How do you people put an atmosphere in your maps?

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Postby seven_two » 2008.09.27 (02:33)

I've got just back into mapping (and still a little bit inactive), and I find it hard to get back into my career. Any tips on how to put a suitable atmosphere into your maps? e.g an empty feeling to a minimal map.

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Postby Pikman » 2008.09.27 (02:34)

For the example, use fewer moving objects and spread objects out.

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Postby seven_two » 2008.09.27 (02:39)

Hmm... Besides changing the objects, what could be done to the tileset for said example?

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Postby blackson » 2008.09.27 (02:40)

Well, for atmosphere in a minimal map, open space is huge.

For regular maps, theming the map is key. The mix of enemies and to have a constant gameplay is also important.

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Postby Pikman » 2008.09.27 (02:42)

Separate it; take individual sections from large clumps of tiles and move them far apart. I think a common thing I've seen in this area is using the side walls, a lot, for getting around.

Oh, and what Blackson said while I was posting.

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Postby seven_two » 2008.09.27 (02:44)

Let's say, look at this map.

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It has an atrium-ish feel to it. How do you replicate this successfully without totally emulating this map?

edit: That's helpful. I'll see how I can apply that.

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Postby notsteve » 2008.09.27 (02:54)

for atmosphere, try to keep the tiles consistant throughout the map
for autumnish, i would go with the same unbroken style, maybe throw in a few trees or something
or you can always add an image, does great things for atmosphere :)
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Postby George » 2008.09.27 (03:28)

When you're finished making a map, beautify it. Good aesthetics always attract the attention of prospective players.
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Postby Geti » 2008.09.27 (03:55)

George wrote:When you're finished making a map, beautify it. Good aesthetics always attract the attention of prospective players.
and is one of the only ways to get plays from people who dont know you.

keep tiles constant, and make sure the objects all work together. for minimalism you should use objects in shapes, and keep the overall style of the tiles almost oversized. not using curves or only using curves seems to work for this style too. i usually opt for using 2/6 and 3/7 tiles, or just 45 degrees.
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Postby BNW » 2008.09.27 (04:46)

I have found that for minimalism, you should use few if any objects, and very few tiles. I like to either clump them in the middle (sort of like a planet), or keep them on the ground at the bottom. Gives the sense of a huge expanse around you.

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Postby lord_day » 2008.09.27 (12:48)

One way to do this is have a consistent style which my seem to be realistic or haven take from the real world. For example, making a castle or caves or a forest.
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Postby Turtle » 2008.09.27 (17:21)

lord_day wrote:One way to do this is have a consistent style which my seem to be realistic or haven take from the real world. For example, making a castle or caves or a forest.
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Postby a happy song » 2008.09.27 (20:51)

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With the above map, I wanted to create a forest scene with a 'once upon a time...' feel. I think I got it pretty spot on if you go by Baraba's comment.

The best way I've found to achieve this effect is to first imagine a theme. Spend a while on the tiles alone first, shape something that captures what you're imaging as best as you can. Once you start to place the objects you can mess with the tiles to make room for the gameplay.

Really, the most important part of this is to find inspiration from outside of n. A favourite picture, computer game character, or even something more abstract such as a song or lyric.

It's not really something that can be taught, or achieved as a constant effectively, but rather something you'll stumble upon in the heat of inspiration. The more you aim for it, though, the better.
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Postby Evil_Sire » 2008.09.27 (20:58)

I love to do it in sections.

Ill split the map up into four pieces, and work on each one until its fully developed.

Once ive made the whole map i'll start tidying it up a bit, playtest it a bit more and then tweak it again.

Most of the time it takes alot of patience to correctly make a map that has an atmosphere to it.

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This has a sorta abstracty computer atmotsphere and is meant to feel like your hacking something, as you can see from the description, I spent a really long time on this to get it perfect.

Most of the time it just takes practise and practise and more practise

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Postby numa_ninja » 2008.09.28 (06:47)

Aesthetics has a lot to do with atmosphere. You want good tiles, and a theme going. Even a certain gold pattern may help, or you may want to just keep it random.

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For example, this map. Minimalism requires lots of space, and very few tiles. The feeling is kept with the use of only one strategically placed rocket, and some gold clusters. The minimalist style can also be implemented if the map is to the side, and the rest left blank, as in this map.

Hopefully I've helped.
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Postby seven_two » 2008.09.28 (07:53)

atob wrote: With the above map, I wanted to create a forest scene with a 'once upon a time...' feel. I think I got it pretty spot on if you go by Baraba's comment.
The best way I've found to achieve this effect is to first imagine a theme. Spend a while on the tiles alone first, shape something that captures what you're imaging as best as you can. Once you start to place the objects you can mess with the tiles to make room for the gameplay.
Really, the most important part of this is to find inspiration from outside of n. A favourite picture, computer game character, or even something more abstract such as a song or lyric.
It's not really something that can be taught, or achieved as a constant effectively, but rather something you'll stumble upon in the heat of inspiration. The more you aim for it, though, the better.
Very useful information from all of you. Thanks for the help - I hope I can make use of it.

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Postby Bigblargh » 2008.09.28 (16:50)

I'd just like to say that this is an awesome question. I've been wondering myself since map 2.
What always gets me in the mood is a good map description, actually.
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Postby handofgod » 2008.09.28 (18:17)

try to pick a set of objects and use them in the map, like maybe just normal doors, mines, and gauss.
and have a nice tileset.

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Postby notsteve » 2008.09.28 (23:07)

I tried to put some atmosphere in this map. :)


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Postby epigone » 2008.09.29 (04:38)

I try to make my tilesets as attractive as possible. My recent trend has been to use bold lines that connect smoothly - no jagged edges or anything like that. Also I go for "purposeful minimalism." What I mean by that is I try not to include any objects that aren't serving a a definite purpose.
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Postby origami_alligator » 2008.09.30 (07:55)

By far this has been my most atmospheric map I think.
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I think what makes a map "atmospheric" is a combination of similar and unique movements in relation to the objects surrounding the desired path. This doesn't mean a bunch of leaps and jumps the ninja has to perform that are all disconnected. You want one movement to flow into the next with some ease, but a little more difficulty than ease.

It's hard to explain and so I'd suggest playing some maps you find "atmospheric" and studying how each author achieved such an atmosphere.

edit:
Also, an amazing tileset can boost your confidence in your abilities and give you amazing results.
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Postby Destiny » 2008.10.01 (20:14)

having very few enemies that can attack many different 'sections' if you will, is an excellent way to create atmosphere. E.G - a guass behind a one-way.
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Postby SkyPanda » 2008.10.02 (15:52)

I like to make pictures, shapes and patterns with tiles.
Also, playing with space can work well, for example, having the ninja move straight from a confined tunnel into a massive cavern can create atmosphere.

You have some great maps seven_two, hope you get back into making awesome maps soon.


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