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PostPosted: February 16th, 2010, 12:27 am 
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I'm still not too confident in the making of rpgmxp maps. So I have done a couple and would apperciate some feed back. Thanks again for the help. I have 4 maps: A Farm, a Shop, Fire Cave, and a Small Town.


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PostPosted: February 16th, 2010, 1:59 am 
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The maps aren't bad, but they could use more life and detail. It really depends on what the goal is, though. Looking at your small town, you need to add more life to the rest of the map. The right side of the map has plenty of objects, but then the left side is covered in just grass and houses. Spread life out all across the maps. Add a lot of detail, but don't get so overzealous with it that you can barely move around.

Your shop is a little too big. In RPG Maker, it's easy to make a huge shop. The idea is to make a shop small and fill with objects so it doesn't look empty. There's a lot of open space in that shop. Trim it down some and add some more stuff into it and it'll look great.

The cave looks pretty good, though you do have some tiles messed up. Observe the set more and play around with everything and experiment. You have cavern steps that you can use instead of the bridge/walkway thing. Plus, the space is too open and not detailed enough.

What this all amounts to is, you need detail. You'll hardly find a lot of bare spots in nature or in towns. You will sometimes, and that's fine if that's the purpose of the town. But often times people leave out details. Some sets limit you to what you can use, but you gotta get creative with it. I'm not trying to hammer you or anything. I'm just saying, detail is important. I'll show you a map I created with VX so you get an idea what I mean by detail.

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While not my greatest map, look at the life it has. It's filled with objects, but there's plenty of room to walk around and explore to and there'll be plenty to look at. People don't wanna walk around barren towns all day. They want to see a landscape and that you put care into your maps to give the town life. It's like creating characters. Personalities define them. The details in a town are what gives it a personality, it's own life.

I can't tell you the exact things to fix. You gotta play with it more. Try to be more compact With your maps, especially indoors for towns.

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PostPosted: February 16th, 2010, 1:24 pm 
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Thanks for the help Syn. I'll update them and post them when I have more time.

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PostPosted: February 16th, 2010, 8:29 pm 
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Technical issues are in here as well. I got around to deciding to move around in the maps, to get a feel for their size. When in the shop, you have a single event at one spot in front of each counter that has the shop owner talk to you. Worse off is the "player touch" activation. Not sure if this is how you typically program, but doing this for a shop is a bad idea. If you accidentally move into that square, the event will go off. You want to use "Action Button" as the trigger instead for interacting with NPCs. And instead of putting the event on the floor, put the event on the counter in front of the shopkeeper. With that paired with "Action Button" as the trigger, you will get the desired response. Also, change your shopkeepers' movements to "Fixed" because having them wander around defeats their purpose of standing there selling things.

Your warp in the shop is wrong. The NPC asks to warp you to small town, but it warps you to fire cavern. Make sure you're teleporting to the right maps, but that's all that needs to be said about that.

That's all I got for technicality right now.

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