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kaimonkey

Mapping and Random Dungeons

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Hi,

 

I am mainly a Scripter, although I do like to come down to the Mapping boards from time to time. 

For the last couple of months I have been working on my Random Dungeon Generation script  (link in sig), and I have been trying to develop a method which allowed developers to use their mapping skills while creating the random dungeons. This does, however, add a lot of constraints onto the mapping (You have to do all your mapping in a very small area which have to clip together, parallax mapping is out the question,ect.) which makes a lot of the advice given on this boards redundant, or atleast harder to follow.

 

My question to gifted mappers on this board, then, is what would be good to keep in mind when mapping the elements which are going to be used in random generation? And, I guess, "What do you think of my Screenshots"?

 

Mine:

 

 

RfpbWqR.png

Note: the events have not been screenshotted, which is why the tops and corners of some objects are missing

 

 

 

Sewer:

 

i7Vk2TE.png

Note: The events are not screenshotted, so the waterfalls look much uglier than they do in game

 

 

Edited by kaimonkey

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That's one hell of a mine. And it contrasts with the very bland and dungeon-generated sewer. Your mine map shows that simplicity is not a bad thing, and it's nice to see maps not overly cluttered or caught up in the parallax frenzy (not that I have anything against parallax, but sometimes they get overused). The sewer, however, just doesn't pop. I don't really have any good feedback for the sewer, but this is as good as one to view:

 

 

post-64-0-06555100-1435616065_thumb.png

 

It's from a project called Rebirth on RMN:

http://rpgmaker.net/games/62/images/13187/

 

From the crumbling bricks, the flooring giving way, the pipes, and the moss, you can see the details forming together.

 

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The sewer has a 1 block high wall all the way around but you have areas where the level of the map rises 1-5 block up from that.making the dimensions off.

suggest you make the outer wall the highest part first\

also might want to try and add a waterfall in the wall so the water can seem as if it's coming from somewhere. if the water is all flowing down wouldn't it run out?

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My main feedback is the weirdness of the ser. The cave seems to pull it off well enough, but the sewer lacks depth. It has stairs and different height levels, but the walls dont show it. They look flat. Having a bit of height can make the difference, in my personal opinion. Also, the water doesn't have a run flow. Like, as far as I know sewers have an exit pipe, but that one just seems like a pit. 

 

However, since it's a randomly generated dungeon, I assume it to be fine enough since it'll be one of many. I like the idea however, and would be great if implemented well!

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