I'm not all that of a creative person, more into the techy things, and I wanted to make some sort of minigame thingy, which isn't at all important. What is, is that I need some map to start out on.
Figured it'd be nice to get my feet wet, and try a bit of actual mapping, as opposed to mucking about with code.
I opened up my LibreOffice Draw thingy, (first time using that, too; it's pretty good), and got to sketching out some rough idea.
Ended up with a design for a tiny as all hell 74*64 map, the sorts of paths I was hoping for, kinda boring, but who cares, I'm terrible at this.
I don't know why it's quite this high a resolution, (and do mind the colouring. Just a primitive heightmapping, to show what's on different and what's on the same level), but here it is. For reference, the big square in the middle is 20*20. (Little red lines are ramps.)
Anyway, after poking about in the editor for a bit, it seems the spaces between cliffs are enforced to be multiples of 2. There are (I think) loads of places in that little design with spaces of 5 or 7 or whatever.
I tried pixel arting it up in paint, but that left me more confused, and more apprehensive to continue.
If anyone could provide some advice, examples, help, or anything of the sort, it would be greatly appreciated.
If you're a coder, odds are you'll feel a need to be hugely exact. My advise here would be 'don't be'. Really just start your design, and if it ends up odd or a-symmetrical, adjust it lateron.
Alternatively, create half of it and make that symmetrical/working just the way you want it. Then simply copy that bit of terrain, mirror it, and add it in. You're planning everything perfectly, up to an extend that really isn't too necissary to make a good map. Most terrains can simply be done off-hand and still work great.
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I'm not all that of a creative person, more into the techy things, and I wanted to make some sort of minigame thingy, which isn't at all important. What is, is that I need some map to start out on.
Figured it'd be nice to get my feet wet, and try a bit of actual mapping, as opposed to mucking about with code.
I opened up my LibreOffice Draw thingy, (first time using that, too; it's pretty good), and got to sketching out some rough idea.
Ended up with a design for a tiny as all hell 74*64 map, the sorts of paths I was hoping for, kinda boring, but who cares, I'm terrible at this.
I don't know why it's quite this high a resolution, (and do mind the colouring. Just a primitive heightmapping, to show what's on different and what's on the same level), but here it is. For reference, the big square in the middle is 20*20. (Little red lines are ramps.)
http://min.us/mvjf9p5 Or direct link to the image: http://min.us/jmnxj4.GIF
No embedding, 'cause it's laaaarge.
Anyway, after poking about in the editor for a bit, it seems the spaces between cliffs are enforced to be multiples of 2. There are (I think) loads of places in that little design with spaces of 5 or 7 or whatever.
I tried pixel arting it up in paint, but that left me more confused, and more apprehensive to continue.
If anyone could provide some advice, examples, help, or anything of the sort, it would be greatly appreciated.
If you're a coder, odds are you'll feel a need to be hugely exact. My advise here would be 'don't be'. Really just start your design, and if it ends up odd or a-symmetrical, adjust it lateron.
Alternatively, create half of it and make that symmetrical/working just the way you want it. Then simply copy that bit of terrain, mirror it, and add it in. You're planning everything perfectly, up to an extend that really isn't too necissary to make a good map. Most terrains can simply be done off-hand and still work great.