- Z - 30 Posted February 7, 2015 "NOT ME" MAPPING This topic is to be my main topic of posting screenshots of how I am mapping out Not Me, a horror game I have currently in developement. So I'll probably be posting a good amount of screenshots here for the sake of critiquing. Any and all advice will be helpful! So here are my first attempt of mapping! I am not using parallax mapping at all (due to I don't know how), and only using tilesets off from the RTP, some dlc's, and photoshopped alterations of both. So here's the FOREST! And here's the DORMS! And finally, here's the DORMS (outside)! So how are my mapping skills? :blink: :blink: :blink: 1 Share this post Link to post Share on other sites
+ Chaosian 617 Posted February 7, 2015 Not Me is a horror game, no? While they're of decent quality, they are in desperate need of some post processing / lighting to get an atmosphere. Right now the tiles are all bright, and sunny, no good for tension. Share this post Link to post Share on other sites
- Z - 30 Posted February 7, 2015 Well, this is just a screenshot I took from the editor, and not ingame, so lighting hasn't been added. I also haven't put any light scripts yet. So for horror aspects, it's a no-go. I just want a take on my mapping skills, if they are in need of repairs or they are fine as is. Thanks Chaosian, though! Share this post Link to post Share on other sites
Saltwater Croc 115 Posted February 7, 2015 Any way to put just a tad more depth on your dorms' exterior? the roof is obviously shaped, but the whole wall there looks flat. Share this post Link to post Share on other sites
Tsarmina 2,612 Posted February 7, 2015 I would turn down the contrast/saturation for the trees (and probs some of the interior tiles too) just for good measure, then add your lighting effects. No matter how dark it is, you'd still be able to see the bright color shining through. ^^ Share this post Link to post Share on other sites
- Z - 30 Posted February 12, 2015 Any way to put just a tad more depth on your dorms' exterior? the roof is obviously shaped, but the whole wall there looks flat. Can you elaborate? The wall is there; it's just hidden behind the furnitures. I guess i can add more shadow to them to make them pop out. I hope this doesn't sound rude, but i don't get what you mean. I would turn down the contrast/saturation for the trees (and probs some of the interior tiles too) just for good measure, then add your lighting effects. No matter how dark it is, you'd still be able to see the bright color shining through. ^^ Sounds like a good idea. I'll tone the brightness down on the bright tiles. Or should i do the same to all the tiles? Share this post Link to post Share on other sites
TheRonPhillips 2 Posted February 14, 2015 I wouldn't just play with the brightness, but the saturation... Go for a more grey/less color than just less bright... This will give a gloomy almost dark feel before you even touch the lighting scripts.Aside from that, the maps look good to me so far... I agree with above on the outside, seems like it's missing something... Share this post Link to post Share on other sites
Darthneko 7 Posted March 26, 2015 I think maybe Iron Croc means on the exterior of the dorms. The portions of the wall that protrude, where there's a shadow on the ground - use the shadow tool to extend the shadow up the wall to give the extrusion some depth. (I love the wall and windows you used, btw - I assume the doors will be events?) Share this post Link to post Share on other sites
+ CVincent 234 Posted March 26, 2015 That's some nice stuff, I really like the bunk bed over the computer in the dorms. A note on that though, the outside windows of the dorms don't match the interior ones, so it's something to perhaps look at. For your first attempt at mapping, it's great! You should take the time to learn how to do parallax mapping. If you can already do photoshop edits then you should have no problem picking it up fairly easily. Good luck with the rest of the project, I'll keep an eye on it. Share this post Link to post Share on other sites
Point08 219 Posted March 26, 2015 I definitely agree with the others in regard to the brightness/saturation. Pull them both back before you add your lighting effects and it will make a dramatic difference. I also like the beds over the computers. In that room I think it's fine, even good that the bedspreads match. In the other room though, I feel like the striped blanket was probably someone's personal touch, and likely in that case the two beds would have different blankets. I know it's a small thing, but sometimes it's the details that really set a game apart. Share this post Link to post Share on other sites
- Z - 30 Posted April 6, 2015 Thank you all for your insights on mapping. It's really helping me so much! Many have said to introduce brightness/contrast to my maps, to give off a more "gloomy" feel to the maps. I WILL use that technique, but not as of now at the moment. The reason being is that I've forgotten to mention what the maps i'm currently doing are for in this horror game of mines. The previous 3 maps are, how you say, the normal version of the map. These are the prologue areas of the map, the intro places, as you will. They are to show how the University was before the horror events occur. This is why I haven't implemented the contrast/brightness tips mentioned earlier just yet. So for now, I'll map the areas as if they were never tainted by evil and horrific forces. Just have a normal university. Now for MORE MAPS! We have the ENTRANCE! And the AUDITORIUM AREA! The platform thing at the bottom is where you can hitch a ride on the shuttle/monorail/transport thing that takes you to different parts of the map quickly. This is like the quick-travel of the game. Both maps are smaller for preview purposes. Any tips on making this look more genuine/better? All criticism and comments welcomed! Share this post Link to post Share on other sites