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Not Me Mapping Critique

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"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! :lol:

 

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!

 

 

ForestMapping_zps3532bb38.jpeg

 

 

 

And here's the DORMS!

 

 

DormMapping_zpsec93ed27.jpeg

 

 

 

And finally, here's the DORMS (outside)!

 

 

DormBuilding1NM_zps9ca09e7b.jpeg

 

 

 

So how are my mapping skills? :):mellow::blink: :blink: :blink: :blink: :blink: :blink: :lol:

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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.

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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! :)

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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.

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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. ^^

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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?

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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...

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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?)

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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. :)

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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.

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Thank you all for your insights on mapping. It's really helping me so much! :lol:

 

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. :D

 

Now for MORE MAPS!

We have the ENTRANCE!

 

 

Entrance%20Mapping_zpskyimxkbc.jpeg

 

 

 

And the AUDITORIUM AREA!

 

 

Auditorium%20Building%20Mapping_zpsweyqj

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! :)

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