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Does size matter?

NOTE: If this is in the wrong place please move it mods. Thanks in advance :cheers:

Anyways the question I have in general pertains to RMXP mapping.
I'm curious as to map making and what people think about in terms of size.

Would bigger maps be a plus or would smaller sections be better and easier to handle for the player?

Because I've yet to decide if I want to have giant maps or just smaller sections of the map. While trying to weigh the pro's and cons of having bigger maps vs smaller ones.

Pros of bigger maps:
-Get more area covered and makes the game seem more fluid I guess?
-Won't have to worry about the game breaking off for a brief second while it transfers taking away from the action

Cons of bigger maps
-More chance for mapping errorrs to occur.
-Having to put more into areas as to not make them seem "barren"
-Cut corners here and there.
-Lag may be a serious factor. Thats why I hesitate when making big maps because I think that lag will occur. I haven't tested it just thought it.
-And for like fetch kinda quests you'd have to travel all over this large area getting confused as to where to go. But same applies to smaller sections as well just broken up bits of travelling.

Pros of smaller maps:
-Able to breathe more life into the area because its smaller and allows for more focus on it
-Mapping errors are probably less likely to occur and/or be caught easier.

Cons of smaller maps:
-Over-crowding being the main thing.
-Maybe the lag would increase because of so many events being placed so close to one another
-Having to set up transfers as well as taking away from the action because it would have to switch maps instead of it just being there.


I'm trying to keep in mind that this is a city that I'm making but I figured that the people playing my game [[whenever it releases]] would have a preferrence. So I ask you Rmxp which do you prefer?

Bigger maps over smaller ones or smaller sections over one big section?
 
It depends on what you want to use the map for.

You're not going to want your world map to be on the default 20x15 map, and unless its like a huge castle, I doubt you'd want an interior layout to be on a 60x55 map (Okay, I'm exaggerating, but you get my point).

Have a look at Tindy's General Mapping Guide. It's really helpful.

But, at the end of the day, the choice of big maps vs small maps is yours. Use a size that you feel comfortable with, and that you think is the right size for its purpose. And there's the mapping improvement thread, which I use.

Hope something I've said helps. ^_^
 
Ahh thank you I didn't see the Tindy guide before. :D

But as my setting is a modern setting its kinda broken up into blocks. And it currently sits at 30w x 23h per map/block.

I guess I'm just trying to figure out what would be easier for the user/player to handle. Gigantic maps or small sections that make up an entire map. But everyone has different preferences so it causes conflicts I guess. :/
 
I had the same problem. I had a large city, which I broke down into nine 20x15 maps. I decided that it was too much work for me, and I merged them all into one map. It took a little time, but I'm happy with the result. I think it's also easier for the player, as well (although only I've played it as of yet).

Plus, if I change anything about the map (which I might do), then I don't need to go onto several different maps to make the change consistent.
 
As a game maker I find bigger maps easier to work with.
and as a player, I also prefer them big as too much transfers confuse me to no end :D
Maybe it's the orientation problem girls are said to have..
 
For a city map, a big map is fine, but you need to keep the map detailed as you would a small map. There shouldn't be large sections of "empty" space. Paths shouldn't be wider than a few tiles. You don't want the player to have to do more walking than they need to to get from building to building. In general, it's not a good idea just to create a huge blank map and then start filling it in with buildings randomly, as this usually results in a city that is too sparse, inconvenient to navigate, and not very attractive. Make sure you draw the city out on paper first, this will help a lot.

My capital city map is broken up into three maps: a business sector, the castle area, and a residential sector. To me, it seems fine the way it turned out.
 
Personally I would stick to small maps, especially for big cities, as wide areas seem more barren. There's also more chance for bad mapping (as you're tempted to stretch things further and repeat tiles) and there are limits to how many events you can have (999) and even more limited as far as lag is concerned.
 

Tindy

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As my guide says, start small and just increase as needed/wanted. If you start off with the idea of a huge expanse of city and you make your map 200x200, you're more than likely just going to have issues with spacing and size. It tempts you to make 5 tile wide roads (for the carriages, of course!!!) and huge, monstrous buildings (there's lots of people!!!). And then you play, and you're like, "Shit, this map takes me AGES to get from the store to the inn." By starting small, you can "cram" more things in, and then then your city might actually have a crowded city feel to it when you expand. It's also useful for more spacious things because it forces you to downsize, say, farms, so you're not wandering around wasting time trying to get to the next house. And then, as you're expanding, you might find that your map suddenly went from 20x15 to 200x150, with little space wasted. :D
 
@lnicol1990: See it falls back under the different peopl have different preferences as to what they like and how they feel a map should be spaced thus creating an issue because I can't please everyone. Unless I have like two game versions. One being with giant maps and the other with small maps.

@Silver: Hahah orientation? I've never heard of this. But again its preference. Some say small some say big. But it I have it set up so that the edges transport you accordingly then it should be to much of a problem it just be like you'd be waking and then a slight pause and it changes again y'know? That bothers me. That and the fact that maplinks won't work for me. :/

@Immune: Then the issues of cut corners show up again. :p and yeah then repeated everything. I should draw it out first. Then you have one cluster fucked area or one completely same area. Blah mapping is really harder than I thought. :(

@Whynot: I didn't know you have an event limit! o_O but yeah smaller maps appeal to me more because I can focus on just that area and that area alone. But setting up the teleport spots is a hassle. The more maps the more teleportations you've gotta put up. But I'm with you on this. I'm still just trying to appeal to the masses though. Since they are in fact going to be the ones playing it.

@Tindy: I'm glad I saw that guide because I've never seen it. But I generally don't poke around in the tuts section that often in the first place. But thats damn good advice. :) I'm going to keep that in mind because I'm just trying to cram as much stuff in without the possiblity of expanding because I forget the option at times. But working small and expanding seems good.
 
This is a great question, I've been wondering the same thing really.

I use the default 20 x 15 for dungeons and multiples of that for towns (100 x 75, 60 x 45 etc.)

Seems to work for me, flows quite nicely too.

I think map space can really effect the atmosphere, its certainly up there with fogs and weather etc.

The atmosphere of a vast, busy, hustle and bustle town would be hard to get across if you're using 20 x 15 maps, much easier if you expand that to 100 x 75.

I also have some docks which are perfect for 40 x
 

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