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Hey everyone o/

 

I've started learning maps (so far so good)^^

Spoiler

Akkanea~

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Onsen
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just a house

 

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and another guild house~

 

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Edited by Kyrellia
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I like it!

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So traditional omg...its so good 9/10 

but why the ground and tree looks like not really HD or looks like its blur/pixels

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1 minute ago, Lord Vius said:

So traditional omg...its so good 9/10 

but why the ground and tree looks like not really HD or looks like its blur/pixels

thanks :3

hmm thats a good question xD

i hope i can check it out in game soon o.o hopefully it will look better lol

2 minutes ago, Freya said:

I like it!

thanks you :>

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Increase the brightness on the map and...

.

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.

.

.

.

.

.

would you mind to share? :meow:

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I'll try that out, thanks =)

I'll probably share some stuff, once I'm better at it.. Don't want to let anything "not perfect" out in the world from me xD

Edited by Kyrellia
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make something similar like this /awsm

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On 26.3.2017 at 5:18 AM, Lord Vius said:

make something similar like this /awsm

why should i '-'

this maps exists already? xD

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Looks great so far, though the only thing I can suggest is to not decorate so close to the edges, I mean..don't have walkable cells so close to the edge.  Because when you do, players will see the 'black abyss', you dont HAVE to do t hat, but I feel like it'll make it look better ingame.

 

:D  I like the big tree, the only thing I think that doesn't fit is the fountain, but thats just because...I dont like that fountain haha.  Keep up the great work!

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I'm going to agree with Chem, you should not map that close to the edges. In general, it's a good idea to just use a 200x200 map for everything: If you need the extra space it's there, and if you don't need to use the entire map, you can just fill the rest with invisible tiles.

Some other criticisms: You should add some randomness and variation throughout the map to make it look better. The streets are all straight lines, and could be improved by giving them some curves and bends with the ground textures. You have fences around everything as well, which could be arranged in less of a straight line, or you could remove some parts of the fence to add variety. Even if you want a road to go in a straight line, you should add a bit of imperfection to it, since it's outdoors and natural.

The trees (and benches) are also all facing the same direction, and of equal size. What I do when I'm placing trees/bushes/etc is I just rotate the model 45/90 degrees to the right or left every time I place it, so that there's never two trees right next to eachother that are facing the exact same direction. Making some trees/bushes slightly smaller or larger is also a good idea.

You should try to be mindful of how bright/colorful the objects you use are in comparison to the ground texture, as well. If you don't want to use custom textures, I understand RO can be a bit limited at times, but there are areas for improvement: The wooden 'stage' platform infront of the big tree uses very bright wooden platforms from the Ayothaya set, but there's a lot of similar wooden platforms that are darker and would fit the area more. There are bright orange Louyang walls all around the edge of the map, too- Have you considered raising the terrain and using the wall tool to create a wall that way instead of using a model? It's an option.

The whole map looks a bit dark, as well. Here's my trick for making outdoor lightmaps easy: First, place a light in the center of the map, put it very very high in the air, and give it these settings:

Color: 0 0 0
Intensity: 127
Range: 3000
Max Light Increment: 256
Light Falloff: 0.01
Casts Shadows: No

Then make a second light, and place it somewhere in the southwest quarter of the map (somewhere between the corner and center of the map) and raise it very high in the air. The yellow line through the light should go above the ground. Give it these settings:

Color: 0 0 0
Intensity: 100
Range: 2000
Max Light Increment: 356
Light Falloff: 0.01
Casts Shadows: Yes

You may need to save, close, and then reopen Browedit to be allowed to turn Casts Shadows from 'Yes' to 'No.' Calculate lightmaps without shadows to see if you like the overall brightness of the map, and then adjust the ambient light on the top bar if you're unsatisfied. When you're happy with it, calculate lightmaps. This is a 'one size fits all' approach to outdoor maps that looks good and comes as close as possible to mimicking Gravity/official RO maps.

It will take some getting used to, but try not to place the second light too low to the ground, or else you will see a common mistake that a lot of people make where shadow textures are very small in the southwest corner and then very long and stretched out and bad looking in the northeast corner.

If you are creating an indoor/dungeon map, you can just place down the first light I showed and do the rest of the map's lights/shadows by hand.

I hope this helps.

Edited by Sage
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@Chemical Crush @Sage Thanks to both of you =)

I noticed that it's kinda weird to have everything so close to the edges =D 

I'll practice more and add probably another map, soon /ok

And thanks for the lightning tipps hehe

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omg...its so good 8/10

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good job @Kyrellia

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1 hour ago, Cyro said:

good job @Kyrellia

thanks cyro :>

On 22.4.2017 at 0:38 AM, Kinx said:

omg...its so good 8/10

thanks =)

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new map on 2nd spoiler /ok

if anyone knows how i could add some white fog/clouds or what ever to make it look like steam, please tell me >_< T_T

(i know the big onsen looks kinda .... shit with all those same looking stones but atm i reaaaally cant be bothered to somehow edit it lol) >.<

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Idk how you did the textures but as far as i remember you can chnage their size. The only reason I see why that is blurry is because the texture tiles are zoomed

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added a small map ; rain forest =)

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On 27.4.2017 at 10:32 AM, randell1993 said:

Idk how you did the textures but as far as i remember you can chnage their size. The only reason I see why that is blurry is because the texture tiles are zoomed

hmm.. ive changed the size but somehow it still is blurry sometimes @_@

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Nice map over there :) keep going, I'm sure you'll do great work soon

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added some new~

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On 2/1/2018 at 2:40 PM, Kyrellia said:

added some new~

I don't know what is new and what is old. I somehow missed your initial post apparently but there is a lot of good here. I see room for improvement in the repeated rocks you sue to decorate paths. Even adjusting them with h/v in browedit could add some depth to it. Some of these areas look like they just be nice to sit in and listen to some RO BGM. Makes me want to map.

Regards,
~Azura Skyy

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On 3.2.2018 at 7:46 AM, Azura Skyy said:

I don't know what is new and what is old. I somehow missed your initial post apparently but there is a lot of good here. I see room for improvement in the repeated rocks you sue to decorate paths. Even adjusting them with h/v in browedit could add some depth to it. Some of these areas look like they just be nice to sit in and listen to some RO BGM. Makes me want to map.

Regards,
~Azura Skyy

Yes, youre right about the stones ect. :-)

I actually did it, just need to re-upload new screenshots of that ^.^

 

~ Added ,,Akkanea"

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Nice! I like your new map! 

Let's start with the good stuff - You're exploring different styles of textures. Well done because the outcome is surprisingly appealing and adds a good portion of variation to your map. Other than that, you're also appearing to be playing more with heights (in the walkable/player-accessible area) and that's good to see. 

Now, possible points of attention - some spots seem to contain a lot of models, whereas other spaces are left quite empty, you could try to measure a little more in this. Then there is water; right now your water is not giving the wavey effect that *I think* you're trying to create. You could change the amplitude and phase settings in Windows>Water to achieve a more desirable result. Last but not least is model sizing, if you increase (or decrease for that matter) the size of a certain model too much it'll become blurry (i.e the fountain in your 11th image), you're probably better off reducing it's size, or replace it for another fountain that's a little bit larger by default.

All in all, definitely keep it up! You're doing a good job! ^_^

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