That looks truly amazing! It's really noticable that you have spent a great deal of time working on the details on that map! Like I have said before, people on RMRK will never stop to amaze me when it comes to mapping.. I have a long road ahead before I can make something like this
By the way, is this a project you are working on? Seems really interesting, so I hope you are!
As for any lag issues, there should be some animation anti-lag, and event anti-lag scripts out there. I'm using the once made by moghunter, and they work very well.
Thank you!
It actually didnt take that much time!
When I screw around doing mapping, I spend a lot of time doing visual and playability experiments. So when I do tileset editing, 95% of any photoshop work is done at that time, not when Im building a full map. When I finally do decide to make a game worthy map, it goes very very quickly as I've already got it in my head what I want and know how to accomplish it quickly. Things like just using layer 2 for the cliff tops for example are things that come from experience. But doing other stuff like allowing the player to walk under the cliff top requires using a Z index adjusted event tile for the cliff edge. Then to decorate the cliff edge needs yet another event, so thats where the obscene event count comes from.
You might notice that the tileset for that map isnt standard. Its a merger of like every outdoor tileset there is, and with edits, its over 15,000 pixels tall! The tileset itself should be relatively easy to find. The pain in the pooper is setting it all up in the database, passability, priority, 4 way directions, etc. But once you've got yourself a good pallette, and just use it enough to know where certain tiles are at, mapping goes very very quickly. Really, it would be like finding out that the Mona Lisa was painted in a few days, but developing the style is what took the longest, followed by collection of materials. I'm sure that skills like that took years to develop.
I think our job is easier. Most of the artwork is already done. We just need to organize the stuff in a way that looks visually interesting. Our hard part has always been and will always be learning how to use the current tilesets, and setting up custom tilesets in the database.
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Project: I'm mulling it over in my head whether or not I want to do it or not. If I do, I'm going balls to the wall and intend on doing it right. Minimum of 20 hours of gameplay, and I'll be aiming for nothing short of EPIC. However, I'd intend to do it solo. Most of the scripts I've written have demos attached. But a lot of those demos use stuff that I'll most likely be using in the game, scripts obviously, but some of the major maps as well. If I decide to turn it into a game, you'll probably have seen some of the material already. Like Lightgeist Mountain. Just google it if you're interested...