Handling vehicles and world maps in this way allows a realistic look in your main maps but allows travel between cities in vehicles. But a smaller vehicle would be needed on a world map. On the world map, a 32x32 (or slightly larger) vehicle may be used.Īs you can see, next to a 32 by 32 sprite, a vehicle that is 75 pixels wide looks proportional, and would look good on a map with buildings. Players can enter certain vehicles (taxis, buses, or cars in parking lots or parking spaces) which then transport them to a world map, where the player appears as a vehicle on a road. Vehicles on main maps can be parked or shown moving in a parallax on busy streets where your players cannot travel. *Approach to Vehicles/World Mapping - I suggest that main maps only have “decorative” vehicles. TileA2 – this compilation from CyangMou, Candacis, IceDragon, TerraChan, Mack, the RTP and GrandmaDeb has a grass bordered boggy depression for watery areas also. TileA1 – Use the Ace RTP Inside-A1 with two edited water tiles. For this reason, I suggest using the inside water tiles, which provides a creek and fountains, and the TileA2 edit with a boggy areas for your modern city. Industrial areas may have boggy run-off areas. *Waterways - TileA1/A2 - Most modern cities have very regulated waterways due to crowding. They are High Rise, Old Towne, Industrial/Commercial, and Suburban. * Four Main Areas – My tiles have been designed to allow you to produce four areas in your maps, which overlap one another somewhat, as modern cities do. Features of the Resources/ Suggested Mapping Approach:
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