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Oct 20 2010, 11:25 PM
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#1
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![]() Obligated To Love <3 ![]() Type: Undisclosed Alignment: Unaligned |
General mapping principles There are three simple rules you should keep in mind for mapping. Regardless of your tiles, or whether you’re using tilesets or parallaxes, these three things are essential to making good maps. In this tutorial I’m using Nightwalker’s edits of the RTP, with a sprinkling of Mack and Soruve at the end. 1. Guide the player. 2. Break up the grid. 3. Create atmosphere. 1. Guide the player Spoiler: 2. Break up the grid. Spoiler: 3.Create atmosphere. Spoiler: Hopefully this gives at least a few of you food for thought! By keeping these things in mind you can avoid a lot of common mapping problems, like having maps that are too linear, or hard to follow, or too bland and generic. -------------------- |
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Oct 21 2010, 12:12 AM
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#2
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![]() ... ![]() Type: Musician Alignment: Neutral Evil |
Nice job! Nice general principles that'll certainly help novices. God knows I could have used this when I started...
-------------------- Aakaash Rao
Note by Note Studios: Custom Music for Games |
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Oct 21 2010, 12:15 AM
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#3
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![]() Yo...I'm back. ![]() Type: Writer Alignment: Chaotic Good |
Wow. I've never actually thought of using events as a mapping tool. Hmm. I continue to learn....
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Oct 21 2010, 01:54 AM
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#4
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![]() Welcome to RMVX.net, B*tch ![]() Type: Designer Alignment: Chaotic Evil |
Atmosphere can be done using pictures as well, and I think it would be easily done using parallax mapping.
Nice tutorial nonetheless. I like it when you said events could break the grid. And also, some games are better without breaking the grid, because it guides the player more. -------------------- |
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Oct 21 2010, 02:13 AM
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#5
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![]() Obligated To Love <3 ![]() Type: Undisclosed Alignment: Unaligned |
Nice job! Nice general principles that'll certainly help novices. God knows I could have used this when I started... Thanks~! Wow. I've never actually thought of using events as a mapping tool. Hmm. I continue to learn.... It's pretty handy. AlyMay made a nice video tutorial about using events for mapping, if you want to know more. Atmosphere can be done using pictures as well, and I think it would be easily done using parallax mapping. Nice tutorial nonetheless. I like it when you said events could break the grid. And also, some games are better without breaking the grid, because it guides the player more. I think we might be talking about the same thing, since I sometimes use "overlay" to refer to using the "show picture" command...which I probably shouldn't do. XD It confuses terminology! At any rate, you're right about not everywhere needing to fear the grid. I should note it's best for when you want places that aren't stiff or unnatural; griddy places work better when they're man-made and not supposed to look natural. I plan on making a separate tutorial for layered mapping once I get all my ducks in a row, too. I'm not a fan of using purely parallax maps, nor do I usually like using nothing but tilesets, so it'd be good to put out there. -------------------- |
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Oct 21 2010, 02:23 AM
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#6
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![]() Type: Artist Alignment: Chaotic Evil |
I was about to comment saying that the grid isn't a bad thing, and can be seen in real life everywhere, but Mitchi beat me to it haha. It's true, if you want it to look natural, you'll break up the grid. If it's man-made, a town, or anything like architecture, you'll want to use the grid to your advantage. Otherwise, you bring up some good points.
Personally, I loathe fogs and they irritate me because they block what you can see and very rarely do they add a nice atmosphere to them that doesn't obstruct your view. |
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Oct 21 2010, 05:36 AM
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#7
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![]() Life Is Good. ![]() Type: Designer Alignment: Chaotic Neutral |
I agree with celianna about the fogs with them obstructing, I know that in real life fog has obstructed my view by atleast 15 metres and no less so I don't see why it should be so close to you... Although I've never actually been in hugely deep and dark caves so I couldn't really comment on what it would be like down there :s
But anyway, this tutorial is great and I'm extremely glad you've put this up, knowing that I an incredible mapper (joking) could really use these guidelines, thanks pent -------------------- |
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Oct 21 2010, 09:57 AM
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#8
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![]() I walk into walls. ![]() Type: Writer Alignment: Chaotic Evil |
Nature is usually scattered quite randomly, so... you do have to kill the grid when working with nature.
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Oct 25 2010, 11:51 PM
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#9
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![]() ![]() Type: Designer Alignment: Lawful Good |
Wow, you really are good at mapping. You have like 3 or 4 diferent tuts JUST on mapping. That's plain WOW!!
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| Lo-Fi Version | Time is now: 24th May 2013 - 06:29 AM |
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