   (2D RPG) Map Designers Needed!
  At this moment, we really need someone to do maps and area design. I've personally done the world map, but I need help with dungeon layouts and such. Tilesets aren't final at this point, so you can use most anything and it will eventually be replaced when we get to the polish stage. The big thing right now is to have the actual layouts and such completed. The experience requirement on this is anything from D&D map design to RPG tilemapping. I really want to have the game done by the end of the year, and if we get some help in this area, I think that's a very possible goal.Please email AND IM me if you want to establish contact. I rarely check my PMs on here, and they go unnoticed!!!Team name:Factory Eight GamesProject name:Cogs of FateBrief description:Cogs of Fate is a modern interpretation of the classic 16/32-bit RPG format, driven by animated sprites and an epic story. The plot involves a planet whose moon has been shattered, leaving a large fragment in a decaying orbit. This fragment is drenched in the moon's red liquid core, a deadly substance that will contaminate the waters and atmosphere when it falls. While the people had begun plans to escape, the nations of the world declared intent to shoot down any other nation's escape craft. With each nation wanting to be the sole survivor and representative of their race in the galaxy, a cold war began that sealed the fate of the entire planet. Fearing the results of these developments, a group of nanomages began work on an android successor to their race, which could survive the apocalypse and live on to serve as a record of their existence. However, one government learns of this project and forcefully takes the project for military use. The player controls that prototype android on an adventure to escape the planet, learn his purpose in life, and overthrow a corrupt government. Throughout the game, various philosophical themes are discussed such as the rights of machines and the influence of government.Full game outline:http://factoryeight.mybesthost.com/hosted/CoF_DD/Target aim:Windows freeware release and possibly sold on Xbox Live Community GamesCompensation:Monetary compensation, if any, to be determined after release on Community Games. Until then, this is intended as a freeware project. The current intention is to use profits (if any) to pay for better hosting and physical editions of the game for fans, possibly with art book, soundtrack, etc. Technology:XNA 3.0XNA RPG Starter Kit (full engine, just needs modifications to make the game more distinct)Talent needed:Mapper and Area Design - Create maps for the locations in the game, or create layouts and designs that I can use to make tilemapsTile Artist - Put together original tilesets for use on game maps. World map tileset is accounted for, but indoor and dungeon tilesets are still needed. We also need sci-fi objects to complement the fantasy tilesets that we currently have.Sound Designers - Create original sound effects.Team structure:Sean (Myself) - Writer, tile mapper, project lead and coordinationEsteban - Conceptual ArtKevin - MusicKazuna - MusicSteve - ProgrammingZac - SpritesAnd special thanks to countless others for their supportWebsite:ForumContacts:nayusdante@gmail.comMSN: nayusdante@gmail.comAIM: NayusDanteXfire: nayusdantePrevious Work by Team:As a whole, this is the introductory project for Factory Eight. Individually, several members have contributed to various projects, though I do not have links on-hand.Additional Info:At the moment, there are several tasks at hand. Writing is on the back burner until the scripting engine is done, as I want to build the script around our technical capabilities. Sprites are in-progress. The big thing right now is getting the maps done, in order to have a completed world. Visual Concepts:In-game tileset and map preview (temporary sprites)Worldmap ExerptColored Character ConceptsSprites (In-Progress)Feedback:ANY   
  Im a C#/XNA Programmer and would love to join your project.I also have alot of RPG tiling experience back in the days of Mirage Source and PlayerWorlds, im a pretty good mapper.Hayloe@gmail.com   ;  I'm pretty good at the pixel art stuff, and this looks like something I could do. I mean, I might have trouble matching the current art you have so I may to make a seperate area. I really can only make image files, and I don't know how to turn it into a map, but I hope that is good enough.   ;  Fuji - email me if you're interested.I've had two people apply for maps, still taking additional applications for various other positions.   ;  I know I can't help, but I have some questions. How big are your sprites, maps, and tiles in pixels? So you have one huge map as one file, or did you break it up into different files? Also, in terms of your map, how long does it take to get from one end to the other for a certain continent?   ;  Sprites are something like 16x24, but they'll be scaled up to match the tiles. Tiles are being scaled up to 64x64, and we're probably going to apply a smoothed scaling algorithm to everything. Maps are going to be pretty big, on the scale of any other retro RPG. The worldmap is designed with 256x256 dimensions in mind, but the north third of it is mostly ocean. With random battles, it should actually take a good few minutes to simply walk from one end of a continent to another. With dungeons and all, it should take an hour to go from one end of the world to the other.   ;  256 tiles for the world, or 256 pixels? With each ground tile being 64, the world seems a bit small. Expecially if there's going to be lots of water. I know there will be more stuff that's not on the overworld but it seems kind of small.   ;  256 tiles by 256 tiles. It's split into four sections, one of which is 120x120ish, another is 80x40 or so... It's decently sized.   ;  I guess so. Considering if I made a game, it would be more Zelda-esque than random encounter games, I'd need larger maps.   ;  I tried to make a map by 256*64, or approximately 1600 by 1600 and it gave an error. Did you break your map into different images?   