Modern homes have lots of broken roof lines (reverse gables) with tons of stuff like pipes and satellite dishes on roofs. Modern homes may have multiple exterior materials (concrete foundation, siding, stone and brick all on one house!) Modern materials are less textured (look at some concrete walls, or adobe (in the South) or the manufactured trims and coatings. Big old blocks of stone make sense for that time period, but not now. *RTP Style? – While I have tried to keep my materials in an RTP style, it seems to me that part of the RTP style is tied up in the setting it represents – mostly pre-industrial and largely medieval. Airplane/bus/subway travel could either be on the world map in a vehicle, or in a map used in a common event showing passengers seated on the airplane, etc. Handling vehicles and world maps in this way allows a realistic look in your main maps but allows travel between cities in vehicles. But a smaller vehicle would be needed on a world map. On the world map, a 32x32 (or slightly larger) vehicle may be used.Īs you can see, next to a 32 by 32 sprite, a vehicle that is 75 pixels wide looks proportional, and would look good on a map with buildings. Players can enter certain vehicles (taxis, buses, or cars in parking lots or parking spaces) which then transport them to a world map, where the player appears as a vehicle on a road. Vehicles on main maps can be parked or shown moving in a parallax on busy streets where your players cannot travel. *Approach to Vehicles/World Mapping - I suggest that main maps only have “decorative” vehicles. TileA2 – this compilation from CyangMou, Candacis, IceDragon, TerraChan, Mack, the RTP and GrandmaDeb has a grass bordered boggy depression for watery areas also. TileA1 – Use the Ace RTP Inside-A1 with two edited water tiles. For this reason, I suggest using the inside water tiles, which provides a creek and fountains, and the TileA2 edit with a boggy areas for your modern city. Industrial areas may have boggy run-off areas. *Waterways - TileA1/A2 - Most modern cities have very regulated waterways due to crowding. They are High Rise, Old Towne, Industrial/Commercial, and Suburban. * Four Main Areas – My tiles have been designed to allow you to produce four areas in your maps, which overlap one another somewhat, as modern cities do. I might make a separate thread on those at some point.Įxamples of some stuff I made over the years.Features of the Resources/ Suggested Mapping Approach: The resources I made for MV specifically are not there. Some can of course be used in MV too if scaled. If you require any help in getting any of these to work in-game, feel free to ask either here or via a PM, and I'll be happy to help.Īll the stuff in a single folder to make it easier for you to download: Since many of these were ReStaff releases, please don't repost these resources on other sites. At the moment I contribute to RM Coalition releases, so I might be able to do your request for those. You can provide suggestions if you wish, though I can't promise I'll get round to making these. For the Tiles, Character Sprites, Faces, and Animated Battlers, also credit Enterbrain / Kadokawa. Mentioning me in the credits would be highly appreciated. Unless stated otherwise, all of these resources can be used both commercially and non-commercially. Many of these have been released in previous ReStaff releases, however, there'll also be plenty of new stuff here as well. This thread contains all resources I've made or edited together and released for public use. If you have trouble accessing it, please let me know via a PM, as I've been noticing the access requests quite late. I've updated the download link, as I've been getting email requests to be granted permission to access the files in it, so hopefully after the update it should let you access them directly without requiring permission.
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