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[PROJECT] Welcome to Clickz Custom Map Project!

Clickzz

Advanced OT User
Joined
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cliickztv
Hello OTland and welcome to my thread!

Today i decided to start mapping on a 100% custom map. (2020-10-15)
I have mapped for some years on and off and i allways wanted an own custom map, so i think its a really nice project to do.
I wanna show you guys what i've done so far and i will update this thread often for thoose who wanna follow this project and see the progress.
Feel free to like & comment what you think about it, also if you have any idea you can also comment and maybe i can take part of your idea. :)

(Notice that i can make changes in the map)
custom map 1.jpg
custom map temple towers.pngcustom minimap 1.png
 
Really nice to see people still come back with interest in mapping these days. Keep it coming! What version are you mapping in? 8.6?

Anyways, some personal tips from a fellow beginner mapper.

  • I would really recommend mapping from the RAW tab. It drastically improves your mapping capability as you're thinking about what the area will look like every step of the way.
  • Do not feel bad about looking at other mapping threads, being inspired by an idea & copying it. Every piece you create even if it's a replication of someone else's map it will improve you as a mapper, you will see their thought process & get some cool ideas for your own maps.
  • Try to aim for a bit of realism. What I mean by that is details. Rocks on the ground, rubble etc. It gives the map a cool rpg feeling.
  • Don't keep the same mapping styles throughout every area. I like the evenly spaced out trees at the temple entrance but it doesn't work for me around the library. Maybe stick 2 trees next to each other, put a bush in between, some rocks, ground details etc.
  • Think real life when designing your buildings. If I walk into a library for example, what will I see on the first floor? Bookshelves, desks, things on the walls, a reception etc.
  • Remember to smartly design your map from above too. So pop some higher floors on some buildings. Try to avoid a "flat" looking map, elevate some buildings, add a taller roof etc.
  • Personally I also wouldn't go for the "open" windows for houses. Again back to realism, someone can just climb in?! Put a hatch on that badboy :D
  • Also remember the "locked" door variations on houses, unless it's a building you can just enter (but I imagine for the player owned houses you overlooked that)

Just some first thoughts that popped into my head when looking at your map. I would also HIGHLY recommend moving away from 8.6 when learning to map, it limits your map designs massively, less sprites = less ideas. As an example, it's like playing a game and starting at the easiest level instead of the hardest, start at the hardest, learn the ways and from there if needed you'll be able to downgrade but otherwise if you go for the easiest you'll have to go through that progression ladder which in a way lenghtens the learning process.

Bookcase tip:
Bookcase example.png

Bookcase example side.png

House example:
House example.png

House example 2.png
House example 3.png
 
Really nice to see people still come back with interest in mapping these days. Keep it coming! What version are you mapping in? 8.6?

Anyways, some personal tips from a fellow beginner mapper.

  • I would really recommend mapping from the RAW tab. It drastically improves your mapping capability as you're thinking about what the area will look like every step of the way.
  • Do not feel bad about looking at other mapping threads, being inspired by an idea & copying it. Every piece you create even if it's a replication of someone else's map it will improve you as a mapper, you will see their thought process & get some cool ideas for your own maps.
  • Try to aim for a bit of realism. What I mean by that is details. Rocks on the ground, rubble etc. It gives the map a cool rpg feeling.
  • Don't keep the same mapping styles throughout every area. I like the evenly spaced out trees at the temple entrance but it doesn't work for me around the library. Maybe stick 2 trees next to each other, put a bush in between, some rocks, ground details etc.
  • Think real life when designing your buildings. If I walk into a library for example, what will I see on the first floor? Bookshelves, desks, things on the walls, a reception etc.
  • Remember to smartly design your map from above too. So pop some higher floors on some buildings. Try to avoid a "flat" looking map, elevate some buildings, add a taller roof etc.
  • Personally I also wouldn't go for the "open" windows for houses. Again back to realism, someone can just climb in?! Put a hatch on that badboy :D
  • Also remember the "locked" door variations on houses, unless it's a building you can just enter (but I imagine for the player owned houses you overlooked that)

Just some first thoughts that popped into my head when looking at your map. I would also HIGHLY recommend moving away from 8.6 when learning to map, it limits your map designs massively, less sprites = less ideas. As an example, it's like playing a game and starting at the easiest level instead of the hardest, start at the hardest, learn the ways and from there if needed you'll be able to downgrade but otherwise if you go for the easiest you'll have to go through that progression ladder which in a way lenghtens the learning process.

Bookcase tip:
View attachment 50739

View attachment 50740

House example:
View attachment 50741

View attachment 50742
View attachment 50743


Cool but that stair on the mainfloor going to the basement not that great ingame, because u end up in the wall
 
Cool but that stair on the mainfloor going to the basement not that great ingame, because u end up in the wall
Yeah I know, was just an example to show you can make even a small area like that feel different.
 
Really nice to see people still come back with interest in mapping these days. Keep it coming! What version are you mapping in? 8.6?

Anyways, some personal tips from a fellow beginner mapper.

  • I would really recommend mapping from the RAW tab. It drastically improves your mapping capability as you're thinking about what the area will look like every step of the way.
  • Do not feel bad about looking at other mapping threads, being inspired by an idea & copying it. Every piece you create even if it's a replication of someone else's map it will improve you as a mapper, you will see their thought process & get some cool ideas for your own maps.
  • Try to aim for a bit of realism. What I mean by that is details. Rocks on the ground, rubble etc. It gives the map a cool rpg feeling.
  • Don't keep the same mapping styles throughout every area. I like the evenly spaced out trees at the temple entrance but it doesn't work for me around the library. Maybe stick 2 trees next to each other, put a bush in between, some rocks, ground details etc.
  • Think real life when designing your buildings. If I walk into a library for example, what will I see on the first floor? Bookshelves, desks, things on the walls, a reception etc.
  • Remember to smartly design your map from above too. So pop some higher floors on some buildings. Try to avoid a "flat" looking map, elevate some buildings, add a taller roof etc.
  • Personally I also wouldn't go for the "open" windows for houses. Again back to realism, someone can just climb in?! Put a hatch on that badboy :D
  • Also remember the "locked" door variations on houses, unless it's a building you can just enter (but I imagine for the player owned houses you overlooked that)

Just some first thoughts that popped into my head when looking at your map. I would also HIGHLY recommend moving away from 8.6 when learning to map, it limits your map designs massively, less sprites = less ideas. As an example, it's like playing a game and starting at the easiest level instead of the hardest, start at the hardest, learn the ways and from there if needed you'll be able to downgrade but otherwise if you go for the easiest you'll have to go through that progression ladder which in a way lenghtens the learning process.

Bookcase tip:
View attachment 50739

View attachment 50740

House example:
View attachment 50741

View attachment 50742
View attachment 50743
Thanks for your feedback bro, its allways nice to hear what people have to say about it! :) Yeah, im mapping in 8.6 atm and i think i will stay with 8.6 cuz i want the server in that client when its time to start it up!
Nice idea about the bookshelfs! I will copy that :3 And the houses was also a cool idea!
As i said, thanks for the feedback! I hope you will enjoy my updates in this thread :)
 
Hello again!
Here is some GIF pictures of the city that i worked with!
Please leave a like and/or comment what you think about it :)

1.
giphy 1.gif1.png

2.
giphy 2.gif5.png
Minimap
custom minimap 2.png


Start looking like a town now, right? :D (Still not done with all details)
PS. Does anyone knows how to make the pics bigger?? Hard to see all details..
 
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Update!!!
Enjoy theese pics :)

City
custom map 2.jpg
Fishing Hut
fishing hut.png

Rotworm cave under city
rots.jpg

Food Tavern
food tavern.jpg

Little Defence
defence gif.gif
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Graveyard
graveyard.png

Minimap
custom minimap 3.png

Please like and comment!
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House
house.png
 
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Update:
In this update i've made: Houses, a travel boat, north, north west & east "gate/passages", walls defending the city etc...
I hope you guys enjoy this pics :) And let me know if you like it!


North Passage + defence towers for city

nort gate.jpg

East Passage + tower/houses
east gate.jpg

A armory for the guardians
guards armory.jpg

North West Passage (+updated graveyard)
updated yard+bridge.jpg

City Overview (surface)
city overview.jpg

Post automatically merged:

A boat so players can sail (entrce to shops aswell)
boat.jpg

Goblin Mountain East of City
goblin spawn.jpg
goblin spawn 1.jpg

A bandit camp under the goblin mountain
bandit camp.jpg
bandit camp -1.jpg

Post automatically merged:

Minimap
custom minimap 4.png

I think that im done with the city now, i dont want it too big and not too small. It feels like a nice normal sized city and i think its looking very nice! I also wanna notice that i dont want a "too rich" looking city, this feels like a decent town. Not too rich not to poor! I think that the minimap looks beautiful now and im pleased over it. Time to expand the map guys and make a really nice world! :)
 
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it all looks nice. gj

offtopic: why cant we as a community just lua script so the ladders always check if south is free first, if taken it will try left or right and after that try north of it. so u can place ladders the way u want!
 
it all looks nice. gj

offtopic: why cant we as a community just lua script so the ladders always check if south is free first, if taken it will try left or right and after that try north of it. so u can place ladders the way u want!
Thank you man, i appreciate that! :D

Hmm, i like ur idea. That would be a nice thing actually.. Never thougt about that before!
 
Gj mate. Keep up the good works!

One thing I will make note of is the dried grassy areas to the west of the Depot. To me they seem a little out of place, but that's just my own personal opinion. I would either just use dirt or make a few muddy patches in place of the grass. But if its something you prefer to have, it looks good either way!

Cheers~
 
Gj mate. Keep up the good works!

One thing I will make note of is the dried grassy areas to the west of the Depot. To me they seem a little out of place, but that's just my own personal opinion. I would either just use dirt or make a few muddy patches in place of the grass. But if its something you prefer to have, it looks good either way!

Cheers~
Thank you so much, im glad u liked it!!

i understand what you mean about the dried grass, i have thougt about it aswell but i want something there that changes the look a little bit.. maybe its not a bad idea to put some dried grass in the regular grass🤔 I will figure something out in map editor! Thanks for the advice bro:)
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Small Update:

Updated Goblin Mountain (added one more stair to mountain and this room)
update goblin mountain.pngupdate goblin mountain 1.png

Snake Pit (with -1 floor) East of Town
snake pit 1.png
snake pit 2.jpg

Update Bridge East of Town

update east bridge.jpg
 
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Wow, this is soooo inspiring. Threads like this makes me wanna get into mapping again.

Keep up the good work man <3
 
Same entrance as You did in goblin mountain updated should be in previous one goblins mountain - on the ground floor :)

I would open depo to the East and South so players won't have to circle it 👍
 
Same entrance as You did in goblin mountain updated should be in previous one goblins mountain - on the ground floor :)

I would open depo to the East and South so players won't have to circle it 👍
How do you mean bro? This "updated goblin mountain" is the previous one. I just added 1 more entrance and this little house to spawn :)

Yeah thats true, i will add an entrance to the east :) Thanks for the tip m8
 
Update:


Updated: Added some more dried grass in the regular grass
west of dp.jpg

Updated Depot (Added East Entrence)
update dp.png

A passage boat to "Swamplands" South East of Town
swamplands boat.jpg

Swamplands Spawn with Mini Quest
swamplands quest.png

Please tell me what you think about this :)

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Minimap

custom minimap 5.png
 

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