Section 6: Water
Ah water, the things that make maps pretty, and something IGN didn't like about Pokemon Omega Ruby and Alpha Sapphire
Water usually goes on the Collision layer, unless you want people to be able to walk on it, or if you want NPCs like the Magikarpus swimonlandicus
(hehe) to be able to move around in it. There are a lot of things to do with water so I'm going to try and make each sub section as short and to the point as I can.
Like cliffs, please try to avoid "square" bodies of water. Ponds in cities and towns can be square though.
Setting pond/river/bodies of water
These types of water tiles have a container outline that looks like a mini-cliff, like the below. Like the path tiles, the tiny squares below it are the corner pieces:
The process I personally use for the water tiles is the same as the cliff tiles:
1. Make an outline of how you want the water to look using the bottom water border tile. Do this on the Collision
2. Use the other water borders to make your outline look like a proper water body. This has similar edge and corners to the path tiles.
3. If you want the water to be inaccessible to anything including NPCs, fill in the center of that water body on the Collision layer.
If you want people to be able to walk into the water, put the center water tiles on the Walkable or Walk layer, and don't forget to add stairs or something so they can access it.
There are some water tiles that have a patch of darker water in the middle of it- these are deep water tiles. They usually only appear if the pond or river is very deep, and they should always show up in the ocean.
Take note that for the deep water tiles there are rounded corners. Please use them at the corners when placing these.
In PL, the deep water tiles should gently follow the curve of the edge of the water, whether it is a beach or the edge of a pond.
Setting beach water
The only thing between this and the above is that there is the presence of sand. Actually it isn't much of a difference, but often times you may find yourself wanting to have the sand and the "shallow" parts of the beach available to walk over. For the sand to water borders, please remember to avoid square or straight-line looking edges. Give them some curves!
If you want the sand-to-water border and the shallow water to be able to be walked over, put the sand-to-water border and the shallow water tile on the Walkable
layer and put the deep water tile on the Collision
To make the water non-walkable put all the water on the Collision
layer, and/or put the sand-to-water border on the Collision layer too.
If you want some areas of the shallow water to be walked over but not others, put sea rocks there or some other obstacle that will make sense in that area of the map.
1. Like the Cliffs and regular water, I take the bottom beach-to-water tile and draw a basic outline. Once you have something you like, go back and fill in your lines with the correct edges:
2.Next, take the center water tile and fill in the area where the water is supposed to go. You can make this easier by taking the Fill bucket and flooding the open area with water. (Note: You may have to "draw" an outline of where you want the water to be filled first if the fill bucket looks like it's going to place water tiles in areas you don't want it to go).
3. Take the center of the deep water tile and fill in outer areas of the water. Remember to make the line gently follow the borders of the sand and land.
(I also filled in the sand here, that sand on the beach goes on the Walkable
4.Use the outer edges of the deep water tiles to smooth out that section. Now your water tiles are done!
Docks, piers, rocks and bridges
Docks, Piers and bridges use the same tile setting format whether or not water is involve. The rocks I am referring to are the sea rocks, but they can also be used for big land rocks.
Here is a visual representation of the below, it would take too many images to post in the topic
The piers/docks/bridges follow the basic format of:
1. The main walking layer goes on the Walkable
2. The water/ground under it that is visible through a transparent hole should go on the Walk
3. The Piers/Docks/Bridges have the outside or the environment directly outside of them on the Collision
layer, otherwise there is no point in making a bridge that people can just go walk off of, unless it is the end of the bridge.
(4. If the side railing of a bridge is facing you, and there is a stand-alone tile set for that bridge, it will go on the Top
layer so your character can walk behind it)
For sea rocks, it is quite simple:
1. Rocks that are 2+ tiles high have the first tile go on the Collision
layer, and the rest on the Top
2. Rocks only one tile in size go on the Collision
The waterfall is one of the unconventional and somewhat annoying things to put on a map in PL. The waterfall on the tileset was not compatible with any other tile on there, but I love waterfalls so I shoved in some makeshift compatibility tiles at the last minute that probably does not do it perfect justice, but it gets the job done.
Prerequisites of a waterfall. If your map does not meet these 2 criteria, don't put one
1. There needs to be some straight cliffs that are at least 3 tiles across. If the entire cliff going across the map is one giant waterfall then it will be a straight line (this is one of the few instances where a squareish cliff would be okay).
2. There needs to be a decent-sized body of water above the waterfall and a body of water or something below that receives the water that falls. It makes absolutely no sense to have a waterfall in the middle of nowhere with no source or destination. You can stick a waterfall coming down from the top edge of a map to sneak past the source requirement, but if you are making a map that connects to the top, you better have a water source there..
How to make a waterfall
Find and memorize these tiles, they are all used in waterfalls.
Here's the guide I made that helps you make waterfalls.
Boats are pretty easy to set.
1. Place the entire boat on the Collision
layer above the water
2. Place the water tiles under the boat on the Walkable
And this concludes the water chapter! And Magikarp Island as well: