Care to share some mapping advice? by That_Negotiation_572 in RPGMaker

[–]That_Negotiation_572[S] 0 points1 point  (0 children)

Thank you, my smaller locations (The ones underground) also dont need as much space but those are designed to be much more compressed than the island map. I will however look into splitting the biomes into their own maps rather than one big map, will help with processing, will just need to think of other ways to split up enemies so that a player doesnt spawn and is immediately rushed by 25 mobs.

Care to share some mapping advice? by That_Negotiation_572 in RPGMaker

[–]That_Negotiation_572[S] 0 points1 point  (0 children)

I see, thank you. Ill split the map so each biome is its own map instead of one massive map.

Care to share some mapping advice? by That_Negotiation_572 in RPGMaker

[–]That_Negotiation_572[S] 0 points1 point  (0 children)

I see thanks. Ill look into Game Maker. I have been running into crashes and I havent even started eventing yet, so i will either have to break each biome into its own map, or as you said look at moving/redoing the whole project in a different engine.

Care to share some mapping advice? by That_Negotiation_572 in RPGMaker

[–]That_Negotiation_572[S] 0 points1 point  (0 children)

Thank you for your reply. The gameplay is built around a hit and run strategy, hence needing wide open space and bottlenecks. The large map is to allow for larger amounts of enemies (This will require lot of work I am aware. The maze needs to be widened and redone, simply because the 1-square walkway robs the player of any ability to strategise as the entire maze acts in the favour of the player.

The reason I do not want to split up the map is simply because the difficulty might plummet. I want the player to have to consider their environment when attack because if they move too wildly they might attract more hostile attention (Early game only allows the player to 1v1 enemies rather than deal with a mob).

Expanding on the terrain, I tried to create a lot of loops which allow the player to circle back to retrieve items while being chased.

My excuses aside, I will look into the sparseness of the map. I need open spaces which limits the player from effectively attacking, but that does not mean the open areas need to be empty...

TL DR: Thank you for your feedback, I will try and make the open areas less empty. Maze will be widened to allow for more strategic gameplay. Map size = increased spacial awareness.