.

 

I actually preferred the grey ceilings you tried out to the black ceilings that you're using currently. Black looks a bit too harsh when the rest of the dungeon is made up of greys and browns. Unless the ceiling is important for some reason, it should blend in, not stand out.

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Reply with them here ^-^ 

Okay. Thanks. Just wanted to make sure so I didn't end up doing something stupid.

 

Nice work! I like the general layout you have. It definitely feels like a sewer or waste plant. You were right to switch away from the stripey ceilings and brick walls - they were somewhat disorienting up next to the brick floors.

 

I actually preferred the grey ceilings you tried out to the black ceilings that you're using currently. Black looks a bit too harsh when the rest of the dungeon is made up of greys and browns. Unless the ceiling is important for some reason, it should blend in, not stand out.

I see what you mean. Main problem is that the ceiling tile that is meant to be used with the wall is for a roof. Using it as a ceiling makes it look really wonky. There really isn't a ceiling in the set that goes with the walls without the black interior.

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I see what you mean. Main problem is that the ceiling tile that is meant to be used with the wall is for a roof. Using it as a ceiling makes it look really wonky. There really isn't a ceiling in the set that goes with the walls without the black interior.

Is there any reason why you can't use a custom ceiling tile, or do the rules of the contest force you to use only the Futuristic pack?

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I see what you mean. Main problem is that the ceiling tile that is meant to be used with the wall is for a roof. Using it as a ceiling makes it look really wonky. There really isn't a ceiling in the set that goes with the walls without the black interior.

Is there any reason why you can't use a custom ceiling tile, or do the rules of the contest force you to use only the Futuristic pack?

 

There's no rule against it. It's just that I can't sprite to save my life and only have enough ability to basically Frankenstein a tile set together. 

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I don't know why but the floor started flickering when ever I move up and down near the middle of the maps. It only affects the one floor tile. 

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Is that floor tile in A1? If so, it might be because AI is animation/water so it'll change frames.

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One step a head of ya. It's in A2 like it should be. It basically flickers black only when I move up or down. Moving left and right have no effect on it. 

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I have the majority of the first dungeon finished now. Only thing missing are the enemies and the story scripts. I noticed a few mistakes as I was arranging the images and have already fixed them so ya know.

 

Finished_Dungeon_1.png

 

 

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Alrighty. Started work on the second dungeon, which is going to be rather large compared to the first. I really need some advice on the sections that have a change in elevation as it's my first time attempting it and it looks a little bit wonky, for lack of better term, to me.

 

Dungeon2.png

 

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