I wasn't exactly sure where to put this, but since this is the artsy area, I'll just leave this here in the sprite section until some kindly moderator moves it to an appropriate area. It's just a modification of Balbanes's burial ground. Please, comment and critique. Compare with http://ffhacktics.com/maps.php?id=46 (http://ffhacktics.com/maps.php?id=46)
So basically you got rid of the burial site/coffin?
Reminds me of Barius Hill.
Quote from: Eternal248 on October 28, 2011, 07:31:16 pm
Reminds me of Barius Hill.
A lot, i can almost see the archers at the top of that hill. :)
But it's looks like a good map. Good job karaudo
+1, you should add in the file so others can enjoy it. We definitely could see some use of out some new maps. Even edits like this are great.
Quote from: Pride on October 28, 2011, 08:14:59 pm
you should add in the file so others can enjoy it.
I still need to edit the terrain which includes the geomancy properties, height properties, whether the tile is passable or not, etc.
I wish you could have a map with dead bodies on it. You know, as props.
I always wanted to do exactly this to this map, very nicely done Kuraudo.
cute, looks fun!
This'd be a nice change of pace in Arena.
Damn, I must really get into map editing myself. I'm just soo lazy...
QuoteYou should add in the file so others can enjoy it.
Download added to first post. If people could test play it, that would be awesome, because I have no idea how to write it into the game aside from just replacing the map it was before.
QuoteI wish you could have a map with dead bodies on it. You know, as props.
I was thinking about that the other day. Doing that in the map editing arena would ridiculously annoying, however, the dead people could always be perma-deaded much like Teta was as Keakden. You'd need to alter the graphic for KO'd so you wouldn't have stars over everyone's heads.
Here is a completed version of Inside Castle Gate of Lesalia. Compare with http://ffhacktics.com/maps.php?id=97 (http://ffhacktics.com/maps.php?id=97)
Here is a completed version of Outside Castle Gate of Lesalia. Compare with http://ffhacktics.com/maps.php?id=98 (http://ffhacktics.com/maps.php?id=98)
Is the targetting still messed up on those maps even after the fix?
I'll double check targeting after I get back from work today, but I'm fairly certain Inside Gate should be good to go.
Pride, I checked all the selectable tiles, and things should be good. Lemme know if anything is off. Screenshot if at all possible, so I know exactly what you mean.
Anyway, here is a from scratch map I'm working on. Needs a texture pack, I know, but I was just getting the general idea down first.
Amazing work Kuraudo, I'm especially liking the custom map. The map edits you did were much needed and appreciated. Did you look at the lighting much on those previously unfinished tiles?
Thank you for fixing those Lesalia maps. This saves me the need for having to do it myself. If you ever need me to make a map, just PM me.
This is fantastic. I can't wait to see more map fixes and, even, custom maps. This has been something missing.
Quote from: Cheetah on November 01, 2011, 01:06:10 amDid you look at the lighting much on those previously unfinished tiles?
I tried to position shadows properly. Let me know if you see anything off. Looking at it a couple days later, I can see some places where Outer Gate needs touch ups. So I can fix those and any other problems people notice.
does anyone know if the boat map is playable, the one on the dock? i've been wanting to do a pirate-style battle.
In an AI setting I know that much (horrible map to fight on imo due to monstrous chokepoint w/ entries to boat from each side), but I'm not sure if it can be used for events/cutscenes.
Take a look at my suggestions. They're on NewMap_01.png.
Also, could you post pics of your custom map at all four angles? I think there should be several ways to get to the top area besides the front way. Specifically, there should be a back way at the angle 180 degrees from this screenshot, and maybe a way that goes right through the building on the right and up to the roof. The idea is that, while the player on top starts at an advantage, they can only block maybe two of three choke points.
I like NewMap_02.png, but I'm not sure you will. And the lower part of the map, closest to the screen, is kinda boring.
I want to use this a starting point for a city of canals map. Water below, different depths (some unwalkable for most classes and humans), lots of waterfalls from different heights, boats sitting on the water. And above there are catwalks along the edges of slums, while at the very top there are bell towers and church steeples. A very tall map, that's for sure. I think the height differences and all the stuff going on terrain wise can give a map a lot of replay value.
Thanks for the input, Pickles! I like your ideas for balance. However, I was not designing this map with a fair battle in mind, arena style. This is actually intended for a storyline patch battle with the AI having the higher ground. I understand that there will be a bit of a Yardow Fort City choke point, but my hope is to give the player a disadvantage. However, I could possibly make an Arena version of the map.
I have updated the map a little, but I want to put textures on it before I post a new image. Hopefully, I'll have it up before the end of the week. My only problem with that is generating a proper palette for my map. The difficulty with it is that to test out a palette, I must open Ganesha, export the palette from Ganesha, alter it in GraphicsGale, import it back in Ganesha, save and close Ganesha (since the next program will be using the map file), open Map2gl, hope that it looks decent. If there was a realtime palette changer in Map2gl, it would be glorious.
I have been able to have the files open in both programs and quickly just reload the map in Map2gl to quickly see any changes.
Really!?! Awesome. That will make things much easier.