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> [Mapping]VX Village Mapping - Asylum Style, Part 2 of my Mapping Tutorials. =)
EvenAngels
post Sep 8 2009, 12:45 PM
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Introduction
So, you've got an interior of a building, but no building for it to be the interior of? Well, you have to admit that just sounds wierd. xD

Anyway, to solve this particular problem, I think its about time we create a little village, don't you? Now, I'm actually going to make it a cliffside forest village so I can show a few things in a single tutorial. What? It's not lazy, it's... Er.... Efficient! Yeah, that's right good! It's efficient!

So, let's get the train moving.

From the Ground, Up
So, as with the interior maps, we need to have a good, solid foundation. However, this time its far easier (as if it weren't easy before... xD). Just take the ground tile you want to use most, and flood fill the map.



Now, since this is going to be a mountain/cliffside village, we need a mountainside. Am I right? So, what I tend to do is take the brownish rocky autotile and draw a shape, in this case, a sort of crescent moon at the top left.



I recommend playing around and seeing what shapes you can come up with that you are happy with. Anyway, I'm sure you've noticed he autoshadow just stopping again like in the indoor mapping. This time, however, its at the top because we draw tiles any further up so the autoshadow doesn't kick is. Therefore, its once again time for that good old shadow tile!



After the shadow's fixed, it's time to make this into a real mountain! To do that, simply take the mountainside tile (in this case, the darker brown one) and using either one or two tile high blocks, place tiles in a random way that makes it look like the ground around them is on a different level.

Remember, only ever move the next tile(s) one space up or down from the last. After a few minutes, you'll end up with something like this. I also recommend using the non-passable shadow tile to add some depth to the levels.



The Map's "First Steps"
Next up we need to add some life. This is relatively simple. Just take the long grass tile that fits with your chosen ground type, and place it around randomly, and then do the same with the two-tree tile, filling in the trunk and top of the trees afterwards.



Now, I'm a fan of water in general. Rivers, oceans, lakes and baths (yes, baths) are all great! Therefore, I like to add water in every now and then. However, to make the water in maps work, you need to think about how it works. It needs somewhere to come from, and also will always travel down with gravity.

As such, I like to make a river come from offscreen, down the side of a mountain and into a ground level river. Now, it's important to remember streams and rivers are not straight in real life, and nor should yours be.



Building Blocks of Life
And the next thing to add is actually the hardest and most tedious part; the houses. Now, house size is entirely up to you. I prefer to make two tile high houses, but there are some excellent maps with single tile high houses. For this though, I'll be using two tile high.

QUOTE
I should mention, you'll almost definitely need to use the shift+click trick to fix the river when adding houses. VX likes to make the river end where the house begins, but that just looks ugly. Instead, copy a section that makes it look like it goes behind the house.




Now its time for more life, and windows. The windows are simple, just put them were you think they look both realistic and attractive. Oh! And make sure you leave room for the black door background! In terms of adding life, such as smaller plants and flowers, the rule of random comes into play again. To be honest, that's really the only set rule for nature mapping. =P

Oh! I forgot another couple of things! Be sure to make the player able to access every house! For example, in the map for this tutorial I've had to add a bridge across the river. Secondly, every village needs a path, and once again dirt paths are rarely ever straigt, so treat it like the river.



Almost There!
So, the maps nearly done, but there's a few things still missing... For example, is it me or does the waterfall look a little flat? Now that's something that cane easily be fixed!

Using the following event graphic set to animate and placed at the top of the waterfalll, it gives the effect of the water coming over the edge of the mountain. Remember though, the event is two tiles high itself, so you need to put it on the highest tile of the waterfall tiles, and not the river tiles.



You should also add the event graphic on the left of that one to the bottom of the waterfall (this time on the river tile that meets the waterfall tiles). I also recommend putting some of the half submerged rock events (also animated) in the river, just to add a bit more detail.



The Finale
And last but not least, the in game test.



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Dragoness
post Sep 23 2009, 01:11 PM
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kabuto202
post Sep 25 2009, 04:51 PM
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Why is called asylum style?


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Harryb412
post Sep 25 2009, 11:32 PM
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Very nice, you might want to add some doors to those houses, tongue.gif
But your mapping tutorials are probably very useful for anyone new to VX mapping. biggrin.gif


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Locke
post Oct 15 2009, 07:35 AM
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Awesome mapping dude and i hope you,re done with mapping v2 tutorial biggrin.gif


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Scriptless
post Oct 17 2009, 09:21 AM
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Really nice mapping the only thing I do rong is make the water falls flat >< Thanks for the awesome tut.
This will definetely help new members to RMVX.


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TheBen
post Nov 26 2009, 09:17 AM
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Awesome...awesome...awesomness...awesomenity... PURE FREAKING TRUE-TO-GREATNESS AWESOME!!!!
Your maps rock.


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EvenAngels
post Nov 29 2009, 02:16 AM
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Er,,, Thanks. happy.gif;; And sorry my replies are so late everyone. I'm glad you all found this useful. smile.gif

@Kabuto: It's called that because my RM development group name is Angel's Asylum. tongue.gif


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Puppet Of Fate
post Nov 29 2009, 11:19 PM
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Please join my site!
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I still love your style and your tutorials. Sadly no one pays any attention to the tutorials I make...then again i've only made like 2.


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OrigamiRose
post Dec 1 2009, 09:51 AM
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TheBen@ Don't spam the topic. You could have replied in a better way.


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ZFMaster
post Mar 17 2010, 08:28 AM
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This is an awesome tutorial on how to map, especially the mountain part.

Thanks.


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Robz
post Apr 8 2010, 08:41 AM
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Thanks dude, really helped me out alot xD
was having a hard time on being creative with maps untill i saw this ^^

This post has been edited by Buridia: Apr 9 2010, 04:13 PM


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poisonshift
post Apr 8 2010, 08:44 PM
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*comes walking by the door, peeks in*

*sees buridia talking to a room full of skeletons*


Dude, WTF?


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Robz
post Apr 9 2010, 04:12 PM
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QUOTE (poisonshift @ Apr 8 2010, 08:44 PM) *
*comes walking by the door, peeks in*

*sees buridia talking to a room full of skeletons*


Dude, WTF?


Rofl, the topic wasn't THAT old, well the last post wasn't, and EvanAngel still has some very recent posts so i'm sure he'll read my compliment ^^


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