Uniform your mapping. Buildings alwayss eem to light better if:
- You plan them with a grid size of 4. Create a decent floorplan out of a decent texture.
- Create doors at 3 in height and 2 in width using a grid size of 3.
- Windows are 2x2 grid size of 3.
- Stairs are 4x1 grid size 2.
- Walls are 1x grid size 2 in thickness.
I built the entire of New Elizabeth using these rules and my Dev textures. And look how nicely it came out.
Hi! Welcome to the forum for Platinum Arts Sandbox Free 3D Game Maker. I currently have the forums locked as I am attempting to properly update them.
In the meantime please join the new Discord Server!
If you have any questions please e-mail me through the Platinum Arts website.
In the meantime please join the new Discord Server!
If you have any questions please e-mail me through the Platinum Arts website.
Tutorial: How to Make a Good Map
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Re: Tutorial: How to Make a Good Map
(THANK YOU!)
Julius wrote:Contribute to http://www.opengameart.org NOW!
Save the wiki!
- cork279
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Re: Tutorial: How to Make a Good Map
Never copy and paste HUGE areas, Sandbox will most likely crash 
Try not to copy and paste fairly large areas. When I did this, the game crashed upon saving the map, and corrupt the save file.
Following on from the above point, save to a different file each time (e.g. map1, then map2, then map3), you could just use the usual backup files, but they're not always created for me, for some reason.

Try not to copy and paste fairly large areas. When I did this, the game crashed upon saving the map, and corrupt the save file.
Following on from the above point, save to a different file each time (e.g. map1, then map2, then map3), you could just use the usual backup files, but they're not always created for me, for some reason.
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- Joined: April 27th, 2010, 5:31 pm
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Re: Tutorial: How to Make a Good Map
thanks once again, the wiki page is now updated.
Julius wrote:Contribute to http://www.opengameart.org NOW!
Save the wiki!