Trickster Posted September 5, 2013 Author Share Posted September 5, 2013 Any better? Quote Link to comment Share on other sites More sharing options...
blyegg Posted September 5, 2013 Share Posted September 5, 2013 (edited) I think I looks much better now, but... Something about it feels... Off to me. I'm not sure exactly... Oh, one of the tile has no shading, and there is height error. Edited September 5, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
deranger Posted September 5, 2013 Share Posted September 5, 2013 To get rid of height errors, assign numbers to each of your continuous floors and walls and make sure they're appropriately above or below everything they touch. Quote Link to comment Share on other sites More sharing options...
Trickster Posted September 6, 2013 Author Share Posted September 6, 2013 So not sure if I got it right by adding the pillars or I'm still missing how to fix the height errors. (sorry couldn't get the image to work so I just used the link)http://imgur.com/mwc2TQp Quote Link to comment Share on other sites More sharing options...
blyegg Posted September 6, 2013 Share Posted September 6, 2013 I believe it's correct, but Mountains and Height Errors are my weak points... so... =P Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted September 6, 2013 Share Posted September 6, 2013 I think, not completely sure, that the walls should be higher at the black wall. See you have the walls in the back part of the garden and they are 1 tile high, but you go up to flights of stairs, so the people who go up there would end up stepping on the wall. Quote Link to comment Share on other sites More sharing options...
Trickster Posted September 7, 2013 Author Share Posted September 7, 2013 Alright well stairs no more then! Quote Link to comment Share on other sites More sharing options...
Lord of Gabriel Knight Posted September 7, 2013 Share Posted September 7, 2013 looks much better, but are there tiles for shading where grass meets a horizontal wall? Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted September 7, 2013 Share Posted September 7, 2013 Not decent ones XD oh but there are tiles for this: http://gyazo.com/23706f763dec524cbac9f2fe5920f4b4 There should be a pillar base that has some shading on it. Quote Link to comment Share on other sites More sharing options...
Trickster Posted September 7, 2013 Author Share Posted September 7, 2013 Alright I guess it's finally done! And now for the next one! Quote Link to comment Share on other sites More sharing options...
blyegg Posted September 7, 2013 Share Posted September 7, 2013 (edited) grass tile spam river uninteresting dude, that forest is seriously fucked up why two bridges on the bottom, and not like, snags the mountain is too... plain although I cant do much better and the 3rd mini-mountain from the right has errors (doesn't connect properly) //sorry, im sleepy and just irritated right now Edited September 7, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted September 7, 2013 Share Posted September 7, 2013 maybe you shouldn't comment when you're in a bad mood, you just sound dickish :/ although I have to agree with most of the comments. regarding the forest though, the biggest issue is that they're all thicket tiles, and ground units can't cross them at all(unless you modify movement costs), so you might want to change up some of those darker tiles for the lighter forest tiles. the biggest problem I'd have to say is the grass, it's very spammy and there aren't any sort of paths, which doesn't look so great. Check out existing FE maps that use that tileset(FE6 chapter 21, FE7 chapter 27) to get a feel for how paths in the tileset work. Quote Link to comment Share on other sites More sharing options...
blyegg Posted September 7, 2013 Share Posted September 7, 2013 (edited) Yeah sorry about that.... Edited September 7, 2013 by MasterKeeperâ„¢ Quote Link to comment Share on other sites More sharing options...
deranger Posted September 7, 2013 Share Posted September 7, 2013 Alright I guess it's finally done! I don't believe you fixed any of the height errors. The upper right wall is two above two different levels. The left is 1 above the lower level, and 2 above the higher level, meaning the wall magically raises itself 2 in height between the bottom and top. Quote Link to comment Share on other sites More sharing options...
Trickster Posted September 8, 2013 Author Share Posted September 8, 2013 (edited) I don't believe you fixed any of the height errors. The upper right wall is two above two different levels. The left is 1 above the lower level, and 2 above the higher level, meaning the wall magically raises itself 2 in height between the bottom and top. sorry I'm having trouble understand, could you circle the parts I've messed up, I honestly don't know which parts. regarding the forest though, the biggest issue is that they're all thicket tiles, and ground units can't cross them at all(unless you modify movement costs), so you might want to change up some of those darker tiles for the lighter forest tiles. the biggest problem I'd have to say is the grass, it's very spammy and there aren't any sort of paths, which doesn't look so great. Check out existing FE maps that use that tileset(FE6 chapter 21, FE7 chapter 27) to get a feel for how paths in the tileset work. I believe I'm going to just scrap the map because how horribly restrictive the Bern tileset is. There's no snags to use, no castle, and the only indoor materials is the shrine of seals stuff, so just going to axe it Instead I'll just go to the next map I made Edited September 8, 2013 by Trickster Quote Link to comment Share on other sites More sharing options...
deranger Posted September 8, 2013 Share Posted September 8, 2013 The levels of the floor/ walls are mostly filled in, you can see where continuous walls have two different heights because they have to keep their relation to the floor. Bern's tileset looks pretty BA, but if it's not working for you, oh well. Your cliffs are too straight liney (diagonal lines are still straight lines). While you're not tile spamming, you still need to break them up those lines with changes of direction and/or breaks in the cliff. Quote Link to comment Share on other sites More sharing options...
Trickster Posted September 10, 2013 Author Share Posted September 10, 2013 Your cliffs are too straight liney (diagonal lines are still straight lines). While you're not tile spamming, you still need to break them up those lines with changes of direction and/or breaks in the cliff. Alright, looking any better now? Quote Link to comment Share on other sites More sharing options...
deranger Posted September 10, 2013 Share Posted September 10, 2013 Yep, better. The two levels of cliffs look oddly close together, and the upper left's untraverseable, but those aren't technically mistakes. Quote Link to comment Share on other sites More sharing options...
EldinnerPlate Posted September 15, 2013 Share Posted September 15, 2013 The mountain needs a bit of polishing at the right angles. Quote Link to comment Share on other sites More sharing options...
blyegg Posted September 15, 2013 Share Posted September 15, 2013 I just don't like the house right on the cliff, for some reason... it bothers me. Quote Link to comment Share on other sites More sharing options...
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