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> RPG Maker VX & Your Maps, Post yours here!
Harmill
post Mar 19 2008, 07:45 PM
Post #341



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I dunno, I think they fit pretty nicely. If you need a large tree, then I suppose the XP ones suffice.


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Anaxim
post Mar 19 2008, 07:49 PM
Post #342


Captain Paradox Extreme
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Raise saturation and maybe downsize a bit to let the pixels be more dense. VX has dense tiles as a fact.


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gemini
post Mar 19 2008, 09:21 PM
Post #343



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no the values of the greens used are not matching. VX and XP are using different green scales. Ones more of a yellow green scale and one is more of a bluegreen. Try tweaking them in paintshop-esque program. They COULD match, but right now they reeeaaaly dont. Right now they look like ripped crappies.


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misttribe
post Mar 19 2008, 10:05 PM
Post #344


Veteran Gamer
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Yeah you all have a point..

But I'm using em, no doubt.


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jeremyah
post Mar 20 2008, 03:59 AM
Post #345


Berserk
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i think its fine. i like. good work.


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Ceric
post Mar 21 2008, 09:37 PM
Post #346



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QUOTE (Astel @ Mar 11 2008, 06:59 AM) *
I just made this map.
I was thinking if i should erase the roads... what do you think?


Hey Astel, I think having the roads be the same size as the mountains looks a little bit...off. Maybe you could take the road tile and modify it to make a skinnier, "world map"-sized road? Hmm...maybe I'll see if I can make one later tonight. If it doesn't suck, I'll post a link. I like the idea of the roads, though. The map is overall pretty cool, by the way. I like the various towers by the bridges.

This post has been edited by Ceric: Mar 21 2008, 09:39 PM


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Ceric
post Mar 21 2008, 09:45 PM
Post #347



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QUOTE (Harmill @ Mar 15 2008, 10:24 AM) *
Yeah, I can see some people getting that impression. I'm just the opposite. With split up maps, each individual map is smaller and gives me an 'illusion' that the town is smaller. It's just faster to explore each section because it's divided up for you.


For a really large city, has anyone thought about trying to make a "sub-map" for it that links to smaller maps that would be the normal scale for a town or city? Say a large area that has smaller looking buildings but represents neighborhoods for a much larger city? This could also work for a game set in, say, a totally urban setting or a castle setting (like in Mervyn Peake's novel Ghormenghast, where the whole setting in the book is a city-sized castle). Just an idea.


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Astel
post Mar 21 2008, 11:35 PM
Post #348


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Making really huge cities has the problem of having to add too many useless buildings/people. Just think that the smaller real world town has more people than even the biggest city in the average RPG game. I prefer to add only what is relevant for the game to work... also navigating a really big city can be very frustrating. So, just keep it practical.
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Mr. Anonymous
post Mar 22 2008, 03:46 AM
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To the untrained/drunken eye, it's unnoticeable. With the right plugins, it may be possible to photoshop them to match the new style easily. This is all just theory, mind you.

EDIT: Just noticed I was replying to a post a page earlier. My bad.

This post has been edited by MrAnonymous: Mar 22 2008, 03:49 AM
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Ceric
post Mar 22 2008, 05:24 AM
Post #350



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QUOTE (Astel @ Mar 21 2008, 03:27 PM) *
Making really huge cities has the problem of having to add too many useless buildings/people. Just think that the smaller real world town has more people than even the biggest city in the average RPG game. I prefer to add only what is relevant for the game to work... also navigating a really big city can be very frustrating. So, just keep it practical.


I was thinking something more along the lines of have two or three districts for a city, each with its own distinctive style/feel/etc. You're right; you don't want to go overboard and make a city so massive that it's easy to get lost. One example would be FF3, where there's a city that has a castle and about 4 different "neighborhoods." Each neighborhood is about the size of a village.


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Justice
post Mar 24 2008, 12:03 PM
Post #351


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Welcome to the beautiful port town of Southsea, a town of culture and exotic findings.
...at least it would be, if it wasn't so corrupt, seedy and drug-ridden. Any culture the town once had was lost once western lords started vacationing there, and there are no Eastern locals for miles. Even the old temple has been converted into a church of western religion.

One of the places you'll see if I ever get round to releasing a demo of my trial project. Progress is slow on it recently so it won't be done for a while. And I haven't even started on the project I want to, this is still just a piss-around to see what VX can do...


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sithious
post Mar 24 2008, 09:27 PM
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Wow that town is probably one of the best screens ive seen in this topic. Really impresive! However It seems like one of those break from the story easy going towns. Id doesnt look corupt, Its just too beautiful.

This post has been edited by sithious: Mar 24 2008, 09:28 PM


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Justice
post Mar 25 2008, 12:36 PM
Post #353


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Ah, it's certainly not a break from the story, although it's not a major town by any means. The idea was to strike a contrast between the beautiful oasis and the seedy underbelly. Notably the building in the upper left is the spice lounge aka drug den...


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QUOTE (Zigma)
Justice you are my new Hero ;P
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The Katylar
post Mar 26 2008, 08:12 AM
Post #354



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Is there chipset that makes less square looking grass/desert/snow tiles? I sort of dislike the blockiness of my worldmap.

I tried a few things, and used some borders from a Rm2k mac&blue (i think) chipset, but it will make all my islands/continents look like they're surrounded by cliffs.





If anyone can tell me of a better worldmap chipset, I'd really appreciate it. Thanks.
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Igor2000
post Mar 29 2008, 12:36 PM
Post #355



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Here's my first serious map attempt. One of my favourite RPG clichés: a Castle in the Sky

Suggestions/criticisms are welcome. And I'm still not quite sure what kind of doors I should use...

This post has been edited by Igor2000: Mar 29 2008, 12:37 PM
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Mr. Anonymous
post Mar 31 2008, 08:59 PM
Post #356



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That's pretty neat, Igor. Upon first glance I thought it was one of the sample maps though. tongue.gif
Also, Southsea is quite beautiful, Justice.
Here's a map from my project. Meet the large island of Modellis.

I've got it set up so that with the passage of time, towns and whatnot actually grow. Thus the thurough use of events for places.
Also, I couldn't stand looking at a jumbo character on my world map, so I did this:


This post has been edited by MrAnonymous: Mar 31 2008, 09:01 PM
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Jumbo
post Mar 31 2008, 10:07 PM
Post #357


Highest and Lowest of all Nigel
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Your mapping is fuking fantastic Nigel, the island is amazing wink.gif
The only weird thing are those mountains near the south and east coast.


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As you can see, I don't post in RMVX related threads (well, sometimes...).
That's because I don't like VX, I'm staying here just because of some friends I met.
So, you'll only see me in the Fun&Games forum.


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Mr. Anonymous
post Mar 31 2008, 11:36 PM
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You've got a good point, Nigel, thanks. I'll fix that up some.
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Levin
post Apr 1 2008, 05:44 AM
Post #359


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How to make that character in the world map look small?... on the other side...yeah...cool map....I like it...


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Hi! My name is Levin. I'm good at gfx sometimes only.
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Moururi
post Apr 1 2008, 12:08 PM
Post #360


Thurandul Fangirl~
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lovely map, yeah the mountains do look a little wierd


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