Yeah, I'm pretty familiar with how RMXP works. I should use tilesets, but my team has err chosen to have Breath of Fire 4 as our tilesets, which we only get by print screening game plays . It will be a bother to redo everything in that map though, So i guess I'll just remove the large objects of the towns and replace it with a new one which will be smaller objects.
About the travelling thing, my rpg will most likely be like Harvest Moon where the whole game only focuses on 1 town. So probably 3 to 4 maps in 1 layout shouldnt be bad, but if it would, then we'll do what you said.
BTW, how do I do the shading part in our map? The one at every side, where it would fade to black. Can construct do that?
A very quick and simple example
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and that's not even done properly using proper tiles or anything, but it works, it's a big map (big enough for most things I would imagine), and it's only 1.6mb. The shadows are all on another layer, above where the players would be, so it creates a believable shadow over them. While the tree tops are on the highest layer, so you can walk under them. There are also invisible collision boxes at the center of each tree, so you can't walk where the trunks are... Ok those aren't everywhere, I forgot to copy/paste them onto other tree's when I increased the map size even greater, my bad. But yeah, you should get the general idea. I should also point out that I'm not even remotely near constructs max layout size limit with this map either. Just think, if you did as others suggest, and use tiles. You could theoretically make a game world many times bigger than you're making right now, and it probably still wouldn't hit 27mb in file size.
Now, if I wanted to. I could make that map feel four or five times larger using various tricks, without increasing the layout size.
1) Large maps don't mean you should be able to go from point A to point B directly, make them travel certain routes. Morrowind was a good example, that game is surprisingly small, yet when playing it without flying cheats or spells, it feels large because you have to follow certain directions to get to places, pass around mountains and so on. Yet one town is just a few minutes from another if you went to it directly. Just about every game ever made has used this trick, made the most of every inch. So include obstacles, some impassable hills between one area and another, forcing the player to go around, which might lead them into new adventures at the same time.
2) Slow down the movement of the characters, that will instantly make a map feel larger. Start adding vehicles, mounts, ships, and the world gets smaller.
3) Make all characters smaller. Imagine instead of that red X, it was an 8x8px Lemming and everything was done to it's scale. The map would be on a par with the size of London Imagine an Ant. To the Ant, your house is the size of your town, your town is the size of a small continent to the Ant. Scale makes a big difference.
4) Lots of distractions. If there's plenty to do for a player as they travel along, they can become distracted doing something else, thus making their journey from one point to another, take longer. It also helps avoid the thing becoming boring (how often can you wander through World of Warcraft without becoming bored) and remember, your game will be single player, so nobody else to turn up out of the blue with things to do. But don't stick in enemies every few steps, cause fighting allll the time is boring as well.
And how do you expect to use BoF4 graphics, anyway? BoF4 is in 3D... it doesn't use tiles. It's rather ridiculous to expect that you can just screenshot a 3D game and cut out the pieces you need. You're not saving yourself any time by doing that, because it won't work and you'll eventually have to start over from scratch and do it the proper way.
Plus, it's stealing.