Antioch 33 Posted November 23, 2015 (edited) I've recently returned from my time as a pet, and the first thing I wanted to finish off was my world map. I've made a rather rudimentary (although I like it) world map that *roughly* details the layout and size of all routes as-well as placement of dungeons, towns etc. I've come looking for as much feedback on the layout of routes/the map itself. I'd appreciate if anyone could share past experiences with RPGs and the layout of maps/routes in that game/their opinion of it. The ingame example is a little shorter than it might need to be, but if anyone could guess (correctly hopefully) which route it is then I would be very happy! http://imgur.com/a/vmOEX Oke dokie, so the law has been laid down and I present, in my defence, 50 minutes of honest, slow work http://imgur.com/yeslY1V Edited November 23, 2015 by Keirebu Share this post Link to post Share on other sites
Tsarmina 2,612 Posted November 23, 2015 While I understand this isn't strictly a screenshot or "map" (in-game), I must ask to please not make a new thread in this subforum unless you have 3 or more screenshots Share this post Link to post Share on other sites
Antioch 33 Posted November 23, 2015 Can I cut the drawing in half? :3 But, all things considered, I'll update it with a new screenshot when I've finished my latest map. It's super duper relevant, honest! 1 Share this post Link to post Share on other sites
lonequeso 1,921 Posted November 23, 2015 It's hard to tell what going on with it all sideways :/ I can't really say anything considering my map has no roads, color, or location names. I make all that stuff up as I go along. A map legend would be helpful. It looks like the blue are towns/cities, and the red are levels/dungeons. It seems like it's going to be a pretty long game. What's the difference between the yellow and red routes? Personally, I'd like to see the roads more winding like they would be on an actual map. I suppose straight lines works for organization purposes, but making them wind around or through forests and mountains will help shape your levels later. It'll give the entire map a more natural feel, too. The in-game screenshot of the road is fine. The only thing missing is some extra detail in that big open field. Flowers, weeds. maybe a couple rocks or trees. It'll make that area more visually interesting. 1 Share this post Link to post Share on other sites
Antioch 33 Posted November 23, 2015 (edited) Okie dokie, here we go! http://imgur.com/a/nlgiF This is the updated, non eye murdering version. First and foremost, thank you for the feedback! :3 To answer your first question, the red and yellow routes were done purely to stop me going mad when I stare at the map as a reference, it was to help break up the map. I probably gave the worst example map from my game possible, since it is practically the only straight road in the game that doesn't have turns and what-not. I agree that a map legend would be helpful, I'll whip one up sooner or later. The purple/blue circles are towns and cities, while the red ones are dungeons and field dungeons. Congrats on guessing that correctly, I'm such an idiot sometimes. With your in-game specific feedback I am honestly not sure if you are referring to the straight map or half done forest thing. Thanks again Edited November 23, 2015 by Keirebu Share this post Link to post Share on other sites
lonequeso 1,921 Posted November 23, 2015 (edited) I must have started typing just before you added the other link. There was only the smaller map with the road going perfectly straight. Okay. Yeah, your hand drawn map is far easier to read now. I don;t have anything else to say on it though :/ It's hard to comment on the half-done forest because all the detail it lacks is probably going to be added later anyway. Same thing with the other one, make it visually interesting. Fill those grassy areas up with stuff Are you going to add wildlife, too? Some fauna will make the forest really come alive. Are you going to add anything in those massive sections of trees? When I'm mapping, I can never resist the urge to put little hidden areas to maximize the map space. Don't you hear them calling to you. They're saying, "Map us. Please, map us." I do have one question? Why does the road keep stopping and starting? Is it just unfinished, or did it get overtaken by overgrowth? Right now ti doesn't look right. Edited November 23, 2015 by lonequeso 1 Share this post Link to post Share on other sites
Antioch 33 Posted November 23, 2015 Got a slightly more updated version of the map here- http://imgur.com/idPBd8m I definitely plan on adding fauna to all of the even remotely wild areas of the map, they aren't battle encounters but will run around the general area. They can be interacted with, doing so tends to leave them murdered for food and furs (you horrible person) but they have set routines that mean they are only out for certain times and will otherwise be in their little hidey holes making babies (there is honestly no better way to put that). The forest road keeps stopping and starting due to me wanting to add some encounter space in there, as-well as it being a forested area yet still used for trade etc. It twists around the trees a bit since, like you said, straight roads can get boring rather quickly. Share this post Link to post Share on other sites
lonequeso 1,921 Posted November 23, 2015 Is it like Pokemon where encounters only happen in tall grass? That map can be reworked pretty easily to account for that and have lots of tall grass. First is use all that space that is just endless trees. You can easily make large areas of the tall grass with the road going around them. Having a road going through the grass would look good, too. Have fun with it. Maybe make a narrow dirt road winding through the tall grass. Both suggestions will make the map flow together better. Maybe one grassy area is fenced off, but a section is broken so the player can still walk into it. Little details like that make maps more fun to explore. Maybe add a small pong somewhere. There's a ton of extra space utilize. Try and make the most of it. 1 Share this post Link to post Share on other sites
Antioch 33 Posted November 23, 2015 Encounters are split between tall grass, usually weaker creatures encountered on routes and over-world enemies that are active in field dungeons, which are seen on the map and will replenish over time depending on the circumstances. I like the idea of the dirt road though. Once again thank you for the feedback, its been really useful! 1 Share this post Link to post Share on other sites