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> [Mapping]Indoor/General Mapping Tut, Slightly image-heavy
Koru-chan
post Jan 29 2008, 06:17 PM
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Alright, this is focusing on indoor maps but is really a general mapping tutorial. This doesn't give you a step-by-step on mapping so if you're a beginner looking how to use the mapping tools themselves, this isn't what you're looking for.

Firstly, my suggestion on maps is always start small. Larger areas may seem fun and you might want a sense of vastness in some games but lots of open space is often an eyesore. Your characters in VX only take up a grid. You'd be surprised how well you can move around without giving them 10 grids worth of leeway.

Here is an example of a BAD map.



Here you have a simple indoor map. However, there is a lot of open floor space and very little furnishings. Overall very plain. On top of that, all those windows make it look more fake than filled in.

So then our little imaginary map-maker, Jimmy, says "okay, I'll just add more stuff." This won't end well.



Yikes! Okay, now we have a random storage corner, two different dinner tables, random vanity between the kitchen and the bookshelf, another random shelf just below the bookshelf, bunches of pictures and such are now on the walls, and what the heck is up with the piano. Right idea with details, Jimmy, but we don't need random crap everywhere.

This is why smaller maps are more pleasing to the eye. However, Jimmy's maps are at the smallest size VX will allow. That doesn't mean that you can't fake it, though. Here is a much better indoor map. We'll start by creating the walls, ceiling, and floor, but we'll only create a ceiling along the top and left sides and the wall along the top, everything branching from the top-left corner.



Now that we've done that, it's time to decorate. Think of where things should be placed together and build from left to right. Only fill in what is necessary but fill in enough that you have some nice details and decorations. Here is my result.



Alright, I decided on smaller beds with a little stand between them. This whole house will only have two windows along the back wall, but less is more, so onward. There is a small kitchen, a bookshelf and a chair to read in. There is also a little table, but since I only have two beds I'm saying it's a couple and only put two chairs.

Looks pretty cute, but now we have a bunch of space to the right. It's time to close the house up.

I started just to the right of the chair and dragged a line of ceiling straight down along the screen. I also dragged some ceiling so there was two grids of space between the bottom ceiling and the table and chairs.

Now choose the black tile from the A tileset and make everything to the right and bottom of the ceiling completely black.



The black gives the impression that the map is much smaller than it really is. Now I just added a rug to show where the exit is and added the fading white light on it to help give that illusion. You can also just use the light to show the exit and use the area rugs to create a small rug in the middle of your map, but it's entirely up to you.

General Mapping Tips
Just some pointers. As stated in this tutorial, less is more. Often times, adding more to a map will lessen the look, not help it. Detail is good but if you're using a larger map this becomes clutter more than pretty.

Some things not to overuse indoors are windows and photos. You'd be surprised how fake and overly-symmetrical it can make a room look. Place these sparingly but in places where they count.

In outdoor areas, make sure you don't place shrubs and trees in straight lines or faking-looking positions, but at the same time, you don't want it to look too random. Randomly clicking about the screen with a decoration will not get the job done. My suggestion is just think of nature and where things normally grow together. Grass grows taller near water. Plants drop their seeds close to themselves so rather than have trees and flowers sprinkled they tend to grow in clumps together. For more ideas on things you can do to make outdoor places look great, specifically villages, I strongly suggest looking at Black Shadow's Village Tutorial. There is a lot of good information there that can also be applies to more than just what the tutorial is about.

Cave areas are the easiest to get away with large areas. If you want a vast cave that doesn't look empty, fill it with raised platforms. Make the platforms come out of darkness as if it's a long way up and the platforms will not only be easy to decorate but will look pleasing to the eye. At the same time, you've just made a huge map that will impress players.

Just remember to use smaller maps and instead of ADDING details, just PUSH details closer together. That way it looks like there's more detail in your map without the clutter.

Here is the project with the maps I used for my screenshots if you want a closer look.

Mapping Demo


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neclords
post Jan 29 2008, 11:49 PM
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That's cool..
Thanks


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karim ghazal
post Jan 30 2008, 10:13 PM
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Very buty tuto. that's really good , thanx very much for you .. sweat.gif
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Ratbag
post Jan 31 2008, 05:06 AM
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It's pretty good, but, i knew that from RMXP already....
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Koru-chan
post Jan 31 2008, 07:04 PM
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QUOTE (Ratbag @ Jan 31 2008, 07:13 AM) *
It's pretty good, but, i knew that from RMXP already....


Well, this tutorial obviously isn't made just for you. I made it for people who DON'T know how to do it. I felt your comment was rude and unnecessary.


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jokinedes
post Feb 16 2008, 08:46 PM
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Very good tutorial, thanks...


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Denko
post Feb 16 2008, 10:13 PM
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This reminds me of the evolution of my mapping skills. Very nicely done, thank you for making this to show people how maps should be made.
I really agree that it has to be small to look right, most of the time.
You covered most of what is being done wrong, just in general. Which is very helpful to a lot of people new to RPG Maker.
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iamtenten
post Feb 17 2008, 06:28 PM
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Cool!

:)
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andani
post Mar 4 2008, 05:30 PM
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It seems we think alike in some ways, koru-chan. Today as a matter of fact, I was making a castle as good as I could with vx tilesets and decided to use the black tile to make part of it smaller. thanks for the wonderful tutorial: it has helped alot.


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Cheezeyninja
post Mar 15 2008, 10:11 PM
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Thanx. Awesome tutorial! smile.gif


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post Mar 19 2008, 07:30 PM
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thanks you, great tutorial
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shadow makers
post Apr 5 2008, 09:36 AM
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That's really nice, but would it be wrong if i resized my map to fit the room, or is it better to make dark areas like you did ?
thank you any way...
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Holder
post Apr 5 2008, 09:50 AM
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Shadow Makers what I'd suggest doing is that if you have a small room on one map and you can't reduce the height and width of the map then try to centre the room in the middle of the map.



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aviayaso
post Apr 5 2008, 12:46 PM
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awesome tutorial!!!
it really helps a lot, thanx.
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earthnoidx
post Apr 8 2008, 07:54 AM
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i'd suggest shifting the tiles to center it after you add the black....but that's just me
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Mr. Pyder
post Apr 8 2008, 07:43 PM
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That was a great tut, thanks. Wow, I've been making houses big with walls separating beds, livin, kitch., etc. and it just doesn't look right. Smaller is DEFINITELY better for houses. Is the light from outside (on the mat) a tile? (if so where?)
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rojse
post Apr 10 2008, 08:35 PM
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Wouldn't it be better to have the room centred in the middle of the map, and have black all around it? It makes in-game movement look better, in my opinion.

Otherwise, good tutorial.
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Shichoku
post Apr 10 2008, 08:49 PM
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@rojse: What would the difference be? Anything that is off the map is made black anyway, and the focus of the screen already centers on your character, even if there is no map present on a certain side. :3

@Pyder: The light on the doormat that she used is actually an event. Change the graphic to one of the two pictures of light coming from the doors on TileSet-D, set the priority of the event to "above" so that the light will also go over characters and won't get in their way, enable "through" just in case, and disable "walking animation". Hope that helps. ~.n

This post has been edited by Shichoku: Apr 10 2008, 08:54 PM
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ironfist
post Apr 14 2008, 10:53 PM
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I have had alot of mapping experience on RMXP but VX is a whole different experience for me, in my mind it is a little hard to do without that little nudge, and you were that little nudge... Thanks for bieng my little nudge i guess tongue.gif


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Mr. Pyder
post Apr 19 2008, 05:23 PM
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QUOTE (Shichoku @ Apr 10 2008, 08:03 PM) *
@rojse: What would the difference be? Anything that is off the map is made black anyway, and the focus of the screen already centers on your character, even if there is no map present on a certain side. :3

@Pyder: The light on the doormat that she used is actually an event. Change the graphic to one of the two pictures of light coming from the doors on TileSet-D, set the priority of the event to "above" so that the light will also go over characters and won't get in their way, enable "through" just in case, and disable "walking animation". Hope that helps. ~.n



To Shichoku: Thanks happy.gif . I had actually found the tile right after I posted the question and used it as a tile. Putting it as a graphic and above so light is on character too will look a lot better though. biggrin.gif
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