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  #1  
Old 03-02-2013, 12:17 PM
Kiwi27 Kiwi27 is offline
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Small Gmap | WIP

I plan to make it 2x2, at the moment I've only got two of them done.
http://i.imgur.com/ln5Ex9v.png

I know there's a error with the path at the top, I'll fix that. Not really sure about the building directly above that... The plain blue part of the roof just looks strange.

I'll update the thread and stuff.
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Old 03-02-2013, 12:55 PM
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Very nice work there. I really like the classic style.
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Old 03-02-2013, 06:18 PM
callimuc callimuc is offline
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its looking very cool. didnt really look for small tiling erros but i realized the following one you could easily fix

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besides that there is no other error which you would realize that fast i think
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Old 03-02-2013, 06:25 PM
Kamaeru Kamaeru is offline
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Both examples there are improper. In fact the tileset was never completed to even do that correctly.
Technically, to fix that tile error you would need to put blocking tiles there. That's the way the tileset was used in ALTTP.
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  #5  
Old 03-02-2013, 06:29 PM
Crono Crono is offline
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need to slant the cliff down after it seperates if you wanna pull that one off. i like the town.
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Old 03-02-2013, 06:34 PM
DustyPorViva DustyPorViva is offline
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Actually, LttP does it exactly like the OP:



It's a slightly altered tile though, to help it merge into the corner of the cliff, but it doesn't address the abrupt cut-off. Either way I tend to do it the way Callimuc does it because in my opinion that looks better than cutting off that tile.

Typically though, I recommend adding additional tiles via addtiledef2 or such to fix errors like this. Level makers should familiarize themselves with working with tile definitions, and if possible, editing tiles and creating fixes when possible. Pics1 is a horribly broken tileset, and it's even missing some important tiles... instead of sitting there trying to Frankenstein tiles to get something that "sort of works" you could have easily taken the tiles and edited them/fixed them into something much more appealing. It makes you a better level artist if you take these extra steps with your levels, and it makes you capable of more.
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Old 03-02-2013, 06:55 PM
Kamaeru Kamaeru is offline
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Yup. And Crono is also right.

There is a better way to do it with the Alttp tiles though, and those tiles are incomplete or just hard to use on pics1.
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  #8  
Old 03-02-2013, 07:17 PM
DustyPorViva DustyPorViva is offline
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Also, you should try to align your cliffs properly whenever possible:

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  #9  
Old 03-03-2013, 04:07 AM
Kiwi27 Kiwi27 is offline
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Thanks guys. it seems like you all seem to agree on the cliffs - I'll work on them.
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  #10  
Old 03-03-2013, 04:10 AM
Rave_J Rave_J is offline
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overall looks nice i like how u kept the classic feel
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  #11  
Old 03-03-2013, 12:10 PM
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I really like it Kiwi, nice classic level.

Couple errors I see is the -
brown rug in the top left is missing it's corner tile
brown rug mid right could also use a corner tile.
i'd use tree top image (so it looks seamless) there the trees and the bottom of the fences meet.

Apart from the couple things others have noted.. there isn't really much wrong with it at all. Well done.


edit: just wanted to say that I love your chimney on that blue house! awesome idea.
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  #12  
Old 03-03-2013, 01:25 PM
scriptless scriptless is offline
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This makes me really with gonstruct worked on my mac right now.. Very interesting posts.
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  #13  
Old 03-04-2013, 10:31 AM
Kiwi27 Kiwi27 is offline
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http://i.imgur.com/tUCKwiV.png

Took all your suggestions into account (I think). I mostly touched things up this time, because I do have more important things to do :P. Also, a treetop NPC disappeared in the middle bottom, and I'm not sure why. But it's in the level.
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  #14  
Old 03-04-2013, 12:26 PM
Ducati_Link Ducati_Link is offline
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still no inner corners to the brown rugs.

But otherwise, looks good
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  #15  
Old 03-04-2013, 06:01 PM
DustyPorViva DustyPorViva is offline
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I've only just learned this, but in pics1 to the left of the blue roosh are the inner-corner tiles for that brown carpet.
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