SPIFFING UP MY MAP

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Yooo I'm not that great at map making but I am trying is there any way I can spiff up this map to make it better/cooler less boxy and stuff



Keep in mind I'm not suuuper great with gimp im a newb at like everything the only thing I can to on gimp is like color haha. but I will try
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
I would recommend mixing up the grass tiles with the water tiles to make the boundaries of the pond not so square. I would also recommend using the tiles of the bunches of trees in between the trees you have now to do the same.


These two small changes make a significant difference in the visual appeal of the map. From there, you just start experimenting with mixing different types of grass/dirt and varying layouts of trees to make it more natural.


Then you just take some details you're already using elsewhere (such as flowers) to add more life to the area.
what about this one i feel like its too much i know i can make it seem smaller by using black tile sets and all that its

its a shed btw



(pls ignore the giant white square i was doing stuff on my other map x.x)
InfectionFiles
the world ends in whatever my makerscore currently is
4622
That shed is waaay too big and empty. Make use of the black space and make it much smaller. Like 75%
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Getting better, but still way too much empty space. I'd halve that size you have now and then go even smaller
shed update:


forest update:


edit** fixed the forest up some more this morning
Cap_H
DIGITAL IDENTITY CRISIS
6625
The shed is 3x3 on-map. Do you need it to be any bigger inside? Plus try to layer stuff. Boxes naturally overlap walls, papers can be partially hidden under something. Plus i would prefer to have the entrance at the bottom. This confuses hell out of me.
Agreed - the last shed you have can get cut in half.
Oh - I assumed the shed interior was meant to be a different shed to the one shown on the exterior map.

If it's meant to be the same shed then:
a) as said above needs to be even smaller
b) Door should move from top to bottom AND
c) The interior need to change to stone (or exterior to wood, either way can't have the walls on the exterior map being stone blocks and then have wooden planks on the interior map)
thanks for all the helpful tips I didn't even think about changing the walls and stuff my friend was showing me how to use stuff and it didn't cross my mind xD but it is fixed does this look better??
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Well, that's not how rugs work. Rugs are always rectangular but yours has some kinda weird edges around the door. If that's supposed to be a wall to wall carpet then you should use shift-mapping to get rid of the rug edges on the left and right sides... and also seriously consider why this garden shed has wall to wall carpeting. I think the wooden floor looked better before. The floor can be wood, just not the walls.

Also, because this is an interior map, be sure to get rid of the shadows on the left side. There's a ceiling, so those shadows make no sense. RPG Maker puts them in automatically, but you should use the shadow tool to get rid of them on indoor maps.

I know this is sentence going to annoy you, but it's also still too big.

Try something like this:



That looks a lot more like my dad's garden shed, in terms of using every inch of space. (Really it should have about 10x as much stuff in the same amount of space, with stuff hanging on the walls and so forth, but this is probably the best you can do the default tileset.)

I've always hated this method of doing the walls too, where the top of the wall and the front of the south wall are visible, but the default tileset is some hot garbage. The tileset doesn't actually include any kind of black background tile that works the way video game interiors actually work, so I understand why you're doing it this way.
thanks haha I will fix I had a feeling it was still a little too big x.x

edit** I fixed it and I left som room between the ropes and stuff because I want a person here for plot things she may be moved but this is where I want her to be originally



also is my forest alright I was stuck on a few things but I was able to figure it ou pretty quickly.
also, i have finished my town finally I have tried decorating but I'm stumped I tried different grass patched and all that it's a forest town and its supposed to kind of small which it's why there's not a lot of houses but if need to I can make it bigger

part one:

part two:


I had to put it into two pics bc its a biggish map sorry x.x
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Forest seems all right for the most part. It's possible to make the grass go right up to the water if you want, instead of having the tiny sandy edge around the outside. Just use the second water tile on the top row of Layer A tiles. It goes on top of anything.

That t-shaped section of dark grass is probably a little too artificial-looking. I think it might work better just to to make it smaller. Unsure though.

If you are concerned about your trees still looking very squarish, you can use a mix of the dense and sparse tree tiles to create staggered trees, like so:



Just be sure that the player can't sneak through somewhere you don't want them to.

In the town I would move the buildings closer together, so that there isn't a ton of empty space in between. Afterwards, also try to make it less empty, by adding doodads and so forth. Try to imagine the path that the player will take through the town, and then outline that path with doodads and terrain differences, so that their eye (and thus their character) will naturally follow it.
*nod nod* I do want the player to be able to explore the town because that it a place they can learn about some of the game/plots. The dirt path is the way they can go in order to do that.
This video might be of aid when it comes to town maps: https://www.youtube.com/watch?v=qRMqb4tEjSU
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