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Small Bat Dev
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Think I'll lighten the grass and add a bit of autumn yellows and blues in there. Really make it feel foresty. Thanks for the advice, been a while (1 year) since I did anything like this.
« Last Edit: February 16, 2011, 12:10:39 PM by Gracie the Bitey »


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nothing has a shadow either so pretty much no matter what you do it'll stay looking like that until there are at least hints of shadows lol. So the color shift is a good idea and also add shadows.

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An example of a map made with steampunk tiles Celianna and I collaborated on.  ^-^
My current project:

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I give that a 8/10 it is a little cluttered but a nice tile set

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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That tileset is gorgeous Lunarea. Great job!

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I saw a squirrel...
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...it got in my way.
Pretty awesome, just one question, what's with the bridge type thing in the bottom-right-ish corner?

Gods ain't gonna help ya son...

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Winter is here.
I think I'm in love with that tileset. It's absolutely gorgeous. The map is very nice as well, albeit cluttered, but I'm assuming the tileset it what you want critique on so I'll ignore that.
Eddard Stark art by Teiiku

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@CodeMaster:
Thanks! I won't be using the map, so I'm not worried about all the clutter. But I appreciate the comment!~

@modern algebra:
Thank you. Collaborating on it was such a blast, too. A great experience overall.

@Strak:
Sorry, I'm not sure what you mean, exactly. Is there something wrong with it, or is it just the placement you're wondering about?

@Ryosis:
Yes, I did want feedback on the tiles (and thank you!) :)
I wouldn't use any of my mapping examples as actual maps, because they're way too busy and they're not designed with gameplay in mind. However, the example maps serve two important purposes: 1) to show how well the tiles fit together and 2) to demonstrate how the tiles are meant to be used. Although using my tiles seems very obvious to me, I've caught a few instances where someone used them wrong. For example, my inner tiles have a wall lamp/sconce. Based on the shape and the shadow, it's very obvious to me that it goes against the wall. But I've seen people use it in lieu of table lamps. So, I've made a couple example maps that show which lamp goes on the wall and which goes on tables. It's much easier to explain little things like that with a visual aid.  :D
My current project:

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... I got nothing.
This is my latest map, a simple Field with a farm.  I think my biggest problem with open fields is finding a way to block off players. Comments would be nice.

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It's way too square. Try to make it look more natural. I also think the objects and trees in the field are too evenly spread apart. Try to create a variance in the spacing.

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A-pow 2015
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I was bored, so I decided to mess around with the Inquisitor set some more.
Spoiler for "Castle~":


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I think it's way too empty. You should also use the wooden autotile ceiling... thing instead of the stone one.

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I think it looks fine empty. Castles are roomy.
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This is my latest map, a simple Field with a farm.  I think my biggest problem with open fields is finding a way to block off players. Comments would be nice.

Aside from the obvious fact that this is huge, there's not much going on.  I appreciate that you placed all those doodads around the area, but it would be better if there were also one or two real landmarks, even if it's just an unenterable barn or a parked caravan.

For the edges, try using cliffs to block the path.  A one-tile-high cliff is a realistic and easy natural wall.  It can go either down or up from the main path.

The curved road looks fine but the curved fence seems weird.  Fences are usually straight and cover a rectangular (or at least polygonal) area, because they go up to the edges of property lines.  Put something else in the way, like a small but dense group of trees, to explain why the path curves around that spot.

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First three maps of the first dungeon of my game.  It starts out with our hero being slowly lowered into a vat of lava.  With sharks.  The rest of the dungeon is the villain's shark factory, complete with laser sharks, acid sharks, rocket sharks, and a giant shark wearing sunglasses.

Opinions?  I'm most concerned about the first map, both because it's the intro, and because I'm not sure the combination of graphics styles works well.  I feel like it clashes too much but I might just be imagining it since I'm the only one who knows for sure which tiles came from what sources.  Please let me know anything that seems wrong or off or even just unusual, for all three maps of course.

Spoiler for "Room 1":
Spoiler for "Room 2":
Spoiler for "Room 3":

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The perspective of the tank in the first screen looks really off to me. Also, the ground could use a bit of shadow or something.

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I thought it looked like the same perspective as the crates and barrels and such.  Do you think it should be more side-view or more overhead?

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More overhead.

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An example of a map made with steampunk tiles Celianna and I collaborated on.  ^-^
Looks great!

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@IAMFORTE:
Hmm...I think I understand. A tile piece that I can use next to each other? Or something more like an autotile (in a sense..)?

Well, here is a small forest map screenshot. Someone helped me out with toggling, which I  had no idea about, and now my screenshots won't have those annoying lines :P

I think I need more mountains...? And the cluster's shadow in the center doesn't look like it matches very well. Maybe its because of the grass I added underneath? >.>

Spoiler for:


Looks pretty good, mate. I'd add some lighting effects and I think it will be pretty solid.

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Thanks, blazinhandle!

We finished some inner tiles too. So, another example map is in order:
My current project:

pokeball XIVOfflineMale
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@LockeZ The maps have that factory atmosphere you're looking for, that's why they're great. As far as the first one goes, the perspective on the lava tank is a bit off. Other than that I don't see any problems...

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Lunarea, I really like your maps.

Is it hard to Parallax map? I've been wanting to try it out, but can't find any good tutorials to how to do it.

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@DarkCodeZero:
It's pretty much the similar to regular mapping, only you have more control of how and where you layer things. It can take longer to line things up, however, so it may not be an effective solution to maps that are easily made in editor.

The only tool you need is an art program that supports layers and has a grid option. Using the 32x32 pixel grid, you can line things up in a way that would allow for walking room.

You can build your base in RM editor, save it as a parallax and add details in the art program. Or you can build the whole thing in the paint program, just using copy/paste of different tiles.
My current project:

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My first ever attempts at battlers. I made a variety of each enemy. All 4 won't show up at once, but this is the best way to show them off.