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RMRK RPG Maker Creation => VX Ace => VXA Tutorials => Topic started by: bluntsword on April 03, 2012, 02:55:17 PM

Title: Mapping Modern Cities VXA
Post by: bluntsword on April 03, 2012, 02:55:17 PM
For my GIAW in a week entry I tried to make a modern/sci-fi game. 

One problem: I'm not happy with the city.  It just looks too big, too much space, not enough life. 

Now that the entries are submitted, I'm trying to improve the look.  Here's my original effort:

(http://i597.photobucket.com/albums/tt52/youthminister40k/city.png)

I was going for large apartment buildings, a shop area, and a park.

Should I split this into multiple maps?  One for each area?  Should I use a horizontal feel and use a background?

Made this messing around:

(http://i597.photobucket.com/albums/tt52/youthminister40k/Picture1-1.png)

Any better? Does any know of a game I could check out for VX/VX Ace that's modern so I can get some ideas?

Thanks for the tips!

Tilesets I used:
Spoiler for:
(http://i597.photobucket.com/albums/tt52/youthminister40k/tilea4.png)
(http://i597.photobucket.com/albums/tt52/youthminister40k/modern2.png)
(http://i597.photobucket.com/albums/tt52/youthminister40k/modern.png)
(http://i597.photobucket.com/albums/tt52/youthminister40k/Mauern-und-Wnde_1152_Autoren_DKAINERU_.png)
Title: Re: Mapping Modern Cities VXA
Post by: AbsoluteIce on April 03, 2012, 03:07:06 PM
The last one, the one made with messing around, is alot better.
It looks nicer, more sleek, and it has more life if people were to walk on the sidewalks  ;8
Title: Re: Mapping Modern Cities VXA
Post by: Fall From Eden on April 03, 2012, 06:19:41 PM
Eden: I agree completely, that "messing around" map looks tons better than the original effort, mostly (in my opinion) because of the added sense of depth. So yes, I would recommend splitting the map into multiple areas to enhance that. I'd also just like to add that oh my God that Mack-style tree in your tileset is pixelated as all Hell. I'm sure you can find something comparable that's a little bit less jarringly blocky. ;)
Title: Re: Mapping Modern Cities VXA
Post by: bluntsword on April 03, 2012, 06:30:16 PM
Eden: I agree completely, that "messing around" map looks tons better than the original effort, mostly (in my opinion) because of the added sense of depth. So yes, I would recommend splitting the map into multiple areas to enhance that. I'd also just like to add that oh my God that Mack-style tree in your tileset is pixelated as all Hell. I'm sure you can find something comparable that's a little bit less jarringly blocky. ;)

lol

I'll do that ;)
Title: Re: Mapping Modern Cities VXA
Post by: AgielSora on April 05, 2012, 09:59:34 AM
I agree with Eden. If you make the map too big or spacious. It will make the map boring and most of people prefer small map with great scenery than big map with a lot of space. Thats what I thought  :-\
Title: Re: Mapping Modern Cities VXA
Post by: Mjustin on April 07, 2012, 04:22:18 PM
Not sure if you noticed, but your buildings are casting shadows on the sky. :)
Title: Re: Mapping Modern Cities VXA
Post by: D&P3 on April 07, 2012, 04:25:40 PM
Not sure if you noticed, but your buildings are casting shadows on the sky. :)
Cannot Unsee... ;_;
Title: Re: Mapping Modern Cities VXA
Post by: bluntsword on April 08, 2012, 02:36:56 AM
(http://i597.photobucket.com/albums/tt52/youthminister40k/Picture1-2.png)

Five maps shopped together.  Improvement?

Edit - shadows and sidewalk fixed
Title: Re: Mapping Modern Cities VXA
Post by: D&P3 on April 08, 2012, 03:32:27 AM
You've still got shadows in the sky man. ;_;

But yes, that looks very nice. :)
Title: Re: Mapping Modern Cities VXA
Post by: bluntsword on April 08, 2012, 03:40:22 AM
(http://failblog.files.wordpress.com/2012/04/epic-fail-photos-parenting-fails-hadoukid.gif)
(http://i597.photobucket.com/albums/tt52/youthminister40k/shadows.png)
i fixed it
Title: Re: Mapping Modern Cities VXA
Post by: D&P3 on April 08, 2012, 03:45:16 AM
(http://caribflyer.com/carib/wp-content/uploads/thumbs-up.png)