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Some screens from mt RPG

05-08-2006, 06:44 AM#1
master66611
Im going to post some screens of terain from my new RPG, Constructive critisim and opinions would be nice :)

Starter town:
















NE and Forest area:





I've still got the top-right corner to do and finish adding doodads.
05-08-2006, 07:44 AM#2
Meanie
In the first pictures of the town some buildings are just placed on the foundation, and that looks really uggly, give them gardens. It is also really plain....
05-08-2006, 11:33 PM#3
ghenjis
Needs tile variation and better scaqling.
05-09-2006, 06:37 AM#4
master66611
Whats wrong with the scaling? Oh and if you mean the NE buildings they where bigger..... I think i mmust of been working on the wrong terrain version.
05-09-2006, 07:33 AM#5
SeruK
Tile variation would be nice.. but I do like that barren canopy tree garden thing.
05-09-2006, 07:57 AM#6
kaldoreielf
Hmm, it's pretty good, except for that picture of half of the city, inbetween buildings, it's a bit plain, you might want too add a park, flowers, trees, or a marketplace somewhere in there...
05-10-2006, 08:50 PM#7
Gitlich
not bad, but as with most terrains, poor use of fog. thin fog is fine for cinematics or sceenic screenshots, but for game camera angles, something much thicker is required for any sence of atmosphere or reduction of contrast. i generaly find that a start value of 4-5 thousand and an end value of 6-8 thousand usual suffices.

the town looks a bit unnatural. generaly speaking, houses should have some kind of fence or border around them, as real houses are rarely just one structure standing on plain concreate. also, i would suggest useing the small house models with no pathing to add some detail and variation to where youve just placed singular houses

the areas you have put a lot of detail into look good, but this contrast a lot to the large empty areas that surround them
05-10-2006, 08:59 PM#8
[niro]
Yeah, you need more tile variation in all the nature type areas, you can cut down on use of doodads such as shrubs with correct tile use. Also add some more city type doodads in, maybe some trash on the side of the road, and boxes in alley ways.
05-24-2006, 07:48 PM#9
master66611
Due to some Fu***d up cliffs I had to reset the tileset, this means I have had to retile quite alot of places..... Anyway updated pics:



05-24-2006, 09:59 PM#10
SeruK
It looks good enough. If you have a good soundtrack in the map and terrain like that they'll kind of meld into one, so you don't care about the terrain nor the music you just play. It's kind of strange, but that's how it is.
05-29-2006, 02:03 PM#11
AtOmIc_PeAnUt
I think you still need more tile variation Also, there seems to be a lack of lighting on the city at night, and doodads in general. Use a lot of the cityscape lamp posts! The white marble path looks a little odd aswell. However I think your updated, tiled courtyard looks MUCH better than the grassy one. Also, I would try and avoid 'stand-alone' doodads in the middle of an opening, on your second picture of the forest.

I hope I was atleast a little helpful there, I wasn't intending to sound like a ranting old badger, honest