4/9/2024 0 Comments Rpg maker mv 3d mapUltimately, it is up to you how your buildings look.Īs an aside, and a tip, if you shiftclick at the end of a road leading to a house, then click to either side of the path to make it look less blocky, there isn't any grass that shows on one side, which depending on preference can make things look nicer. Do trees by the road make things look better? Do trees far from the road look better? I'd suggest experimenting with tree placement. Also, showing less dirt in a path can indicate it's a path less traveled.Īs always, sometimes less is more, while this map would definitely benefit from more trees and plantlife, too much can make it feel too full. You can use dirt paths to branch off of the main road to show that whomever lives in the house it connects to can't afford to have their path paved. Multiple types of paths, including the dirt path. Are they generally well off monetarily? Or do they struggle because they're in an economic depression? There are Cracks and other things can keep your buildings from looking too new.Īlso, think hard about what kind of town your npcs live in. You might also want to experiment with adding a sense of age to the buildings. This is certainly an improvement, in my opinion. Your first map did well because there were different patches of grass and your houses weren't blocky. It's near Font.Īdd some more plantlife in there, flowers, trees, grasses. 'These flowers generally appear near these type of There's an icon that looks like an eye on the bar above your text box when writing replies. When adding 'natural' clutter, it's a good a idea to establish a pattern. Waterfalls generally flow into rivers, which generally flow towards larger bodies of water. When setting trees down, try a branch-like pattern with larger trees towards the middle, and smaller trees towards the outside edges.Īs for cliffs, they're never really in a straight line like that, so creating some variation there should make it look more natural while taking up some of those blank spaces. Spots of land grass are then removed to make way for buildings. Next are the roads and pathways that are formed naturally from travelers (going from one location to another). After that, I obstruct the edges of the map with trees, bodies of water, cliffs, or walls depending on the location. Grass, tall grass, trees, bodies of water, and little details here and there. I find it easier to start with the natural landscape first. No matter what, it is your game, you can choose to take wisdom from my words, or find your own wisdom. Hopefully, it will give you some help in what you need, and help demonstrate what I meant with the cliff. Though it is Ace, the mapping mechanics are similar to MV and not too difficult to translate into the latter. The edges of the map are bare, which isn't necessarily a bad thing, but you have so much creative potential with the edges that you could fill with trees and other things.Īs a last note, I'll leave a map of a village from my Ace project, Mountain Story. Making an action trigger event at the north, eastern, or western parts with a path leading up to it will give the game a third dimension that a lot of RPG Maker games seem to lack. If you play with the shape of it, make it less boxy, that will improve your map greatly.Īnother, more personal, problem I have is that all of the buildings have the same south-facing door. There's just a random cliff in the upper right corner, it's too boxy. While your map is indeed more on the empty side, that's not it's problem. There is a difference between a map that's too empty and a map that's too full.
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