How do you people put an atmosphere in your maps?
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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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Oh, and what Blackson said while I was posting.
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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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and is one of the only ways to get plays from people who dont know you.George wrote:When you're finished making a map, beautify it. Good aesthetics always attract the attention of prospective players.
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.
hope that was helpful..

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This has a minimalistic tileset to it.
Props to Blackson for tiles.
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QFE.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.
Definately what I would do.
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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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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.
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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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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Very useful information from all of you. Thanks for the help - I hope I can make use of it.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.
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What always gets me in the mood is a good map description, actually.

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and have a nice tileset.
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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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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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