New_29-1 + Cave

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Superkoop
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New_29-1 + Cave

Post by Superkoop » Tue Jun 03, 2008 12:08 am

I hope I did it right. And I hope it's not too terrible.
Link to image. (2240X1920, about 3.5mb)
Link to .tmx

I will make a cave map that will allow the players to get from bottom to top, but I first want to focus on this map.
I also haven't been able to test it, since I can't figure out how. Whenever I try to do the customdata way, I can see the map, but I can't walk on it. :?
Last edited by Superkoop on Mon Jun 09, 2008 3:14 am, edited 1 time in total.
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Crush
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Re: New_29-1

Post by Crush » Tue Jun 03, 2008 12:35 am

It's a nice start but could you please try to make the high grass areas less rectangular?

There are also some inaccessible but unblocked tiles on the map. Such areas are a big problem because monsters will spawn in them which can't be killed. You can detect such areas by flood-filling the collision layer.

And the small brown rubbles are not supposed to be blocking.

There are some map tiles athe southern part of the west map border which are blocked for no reason apparent to the player.

But when you correct these errors the map can be put ingame.
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Re: New_29-1

Post by EJlol » Tue Jun 03, 2008 4:14 pm

There is also a tree that should be blocked.
at the "U-shape" near the transition between mud and stone pad there is a large tree which does not have a red X on it. and the sign near it also doesnt have a X.
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Re: New_29-1

Post by zipon » Tue Jun 03, 2008 6:27 pm

Hey Superkoop i think you map is looking real fine, but i cant help to think that the grass looks to unnatural like Crush is saying.
Try to do something like this, but at a larger scale.

Image

i have also found some layer problems and something that looks odd

blu: The layer problem, fill them out whet some mountain tiles
yellow: the mountain here is looking odd, i dont think that its is the best way to get the mountain to get smaller

Image

Here is a guidline to fix the yellow problem, also made a change in the way you have made the platform

Image
Image
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Re: New_29-1

Post by Superkoop » Wed Jun 04, 2008 12:55 am

Hey thank you everyone for the bug finds, and the advice!
I tried to make the high grass less boxy, and straight. Does it look better now?
And I tried to find all of the collision tile problems, I went over it a couple times, so most should be fixed. But if I still missed some, just let me know. =)

And I tried to follow the advice Zipon gave me, so those layer bugs and that areas should be fixed.

Image | .tmw

Again, thanks!
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Re: New_29-1

Post by Ces » Wed Jun 04, 2008 6:28 am

A nice map. :) A few things I noticed:

1. The two neighbouring sections of high grass in the lower right are still quite squareish
2. And so is the section of high grass on the other side of the road just above
4. The “park” in the upper left is nice, but perhaps somewhat boring due to its perfectness (though perhaps more variations of the tiles themselves could solve this, rather than redoing the shape)

Best wishes on your mapping! :mrgreen:
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Re: New_29-1

Post by feline monstrosity » Wed Jun 04, 2008 10:10 am

Has anybody made a cave map to connect the two caves?
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Re: New_29-1

Post by EJlol » Wed Jun 04, 2008 10:50 am

The park isnt "perfect" at all. It misses the collison tiles.
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Re: New_29-1

Post by Superkoop » Wed Jun 04, 2008 6:29 pm

@ces, the two high grass patches on the farthest right are part of map 9, so I don't really want to change those on my map unless I am told I should change them on map 9 also. Which is the reason the farthest right of the map I made no changes except for the fence, which was the most unnoticeable way I could cleanly block that border until the map below gets put in. (the other way would have been to use trees or rocks, and the rocks wouldn't have really fit in, and I would have needed to add a lot of trees to make it look normal.) But all the same, I changed the other tall grass areas a bit more, making them less square still.
Not quite sure how to make a "park" that is supposed to have a man-made type of look to it, look less man-madeish, but I added onto the dirt path, and I added a couple rocks in the area.

@feline monstrosity I will work on the cave map that will link the two entrance caves after people are satisfied with this map. =)

@EJlol Oops! I fixed the collision tile problems in the "park" area. Silly of me to miss them. :oops:

And thank you everyone for working with me and my very newbism to mapping. =)

New files:
image | .tmx
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Re: New_29-1

Post by zipon » Wed Jun 04, 2008 7:20 pm

I made a fast layer fix, so no more holes in the world hehe.
And also remember to use the lowest layer that you can on you next map :)

http://www.mediafire.com/?vwmnbdvwara
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Re: New_29-1

Post by Superkoop » Wed Jun 04, 2008 8:05 pm

Okay thank you Zipon =) It will probably take me a while to understand always which tiles I should put on which layer.

Just to make sure, and to understand better:
The lowest layer, 0, is always rendered below the other layers, and below the player sprites. So this should be used for tiles without transparency, and for tiles that go below the player. (like the ground, and the facing side of cliffs)
The next layer, 1, is rendered above the layer below it, 0, and the player sprites. It should be mainly used for tiles that have transparency, and that go above the player. (like trees, rocks, flowers, cliff sides, and facing cliff tops.)
The next layer, 2, is rendered above all of the lower layers, and above the player sprites. This should be used for tiles that need to go above layer 1 (like cliffs that should go above trees, rocks, etc. And for those really tall trees.)
And then the last layer, 3, is for collision tiles only.

Is this entirely correct? And is there anything else I should know about the layers to better understand them? I'll try to take more caution in my next map concerning layers. :)
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Re: New_29-1

Post by zipon » Wed Jun 04, 2008 9:13 pm

i think you got the layer part now, thats good to see :)
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Re: New_29-1

Post by Superkoop » Mon Jun 09, 2008 3:13 am

Finished the cave map, there are two levels to the cave and I put both on the same map, since I had seen on an earlier thread it was considered good practice to put them on the same .tmx file.

And just for clarification, the player would enter on the lower left on the bottom lower cave, and leave the lower cave by going through the upper right door. They would then enter on the right side of the upper cave, and leave the cave map in the upper left.

Image | .tmx
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Re: New_29-1

Post by zipon » Mon Jun 09, 2008 5:01 pm

The cave map is real nice looking :)

it is also cool that you read the post and dont make the same mistake as another mapper that i know :lol:
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Re: New_29-1 + Cave

Post by 5t3v3 » Mon Jun 16, 2008 1:21 am

Also, what's the point of having a road fork, and then having both roads run completely parallel to each other, seems rather unnatural ^_^
Other then that, keep up the good work.
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