What this topic covers
* Biome Awareness and Transitions
* Paths
* Open Spaces
* Accessories
* Possible Progression
This topic does NOT cover
* The programming side of mapping
* Getting free art
Let's start with our first topic, Biome Awareness. What's Biome Awareness? Well, it's a special term I created to talk about Biomes and how they intersect. Many flaws you'll see in most BYOND games is a Grass Field, going straight into a desert or a ocean leading to the Grand Canyon. That's a big no no. Hell, even triple A games mess this up sometimes.
Let's look at this map for a second, specifically Africa. As you can see, it doesn't go straight from the lust rain forests to desert. In fact, there's a transition, that being the Savanna. Same could be said for the Eastern and Central United States. Eastern is mostly broad leaf forest, it transitions to Temperate Grassland, then into Desert.
What this map is trying to explain is that climates aren't just next to each other. Most BYOND game's I see have this "block border" mentality about them. Either they are too lazy to put transition tiles, or they just don't care. For example:
That is absolutely is horrendous. Not only is it block border, but there's not transition what-so-ever. It's absoloutely disgusting.
This example is /slightly/ better. The dithering could use more work, but it shows a small transition.
I'd hate to say it, but outside. Look at pictures of different landscapes. Get a feel for them. See how everything blends, how everything transitions. Don't just go on a wym and blop random tiles down like an idiot. Mapping is a huge part of any game. It's saddens me that it's outclassed by things such as pixel art and programming, because honestly, it should be on the same level. Mapping is an art, treat it like one. In the next tutorial we will talk about paths and how wide they should be. Hope this help some of you out. Let's take BYOND is a good direction, one step at a time.
(Note: I'm open to any criticism since this is my first tutorial)
How a terrain type transitions into another would entirely depend on what the type of terrain is and what it is transitioning into. Grass transitioning into dirt would be fairly messy, with patches of grass and dirt inside of each other. But grass transitioning into pavement would be much straighter and smoother.
Transitioning would also depend largely on art style.
That being said, games with the issue you've mentioned tend to be peoples first (or one of their first) games, and after a quick look, most of the games I saw didn't have this issue.
I agree that BYOND games need better maps and that most people confuse pretty graphics with good maps. But what you are going to cover isn't going to help people make good maps. A good map starts with a solid layout and foundation, if you do not have this, nothing you do will make a map look good, so this is what you need to be talking about before anything else. It's like trying to teach people to draw a person by starting with the lengths of fingers relative to each other. That doesn't matter if people don't even know what shape a human is.