ThatGuyDownTheStreet Posted July 24, 2012 Author Share Posted July 24, 2012 Edited my personal portrait and the one I uploaded yesterday. I feel as if my personal portrait doesn't look right, but the concept of it is correct. Quote Link to comment Share on other sites More sharing options...
deranger Posted July 24, 2012 Share Posted July 24, 2012 Neck on the right one looks too long/narrow to me. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 24, 2012 Author Share Posted July 24, 2012 Does this look better? Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 24, 2012 Author Share Posted July 24, 2012 Didn't turn out as I had hoped, but oh well. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 25, 2012 Author Share Posted July 25, 2012 The one on the left was for the TEB Map competition, but then I got the tileset wrong and I forgot to add water, which was one of the requirements, so I had to change it to the one on the right. Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted July 25, 2012 Share Posted July 25, 2012 I'm just gonna copy the post I made in FEshrine in case you see this one first. Second one looks good, maybe you should put some trees in the center and definitively try to make the mountain less straight, looks to unnatural. Also you put some of the cliffs backwards... I think . In the first one you forgot to shade the wall (maybe you put the grass thinking it was shading) the part outside the village looks good but the inside is mayor tile spamming. Also the ruined village looks out of place. Why did you put some with different designs spread around like that? Sorry if this sounds harsh but the ideas where pretty good and if you work on it you could be pretty good. P.S. Tell how long you need to finish your map for the contest and I'll see if I can except it .<br class="Apple-interchange-newline"> Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 25, 2012 Author Share Posted July 25, 2012 I'm just gonna copy the post I made in FEshrine in case you see this one first. Second one looks good, maybe you should put some trees in the center and definitively try to make the mountain less straight, looks to unnatural. Also you put some of the cliffs backwards... I think . In the first one you forgot to shade the wall (maybe you put the grass thinking it was shading) the part outside the village looks good but the inside is mayor tile spamming. Also the ruined village looks out of place. Why did you put some with different designs spread around like that? Sorry if this sounds harsh but the ideas where pretty good and if you work on it you could be pretty good. P.S. Tell how long you need to finish your map for the contest and I'll see if I can except it .<br class="Apple-interchange-newline"> I didn't shade the wall because I remembered that I couldn't find the tile that is used to shade it, though I'll see if I can find it. IDK what you mean by backward cliffs. I also agree that the ruined village looks out of place, and I only put it there to take up space. Anyways, thanks for the critique. Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted July 25, 2012 Share Posted July 25, 2012 That, the cliffs don't flow in the right direction. First you have the egde facing left but the ones I marked are facing right. Sorry I wasn't really sure how to explain that. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 25, 2012 Author Share Posted July 25, 2012 (edited) That, the cliffs don't flow in the right direction. First you have the egde facing left but the ones I marked are facing right. Sorry I wasn't really sure how to explain that. Oh, I didn't realize that before. I thought those were going the other way. Thanks for pointing that out. Edit: Actually, I checked and the ones you have marked are facing left. IDK, for some reason it looks like it could go both ways. Edited July 25, 2012 by ThatGuyDownTheStreet Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 26, 2012 Author Share Posted July 26, 2012 Map I made for the FEShrine map competition. I won't be making any updates on anything that's been critiqued most likely on my sprite threads until after FEE3 as I will be busy helping a few groups. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted July 26, 2012 Share Posted July 26, 2012 (edited) hnnnnnnnnnnnnnnnnnnnnnnnnnnng fine i'll cc first of all, it's so empty ._. like you used 4 pillars it reeeeeeally could use something to clear up the space or just shrink the map down, like the bottom section seems entirely pointless here you have a height error as well, removing one flight of stairs would fix it oh and there are a crapton of wall tiles, no need to spam one kind Edited July 26, 2012 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 26, 2012 Author Share Posted July 26, 2012 hnnnnnnnnnnnnnnnnnnnnnnnnnnng fine i'll cc first of all, it's so empty ._. like you used 4 pillars it reeeeeeally could use something to clear up the space or just shrink the map down, like the bottom section seems entirely pointless here you have a height error as well, removing one flight of stairs would fix it oh and there are a crapton of wall tiles, no need to spam one kind I mainly the wall tiles there to have some variation, and to fill up the space. I always felt that pillars should be used scarcely, but I guess I'm wrong about that. Also, when you say remove one flight of stairs, do you just mean the stair tile or are you saying the stair tile and the wall tiles that are next to it? Just want to make sure I'm correctly interpreting what you're saying. Anyways, thanks for the critique. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted July 26, 2012 Share Posted July 26, 2012 i mean the tile and i'm not saying LOLSPAM PILLARS I'm saying you have.... 4 and that map is 25x25 Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 26, 2012 Author Share Posted July 26, 2012 i mean the tile and i'm not saying LOLSPAM PILLARS I'm saying you have.... 4 and that map is 25x25 Oh, I see your point. I guess I'll add a few more. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 26, 2012 Author Share Posted July 26, 2012 I know there are a few problems remaining, but I did what I could because I didn't have a lot of time left. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 26, 2012 Author Share Posted July 26, 2012 Quote Link to comment Share on other sites More sharing options...
deleted35362 Posted July 27, 2012 Share Posted July 27, 2012 I don't think the alternating floor tiles or the repetition of that...dramatic looking structure or whatever on the lower wall look good. I dunno, they're kinda bothersome on the eyes imo Quote Link to comment Share on other sites More sharing options...
Matt Snow Posted July 27, 2012 Share Posted July 27, 2012 I don't think the alternating floor tiles or the repetition of that...dramatic looking structure or whatever on the lower wall look good The dramatic structure is a matter of opinion, I personally do like them. The repetition is because the wall has the same pattern every were, if you look it happens that the walls on top also repeat the same pattern. The alternating floor tiles are so that it doesn't look like he tile-spammed, but if you don't like the color it's because of the pallet (color scheme) not the alternating itself. (sorry if this sounded harsh) Quote Link to comment Share on other sites More sharing options...
Agro Posted July 27, 2012 Share Posted July 27, 2012 You could mix them up a little by making them change direction once or twice, I think. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 27, 2012 Author Share Posted July 27, 2012 Yeah, I just personally like the checkerboard pattern. Next time I make a castle map I probably won't use it. As for the dramatic looking stucture thing, on TEB Cam said that rectangular rooms are boring, so I made a few of them less rectangular. Quote Link to comment Share on other sites More sharing options...
Primefusion Posted July 27, 2012 Share Posted July 27, 2012 I think the "dramatic structure" he's referring to is the wall pattern. I agree that it could probably use some spicing up. Feaw actually has a good compilation of a few different patterns to use. Now, for my promised wall decoration/variety tutorial. [spoiler=1 tile high walls.] As you can see, there are a lot of possible patterns possible. Not all of them work for both ways (shaded or not shaded), but you can always improvise or use the different types according to the situation. [spoiler=2 tile high walls.] Now, it gets a little bit trickier. Some patterns just won't look right for 2 tiles high walls. But, there are still several possible ways to do them. [spoiler=3 and 4 tile high walls.] Now it gets even trickier. 3 tiles high walls can still be done in a few ways, but you have to think more. As for the 4 tiles high walls... I only know 2 ways to get them done. The right one is used in FE6's chapter 16. It cannot be used with shading since the big window tiles lack any shadowed tiles. That's where the left version comes in. It's used in FE8's chapter 16. Although that one is only 3 tiles high, but I added the top row to make it 4. This one CAN be used with shading, so you have almost no choice to use something like this for that situation. Keep in mind, there are waaaaaay more possible patterns and ways to do walls, but I listed the most used ones. So be creative and make your own patterns to make your maps more interesting. If you're having trouble, I recommend looking to the official maps from the games. That's basically all there is. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 27, 2012 Author Share Posted July 27, 2012 Oh, that makes more sense. I'll make sure to keep a note of all of this. Thanks to you all. Quote Link to comment Share on other sites More sharing options...
Celice Posted July 27, 2012 Share Posted July 27, 2012 (edited) The dramatic structure is a matter of opinion, I personally do like them. The repetition is because the wall has the same pattern every were, if you look it happens that the walls on top also repeat the same pattern. The alternating floor tiles are so that it doesn't look like he tile-spammed, but if you don't like the color it's because of the pallet (color scheme) not the alternating itself. (sorry if this sounded harsh) The alternating tiles look just as spammy and empty as a non-alternating floor, because they overflow the map uselessly and ceaselessly. There's no real reason for them to be there other than taking up space, and that's bad design. Efficient use of the landscape--and avoiding dead space by way--is the way to good design. As it is, there's very little function in the map, which leaves very little to encourage the player along the map. But that doesn't mean go to the opposite extreme and litter everything and narrow every corridor. That's even worse map design. You need to find that appreciable balance and emulate it, rather than force a map. Edited July 27, 2012 by Celice Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted July 27, 2012 Author Share Posted July 27, 2012 The alternating tiles look just as spammy and empty as a non-alternating floor, because they overflow the map uselessly and ceaselessly. There's no real reason for them to be there other than taking up space, and that's bad design. Efficient use of the landscape--and avoiding dead space by way--is the way to good design. As it is, there's very little function in the map, which leaves very little to encourage the player along the map. But that doesn't mean go to the opposite extreme and litter everything and narrow every corridor. That's even worse map design. You need to find that appreciable balance and emulate it, rather than force a map. Well I wouldn't say that the checkeboard design takes up space. It just replaces the original tiles for aesthetics. Next time I'll probably just use the checkerboard design in a smaller area, like a chest room or something like that. Quote Link to comment Share on other sites More sharing options...
deleted35362 Posted July 28, 2012 Share Posted July 28, 2012 I don't think the alternating floor tiles or the repetition of that...dramatic looking structure or whatever on the lower wall look good The dramatic structure is a matter of opinion, I personally do like them. imo what is this i don't even "IMO" stands for "in my opinion" Quote Link to comment Share on other sites More sharing options...
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