If I wanted to create a world map from a retro rpg, What would be the best way to go at it?

I'm going to assume you are talking about the RPG maps more like older rpgs like Final Fantasy and chrono trigger.

Some questions you might want to ask yourself is

  • Do I need a world map?
  • How will I divide the map so the player knows where he can and can't go?
  • Why am I putting the locations the places they are? Does it make sense chronologically or force the player to backtrack?
  • Is the map too big or too small?
  • Is the generic or adds value to the game?

First, make all the dungeons and places you want before you make your world map. I know that sounds backwards but it works very well. It'll help you size your map properly in doing so. For testing purposes you might want to make a temporary map so that you can travel in testing between the locations.

Second, I strongly recommend making the map small or a hub world that people can quickly transfer between locations. I really don't understand of having huge void worlds with specs of civilizations on the map. When you do the speck/mass world method you are pretty much telling the player that despite all the human advancements of civilization all they could do settle was one castle per continent? That's ton of land for a single town to control and not how our society remotely comes close. Please don't do this. It's obvious when a map feels empty when there is no places to go.

Maps are heavily underdeveloped in my opinion. In many medieval kingdoms have histories of wars that formed their boundaries. There should be conflicts that occur that should set stories in games. Very few games take advantage of this concept but when they do it can greatly enhance the immersion of a game. (Some great examples of maps based on a story is Skyrim and Fire Emblem Awakening are coming to mind)

Third, if you can ditch the world map all together then do it. It's an archaic way of making maps (going back to DnD times). I know some people like it and some don't. I find it a bit jarring and breaks the flow of the game to go from pretty landscape full of details to suddenly you are a giant on a tiny map. It's just... weird.

Most people will want to get to their next destination. Remember that your game will be remember most for it's gameplay experience, art, story, music in that order. Most people will not remember the map as easily.

Also, keep the encounter rate as low as possible on the world map. Nothing is more frustrating to a player then being lost AND having to deal with constant battles.

/r/RPGMaker Thread