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Mapping Tips & Tricks

LTN Games

Master Mind
Resource Team
Xy$
0.01
I thought I would start this fun thread for those who seem to have problems mapping. So I will start with some tips from.

List is now updated with all the tip contributors from below

Tips & Tricks
1) Don’t map roads/paths in straight lines, always add curves, this applies to everything, unless it’s an actual city where obvious roads are meant to be straight.

2) Get clear on the size of your buildings, a house with one floor on the inside should not look like the walls have any more than 2-3 tiles in height on the outside. Keep the size in mind when mapping buildings as the interior should really reflect the exterior as well. So 5x5 building on the outside should not have a 15x15 interior.

3) Add small details, always add details to your exterior, add trees and different varieties, add small shrubs and flowers all around.

4) Keep it consistent, don’t add autumn trees in a summer map, don’t add flowers on pavement, and don’t add trees to the interior lol unless those things are part of the map, like abstract maps or a castle with a tree in the courtyard etc. This applies to the tileset as well, don’t mix tilesets unless they have a similar style or complement each other.

5) Watch how good mappers map.

6) Use auto tiles (Shift mapping)
A useful article about Shift click mapping http://forums.rpgmakerweb.com/index.php?/topic/14387-shiftclick-mapping/

7) Keep maps small, maps are easier to fill in when you don't have a ton of open space.

8 ) Try to make your maps feel alive. Add som NPCs walking, or doing stuff. Not stand still all the time. When you making a forrest map add som animals, or birds flying across the map. It's the small details that makes your game stand out.

9) On the note of consistency, be sure to stick to a single style of mapping, especially indoors; your black/textured borders should stay consistent (thisv.that), the style
 
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LTN Games

Master Mind
Resource Team
Xy$
0.01
Awsome, I enjoy seeing how others map :) I myself feel really confident in my maps but I always pick up little tricks from watching others so it's pretty helpfull. That should be another tip.

Another Tip: Watch how good mappers map.
 

LTN Games

Master Mind
Resource Team
Xy$
0.01
Yea shift click mapping is very important, you can get really nice maps that almost look as nice as parallax maps just by utilizing shift click mapping, it helps add small detials to your buildings and add more prespective by having trees in front of other tiles where it's just not possible without shift clicking.

Another Tip: Keep maps small, maps are easier to fill in when you don't have a ton of open space.
 

ragneBro

Like a Boss
Xy$
0.00
Another Tip: Try to make your maps feel alive. Add som NPCs walking, or doing stuff. Not stand still all the time. When you making a forrest map add som animals, or birds flying across the map. It's the small details that makes your game stand out.
 

David FoxFire

Adventurer
Xy$
0.00
Yea shift click mapping is very important, you can get really nice maps that almost look as nice as parallax maps just by utilizing shift click mapping, it helps add small detials to your buildings and add more prespective by having trees in front of other tiles where it's just not possible without shift clicking.
And just to remind others, and let noobs know what "Shift Click Mapping" is, I've found a link describing it: http://forums.rpgmakerweb.com/index.php?/topic/14387-shiftclick-mapping/ I do hope it works the same in MV.
 
Another Tip: Try to make your maps feel alive. Add som NPCs walking, or doing stuff. Not stand still all the time. When you making a forrest map add som animals, or birds flying across the map. It's the small details that makes your game stand out.
Ditto to this! Playing through some retro games now, and I'll tell you it feels so lively with moving townspeople, static walking characters, waves and moving waters...

Another Tip: On the note of consistency, be sure to stick to a single style of mapping, especially indoors; your black/textured borders should stay consistent (this v. that), the style and layouts of the buildings in certain regions should seem familiar, etc.
 
This is a very good post, even tho I've been mapping for over a decade I would say it's not one of my strongest areas in the game. (I'm good with balancing stats/skills/enemy variety/custom animations/manipulating scripts and generally everything else in the game)However I enjoy watching people map new areas because I learn from observing. If you have more tips like this I'll definitely read them. Good stuff.
 

reisen

Adventurer
Xy$
0.00
You guys should edit the tips you added in to the original post so it would be much easier to see :D Thanks for the helpful guide. I haven't mapped for years now so I'm probably starting to get rusty.
 

PixelMister

Towns Guard
Xy$
0.00
Thanks for these tips - I use most of them myself.

The only thing I can advise is, try and think of yourself playing it. If you play around your map and feel that there is no continuity to other places, or that something doesn't feel right, then your demographic will to. The difference between an engaging map and a boring one, can be quite extreme sometimes.

Lighting is perhaps the second most important thing when mapping, so make heavy use of that shadow pen!
 

Bizarre Monkey

I SHALL BE GLORIOUS!
Tip: Rivers and Streams are not aqueducts. Give rivers some bends.

Oh, one other one: Forest paths are rarely uniform, break them up with wilderness, and add splotches of growth over them where it looks right. I was helping my british friend out last night with some of his maps, His forest looks so much better now.
 

PixelMister

Towns Guard
Xy$
0.00
Oh another point -
Don't just surround your town or place, with tree blocks - split them up create a pattern out of them, have some areas have different
bits.

*Tree blocks being, a mass of trees which act as a way of blocking the black edges.
 
Tip: Rivers and Streams are not aqueducts. Give rivers some bends.

Oh, one other one: Forest paths are rarely uniform, break them up with wilderness, and add splotches of growth over them where it looks right. I was helping my british friend out last night with some of his maps, His forest looks so much better now.
I'd back these suggestions up by saying: if you ever get the chance, aerial photography of landscapes, or other natural maps with a bird's eye view, give some pretty cool insight into how geography operates on a grander scale (elevation, vegetation relative to fields, bodies of water, etc.) Majoring in geography has given me a huge boost in confidence when it comes to planning out terrain; doing a little research will help your dungeons and fields look and feel that much more natural!
 

Rise Evil

Praised Adventurer
Xy$
0.00
I'd back these suggestions up by saying: if you ever get the chance, aerial photography of landscapes, or other natural maps with a bird's eye view, give some pretty cool insight into how geography operates on a grander scale (elevation, vegetation relative to fields, bodies of water, etc.) Majoring in geography has given me a huge boost in confidence when it comes to planning out terrain; doing a little research will help your dungeons and fields look and feel that much more natural!
I'm so jelly right now :'(
 

Raern

Towns Guard
Xy$
0.00
I thought I would start this fun thread for those who seem to have problems mapping. So I will start with some tips from.

List is now updated with all the tip contributors from below

Tips & Tricks
1) Don’t map roads/paths in straight lines, always add curves, this applies to everything, unless it’s an actual city where obvious roads are meant to be straight.

2) Get clear on the size of your buildings, a house with one floor on the inside should not look like the walls have any more than 2-3 tiles in height on the outside. Keep the size in mind when mapping buildings as the interior should really reflect the exterior as well. So 5x5 building on the outside should not have a 15x15 interior.

3) Add small details, always add details to your exterior, add trees and different varieties, add small shrubs and flowers all around.

4) Keep it consistent, don’t add autumn trees in a summer map, don’t add flowers on pavement, and don’t add trees to the interior lol unless those things are part of the map, like abstract maps or a castle with a tree in the courtyard etc. This applies to the tileset as well, don’t mix tilesets unless they have a similar style or complement each other.

5) Watch how good mappers map.

6) Use auto tiles (Shift mapping)
A useful article about Shift click mapping http://forums.rpgmakerweb.com/index.php?/topic/14387-shiftclick-mapping/

7) Keep maps small, maps are easier to fill in when you don't have a ton of open space.

8 ) Try to make your maps feel alive. Add som NPCs walking, or doing stuff. Not stand still all the time. When you making a forrest map add som animals, or birds flying across the map. It's the small details that makes your game stand out.

9) On the note of consistency, be sure to stick to a single style of mapping, especially indoors; your black/textured borders should stay consistent (thisv.that), the style
wow thanks some of it like animal and having npcs moving I knew about. But for some reason I am thinking map size bigger is better don't know why guess its like a bigger area to play in but if I think of them as rooms then yes I see why some rooms should be smaller then other rooms
 
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