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Project: Limitless v1 - Give me your feedback!

Extrodus

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Location
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Project: Limitless v1
Started: 05/02/2012

Current Team: Extrodus and Kozmo
Playable on: http://limitlessrpg.no-ip.org - 8.6 - 7171 (TP to Custom Areas in Thais Depot)

I'm starting this thread to get your feedback and ideas on a map I decided to start today to add to the server I am hosting right now. I will be putting everything I got into the server so the people playing my real life map have a fun custom part of the map aswell.


I would really love to hear your feedback on any of the pictures, and always try to give me a new idea to try and map! Its been 1-2 years since I've really sat down and started a project, so I would really love to have you guys follow the thread and give me tips. I'll keep this thread updated with new pictures everytime I map something new worth uploading.

So here it goes,
Keep in mind that the world type will most likely PVP, so I'm going for a unique style, Ideal for PVP.

STARTING OVER
pic 1:
templey.png


Overshot of new town ~Going to change those houses with framework wall to stone in the next screenshot~ :
townzp.png

Lets hear your feedback! Tell me what to change, even give examples of your own mapping if you have the time! I want to get completely back into mapping and scripting again, hopefully the people here can give me some ideas & inspiration!

Like this thread/post if you support what I'm doing!

Regards,
-Hux-
 
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Reserved for screen shots of the new town
 
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The ship part looks good, but most things look a bit random like the details you used around and in your temple (including the graveyard). I think the building styles you used don't match and you could use more types of detailing. Try to make it more realistic by giving everything a reason why something is on that place (why is there a graveyard next to a temple). About your nature: Better not only use those grass borders, mix them or use the normal ones. Try make better shapes, specialy on the beach. Overall, mapping looks good when everything makes sense, atm you have to much random stuff.
 
Well I added the graveyard next to the temple, because a temple could very well be a burial site/gravesite. Which is where I got the idea to put it beside the temple, and make a npc for a quest (collect 15 spirit souls, or skeleton bones and gain some starting exp/money). The reason I'm doing that is so people dont have to walk around as a slow level 8, if they want they can go do that quest quick and be level 35 before they even leave the temple really.

Thoughts behind the rest of it.
The spring well is there to provide water to the town and the sewer system. The depot is close to the temple because I asked around if people would rather have it closer, or further away and people suggested it closer.. so I decided to throw in a general shop around it too. The fish hut is where the captain from the boat rests after his long journeys, and it will also be where the captains son sells fishing supplies and fish. It looks kinda close to the graveyard, but it's also close to the boat. (boat is just 15sqm to the south-east of the fish hut), the beach is the only random thing there, kind of just randomly added the beach in along to kind of make it a fishing shore.

I try and make everything for a reason, although I did just kinda of throw it together to start.. most likely revamping once I have the base town set up.

I am definitely stopping with the autoborder, its messy all the time, and never does the borders how you really want them. I dont really like the old grass borders, but Ill test out some varieties of border styles. :)

Thanks for your comment :) I'll work on it and try to make it a bit better.

P.s. - Whats wrong with the building styles, and hopefully your not going to say "Its to square" :P
 
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Normaly, no one wants to be near a graveyard all the time. Thats why graveyards are often build far or semi far from important places where people want to attract visitors.
Whatever you have as quests, this shouldn't give a reason for making an unrealistic map. You should adapt the quests on your map, not the other way around.

I don't think your buildings look square. I mostly ment the types of buildings, the style (ground/walls/shape) and position. If you make a city, its best to stick to a few types that match. Place them on a position that makes it look like the city is build by a good architect. The shop for example is to random and shouldn't attract people in that position (mostly because of the road). If you make shops, make them close to other shops and use deco that fits the shop (to make it look realistic that the shop is selling the things they sell).

That you placed the dp close to the temple is good, cuz this way people don't have to look for it.
With the random stuff I also ment the banners and the statues, whatever the reason is, they just don't fit like this.

Hope this will help you.
 
So true, thanks for the detailed comment. Now I'm thinking of wiping everything out except the temple, depot, library and spring well, and starting over. Do you have any samples of temples I could see and figure out how I'm going make the starting position look? I've been browsing around the forum, and I've seen unique styles that intrigue me but I haven't seen any good close ups of temples, and towns.

Also, what building types should I use for a main town? I was going to use mostly the black walls, and frameworks, like you see the temple and the shop/library.

Edit: I've sent my map to my partner, he's redoing the town to better settings :) Ill post some pictures later on!
 
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Personaly I don't think the black walls and framework walls fit. Best is to choose 1 basic wall for a city as theme, and use the other walls as extra walls for example special buildings (like dp, temple, shops, npcs quest/random houses). If you go for the most basic theme, this would be the most easy to make it look good. This theme contains from walls: Stone walls (id: 1049+), framework walls and brick walls. From floors: wooden floor (id:405), white marble floor (id:406) and stole tile (id:424). Roads: cobbled pavement (id:724) and dirt (id:103) for outside parts, so not for the main roads. Roofs: flat roof, tiled roof and yalahar roof.

With using those basics it will almost always match. It will look a bit boring if you use only those basics, so using some architecture and unique shapes of the buildings will give a good effect. For example making a harbour, combinate houses with making them as one piece and some alone or creating dead roads between houses (back entry of a building for example), open places with a fountain and places with more buildings and others with more nature. Also with making a clear difference between main roads and extra roads will make it look realistic.

I don't have any samples of temples atm, I could make a temple that might inspire you to make one, but it will take some time.

Edit: Just made one, hope this will inspire you.
templeej.png
 
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That is beautiful, I hope one day I can map something like that.. dang. I might try something like that with my temple, I just have already mapped out the town with black walls and framework, aswell as some stone, theres a mixture of walls.. so its more like a village. I see what you mean now about the same wall thing, its does kind of throw it off a little bit sometimes. But damn, I guess my city will have to stay the way it is because its already 75% done.

The next city though, Im going to make it all framework and stone like in your picture, and Ill try something rpgish like what you made. I love it.

But heres what me and my partner have worked up so far this week.

MiniMap Updated:


Overshot of town (65% done) (08/02/12):



Edit: Looking over the town, it looks horrible with all different walls, Im going over it and fixing all the houses to one type of wall like suggested above. (each city -1 wall type) So thats what Im going to do to hopefully get a better style going :)
 
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The first thing I noticed in your city is that you don't have a centre. It will give a realistic effect to make parts with more buildings (so less nature there) and some outside parts with more nature. The centre is the place with the most important buildings, like the dp, temple and shops. Also you can add main roads and extra roads. The main roads are the most big, straight and important roads to go the the most import places. The extra roads are the smaller ones (they can be 1 or 2 square). For example to go from the main road between 2 buildings to another place in the city. About the houses, try to make a clear difference between buyable houses and other buildings, this will be more clear for the players and will look more realistic. The city wall is actualy to big atm, try to make it look like a wall instead of a large empty building. For the rest, when you make a city it helps to look at cities in rl, although they are modern and tibia isn't, it will still helps to make it look realistic.
 
Im going to go hard with all you advice on the next town, you seriously are my inspiration now. I wish I had a updated palette where I could find those items easier.. but Ill take a search and try to come something close to what you made. I dont want to wipe out the town I just made, so I think its just going to be a random town, since after all I'm going to have 2-5 cities. I'll try to improve ALOT with the next one.

oh,
P.S, - If your EVER looking to join a project, (troll face) join mine :) luls. <3 You inspire me!
 
@savly, I was starting a new town for my real map and decided to use your idea for a temple. I tried, what can I say.. also your whole idea of a town center and what not I used. Dedicated a good 30x20 chunck and put a bunch of shops in the center of the town and made it link with things and this is now easily one of the best towns I've done by far. Thank you so much for your advice! P.S., still cant figure out that front step thing you did on yours, nor can i find the window that goes on the other side of the roof, can only find the right window for the triangle roof ;p and by the way, I've done basically everything manually. No autoborder.

pic 1:
templey.png


Overshot of new town ~Going to change those houses with framework wall to stone in the next screenshot~ :
townzp.png


Like this post if you support what I'm doing :D
 
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Looks like my earlier city projects, until I realized that broad streets arent very nice to play into. Seems like you are putting lots of works on the houses, they look fine, but I think the streets are too broad and too straight.

If you make more realistic street shapes and stuff more packed together (and please, dont use that much high grass borders, they look horrible) this city will turn into something really nice.

Keep up the good work.
 
Very true, Im going to cut down on the grass around houses and focus more on the streets now that you said that, thank you! Ive spent alot of time on those roofs, this has been my learning experience with them. I've never used them before so it kinda new to me hehe but thanks for your comment, I'll use your info; I'm just making it a little closer together than normal to allow trapping situations in corners and what not.

Glad you consider my work good :)
 
Im done with this thread, but figured I'd show you what the town looks like now :) Going to be using it in my new AragonRPG Project, be sure to follow!

Town - Aragon:
townupdate.png
 
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