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Please give me your opinion on this map.

lel

Member

Ok, so I decided to split the big map into 6 or 9 maps.
Here's 3 of 6 or 9 lol....

The Dead Lands area....
Up-Date!Probably getting close to the end of this, I hope.


Going with Semper Tyranosaurus suggestion and lets see how this works. Thanks for the great idea Tranosaurus, let me know if you think something else would look nicer ( like broken barrels I just have to explain how they got there too and their purpose now).
http://i30.photobucket.com/albums/c345/ ... nds1-1.png[/img]
http://i30.photobucket.com/albums/c345/ ... nds2-1.png[/img]
http://i30.photobucket.com/albums/c345/ ... nds3-1.png[/img]
 

Anonymous

Guest

I like them all!! Of course they have potential to be a LOT better, especially with the basic idea that you've placed behind them, but I really do like them, good job!
 
It's okay. The mapping critique area is rather fuzzy. Moved.

On topic: Maps are 'bleh'. No elevations in the land and the trees/accessories are sorta just scattered. Also why can't you pass through the light-colored undulations in the wasteland?
 

Rare

Member

The screen tint is literally putting injury to my eyes, sorry.

Like Venetia said, there are no levels...and it makes no sense to as why the player cannot pass a tile that is clearly dirt.


By the way, don't tell us how to comment your maps.  You put your work up here for the purpose of it getting critiqued, not for people to give it praise if it's bad.
 

lel

Member

Elias":2kl488me said:
The screen tint is literally putting injury to my eyes, sorry.

Like Venetia said, there are no levels...and it makes no sense to as why the player cannot pass a tile that is clearly dirt.


By the way, don't tell us how to comment your maps.  You put your work up here for the purpose of it getting critiqued, not for people to give it praise if it's bad.

I never said it had to be praised. Did I?
I beleive in the word polite, It's sad some of you are so skilled at this program yet lack manners. If you would like to further discuss this topic, make a new topic or PM me.

BACK ON TOPIC:
Thank you for your opinions (even the bad ones) I'll try and think of a better tile to use on the lightened area that you can't pass. Until then.
 
I really like the layout of your map, but I don't really see how it goes from a really lush and green area to a brown and almost dry area. The other side of your river just seems, dead. I know that it is just the lighter grass, but it makes it seem dead to the other side. Also, it seems somewhat odd that you have dead trees right next to a river. Your last pic that was posted, your shading doesn't fit. The shade is on the ground and on the trees. It seems like you are looking at the character from underneath some tree branches. You want to put shading underneath the trees, not over the whole map. It does give it a cool look though. I like it, but it gives it a weird feeling.
 

lel

Member

but it makes it seem dead to the other side.
It is dead on the other side! LOL

I don't really see how it goes from a really lush and green area to a brown and almost dry area.
 
I really don't see how in Oblivion these loins apear right outside a city wall. Or how come in RPG's the shop owner never run's out of money no matter how many bronze swords I sell her or why she keep's buying them or where she puts them.. But video games do weird things and lucky we don't have to stick to reality, there will be a story to that though. I do have to admit a dead tree next to the water doesn't make much sense though....

The shade is on the ground and on the trees. It seems like you are looking at the character from underneath some tree branches. You want to put shading underneath the trees, not over the whole map.
Well something intresting is I made it so the shadeing only appears when you enter the Vast Froest and it doesn't just quickly it kinda slowly happens and when you leave the Vast Forest It goes back to normal. I don't think there's anything I can do about if the shadeing is above everything or just the tree's though.

THANK YOU VERY MUCH FOR YOUR INPUT YOU HELPED ALOT!!
 
I'm not too sure what your gonna do with the shading yet, but since the shading looks kind of weird against the trees, why not try the cloud-shaped shade, make it look like there's clouds over the top of the character.
 

lel

Member

I really like the shadeing I chose : : I thought it looked so cool!
But hey.. Lets see what it looks like, tell me what you think.

I could live with this, I and it seem's to solve the current two player script conflict.
http://i30.photobucket.com/albums/c345/ ... inion7.png[/img]

I kinda feel like this conflicts with the water though. I could turn it off when you come near the water and on when your just in The Dead Lands and Vast Forest. But maybe it's just me and it looks fine as is.
http://i30.photobucket.com/albums/c345/ ... inion8.png[/img]
 
Hrm...

The clouds do work in the vast forest, but they seem to conflict wit hthe river & the dead lands (too pixelated), so I reckon, if the other one works well with the forest, river and dead lands, then go for it.
 
Lel, they look good. They're well balanced (at the detail level).

The river looks cool. I wouldn't have thought to use panorama for a river.

I think a little more variation overall. (i.e. trees sometimes grow in clumps, usually thicker near rivers, and each individual type of tree is not evenly distributed across the entire map.)

Also, either shade (fog) looks ok for the forest area, but I think they are both too opaque.

Be Well
 
I think I understand that you are going for more of an arcade style instead a realist, or fantasy realistic (because even fantasy flora mimics our own).

But from a purely aesthetic and technical view point:

Your map is too big.
Your map is too bare.
There is hardly any variation on your ground type; this makes the map look flat.
The tree-top canopy shade thing is just plain unrealistic and ugly. Unrealistic in the sense that those leaf shadows would have to come from giant trees whose trunks cannot be seen on the map. Use shadowed ground tiles to make realistic shadows. You can also use fogs to change the tone of the map.
The gold water stuff is a neat idea, but it just looks like gold sky (if that's what you're going for then okay). You should recolor the water autotile for a better effect.
Lastly, your bridge needs to span the gap not anchor to each side. Just increase it in length one tile each way.
 

lel

Member

Thanks guys I'll have an up-date later on. Gota go to work now thou.  : :
Please keep checking up to see if I posted an up-date.

You guys are helping alot.
 

lel

Member

Ok, so I decided to split the big map into 6 or 9 maps.
Here's 3 of 6 or 9 lol....

The Dead Lands area....
http://i30.photobucket.com/albums/c345/valiustrigger/DeadLands1.png[/img]
http://i30.photobucket.com/albums/c345/valiustrigger/DeadLands2.png[/img]
http://i30.photobucket.com/albums/c345/valiustrigger/DeadLands3.png[/img]
 
Getting better. The ground tiles are still not varied enough though, thus making everying look flat and groomed. Wildness areas grow pretty wildly (no one's pruning them) so there should be lots of different vegitation and such.

Here is a quick desert I did up to show you how varied land tiles make the wilds more pleasing to the eye.

http://i60.photobucket.com/albums/h19/mjb_trains/desertexample.jpg[/img]

Your object placement is fine. its the ground i'm talking about. mix the grass with dirt and taller grass.
 

lel

Member

@trainspotter  Thanks for the advice and the great example!
I do like the idea's you put in your map and I have thought of somethings I may add to mine, but green things or anything thing that shows too much life won't be one of them. The idea with this area is in it's name "The Dead Lands" It's going to look dry,dead and boreing. However look forward to the next up-date it will have your suggestions in it!

@ Everyone else Thanks for your support and help! New up-date coming soon.
 

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