[DIS]mapping tips and tricks(but mostly me complaining)
Posted: 13 Oct 2008, 05:57
Straight lines should be broken up when working with non man-made formations
Example:
Simply adding variation tiles isn't enough, a straight line must never be allowed to continue for too many tiles in any direction. this is even true of rivers and oceans (I see a few places in which people have kept this in mind and others in which it was completely ignored.)
http://www.turislazio.it/var/turismo_en ... _lakes.jpg
a few hidden messages are fine, but i don't think we should make them so obvious (even if zelda did it)
And can we make the cloud shadows in the woodland bigger
A geometric shape and its not a garden!acck
I understand that this is partly due to our tilesets being limited but anything we can do to stop our game from looking like a bad rpgmaker game is helpful
http://rpgmxpstudio.pellnet.ch/jeux/AVLR/AVLR_01.png
LoL, this fun is funny http://i48.servimg.com/u/f48/11/28/46/75/plaine10.png
such illogical placement of objects within the environment
Example:
Simply adding variation tiles isn't enough, a straight line must never be allowed to continue for too many tiles in any direction. this is even true of rivers and oceans (I see a few places in which people have kept this in mind and others in which it was completely ignored.)
http://www.turislazio.it/var/turismo_en ... _lakes.jpg
a few hidden messages are fine, but i don't think we should make them so obvious (even if zelda did it)
And can we make the cloud shadows in the woodland bigger
A geometric shape and its not a garden!acck
I understand that this is partly due to our tilesets being limited but anything we can do to stop our game from looking like a bad rpgmaker game is helpful
http://rpgmxpstudio.pellnet.ch/jeux/AVLR/AVLR_01.png
LoL, this fun is funny http://i48.servimg.com/u/f48/11/28/46/75/plaine10.png
such illogical placement of objects within the environment