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seeker
May 18th, 2012, 07:41 AM
So I've seen a lot of people posting maps in the Screenshot Showcase, but that's not really what it's for. So I'm making this thread for showcasing maps and reviewing them. This is not strict, so you have no obligation to rate the map above you. But if someone does it for you, return the favour as an act of courtesy.

Let me give you one bit of advise though. If you're going to mention tile errors, don't dwell on them too much. They're not a sign of bad mapping. They take about a second to change. Concentrate on the composition and quality of the map.

Just to get the ball rolling, I'll display a map. This is Route One from my game, the space on the right where the decline is, is purposeful.

http://fc07.deviantart.net/fs70/f/2012/139/a/0/route_one_by_gavinforpresident-d4e4pud.png

KingCharizard
May 20th, 2012, 12:14 PM
Abnegation
I really like the map, its very well done I cant see a way to improve it.

However I don't like the grass tile, its just my personal problem not a big deal I just think the grass tile looks unnatural and kinda like a glass or ice tile would look. Again this is just me. I also like that its not outrageously huge like some of the maps I've seen.

Other than that awesome dude :)

Obix
May 28th, 2012, 11:50 AM
What program are you using and it looks really good very detailed

Nickalooose
May 28th, 2012, 12:16 PM
Abnegation
I really like the map, its very well done I cant see a way to improve it.

However I don't like the grass tile, its just my personal problem not a big deal I just think the grass tile looks unnatural and kinda like a glass or ice tile would look. Again this is just me. I also like that its not outrageously huge like some of the maps I've seen.

Other than that awesome dude :)



Exactly my opinion, I really dislike the grass tiles... It's not just your opinion KC, They almost look like they are risen...

I want to post a map myself, but I've forgotten my password on the picture site at the minute haha, will post one when I have the password.

Obix
May 28th, 2012, 12:40 PM
http://i1270.photobucket.com/albums/jj616/Obix3791/5.jpg
This is my first project ive been learning alot ive gotten pretty good at scripting but the map making is an issue i like constructive criticism but dont be rude Thanks

Riansky
May 28th, 2012, 01:18 PM
Obix: Overall idea is good, Its a bit empty but that can be easily fixed. I would suggest you adding some dirth paths/sand paths. Then I wouldn't add wildpokemon grass tiles into map If they are not here for anything special ( Poke Lab or something). Then about trees, I suggest you to "close them" Don't leave that empty space between trees and don't place flowers so randomly. I could suggest more but I'm not best at english and can't describe really well. But fix those things and that map could turn out nice :) Good luck!

Abnegation: Amazing! There is no way to improve that map, everything works well together. Tiles are just amazing, keep it up!

Lord Varion
May 28th, 2012, 01:53 PM
This map is a classic for most Pokémon players!!
It's for Pokémon Volcano Red :3
Enjoy!
http://i1115.photobucket.com/albums/k559/Soundfonter/pallettown-2.png

Nickalooose
May 28th, 2012, 03:08 PM
This map is a classic for most Pokémon players!!
It's for Pokémon Volcano Red :3
Enjoy!
http://i1115.photobucket.com/albums/k559/Soundfonter/pallettown-2.png


I like this map, although the buildings look somewhat out of place, but, that's not really a problem for me, I like this, also want to state, I like Abnegations map too, those are awesome tiles.

Here is my map.
http://img339.imageshack.us/img339/9923/route08.png

I don't know how to get rid of the events and show what they are, so you'll have to deal with it I'm affraid.

This is my Route 08, right is Lavender Town and left would be Saffron City... I like trees and bushes and grass, so this route has changed heavily since the previous games, thus the obvious being, more foliage and 3 new buildings, each building here has something to do with a storyline, also, this route will no longer have any trainers, as seen in previous games, this route also has a Pokémon only to this area.

EDIT: Riansky, I love your siggy, I love Katy Perry haha

Obix
May 29th, 2012, 04:05 AM
Riansky: Thanks i appreciate the notes, now this one is route 01 of my game

http://i1270.photobucket.com/albums/jj616/Obix3791/6.jpg

Nickalooose: I like that map (I noticed its for ds should i be making a ds rom hack or a gba whats more popular?) otherwise i really like the map

Nintendork15: It looks good reminds me of the old games haha

Lord Varion
May 29th, 2012, 05:56 AM
Riansky: Thanks i appreciate the notes, now this one is route 01 of my game

http://i1270.photobucket.com/albums/jj616/Obix3791/6.jpg

Nickalooose: I like that map (I noticed its for ds should i be making a ds rom hack or a gba whats more popular?) otherwise i really like the map

Nintendork15: It looks good reminds me of the old games haha

WHy thank you, it's suppose to, since it's Pallet Town.
As for your map, it's very big and rather empty, I could easily get through there with only a 0.05% of getting a wild battle, When making a map don't be afraid to make some maps small, sometimes it's better and makes more of a challenge because of the grass, and the ledges that are placed look pretty pointless since they're not really in the way, i can walk past them and continue going to the next town easily.
Also, the overall shap of the route, is a bit to blockish in my opinion.
But hey! That's just me. Overall, good job.

Obix
May 29th, 2012, 06:24 AM
No your very right.. Unfortunately it does look blocky, I need opinions though so thank you you for your comment ill go back to the drawing board haha

Lord Varion
May 29th, 2012, 10:35 AM
http://i1115.photobucket.com/albums/k559/Soundfonter/Route22-1.png
Not much to say for this.
I tried to make it original to other revamps of it.

AmethystRain
May 29th, 2012, 02:36 PM
Abnegation- Lovely! The only thing that sticks out to me is that very decline, so I'm glad you mentioned it. And personally, I like the grass tiles. If I had another critique though, I'd ask about the water. Geographically speaking, how does it form like that? It's quite aesthetic, but are they puddles, or rivers, or.... I'm not sure. XD

Obix- Town: It's a good start, but to me it feels like it lacks purpose. Imagine if you were the original founder of the town- how would you want it to be laid out? Or, if it was something that developed over time, imagine the history. Who settled that area first, which house is theirs, and how did the city and area grow? I think you can do much better.
Route 1: It's a box. :c Nature does not form in boxes! Round out the edges a bit, and then fill in the extra spaces with other plants, rocks, etc. Also, your ledges... aren't doing anything. The space you leave lets the player walk around them anyway. Again, I don't feel much purpose. How did this route form geographically? What obstacles will it present to the player?

Nintendork- I'll comment on both of yours at once. I have much less to say here since the area design isn't your own, though... The thing that bothers me the most is the overlap of the trees. The way they connect looks really awkward to me. The buildings also stand out, but I'm against 3d graphics in 2d environments anyway, so meh. Just my bias, perhaps.

Nickaloose- Ooh, so a Kanto sequel? Interesting. The roof of the blue houses looks awkward to me, but I like the rest of it. I think you have a really nice mash-up of recognizably old features and yet new development. Particularly the buildings, and- that pond where the ledges used to be, right? I don't remember that... The other stand-out to me is your cliff tiles. The edges seem rather repetitive. Maybe make some variations?



And now... My turn.
This is a topic for maps, right? Do they have to be in game ones?
If not, how about... a hand-drawn region map? (http://www.poke-place.com/rebornmap.png)

Lord Varion
May 29th, 2012, 02:59 PM
Nintendork- I'll comment on both of yours at once. I have much less to say here since the area design isn't your own, though... The thing that bothers me the most is the overlap of the trees. The way they connect looks really awkward to me. The buildings also stand out, but I'm against 3d graphics in 2d environments anyway, so meh. Just my bias, perhaps.

With the designs I tried to stay on the path of Kanto, but I tried to make it seem more natural, by having less blocky paths than the previous appearences of Kanto.
The overlapping trees don't seem to bug me, it's pretty much how it is in the games. I'm trying to add a 3d script to the game i'm doing so the building thing won't be a problem.

here's another map though:
http://i1115.photobucket.com/albums/k559/Soundfonter/ViridianCity.png

That bottom of the map is a bit cut off. Dx

Cast
May 30th, 2012, 12:15 AM
^The fence going across the road/path looks rather strange. I would remove that section of road or get rid of the fence

Nickalooose
May 30th, 2012, 04:13 AM
Nickaloose- Ooh, so a Kanto sequel? Interesting. The roof of the blue houses looks awkward to me, but I like the rest of it. I think you have a really nice mash-up of recognizably old features and yet new development. Particularly the buildings, and- that pond where the ledges used to be, right? I don't remember that... The other stand-out to me is your cliff tiles. The edges seem rather repetitive. Maybe make some variations?

And now... My turn.
This is a topic for maps, right? Do they have to be in game ones?
If not, how about... a hand-drawn region map? (http://www.poke-place.com/rebornmap.png)

Yeah, it's what happened after the red era, after Team Rocket has been and gone, the 2 buildings at the bottom are only "half" built, they get fully constructed during game play, thus to make the illusion the region is still being built, and the smaller trees to show they've been growing a few years, but not a long enough time to be large... What looks awkward about the rooves? I'm trying to keep the game familiar with a few extra fundamentals to give a totally new experience, that's the plan anyway... Nope that pond is new ;), also, as it is as shallow as you'd think, bein a new addiyion and all, this is unsurfable ;), SURF works differently in my game... I know the mountains have a repetetive look, at the moment, I have a lot of other graphical things to work on, before I fumble onto minor edits, I have however frew a lot of tiles myself, wether they are small or large edit's, I hope they are not fully recognisable to you guys so you get a nice original feel.

Is thar drawing going to be your region or?

Riansky: Thanks i appreciate the notes, now this one is route 01 of my game

http://i1270.photobucket.com/albums/jj616/Obix3791/6.jpg

Nickalooose: I like that map (I noticed its for ds should i be making a ds rom hack or a gba whats more popular?) otherwise i really like the map


I agree with Nintendork, bit big and open, the areas seem blocky and the ledges are almost pointless, it's a good idea, I think it needs more obstacles, but I like foliage and this may not be your style, and how you've designed, is... I do however think, this size of route should be more of a route 02 kind of thing, Route 01 is almost straight forward, although saying that, this is straight forward, I'm kind of confusing myself and I hope you get the point I'm trying to make.

EDIT:

With the designs I tried to stay on the path of Kanto, but I tried to make it seem more natural, by having less blocky paths than the previous appearences of Kanto.
The overlapping trees don't seem to bug me, it's pretty much how it is in the games. I'm trying to add a 3d script to the game i'm doing so the building thing won't be a problem.

here's another map though:
http://i1115.photobucket.com/albums/k559/Soundfonter/ViridianCity.png

That bottom of the map is a bit cut off. Dx

The trees up the top over lap wrong... I like the new look to Viridian City... It may be my eyes right now, but the path almost looks like it's above everything else, noticable by the 2 signs in the middle and the grass under, by the PokéCenter... I like how you haven't over used trees by the water, +1 for that, +1 for trees around the PokéCenter, I can't stress enough on how so many people are scared for putting trees inside a town or city... +1 for new location of the gym, whether it's only moved a few tiles or not... +1 on the water area, looks nice... I don't like the fence that goes over the path near the top... And the fence that looks like a backwards C, looks well strange, like it finishes before it was finished... I don't like lamposts but this isn't a problem... I like foliage, but there are too many flowers by the PokéMart for my liking... I also think you should draw some different signs as those ones are used alot here and I feel I'd need a change from important signs to less important ones (Important: area name... Less important: someones house).

Overall, I like it haha

Obix
May 30th, 2012, 04:19 AM
http://i1270.photobucket.com/albums/jj616/Obix3791/7.jpg
Okay I've taken what you guys and gals have said this is what i got out of it took me like 30 mins just a rough sketch how is this one

Some of you might think ive over done it with the flowers but im thinking more wildflowers if i went out in my back yard in the woods there would be different and many kind of them but i live in Texas but again opinions please this is the only thing holding me back on my project is map editing scripting pretty easy but im still learning

Nickalooose
May 30th, 2012, 04:35 AM
http://i1270.photobucket.com/albums/jj616/Obix3791/7.jpg
Okay I've taken what you guys and gals have said this is what i got out of it took me like 30 mins just a rough sketch how is this one

Some of you might think ive over done it with the flowers but im thinking more wildflowers if i went out in my back yard in the woods there would be different and many kind of them but i live in Texas but again opinions please this is the only thing holding me back on my project is map editing scripting pretty easy but im still learning

Much better, although, you've used the wrong trees, the top parts of the tree have a bottom part of another tree, find the other tree that doesn't have that... Otherwise, good map... The flowers are fine how they are, I like that those bunched flowers are together and the rest are spread out.

EDIT: The sand needs grass all around, you're missing a bit at the top

Obix
May 30th, 2012, 04:41 AM
Good eye haha on the grass but what do you mean which trees?

Nickalooose
May 30th, 2012, 04:54 AM
Good eye haha on the grass but what do you mean which trees?

The peaks of the larger trees have trunks of another tree behind them

Rayd12smitty
May 30th, 2012, 12:12 PM
Hi everyone. This is the hometown of my game. It is called Lily Town. Please let me know what you think. This is the first map I have really put a lot of thought into.

http://pokemonmelaniteversion.webs.com/photos/undefined/Lily%20Town.png

Sorry for the squares and the selected space. I am just learning about taking screenshots on my new computer.

Obix
May 30th, 2012, 12:48 PM
oh the shadow gotcha haha i could not figure out what you were talking about got it

Lord Varion
May 30th, 2012, 01:09 PM
Hi everyone. This is the hometown of my game. It is called Lily Town. Please let me know what you think. This is the first map I have really put a lot of thought into.

http://pokemonmelaniteversion.webs.com/photos/undefined/Lily%20Town.png

Sorry for the squares and the selected space. I am just learning about taking screenshots on my new computer.

Looks rather good actually, only problem I have is the top exit looks rather big.

Rayd12smitty
May 30th, 2012, 01:32 PM
Ya I noticed that too. On the route that goes right above the town I am trying to shorten it up by moving the trees in a bit. I will also cut off the top of the map a bit. It should look ok then.

Lord Varion
May 30th, 2012, 01:37 PM
When I meant big, i also meant in width too, but it could just be me.

AmethystRain
May 30th, 2012, 02:24 PM
Nickaloose- It's the diagonal cuts of the edges. There are some pretty jarring pixels out of place as I see. If you could do anything smoothen the lines, it would fine.


And yes, the drawing is the region of my game. I've got a bit more than half of the city area done so far.

Obix- Much better! Nickaloose got the few issues, but it really has some atmosphere now.

Rayd- It's definitely a solid start, but it still looks a little empty to me. Maybe just shrink the mapsize a little bit, or find some other tiles to fill up the empty space. Also, the ponds... are boxy. Ponds do not form in boxes. :c

Nickalooose
May 31st, 2012, 02:23 AM
Hi everyone. This is the hometown of my game. It is called Lily Town. Please let me know what you think. This is the first map I have really put a lot of thought into.

http://pokemonmelaniteversion.webs.com/photos/undefined/Lily%20Town.png

Sorry for the squares and the selected space. I am just learning about taking screenshots on my new computer.

Looks rather good actually, only problem I have is the top exit looks rather big.

I agree with Nintendork on your map, looks pretty good, although I think it's a few tiles too big too... I like the idea of having a gate house between this town and the next route/town/city, I've never thought of doing that.

oh the shadow gotcha haha i could not figure out what you were talking about got it

Yeah that's it haha!

This is my Route 03 map.
http://img407.imageshack.us/img407/5089/route03.png

Not much has changed here besides more trees... Some of the trainers here, though, are pretty tough considering they are just outside of Pewter City... Route 04 is North-East of this route.

EDIT:

Nickaloose- It's the diagonal cuts of the edges. There are some pretty jarring pixels out of place as I see. If you could do anything smoothen the lines, it would fine.


And yes, the drawing is the region of my game. I've got a bit more than half of the city area done so far.

Obix- Much better! Nickaloose got the few issues, but it really has some atmosphere now.

Rayd- It's definitely a solid start, but it still looks a little empty to me. Maybe just shrink the mapsize a little bit, or find some other tiles to fill up the empty space. Also, the ponds... are boxy. Ponds do not form in boxes. :c

Ah I see, I will look into this.

Oh okay, that looks, well, huge, will love to see how you do that.

My thoughts exactly.

Obix
June 1st, 2012, 06:38 AM
AmethystRain: Thank you and i fix those problems

Nickalooose: I like it except the group of boulders at the bottom seems like you could make it a bit more creative i guess but thats just me

Rocket-Dock
June 1st, 2012, 09:54 AM
Here I have Holana Cove, the cova of my unnamed region (I need one)!

http://fc05.deviantart.net/fs71/f/2012/153/e/0/holana_cove_by_rocket_dock-d51w3c8.png

lx_theo
June 1st, 2012, 10:18 AM
Here I have Holana Cove, the cova of my unnamed region (I need one)!

[Map Picture]
Its a bit small and simple. Not much to do wrong.

salva123
June 1st, 2012, 10:48 AM
what do you think about the first town of my games?
http://foto.mercadofotos.com/salva123/Pokemon/korac.png

and also can you tell me a program to take map screenshots? because map maker 1.1 is not working for me, it gives me this error:

Script 'Tile' line 33: TypeError occured.

nil can't be coerced into Fixnum

Backtrace:
'Tile' line 33 in `+'
'Tile' line 33 in `initialize'
'Spriteset_Map' line 103 in `new'
'Spriteset_Map' line 103 in `init_tilemap'
'Spriteset_Map' line 98 in `each'
'Spriteset_Map' line 98 in `init_tilemap'
'Spriteset_Map' line 96 in `each'
'Spriteset_Map' line 96 in `init_tilemap'
'Spriteset_Map' line 92 in `each'
'Spriteset_Map' line 92 in `init_tilemap'
'Spriteset_Map' line 33 in `initialize'
'Scene_Main' line 210 in `new'
'Scene_Main' line 210 in `generate'
'Scene_Main' line 127 in `update_top'
'Scene_Main' line 95 in `update'
'SDK::Scene_Base' line 104 in `main_loop'
'SDK::Scene_Base' line 47 in `main'
'SDK::Scene_Base' line 46 in `loop'
'SDK::Scene_Base' line 49 in `main'
'Main' line 12

mineox100
June 1st, 2012, 11:04 AM
what do you think about the first town of my games?
http://foto.mercadofotos.com/salva123/Pokemon/korac.png


Looks pretty good. The houses seems a bit blurry, and I guess the cave only has one exit?

EDIT: I posted this on DA, but no one commented, I guess I'll post it here:
http://i.imgur.com/GgP0X.png

Rocket-Dock
June 1st, 2012, 11:06 AM
Its a bit small and simple. Not much to do wrong.

Its just only a prev of the whole map, and maps dont need to be filled with alot of details/stuff.
But thankyou

Riansky
June 1st, 2012, 02:49 PM
Here I have Holana Cove, the cova of my unnamed region (I need one)!

http://fc05.deviantart.net/fs71/f/2012/153/e/0/holana_cove_by_rocket_dock-d51w3c8.png

Simple and nice. I rather see full map before I suggest you anything. So I'll be waiting for full map. The tiles looks really amazing and pallets are really nice too. good job on that!

Nickalooose
June 2nd, 2012, 04:31 AM
Here I have Holana Cove, the cova of my unnamed region (I need one)!

http://fc05.deviantart.net/fs71/f/2012/153/e/0/holana_cove_by_rocket_dock-d51w3c8.png



Its just only a prev of the whole map, and maps dont need to be filled with alot of details/stuff.
But thankyou

Simple and nice. I rather see full map before I suggest you anything. So I'll be waiting for full map. The tiles looks really amazing and pallets are really nice too. good job on that!

@Rocket-Dock: Well I must agree with Riansky, I'd prefer to see all the map to comment, however, the tiles really are great, a problem I see though, how is there shadow from a north POV, AND, a west POV, on the cliff tiles? I do say it's preferred we see the whole map, but it doesn't mean you have to do so, just be prepared for fewer people to comment about your maps if you do post a quarter or half or whatever...

what do you think about the first town of my games?
http://foto.mercadofotos.com/salva123/Pokemon/korac.png

and also can you tell me a program to take map screenshots? because map maker 1.1 is not working for me, it gives me this error:

Script 'Tile' line 33: TypeError occured.

nil can't be coerced into Fixnum

Backtrace:
'Tile' line 33 in `+'
'Tile' line 33 in `initialize'
'Spriteset_Map' line 103 in `new'
'Spriteset_Map' line 103 in `init_tilemap'
'Spriteset_Map' line 98 in `each'
'Spriteset_Map' line 98 in `init_tilemap'
'Spriteset_Map' line 96 in `each'
'Spriteset_Map' line 96 in `init_tilemap'
'Spriteset_Map' line 92 in `each'
'Spriteset_Map' line 92 in `init_tilemap'
'Spriteset_Map' line 33 in `initialize'
'Scene_Main' line 210 in `new'
'Scene_Main' line 210 in `generate'
'Scene_Main' line 127 in `update_top'
'Scene_Main' line 95 in `update'
'SDK::Scene_Base' line 104 in `main_loop'
'SDK::Scene_Base' line 47 in `main'
'SDK::Scene_Base' line 46 in `loop'
'SDK::Scene_Base' line 49 in `main'
'Main' line 12


Looks pretty good. The houses seems a bit blurry, and I guess the cave only has one exit?


The error is not for here, especially as this error has nothing to do with Essentials... I agree with mineox, the buildings are blurry, hard on the eyes... I don't quite understand the "cave only has one exit" comment though!


EDIT: I posted this on DA, but no one commented, I guess I'll post it here:
http://i.imgur.com/GgP0X.png


I don't like all the little trees you have in the middle of the paths, I like trees as you can read from my previous posts... I'd remove them and make the path smaller or change them for bigger trees... Battling is almost uneccesary in this route too, you can almost skip every piece of grass... Apart from the mentioned, this is an alright map, I guess you have a new region in your game, will like to see more :classic:.


Nickalooose: I like it except the group of boulders at the bottom seems like you could make it a bit more creative i guess but thats just me

I actually didn't notice those boulders haha, I think I will change that now you've pointed that out to me! Thanks! That's the original draft of that route before I updated it to how it looks now, I obviously didn't change that part.

desbrina
June 3rd, 2012, 03:21 PM
Couple of maps. A note about the maps. This game doesn't follow the standard pokemon storyline, the explanations might be a bit vague, i don't want to give away too much.


http://fc06.deviantart.net/fs71/f/2012/155/d/0/vien_by_desbrina-d52amaz.png
This is a starting town. Its name is Vien
The top left house is the players, the top right lab building is a pokemon breeding centre. It can't be used till later in the game. The bottom house is a rest house/hotel type place for breeders. You also meet the person who explains what's going on there and who gives you your first pokemon.
It also has a pokemart, but it only sells basic things such as potions, no pokeballs.

http://fc05.deviantart.net/fs71/f/2012/155/e/3/route_1_by_desbrina-d52amay.png
This is the top half of Route 1. It's made so that its easy to get out of, but not easy to get into. You unlikely to return here till later on in the game

titiy
June 4th, 2012, 01:48 AM
Here's a map I did a while ago.

Still not 100% satisfied, and the mushrooms need to be recolored. I need to get ride of some of the ''curves'' too.

I'd be happy if you guys could help me make it better :)


http://s13.postimage.org/d3rllka3p/Mountain.png
http://s13.postimage.org/xb51dv7l1/Mountain.png

BrakeNeck
June 12th, 2012, 09:03 AM
Couple of maps. A note about the maps. This game doesn't follow the standard pokemon storyline, the explanations might be a bit vague, i don't want to give away too much.


http://fc06.deviantart.net/fs71/f/2012/155/d/0/vien_by_desbrina-d52amaz.png

http://fc05.deviantart.net/fs71/f/2012/155/e/3/route_1_by_desbrina-d52amay.png
This is the top half of Route 1. It's made so that its easy to get out of, but not easy to get into. You unlikely to return here till later on in the game

I rather like your maps. I wonder though, on the first map are they Pokemon sprites visible retained regardless of game progression; or does it change based on which Pokemon are kept there/taken from there?

Here is my largest map so far. This is Trelum forest, a dense area full of Life. It has one of the harder Gym's in the game; and it is rumored to contain over 15 species of Pokemon. Due to the fact it is composed of Coniferous trees, the most common Pokemon encountered is Pineco.
This link goes to the Map as it is posted on my DA.

http://fav.me/d53c9v7

Nickalooose
June 12th, 2012, 09:51 AM
Here is my largest map so far. This is Trelum forest, a dense area full of Life. It has one of the harder Gym's in the game; and it is rumored to contain over 15 species of Pokemon. Due to the fact it is composed of Coniferous trees, the most common Pokemon encountered is Pineco.
This link goes to the Map as it is posted on my DA.

http://fav.me/d53c9v7


A couple of tile errors by the PokéCenter.

The map is huge, looks like a lot of encounters will appear here haha, lucky there is a PokéCenter within if Pokémon get tired... Why does this gym have a cut tree, a rock to smash and a boulder...? Is it one of the last gyms?

The trees also use the wrong peaks, it shows a shadow of a tree that should appear behind it.

I think you need more trees on the path itself.

4th Gen Matt
June 12th, 2012, 09:54 AM
I rather like your maps. I wonder though, on the first map are they Pokemon sprites visible retained regardless of game progression; or does it change based on which Pokemon are kept there/taken from there?

Here is my largest map so far. This is Trelum forest, a dense area full of Life. It has one of the harder Gym's in the game; and it is rumored to contain over 15 species of Pokemon. Due to the fact it is composed of Coniferous trees, the most common Pokemon encountered is Pineco.
This link goes to the Map as it is posted on my DA.

http://fav.me/d53c9v7


It has been a loooong while since I've posted on this forum but I suppose I will give it a go.

At first thought I was surprised at the fact that there was a Center, Mart and Gym in a forest. It's unusual.. but I suppose I can't punish you for creativity, right?

Near the Gym, their is a Rock Smash boulder, a Strength boulder and a Cut tree right next to one another. I know what you were going for but I need to be honest in telling you it looks out of place and quite.. stupid. Don't take offense, please, it is not my intention to offend. But it does. Say you can only get Strength after you've received Rock Smash and Cut. In that case, is the additional boulder and tree necessary if you KNOW they have those two HMs already? Also, if you'll look to the SE of the Mart, you will notice a mis-placed flower tile on top of a tree tile.

In addition, those ledges look so out of place/pointless. Fix them so they don't look as such. Overall I would give your map a.. 6/10. It's not awful and after a few fix-me-ups could easily make it to a 7, perhaps an 8. Nice effort and good luck!

Here is a map of mine. I know it is bland, and I have actually spruced it up before but unfortunately, with the destruction of my laptop, that version of the map (which was much better) was lost. This was years ago and so I can't exactly remember what I did to make it look more alive.

http://i40.tinypic.com/fdsxs6.jpg

Nickalooose
June 12th, 2012, 10:31 AM
Here is a map of mine. I know it is bland, and I have actually spruced it up before but unfortunately, with the destruction of my laptop, that version of the map (which was much better) was lost. This was years ago and so I can't exactly remember what I did to make it look more alive.

http://i40.tinypic.com/fdsxs6.jpg

I can tell you what's missing in my opinion... Long grass, fencing, water, flowers... All that kind of thing.

BrakeNeck
June 12th, 2012, 04:34 PM
It has been a loooong while since I've posted on this forum but I suppose I will give it a go.

At first thought I was surprised at the fact that there was a Center, Mart and Gym in a forest. It's unusual.. but I suppose I can't punish you for creativity, right?

Near the Gym, their is a Rock Smash boulder, a Strength boulder and a Cut tree right next to one another. I know what you were going for but I need to be honest in telling you it looks out of place and quite.. stupid. Don't take offense, please, it is not my intention to offend. But it does. Say you can only get Strength after you've received Rock Smash and Cut. In that case, is the additional boulder and tree necessary if you KNOW they have those two HMs already? Also, if you'll look to the SE of the Mart, you will notice a mis-placed flower tile on top of a tree tile.

In addition, those ledges look so out of place/pointless. Fix them so they don't look as such. Overall I would give your map a.. 6/10. It's not awful and after a few fix-me-ups could easily make it to a 7, perhaps an 8. Nice effort and good luck!

Here is a map of mine. I know it is bland, and I have actually spruced it up before but unfortunately, with the destruction of my laptop, that version of the map (which was much better) was lost. This was years ago and so I can't exactly remember what I did to make it look more alive.

http://i40.tinypic.com/fdsxs6.jpg


This is a nice base for a map, if I were you I would begin by adding some minor Fauna, and things of that variety. Small detailed features, that make more of a "pop" when the player is going down the roads. Right now, the grass areas just seem to empty, other that that it is a nicely placed map.

Nickalooose: This is my Edit or Trelum Forest, I will be adding some small road blocks for the Gym, but they are not placed for now. To answer your previous question, yes this is in fact one of the last Tiers of Gyms. Gym 15/18 to be more precise.

4th Gen Matt: With the Poke Center and Poke Mart, this area has a HIGH encounter rate, and has a large variety of Pokemon. Along with these facts it is the first real challenge on the way to the gym. It will have trainers added in eventually, mainly on the way down to the Poke Center, only one of two before the Mart. As to the Gym, I will be having a few Gyms which do not occur in Villages, similar to the Fuscha Gym off the original Anime. That is concept I loved, and was sad to see did not exist in the games(At least Gen I ,II, III)

Now onto my update. This is a newer version of the Map, it is not the final version as it does not have trainers or random items/hidden items quite yet. I used a more complex version of Mapping this time, to try and make it look more like a Forest, and less like a wall of trees with some road in the middle. Let me know what you think ^^.


http://brakeneckstudios.deviantart.com/#/d53e278


P.S. The path to the gym is also fixed so it is navigable. I also expanded the Entry-way to the North by one or two blocks, also for navigation issues.

Rayd12smitty
June 12th, 2012, 07:28 PM
I rather like your maps. I wonder though, on the first map are they Pokemon sprites visible retained regardless of game progression; or does it change based on which Pokemon are kept there/taken from there?

Here is my largest map so far. This is Trelum forest, a dense area full of Life. It has one of the harder Gym's in the game; and it is rumored to contain over 15 species of Pokemon. Due to the fact it is composed of Coniferous trees, the most common Pokemon encountered is Pineco.
This link goes to the Map as it is posted on my DA.

http://fav.me/d53c9v7


Hi everyone, sorry I haven't had time for a while to work on my game. Anyway, I like all the new maps that have been put up, but this one concerns me. I think you have way, way, way too much tall grass. It could take half an hour just to walk through here. Other than that, I like it a lot.
Anyway, you might now remember me, but I posted a screenshot of my games hometown a while ago and got critiqued on the north exit and the ponds. I have fixed those now. I am out of time though and will post it tomorrow.

MaTe9usz6
June 13th, 2012, 06:26 AM
This is my map to my game Pokemon Shadows&Lights (only Polish language version) it name is "Forgom Forest".
https://dl.dropbox.com/u/12173118/ShadowsCzerwiec/forgomforestv4.png


What is your opinion about this map?

fiOWNya
June 13th, 2012, 09:37 AM
This is my map to my game Pokemon Shadows&Lights (only Polish language version) it name is "Forgom Forest".
https://dl.dropbox.com/u/12173118/ShadowsCzerwiec/forgomforestv4.png


What is your opinion about this map?

4/10
The grass looks odd, grass generally doesn't come in little circles. Also, don't know if you ripped the trees, grass, branches, etc yourself, but the shadow/outline should be changed to something to match the grass. It looks really choppy.

As far as the map itself goes, I would probably widen the path just a little for ease of movement. I think the overall layout of the trees looks good (they aren't just in lines, they are natural looking). I also like the river going through the town, there just aren't enough rivers around. However, the buildings, benches, and lights seem somewhat haphazardly placed.

Nickalooose
June 14th, 2012, 05:16 AM
Now onto my update. This is a newer version of the Map, it is not the final version as it does not have trainers or random items/hidden items quite yet. I used a more complex version of Mapping this time, to try and make it look more like a Forest, and less like a wall of trees with some road in the middle. Let me know what you think ^^.


http://brakeneckstudios.deviantart.com/#/d53e278


P.S. The path to the gym is also fixed so it is navigable. I also expanded the Entry-way to the North by one or two blocks, also for navigation issues.
4/10
The grass looks odd, grass generally doesn't come in little circles. Also, don't know if you ripped the trees, grass, branches, etc yourself, but the shadow/outline should be changed to something to match the grass. It looks really choppy.

As far as the map itself goes, I would probably widen the path just a little for ease of movement. I think the overall layout of the trees looks good (they aren't just in lines, they are natural looking). I also like the river going through the town, there just aren't enough rivers around. However, the buildings, benches, and lights seem somewhat haphazardly placed.

I think this covers it... There are no shadows for anything however... Plus the guard tower has a random white line underneath, you need to remove that... The lampost shouldn't be positioned like that either.

Rayd12smitty
June 14th, 2012, 01:02 PM
Ok guys. So I finally got around to remaking and taking a screenshot of my fan games home town again. I posted it a while ago and you gave me some helpful critiques. Those included making the ponds less boxy, making the north path thinner, and making the town as a whole smaller. I did not want to change the size of the map, unless you still think I really should. Anyway, here it is

http://pokemonmelaniteversion.webs.com/photos/undefined/Lily%20Town(FULL).png

Let me know what you think. I have more maps coming soon.

Aamelo
June 16th, 2012, 11:24 AM
This was my most recent Pokémon Map Made. I have uploaded some new maps for deviantART but those were done before this one. Let me know what you think. The tiles are a courtesy of Hex-el-Grande, Zeikaro and WesleyFG from DeviantART

http://fc07.deviantart.net/fs71/f/2012/116/a/3/eeveerfree_forest_by_aamelo-d4xmiij.png

Let me know your opinions. (I am not currently using this for any game)

Unknown#
June 18th, 2012, 05:14 PM
This is a starting town I made for my current project. I have only recently started on this project, so any and all critique is appreciated.
http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65147
Once again, I would really like some feedback, and I am going to post some more maps soon.

mineox100
June 18th, 2012, 05:28 PM
This is a starting town I made for my current project. I have only recently started on this project, so any and all critique is appreciated.
http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65147
Once again, I would really like some feedback, and I am going to post some more maps soon.

Looks pretty good! Since it's an old style, I'd keep it this way since too much details can make look strange IMO.

fiOWNya
June 18th, 2012, 06:19 PM
Ok guys. So I finally got around to remaking and taking a screenshot of my fan games home town again. I posted it a while ago and you gave me some helpful critiques. Those included making the ponds less boxy, making the north path thinner, and making the town as a whole smaller. I did not want to change the size of the map, unless you still think I really should. Anyway, here it is

http://pokemonmelaniteversion.webs.com/photos/undefined/Lily%20Town(FULL).png

Let me know what you think. I have more maps coming soon.

I think the size of the map is fine. My only negative comment is that for a pretty neat, clean town, the branches seem a bit out of place. The branches right by the water are fine, but the rest seem a bit out of place, IMO.

This was my most recent Pokémon Map Made. I have uploaded some new maps for deviantART but those were done before this one. Let me know what you think. The tiles are a courtesy of Hex-el-Grande, Zeikaro and WesleyFG from DeviantART

http://fc07.deviantart.net/fs71/f/2012/116/a/3/eeveerfree_forest_by_aamelo-d4xmiij.png

Let me know your opinions. (I am not currently using this for any game)

It seems to me like you may be using too many different trees with different styles. They don't all fit together very well, I'd personally take away one or two of them. The large mushrooms, the pillar-like rocks, and the white, blue and black items next to some light posts seem out of place as well. That said, I like how the town itself is mapped, it is well distinguished from the rest of the forest but still has a wild feel to it. I'd consider changing the stone tiling to dirt to make it a little more foresty, but the stone works alright too. Great job on staying away from a boxy looking map.

This is a starting town I made for my current project. I have only recently started on this project, so any and all critique is appreciated.
http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65147
Once again, I would really like some feedback, and I am going to post some more maps soon.

Not bad! The only thing I see is the trees - some is all lined up, and some is scattered around. I'd try to keep the style more consistent.

Rayd12smitty
June 18th, 2012, 06:40 PM
Ok, fiOWNya, I will change the branches.

Here is route 1 for my game
http://pokemonmelaniteversion.webs.com/photos/Routes/Route%201%201-2.png
and the second half
http://pokemonmelaniteversion.webs.com/photos/Routes/Route%201%202-2.png

And here is the second town
Newera Town
http://pokemonmelaniteversion.webs.com/photos/undefined/Screen%20Shot%202012-06-18%20at%209.32.14%20PM.png

Unknown#
June 19th, 2012, 04:25 PM
Well, here are some more maps from my project, which I have decided to call Pokèmon Bronze.

http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65148

This is the redone starting town, now called Aloe Town

http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65149
This is Route 1.

http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65150
And this is Lento Town, which is the second town.

Once again, I am happy with any and all feedback, so please give me your opinion on these maps.

Aamelo
June 20th, 2012, 08:02 AM
Well. This is another of my maps. A Snowy one, that was actually for a non Pokemon Game, even if made in its style. This is Jolly Town and was made up based on a old map of a 'Friend' of Mine. The Building at the Top is a Art Museum.
(Tiles by LighterZein and PrinceLegendario)

http://fc06.deviantart.net/fs70/f/2012/141/2/f/old_map__jolly_town_by_aamelo-d50ljl7.png
(The Trees aren't blured out tiles, it just happen do to the Fact it was printed directly from RPG Maker XP, at actual size, they look okay)

Also my opinions on Unknown Maps. I love to see GSC, and, even if the tiles were actually like that, I don't think the white behind some houses looks that nice. Still, I love the way that you did. This actually makes me want to map a GSC Map :I

Well, Opinions on this map?

khkramer
June 20th, 2012, 08:08 AM
Well, here are some more maps from my project, which I have decided to call Pokèmon Bronze.

http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65148

This is the redone starting town, now called Aloe Town

http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65149
This is Route 1.

http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65150
And this is Lento Town, which is the second town.

Once again, I am happy with any and all feedback, so please give me your opinion on these maps.

They look great and I like the GSC style :)

Well. This is another of my maps. A Snowy one, that was actually for a non Pokemon Game, even if made in its style. This is Jolly Town and was made up based on a old map of a 'Friend' of Mine. The Building at the Top is a Art Museum.
(Tiles by LighterZein and PrinceLegendario)

http://fc06.deviantart.net/fs70/f/2012/141/2/f/old_map__jolly_town_by_aamelo-d50ljl7.png
(The Trees aren't blured out tiles, it just happen do to the Fact it was printed directly from RPG Maker XP, at actual size, they look okay)

Also my opinions on Unknown Maps. I love to see GSC, and, even if the tiles were actually like that, I don't think the white behind some houses looks that nice. Still, I love the way that you did. This actually makes me want to map a GSC Map :I

Well, Opinions on this map?

Your map has lots of variety and I think it looks great overall :)
Are you mapping for fangames?

Aamelo
June 20th, 2012, 09:26 AM
Your map has lots of variety and I think it looks great overall :)
Are you mapping for fangames?

Well, I am just programming one called 'Fakemon Celestite' (Is on the Begginer's Showcase), but I am not graphic designer, leader or Mapper of it. I might make a game soon but in RTP Style of RPG Maker maybe.

Anways, here is another map I made back then in Game Maker, with Effects from Photoshop.
http://fc09.deviantart.net/fs71/f/2011/328/6/7/remake__crystal_mountain___cristalia_town_by_aamelo-d4h6wuw.png

Comments on this one? :)

titiy
June 25th, 2012, 06:57 PM
Well, I am just programming one called 'Fakemon Celestite' (Is on the Begginer's Showcase), but I am not graphic designer, leader or Mapper of it. I might make a game soon but in RTP Style of RPG Maker maybe.

Anways, here is another map I made back then in Game Maker, with Effects from Photoshop.
http://fc09.deviantart.net/fs71/f/2011/328/6/7/remake__crystal_mountain___cristalia_town_by_aamelo-d4h6wuw.png


Comments on this one? :)

I think it's a great map. The lighting is a little bit overdone but the map is clean, detailed and it looks easy to navigate. Good job!

Here's a map I made not so long ago.

http://oi46.tinypic.com/34zaphe.jpg

Comments and suggestions would be appreciated.

Cavou
July 1st, 2012, 05:28 PM
A random map I made. What do you think?
http://i748.photobucket.com/albums/xx130/Cavou/Untitled-1.png

titiy
July 1st, 2012, 09:32 PM
A random map I made. What do you think?
http://i748.photobucket.com/albums/xx130/Cavou/Untitled-1.png

It's a good looking map. However, the waterfalls clash with the water. (different color) So you might want to fix that.

Rayd12smitty
July 2nd, 2012, 04:52 PM
It's a good looking map. However, the waterfalls clash with the water. (different color) So you might want to fix that.

Agreed. Thats the only major problem i see

fiOWNya
July 2nd, 2012, 06:10 PM
My one comment is that there should be more water on the higher levels. Such a small lake on the top there wouldn't feed a waterfall for very long. I feel like a stream should feed into it. The opposite happens with the upper right lake - a large waterfall feeds into a small lake. I would connect it to the rest of the streams.

Cavou
July 3rd, 2012, 06:28 AM
Ok Ill fix and add those things. Thanks for the feedback! ^_^

Riansky
July 6th, 2012, 09:47 AM
A map from my game Pokemon Guardian Wish
https://dl.dropbox.com/u/64451898/AdeniaTown.png

jim42
July 7th, 2012, 08:55 PM
@Riansky; This is a well designed map, and I love the tiles and palettes you've used, however a few things of note:

-The cliffs you use are vertical, meaning that, at present, the stiars you have are being presented as a ladder in terms of dimensiality (shut up, it's a word if I say it is). What you need to do is add another tile of stairs so that it is at least three tiles high, preferably four. Think about the whole pythagoras thing if you aren't sure what I mean.
-Speaking of the cliffs, they apparently disappear when you get to the trees. What you should do is remove all your trees from where the cliffs run into them and below, take the cliffs out to the edge of the map, then replace your trees accordingly.
-You appear to have some kind of omni-directional shadows coming off your houses. Pick a direction and stick to it.
-The four-wide path at the bottom left of the upper tier is quite disconcerting. Probably best to keep it to three-wide.
-The top right house should probably be moved left two tiles and the soil be placed within the (extended) fence, with the path widened out to the house and the two tiles next to the letterbox of the left house made into just regular grass.

Hopefully that makes sense. Great work on this map, mate.

KingCharizard
July 8th, 2012, 06:04 AM
@Aamelo (http://www.pokecommunity.com/member.php?u=235149) everyone is a critic.... i really like your maps they are IMO very well done, professionally done even... just my opinion however. but if i were making a fan game i'd ask you to map for me....

Rayd12smitty
July 14th, 2012, 05:25 PM
A new map for my fan game: Pokemon Melanite. This will be a part of the post game. Any criticism would be appreciated.

I give you: Ruïn, the underwater city.

http://i.imgur.com/XoQXc.png

The buildings there are two of are normal houses, and the one with the design is the city elder's house, who teaches a special move. The large building is a gym.

khkramer
July 15th, 2012, 12:12 PM
Wow, Rayd12smitty !
That looks amazing, and it's an original idea too.

Rayd12smitty
July 15th, 2012, 12:19 PM
Wow, Rayd12smitty !
That looks amazing, and it's an original idea too.

Thank you. Here is the other half of the city. This includes a large market area, and still needs a bit of work.

http://i.imgur.com/ic6fR.png

shadowriver
July 15th, 2012, 02:45 PM
I really like thoughs maps and the idear behind them Rayd12smitty.

heres a couple from my game.

this is the home island starfish island.
http://i1244.photobucket.com/albums/gg574/shadowriver1/starfishisland.png

and this one is of the second city Aquamain city.I still need to tidyit up abit and some of the rocks in the water are a little to random. it still feels alittle to beer to me. i dont know what do you think.

http://i1244.photobucket.com/albums/gg574/shadowriver1/Aquamaincity.png

Rayd12smitty
July 15th, 2012, 04:04 PM
I really like thoughs maps and the idear behind them Rayd12smitty.

heres a couple from my game.

this is the home island starfish island.
http://i1244.photobucket.com/albums/gg574/shadowriver1/starfishisland.png

and this one is of the second city Aquamain city.I still need to tidyit up abit and some of the rocks in the water are a little to random. it still feels alittle to beer to me. i dont know what do you think.

http://i1244.photobucket.com/albums/gg574/shadowriver1/Aquamaincity.png

Thank you. I like the ideas here. I also like how it is all on water, which is original. I noticed in the first one that the sunken ship is ontop of some of the small rocks. Remove the rocks and it will look better. At least just the ones that it overlaps.

warpras
July 15th, 2012, 05:43 PM
For my fangame, I'm changing my style to BW, so here is three maps that I've redone.

https://dl.dropbox.com/u/75510245/PSP/TST.PNG


https://dl.dropbox.com/u/75510245/PSP/TST2.PNG


https://dl.dropbox.com/u/75510245/PSP/TST3.PNG

Rayd12smitty
July 15th, 2012, 05:57 PM
For my fangame, I'm changing my style to BW, so here is three maps that I've redone.

https://dl.dropbox.com/u/75510245/PSP/TST.PNG


https://dl.dropbox.com/u/75510245/PSP/TST2.PNG


https://dl.dropbox.com/u/75510245/PSP/TST3.PNG


Very nice maps. I know this isn't the place to ask, but are those beach tiles still tiles, or do you have BW sand auto tiles. I can't find them anywhere, and if you have them, would you be willing to share?

Rocket-Dock
July 20th, 2012, 06:04 AM
Here my new creation for Natrium:
http://fc04.deviantart.net/fs71/f/2012/202/1/a/it_will_rain_by_rocket_dock-d581k7e.png

Ashedragon
July 20th, 2012, 06:45 PM
Here's a map I made in Tiled:
http://i.minus.com/ihWNHJ323esHh.png

Unknown#
July 22nd, 2012, 05:50 PM
Heres a small map I made using the default tileset that came with Essentials.

http://www.pokecommunity.com/picture.php?albumid=8169&pictureid=65721

Yamiidenryuu
July 24th, 2012, 08:08 AM
Heres a small map I made using the default tileset that came with Essentials.

-snip-
Not bad. It's pretty compact, which isn't necessarily a bad thing- I'm guessing you were trying to make a small town? The only problem I can see is in the bottom left corner, where you have a tree overlapping a house- that looks really awkward. Either move the tree a tile to the left or the house a tile to the right. Other than that, it looks good to me.

shadowriver
July 25th, 2012, 03:20 AM
Heres the first 3 maps to my game
Between route 1 and Rinhill city ignore the whit line it was just my copy pasting skills it conects perfictly in game.

i have still got to tidy them up abit.
http://i1244.photobucket.com/albums/gg574/shadowriver1/Zenit-firstpart.png

#EDIT: Heres another map. this is PinWheel forest

http://i1244.photobucket.com/albums/gg574/shadowriver1/Pinwheelforest.png


Let me know what you think.

Bramvdh
July 27th, 2012, 03:56 AM
Hi! I'm making maps for Pokenation. Please tell me what you think about them so I can improve them later on.

Route 1
http://i1056.photobucket.com/albums/t374/ProfessorOak1/route15.png

Pallet Town
http://i1056.photobucket.com/albums/t374/ProfessorOak1/PalletTown12.png

Cyclone
July 27th, 2012, 07:42 AM
shadowriver: you might want to use a name other than Pinwheel Forest. After all, that's in Unova. The rock area in Route 1 below makes no sense with trees on either side. Also, you can put all four maps in one file if you want; just manually expand the trees. I'm doing a project like that right now on an existing hack. :) EDIT: To the comment on this post, yes, I get that this isn't the hacks forum. I'm referring to something I'm doing on a hack, not suggesting the map is for a hack.

Bramvdh: :o You went all out of the tiling work, quite clearly...and you used different trees in the forest area. Never seen that. Also see the attempt to add depth on the right. However, I think the grass actually starts Route 1, doesn't it? Not sure why it's on the town map.

Also, Bramvdh, you might want to put the maps inside spoiler tags...

Cyclone

Bramvdh
July 27th, 2012, 08:11 AM
Bramvdh: :o You went all out of the tiling work, quite clearly...and you used different trees in the forest area. Never seen that. Also see the attempt to add depth on the right. However, I think the grass actually starts Route 1, doesn't it? Not sure why it's on the town map. The rock area in Route 1 below makes no sense with trees on either side. Also, you can put all four maps in one file if you want; just manually expand the trees. I'm doing a project like that right now on an existing hack. :)



Thanks for the feedback.
About the rocks, my idea was of a broken off cliff. a sort of forgotten piece of a rock avalanche. Maybe the rocks are a bit to big.

About the grass in Pallet Town, I just made it on my memory and I remember professor Oak rushing from the village that why I added it their. I can fix it when it becomes a problem.

Are the different trees a good idea? It gives a more realistic view imho

Cyclone
July 27th, 2012, 08:23 AM
Thanks for the feedback.
About the rocks, my idea was of a broken off cliff. a sort of forgotten piece of a rock avalanche. Maybe the rocks are a bit to big.

About the grass in Pallet Town, I just made it on my memory and I remember professor Oak rushing from the village that why I added it their. I can fix it when it becomes a problem.

Are the different trees a good idea? It gives a more realistic view imho
The rock comment was on the wrong paragraph, you can disregard that. I meant the area under Route 1 in the map post above yours. Just corrected that.

Cyclone

shadowriver
July 27th, 2012, 08:46 AM
shadowriver: you might want to use a name other than Pinwheel Forest. After all, that's in Unova. The rock area in Route 1 below makes no sense with trees on either side. Also, you can put all four maps in one file if you want; just manually expand the trees. I'm doing a project like that right now on an existing hack. :)


I must have read your mind cause i had already fixed the rock area,replaced it with trees, before you posted lol.
and thanx for telling me bout the name i had no idear about that since i havent plaayed black or white yet.

Cyclone
July 27th, 2012, 11:03 AM
I must have read your mind cause i had already fixed the rock area,replaced it with trees, before you posted lol.
and thanx for telling me bout the name i had no idear about that since i havent plaayed black or white yet.
If you want to know names to avoid, in that case, here's a list:

Wellspring Cave
Pinwheel Forest
Chargestone Cave
Mistralton Cave (which could be named for Mistralton City later on)
Lostlorn Forest
Cold Storage
Challenger's Cave (though this could be used in another area technically)
Celestial Tower
Twist Mountain
Moor of Icirrus (but that's for Icirrus City)
And that's the maingame, I'm not in the eastern side of Unova yet (still a little weak and will likely wander in Route 11 grass and hunt Audinos), though the E4 and Ghetsis have fallen. I do know Abyssal Ruin(s) and Giant Chasm are over there.

Cyclone

Prof Oakley
August 8th, 2012, 01:25 PM
http://i1105.photobucket.com/albums/h349/Keymaker93/Fan%20Game%202-%20Untitled/map.png

I'm making a game with a sort of unique approach to it (although it sadly is like Pokemon Island, if you played that). This is where the wild pokemon would be and a few trainers, much like a route in official games. I don't know if I should have a closed off area like on the left with stairs to get to the next floor, either up or down, or if I should have them all connected together on one giant floor (it would have more than one connecting pathway like shown, I just wanted a visual example).

Bramvdh
August 9th, 2012, 01:13 PM
Not sure what you mean Oakley.. They look almost the same to me

Viridian city
http://i1056.photobucket.com/albums/t374/ProfessorOak1/viridiancity1-4.png

Any comments?

Prof Oakley
August 9th, 2012, 02:24 PM
It's the same map, that's why it looks the same. I just don't know if having them all connected and on one floor in a giant map would be good or if I should keep it like the mystery dungeon games and have a ton of floors. The one on the right would be like a Northern edge of one giant map, like the safari zones have different areas.

Yours, Bramvdh, looks amazing. My only issue is that the gym roof is too close to the color of the pokemon center, so on some maps I might get confused if I didn't already know which was which.You also have a trashcan? that is kinda going through the fence in the middle house. I like the different flower colors and tree shades. Other than those minor things it looks great to me! :)

Fire Flyy
August 10th, 2012, 07:44 AM
Bramvdh, your maps are very nice and the nature blends in well with the houses, I especially like the variety in trees. 2 things, though, having the mailbox in front of the blue roofed house in pallet town looks awkward, it would be better to just swap it with the flowers or move it somewhere else. Also, I think it would be beneficial to get more modern, hgss-style tiles, since the kylestyle houses do look a bit old compared to the the newer trees.

Lord Varion
August 10th, 2012, 09:54 AM
Here my new creation for Natrium:
http://fc04.deviantart.net/fs71/f/2012/202/1/a/it_will_rain_by_rocket_dock-d581k7e.png

I like this.
Your tiles are simply marvelous. C:
Can't wait to see more.

http://fc08.deviantart.net/fs70/f/2012/223/3/a/random_map_by_nintendork15-d5apdav.png

Prof Oakley
August 16th, 2012, 01:11 PM
http://fc08.deviantart.net/fs70/f/2012/223/3/a/random_map_by_nintendork15-d5apdav.png


overall I like this, though the tall grass tiles look a bit off to me. Your mountain edge pieces have a weird bright outline to them that make them look fake and unnatural. I do like the random patches of dirt path and rocks though if a bit blocky.

http://i1105.photobucket.com/albums/h349/Keymaker93/Fan%20Game%202-%20Untitled/cityversion1fullsized-1.png

okay, keep in mind I haven't added decorative items like benches, trees, shrubs, etc. Nor have I edited some of the edge trees to be different. This is just the overall look of the main city in my game.

RaulCortez
August 16th, 2012, 02:56 PM
http://i1105.photobucket.com/albums/h349/Keymaker93/Fan%20Game%202-%20Untitled/cityversion1fullsized-1.png

okay, keep in mind I haven't added decorative items like benches, trees, shrubs, etc. Nor have I edited some of the edge trees to be different. This is just the overall look of the main city in my game.


Hmm...it's way too big. Way too square, and way too empty. Even if you add benches, trees, or anything else i have the feeling it will still feel empty. I suggest making it smaller, and if you need more space make it bigger gradually. That way you'll make sure the map is correctly filled and on its right proportions. Also play with the trees, the shape of the river, the streets and all those things to make it look way more natural. Don't know what's going on there, but i guess it's part of your story. Moving on...

http://i1058.photobucket.com/albums/t403/MiguelTomas55/map.png

I have two questions -

How many species do you think i should add to a forest like this? I first had 8 different species in the morning, 8 in the night, and 7 in the day, but i think that's a bit too much...any ideas?

What do you think of this grass? Do you think it fits the map or a Gen 3 grass tile would be better? (It's a gen 3 styled game, btw)

That being said, looking forward to your advice and opinions!

Bramvdh
September 18th, 2012, 04:39 AM
@RaulCortez, I have no clue how many species you could put in that size of map but you seem to want a lot.
Everything looks the same color which makes it kinda monetary (not sure if that is the correct word)

Some interiors for Pallet Town, I find them hard to do so I could use some feedback. Thanks In Forward!
Oak's Lab
http://i1056.photobucket.com/albums/t374/ProfessorOak1/ProfessorOakLab.png
House 1 + 2nd floor.
http://i1056.photobucket.com/albums/t374/ProfessorOak1/house_1-1.png
http://i1056.photobucket.com/albums/t374/ProfessorOak1/house_1_2ndfloor.png

House 2 + 2nd floor
http://i1056.photobucket.com/albums/t374/ProfessorOak1/house_2.png
http://i1056.photobucket.com/albums/t374/ProfessorOak1/house_2_2ndfloor.png

House 3 + 2nd floor
http://i1056.photobucket.com/albums/t374/ProfessorOak1/house_3.png
http://i1056.photobucket.com/albums/t374/ProfessorOak1/house_3_2ndfloor.png

ppooookkkkkkk
September 27th, 2012, 03:27 AM
hey its my games starting town Newbud Townhttp://fc01.deviantart.net/fs70/f/2012/271/1/d/pokemon_morning_night_starter_town_by_ahmad2334-d5g4qyu.pngjust asking how the tiles look? should i change them?

mrsnuggles
September 30th, 2012, 04:14 PM
how is everyone getting such good pictures of their maps

ppooookkkkkkk
October 1st, 2012, 02:25 PM
arrhm arrhm if you want to take a picture of your map without some layers being darkend or the event grides just go to view and deselect the option dim other layers wolla you got your self a clear view of your map

mrsnuggles
October 1st, 2012, 06:16 PM
i know that but are they print screening & then Editing out everything but the maps or what?

here is one of my maps, Its called the great forest but im more than happy to take better name suggestions

http://i.imgur.com/icH7l.png

Nilaul
October 14th, 2012, 02:17 PM
Edit:

http://i.imgur.com/AIJfF.png

This is the pokemon game I making based around the concept of "each screen fits a map exactly". Every-time you go onto a new screen that "screen" will be discovered and registered on your map. The world will be around 169 of these maps (including cities). However not all maps will be so dense and many will future multiple paths (You will be able to tackle a few gyms in any order you like).

However this is the opening area of my game. The top two screens is the village of Vothamos (some things I'm working on still: Customizing the Professors lab, creating or finding some farm tiles and adding a scarecrow). The gateway leads to the town of Ekali :P

I'm still working on implementing a few things many because I discovered that RPG maker excepts transparency :P So I going to figure out how to do some animated transparent water hopefully xD

Any comments on the map design so far?

Pinta77
October 14th, 2012, 09:19 PM
http://i1050.photobucket.com/albums/s406/Pinta779/GREENWOODS.jpg

Nilaul
October 14th, 2012, 09:24 PM
i know that but are they print screening & then Editing out everything but the maps or what?

here is one of my maps, Its called the great forest but im more than happy to take better name suggestions

http://i.imgur.com/icH7l.png

Ye print screen, paste and crop it. Just like you did :P It will be very easy to get lost in that map. Its just a series of trees and bushes. Nothing that a player could use for orientation. Add some dirt paths, add some water perhaps, elevate/lower some areas, add unique features or even recolour some trees (I think recolouring the leaves in a few trees is such a good idea that I'm gonna go do it in my own project xD). :P. Its a good start though :-)

Later, if you want to take in-game shots of your game, you can do that by pressing ALT+Printscreen :P

Hi! I'm making maps for Pokenation. Please tell me what you think about them so I can improve them later on.

***


Holly. Man these are amazing. I like how you re-imagined the classic locations yet you stayed true to the original. I do have a question though... if its an online game... shouldn't you be worried about choke points? Or could players just walk over each other? You potentially have quite a few there. :-)

Lord Varion
October 18th, 2012, 05:42 AM
This is only a revamp of a map, but I wanna sdee peoples thoughts on it.
http://i1115.photobucket.com/albums/k559/Soundfonter/viridiancity-1.png
Revamp of:
http://www.serebii.net/Walkthrough/rby/viridian_city.gif

Nilaul
October 18th, 2012, 08:02 AM
This is only a revamp of a map, but I wanna sdee peoples thoughts on it.
http://i1115.photobucket.com/albums/k559/Soundfonter/viridiancity-1.png


Well I guess it makes more sense, then the old one. But since your making it more sense-full, why dont you make the gap between the ledges the length of the whole path?

Umbreon
October 19th, 2012, 07:13 AM
66356


Just a small Town I made (and Yes I know one of the corners in the trees are missing, but it's because of the 3 layer limit.)


66366

Route 1 for my upcoming game, I spent a good time on this.


66376

And finally I have a 3rd map which is a city near a mountain side.

Lord Varion
October 23rd, 2012, 11:05 AM
http://fc07.deviantart.net/fs70/f/2012/297/4/c/random_gs_town_by_nintendork15-d5itqmv.png

Random Town.

Riansky
October 24th, 2012, 02:08 PM
Cyrilla Town of my Pokemon Game:
http://www.deviantart.com/download/334139859/cyrilla_town_full_map_by_riansky-d5ixryr.png

carmaniac
October 24th, 2012, 02:20 PM
Thought I'd show the first town of my region.
Credits to UltimoSpriter for the environment tiles
Credits to me for buildings.
http://i1004.photobucket.com/albums/af167/carmaniac94/Map1.png

Lord Varion
October 26th, 2012, 01:45 PM
http://fc07.deviantart.net/fs71/f/2012/300/0/6/broodlin_town_by_nintendork15-d5j4pn7.png
A random town again.
Edited GBC tiles to look wooden.

carmaniac
November 8th, 2012, 01:59 PM
Just a random section of a route, thought I'd test out some more of my tiles.
http://i1004.photobucket.com/albums/af167/carmaniac94/Map.png

IceGod64
November 9th, 2012, 05:24 AM
66356
Just a small Town I made (and Yes I know one of the corners in the trees are missing, but it's because of the 3 layer limit.)
66366

Route 1 for my upcoming game, I spent a good time on this.
66376

And finally I have a 3rd map which is a city near a mountain side.

One of the main thing I like about Pokémon maps is their relative simplicity. You maps don't portray this well at all. While they still look good, I think it would look much better to the players if you squared off the cliffs a little. The design you use now feels like you're trying to make realistically rounded mountains using tile designed to be square, and the two types clash quite badly. Since Pokémon is a tile-based game, it would really make the most sense for tiles to be relatively square.

Other than that, I'd just say maybe their too big, but it's hard to judge without it being in-game. They look nice though, just square off the mountains a little.

Umbreon
November 9th, 2012, 07:58 AM
@ Ice God

Actually, I think they look nicer when being the round mountains, it gives it a more natural look, besides, if you are making a ball in paint, you don't leave it squared out do you? After all in the end all you are drawing are a bunch of tiny squares.

As for the size, I think they are normal sized maps, they are slightly zoomed out which gives the larger illusion, but in the end none is really that big.

Rayd12smitty
November 10th, 2012, 12:52 PM
Hello everyone. I recently started using new BW styled tiles and remade the home town of my fan game with them. Let me know what you think.

http://i.imgur.com/Yuho1.png

carmaniac
November 11th, 2012, 03:26 PM
Today I present to you the start of my games maps :D I've finally managed to sprite enough buildings to get somewhere with Hoenn.
Bit of a big map.
http://i1004.photobucket.com/albums/af167/carmaniac94/Hoennmaps.png

Lishy
November 14th, 2012, 08:15 PM
Cyrilla Town of my Pokemon Game:
http://www.deviantart.com/download/334139859/cyrilla_town_full_map_by_riansky-d5ixryr.png
Woah.. This is beautiful! So lush and colorful!

Derxwna Kapsyla
November 17th, 2012, 02:10 PM
Just realized this thread existed and decided to get some feed back on a few of my maps. All the maps come from my Touhoumon Fangame in RMXP, save for one which comes from my Touhoumon DevKit.

Pallet Town
I decided to rework it a bit because I was never quite fond of the original layout, but I guess it was understandable from a development standpoint for the starter town.

http://25.media.tumblr.com/tumblr_mdnjbvMOYw1r1kfxfo1_1280.png


Route 1
I needed to have Route 1 reflect Pallet Town's water addition, so I had to alter the map a bit. I kept it close to the original, while throwing in a bit of my own design into it.

http://24.media.tumblr.com/tumblr_mdnjbvMOYw1r1kfxfo2_1280.png


Viridian City
Since the game takes places 7 years after GSC, I decided to keep the Trainer House in this. The design heavily resembles the original, but also has its own bit of flair to it.

http://24.media.tumblr.com/tumblr_mdnjbvMOYw1r1kfxfo3_1280.png


Route 22
I had a bit of a headcanon for Route 22 and Route 23 in the GSC Era. You see, Route 23 wasn't in GSC at all, save for that small sliver of area before the Indigo Plateau. I always wondered "Why isn't it there?" Came up with the theory that there was a mudslide from higher up and a minor earthquake which wrecked the route. Eventually, they cleared the route and fixed it up for trainers challenging the league. Route 22 and 23 were altered to resemble the changes. That gatehouse that is down by the left is also the entry way into the Johto Region.

http://24.media.tumblr.com/tumblr_mdnjbvMOYw1r1kfxfo4_1280.png


Pewter City
Changed a bit for the game. Overall, I wasn't overly fond of most of the design of Kanto's cities and towns, so decided to change a vast majority.

http://24.media.tumblr.com/tumblr_mdnjbvMOYw1r1kfxfo5_1280.png


Border's Edge Village
This map is for the Touhoumon Development Kit. Before the latest version of Essentials, I had an example of a Credits Script here from what they provided. This map has a mart which will contain all items added to the DevKit for purchase. That giant building is my example of a Hotel System, which isn't relevant to this picture at the moment.

http://25.media.tumblr.com/tumblr_mdnjbvMOYw1r1kfxfo6_1280.png

IceGod64
December 8th, 2012, 12:08 PM
@ Ice God

Actually, I think they look nicer when being the round mountains, it gives it a more natural look, besides, if you are making a ball in paint, you don't leave it squared out do you? After all in the end all you are drawing are a bunch of tiny squares.

As for the size, I think they are normal sized maps, they are slightly zoomed out which gives the larger illusion, but in the end none is really that big.

I was taking into account that I'm seeing the whole map, but if your screen size is 512x384, it just seems a little big. But either way, I'm not seeing it in-game, so it's just guesswork.

As for your explanation about the ball, working with a pixel in paint to make a large sphere and working with a collection of tiles that are designed to look square are not the same principle. When you look at a single picture, the pixels around it are what put it all together and tells you if it makes sense. A tile, however is a picture in itself. This picture is put in with a bunch of other pictures to make a map. and individual picture can be round and the area around it can still be more square and look good. However, trying to make a round map of square tiles just looks messy.

Basically, if the player is confined to a grid, you should make your game a little more grid-friendly to reflect that. It's important to consider that attempts at making a heavily rounded or natural looking environment you make will ultimately just make a grid-based map look more clustered. That is why the official games outside of Colosseum/XD(Where the player had full range movement) remain fairly blocky.

I would also advise against the practice of putting grass in inaccessible areas, just another thought. I don't think it's a good thing to give a player a false sense of exploration in this type of game (Unless there actually are entrances into the map from all four directions).

Lord Varion
December 19th, 2012, 01:50 AM
http://i.snag.gy/a2Z7p.jpg
STarting Home Town Place, for Eon.
Everythign is related to the storyline and such.

@Derxwna Kapsyla
You're mapping skills are good, but it would help if the maps looked remotely like the ones you claim they are.

ptisnjunk95
December 19th, 2012, 04:54 AM
:t059: Hi guys I have here some maps to my game but I don't know if they are looking good... they're in the attachments (I can't show them coz I don't have 15 posts yet)

Nintendork, your map looks great :D but I think the fences around those 2 houses on the bottom are unnecessary.

Ben.
December 19th, 2012, 08:05 AM
http://i.snag.gy/a2Z7p.jpg
STarting Home Town Place, for Eon.
Everythign is related to the storyline and such.

@Derxwna Kapsyla
You're mapping skills are good, but it would help if the maps looked remotely like the ones you claim they are.

The mountains are very, very square, there needs to be much more variation in them. same thing with the trees. The fences are over used, there is no real need to mix and match them. The bottom two houses are in a really bad position, If they're only for space filling then break it up with something else. The bench tiles it's self is out of place and doesn't match the style.
Over all the placement of the useable buildings is actually pretty nice, but as a starting town there is too much going on. Street lights don't really work with the grassy town theme. The maps structure really isn't too bad it's just you need to work on the basic things, such as the mountain and tree placement.

Bramvdh
December 21st, 2012, 05:10 AM
Route 2
http://i47.tinypic.com/2h33epi.png

ptisnjunk95
December 21st, 2012, 03:56 PM
Route 2
http://i47.tinypic.com/2h33epi.png

In general looks awesome :D but you used too many objects (like flowers and branches). I give it 8 out of 10 :)

Lord Varion
December 22nd, 2012, 06:14 AM
http://i.snag.gy/iVtGO.jpg
Map redone.

Pia Carrot
December 22nd, 2012, 07:23 AM
This is a very large city I made a while ago, just want some reviews on it:
http://fc04.deviantart.net/fs71/f/2012/018/1/0/orin_lake_city_v1_by_pokemon_tiler-d4mqv5h.png

It's called Orin lake City, and it lagged alot. There is some stuff that is missing, like the NPCs, but nyeh.

http://fc04.deviantart.net/fs71/f/2012/018/1/0/orin_lake_city_v1_by_pokemon_tiler-d4mqv5h.png

ptisnjunk95
December 22nd, 2012, 10:51 AM
http://i.snag.gy/iVtGO.jpg
Map redone.
You've done a good job on this map. But there are too many flowers :) 9 out of 10 (y)


This is a very large city I made a while ago, just want some reviews on it:
http://fc04.deviantart.net/fs71/f/2012/018/1/0/orin_lake_city_v1_by_pokemon_tiler-d4mqv5h.png

It's called Orin lake City, and it lagged alot. There is some stuff that is missing, like the NPCs, but nyeh.

http://fc04.deviantart.net/fs71/f/2012/018/1/0/orin_lake_city_v1_by_pokemon_tiler-d4mqv5h.png

awesome for a 2nd gen map! The organization of houses, trees is perfect but it looks like 3 towns, 4 routes and one city all grouped in one image (The map is not large, is gigantic!) 8 out of 10 ;)

ppooookkkkkkk
December 22nd, 2012, 03:24 PM
this is a map from my game
http://fc01.deviantart.net/fs70/f/2012/357/2/f/pokemon_morining_night_area_hariona_beach_by_ahmad2334-d5icv5t.png

It doesn't look perfect though, but it is great isn't it

ptisnjunk95
December 22nd, 2012, 03:59 PM
this is a map from my game
http://fc01.deviantart.net/fs70/f/2012/357/2/f/pokemon_morining_night_area_hariona_beach_by_ahmad2334-d5icv5t.png

It doesn't look perfect though, but it is great isn't it

I think you could do better about the rocks... And on the right top corner of the map, you need a transition tile coz that's horrible like that! And on that center area! Sorry but 5 out of 10

ppooookkkkkkk
December 22nd, 2012, 04:03 PM
I think you could do better about the rocks... And on the right top corner of the map, you need a transition tile coz that's horrible like that! And on that center area! Sorry but 5 out of 10 transition between the grass and sand parts right







that actually wasn't meant to be there it was by acciedent

ptisnjunk95
December 22nd, 2012, 04:23 PM
transition between the grass and sand parts right

you're right :) and try to give it some irregularity, for example, try to make the coast less straight (u don't need to worry about the... i don't know how to say it in eng :nervous: )

ppooookkkkkkk
December 22nd, 2012, 04:43 PM
about the boulders i'll see

Hannah
December 22nd, 2012, 06:59 PM
I'm not really a mapper, but I'm a pretty good critic.

Route 2
http://i47.tinypic.com/2h33epi.png

It's beautifully done, but there's too much things going on. Like ptisnjunk95 said, there are too many flowers and branches. Try cleaning up a bit. I give it an eight. Good job.

this is a map from my game
http://fc01.deviantart.net/fs70/f/2012/357/2/f/pokemon_morining_night_area_hariona_beach_by_ahmad2334-d5icv5t.png

It doesn't look perfect though, but it is great isn't it

It's okay, and I like the cleanliness, but it's just a bit too clean. Something's missing. The rocks on the water are way too organized, if you catch my drift. Try spreading them out. Also, there's something going on with the water, sand, and the grass. They're not mixing properly with the other tiles. I give it a six. I know you can do better.

ptisnjunk95
December 23rd, 2012, 06:43 PM
I've decided to publish a new map so here it is :)

I've just done it (I started at 2AM :) )

DaSpirit
December 23rd, 2012, 06:53 PM
I've decided to publish a new map so here it is :)

I've just done it (I started at 2AM :) )
Some critique:

There are trees on the mountains. Makes little sense.
The rocks look randomly placed. It should look natural.
It's weird how the patch of grass around the rock is square. Make it not square. :p
The tree next to the square patch of grass also looks random. Add more behind it or in front of it.
There should be waves hitting against the mountains where they meet the water. Also, make it the sand less square.
Nothing is square in real life. The mountain on the other hand looks great.

Rayquaza.
December 24th, 2012, 03:11 PM
Route 9 of Pokémon Skyblaze.

WARNING: VERY BIG!
http://fc09.deviantart.net/fs71/f/2012/359/8/f/route_9_by_rayquaza_dot-d5p5ona.png

Riansky
December 24th, 2012, 03:22 PM
Rayquaza: Very empty map, sand paths are randomly placed which looks weird. The tiles combination is not the best too. You should really add more paths and don't make sand paths so random. Same goes for wild grass. And make mountains a bit higher because they looks stupid like that in my opinion. Sorry to say that but it really looks like you just threw together some tiles to make a big map.

Rayquaza.
December 24th, 2012, 03:35 PM
No need to apologise, I knew that there were things wrong with my mapping so I submitted it here and on my Da to get feedback from other users.

tImE
December 25th, 2012, 03:15 AM
@Rayquaza:
You certainly have great potential as a mapper.
You have done great in making the map seem more interesting than it actually is, since it is so big and empty, yet it doesn't feel as empty as it is, and you use your mountain tiles good.

The problem you have is that you haven't really made the map with the player in mind.
With a map this huge, you need to have a very clear route for the player to follow through the map. Right now, you have 7-8 different ways of reaching the end destination, with lots of backs and forths, and confusing placements of, to the player, confusing paths.

My tip to you would be; Make the map 75% less long, and 50 % less wide.
Lower the amount of empty 10x10 spaces in the map. (These aren't useful for anything. Trainers will be hard to place so they can spot the trainer, and long travels aren't fun for the player.)
Next; Make less different paths to the destination.
Stick to 1 or maybe 2. Possibly a 3rd if it is a ledge jump, to quickly backtrack. But simply: Don't make it possible to get lost, unless that is the idea.
Lastly, try not to make dead ends like you have at the furthmost right on the map.
Forcing the player to go through 15-20 tall grass tiles only to come to a dead end, can really make you hate a game.

Originality: 7/10
Use of tiles: 7/10
Aesthetics: 8/10
Mapping with the player in mind: 5/10
Usement of space: 4/10
Total: 31/50
6/10

You have a lot of potential, but you need to make the map easier for the player to understand, and utilize the space in the map more, not make big emtpy areas.

I hope to see more of you! :D


tImE~

Elite Four Lucian
December 25th, 2012, 07:33 AM
Alright, this map is decent, as Rian said, the mountains need to be taller, it does look rather stupid, and the random sand paths look out of place, you have way to make bridges, and the wild pokemon grass needs better placement. Other then that, it's not bad. I wish I could map like this xD

IceGod64
December 25th, 2012, 10:44 AM
http://i.snag.gy/iVtGO.jpg
Map redone.

Perfect. You've incorporated just the right amount of variation; the mountain tiles look like they still conform to a grid nicely, but also looks much more natural at the same time.

All that needs doing is to work with the grass tiles a little more; the one tile being repeated looks a little repetitive (though there isn't much normal grass on this map, so it doesn't stick out too badly). 9/10

ptisnjunk95
December 25th, 2012, 12:41 PM
Some critique:

There are trees on the mountains. Makes little sense.
The rocks look randomly placed. It should look natural.
It's weird how the patch of grass around the rock is square. Make it not square. :p
The tree next to the square patch of grass also looks random. Add more behind it or in front of it.
There should be waves hitting against the mountains where they meet the water. Also, make it the sand less square.
Nothing is square in real life. The mountain on the other hand looks great.


Map redone ;) I think now it's better :P

Lord Varion
December 25th, 2012, 03:27 PM
http://i.snag.gy/AaVC0.jpg
Trying my hand at a few 8bit maps.

Arma
December 30th, 2012, 07:00 PM
@Nitendork: the layout is nice, but the colors are really hurting my eyes... plus the wall sprite seems a bit weird to me. you might wanna make things appear less square by putting up a tree or something on the long empty patches of grass.

Anyway, here's something I made. it's named Cliffshire Woods:
http://img577.imageshack.us/img577/1934/cliffshirewoods.pngI haven't mapped for nearly a year now, this is my first attempt after my break. It isn't in a game yet, that's why I haven't used the right length for the borders at the edges.

It's supposed to be a mountain forest, you start at the bottom left trying to make your way up to the top right corner. the caves aren't supposed to be that long, the entry and exits are on the same line. I tried my best trying to make this look natural.

Serperion
December 31st, 2012, 03:09 AM
Anyway, here's something I made. it's named Cliffshire Woods:
http://img577.imageshack.us/img577/1934/cliffshirewoods.pngI haven't mapped for nearly a year now, this is my first attempt after my break. It isn't in a game yet, that's why I haven't used the right length for the borders at the edges.


I'd have to say its definitely got that natural look to it however there are a few things I disagree with for this map. One those shrubs dotted around you map don't fit in very well they stand out too easily and are definitely more of a city object. Secondly try using less tree types having three is great but it make it more difficult for an environment to be recognized keep the large 3x3 tree and the 1x3 tree because they can work together. I like the concept of the caves very well done they are situated just perfectly for the location and you haven't gone overboard with the number of entrances. Lastly is the dirt paths, this is something you have both good and bad attributes to the good is that it is directive and shows what it needs to. Unfortunately the path doesn't seem right near three of you cave entrances the bottom-right was fine. They were to thin and seemed incorrect but as a minor factor its not something to truly worry about.

Overall I give you an 8.7/10 this is an impressive map and if you make a game with this in I want to play that game this was very well done and presented with a natural feel. Well Done.




Now onwards to one of my submission this is a town I built a while ago and I think I should just show it to get people's opinion


http://i.imgur.com/EMXjj.png
Name: Bouldes City

http://i.imgur.com/k1T3e.png
Name: Aquilus City

http://i.imgur.com/jakAf.png
Name: Noirail City

http://i.imgur.com/RKpye.png
Name: Route 165

Game: N/A
Rom: FireRed

ppooookkkkkkk
December 31st, 2012, 11:09 AM
Another Map (Freshly made)

http://fc03.deviantart.net/fs70/f/2012/366/8/3/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png

If anything needs to be changed, just tell and i'll change it right away!

Lord Varion
December 31st, 2012, 11:23 AM
Another Map (Freshly made)

http://fc03.deviantart.net/fs70/f/2012/366/8/3/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png

If anything needs to be changed, just tell and i'll change it right away!

That map is WAAAAAAAAAAAAAAAY to squared, and there is way too much grass.

ppooookkkkkkk
December 31st, 2012, 11:26 AM
I'll fix it the SQAURENESS

But i added the grasspatches to make it more difficult.

Lord Varion
December 31st, 2012, 11:47 AM
I'll fix it the SQAURENESS

But i added the grasspatches to make it more difficult.

yes but at least 80% of that map is grass.
You could just raise the encounter levels rather than spamming the grass in an unnatural fashion.

ppooookkkkkkk
December 31st, 2012, 02:30 PM
Ok heres the Update:

http://fc06.deviantart.net/fs71/f/2012/366/6/a/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png

It looks distorted because it's scaled 1/4 of it's original size.

Serperion
December 31st, 2012, 03:01 PM
That's a much better Route "Ppooookkkkkkk" though it looks good down in the bottom right you have a gap from some trees and the edge of the map either fill that up or make it another entrance/exit. Also with your trees most are fine but a bit less repetition would be good I mean you have a zigzag in the top left area, symmetry in the top-central area Along the middle you have trees which just interval between each other. Lastly to be honest there are a lot of jumpable areas I'm not sure if that was what you intended for but try to break them into smaller sections. Its not a bad map it just needs to be improved. Consider adding more "flare" have different levels, maybe a river and some bridges or maybe have a secret entrance to the route.

Lord Varion
December 31st, 2012, 03:27 PM
http://i.snag.gy/5OJb6.jpg
@Ppoookkkkkkkkk

Here. It's your map.
What I mean by too square is look at the red line going through the map, i'd only have to turn three times, before i reach the other side.
As for the blue circle, is there any need to is there any need for me to go all the way there, for an extra patch of grass, or an item, when I've already reached the exit?

The red circles, show repeativity with the ''zigzags'', the zigzags do not look good, when I said square i meant the big square outline and shape of the map.

ppooookkkkkkk
December 31st, 2012, 04:34 PM
@Nintedork this path leaads to the forest.

I'll fix the zigzags but can you tell me how can i fix the square outline?

IStreamSandwich
December 31st, 2012, 05:21 PM
@Nintedork this path leaads to the forest.

I'll fix the zigzags but can you tell me how can i fix the square outline?

You can add more tree's to corners and make a bigger part that comes outward into the map. Just so the corners curve and such.
That should detract from the "squariness"

ppooookkkkkkk
December 31st, 2012, 06:00 PM
I'm going to have my breakfast now 7:00 AM here so i won't be online

Anyways i'm making the map with a roundish shape like this:

http://img534.imageshack.us/img534/5010/exampleofroundshape.png

Will a shape like this make my map look Less square?

IStreamSandwich
December 31st, 2012, 06:12 PM
http://i.imgur.com/FoIQ7.png
^ Check the spoiler.

The red lines are the outlining of the trees. Thats a curvy route or whatever. Yours is too square. Even though you have tree's coming out of the border, its still uniformly square. Add curves ALL OVER the map :).

Arma
January 1st, 2013, 02:11 PM
@ppooookkkkkkk:
Right of now it's incredibly frustrating if you go south since there's a dead end and a load of grass. Listen to PokeInfuse, as it is now you only have to take 3 turns to get through the map. That's even less effort than on the first route in FR/LG!

Take a look at the map I posted earlier for some inspiration. Or even at the routes from the original games. Don't make your paths too wide, and don't create large patches of grass. grass doesn't make the route any more difficult, just more frustrating. Create a maze like structure to make the map more difficult and interesting. Make sure every accessible part of the map lead to has a purpose.

I've drawn you something you could use as an example:
http://img713.imageshack.us/img713/5991/testrj.png
the red path shows a curvy path the player could take, with a few branches that lead into dead ends where he/she can find items or whatever. the brown lines are ledges, with the pink lines showing the direction in which the player could jump. green patches are trees.

Hope this helps you!

Lord Varion
January 1st, 2013, 04:42 PM
http://i.snag.gy/aspjH.jpg
Random Ice cave map. Empty space mountain thing, is gonna have trainers and a cut scene on, hence why space is needed, puzzles work perfectly as shown in following spoiler.
http://i.snag.gy/k3LlK.jpg

ppooookkkkkkk
January 1st, 2013, 05:16 PM
@ppooookkkkkkk:
Right of now it's incredibly frustrating if you go south since there's a dead end and a load of grass. Listen to PokeInfuse, as it is now you only have to take 3 turns to get through the map. That's even less effort than on the first route in FR/LG!

Take a look at the map I posted earlier for some inspiration. Or even at the routes from the original games. Don't make your paths too wide, and don't create large patches of grass. grass doesn't make the route any more difficult, just more frustrating. Create a maze like structure to make the map more difficult and interesting. Make sure every accessible part of the map lead to has a purpose.

I've drawn you something you could use as an example:
http://img713.imageshack.us/img713/5991/testrj.png
the red path shows a curvy path the player could take, with a few branches that lead into dead ends where he/she can find items or whatever. the brown lines are ledges, with the pink lines showing the direction in which the player could jump. green patches are trees.

Hope this helps you!
Ok thanks but I cant edit it now since i'm slept over my friends house today. So I don't have acces to my laptop.

P.s posted using my mobile.

WackyTurtle
January 2nd, 2013, 03:36 AM
http://i.imgur.com/GNkyK.png

Just a quick one, here's the most recent route for my game "Legends of the Arena".

Didn't know how to display events on my map too, but at this point in the game it's raining and a storm is approaching. Those two ledges on the road near the top of the map are blocked by dancing Ludicolo, hence why you have to go around via the long grass. Also along that road are trainers, which is why it's somewhat sparse.

Oh, and that blue Pokéball structure in the centre of the map is a healing station to heal Pokémon.

Rayquaza.
January 2nd, 2013, 04:00 AM
Following the critique of the old map I have removed many of the unnecessary pathways and added more tall grass and higher cliffs to Route 9:

http://fc00.deviantart.net/fs70/f/2013/002/b/6/route_9__updated__by_rayquaza_dot-d5q4wkk.png

Arma
January 2nd, 2013, 07:46 AM
Rayquaza, your map is still too empty... you'd get lost so easy. Look at all the tips Ppoookk got, avoid using large open spaces and huge patches of grass as well.

WackyTurtle, your map looks quite good, however, the paved area is really boring compared to the parts with the long grass. It looks like its half finished now.

Also guys, please post reviews when posting your map(s). =)

WackyTurtle
January 2nd, 2013, 09:51 AM
WackyTurtle, your map looks quite good, however, the paved area is really boring compared to the parts with the long grass. It looks like its half finished now.

Yeah it bugs me too, but in fairness it is littered with trainers and cyclists and the like, so it's not too boring to play. But thank you for the feedback.

Also guys, please post reviews when posting your map(s). =)

I thought that it wasn't mandatory to rate the map above you?

Lord Varion
January 2nd, 2013, 10:47 AM
Also guys, please post reviews when posting your map(s). =)

Nothing says we have to review the above post(s).
Besides I had already reviewed the one above me, twice.

ppooookkkkkkk
January 2nd, 2013, 12:44 PM
Following the critique of the old map I have removed many of the unnecessary pathways and added more tall grass and higher cliffs to Route 9:

http://fc00.deviantart.net/fs70/f/2013/002/b/6/route_9__updated__by_rayquaza_dot-d5q4wkk.png

As elarmasecreta said your map feels very empty. Filling a little bit more will make it perfect
Also the platform between the water(I can guess it's there for an item)I should have some objects like flowers and rocks.

Heres the update of my map.
http://fc04.deviantart.net/fs71/f/2013/002/5/e/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png

It is more difficult than before.

Lord Varion
January 2nd, 2013, 01:13 PM
It looks great now, except if you go from the Left gatehouse to the Upper Gatehouse, you can't, it's all completely blocked off, is this intended?

ppooookkkkkkk
January 2nd, 2013, 01:17 PM
oh really sorry about my mistake i'll fix it.


Edit: map fixed in the above post.

DaSpirit
January 2nd, 2013, 01:19 PM
ppooookkkkkkk, mapping is not all about random placings. You're still doing it. Your flowers look random. In real life, they don't grow like that. They grow in patches near each other. Same with trees. There shouldn't be any spaces in between them unless it's for a secret area where you find an item. Every pathway has to have a purpose. Also, ledges are meant for going backwards from a route easier, so if they do not fill that purpose, remove them or move them elsewhere.

I suggest you start studying official maps before you continue making your own. An idea: Go to Bulbapedia and look at D/P/Ppt routes and try to emulate them. They should have full map images there. Don't copy 100%, but just take a bunch of pieces and merge them into your own. Just look at the design patterns.

KingCharizard
January 2nd, 2013, 02:28 PM
ppooookkkkkkk, mapping is not all about random placings. You're still doing it. Your flowers look random. In real life, they don't grow like that. They grow in patches near each other. Same with trees. There shouldn't be any spaces in between them unless it's for a secret area where you find an item. Every pathway has to have a purpose. Also, ledges are meant for going backwards from a route easier, so if they do not fill that purpose, remove them or move them elsewhere.

I suggest you start studying official maps before you continue making your own. An idea: Go to Bulbapedia and look at D/P/Ppt routes and try to emulate them. They should have full map images there. Don't copy 100%, but just take a bunch of pieces and merge them into your own. Just look at the design patterns.

Then whats a forest? The official maps, well the orginal ones were alot like his above map. Dont get me wrong though I'm not saying above is a good map but its not that bad either..

Rayquaza.
January 2nd, 2013, 02:32 PM
3rd time lucky!?

Filled in more space to this map:

http://fc02.deviantart.net/fs70/f/2013/002/4/4/route_9__updated__by_rayquaza_dot-d5q4wkk.png

Riansky
January 2nd, 2013, 02:54 PM
Rayquaza: Add more trees. And don't put them so separate and don't throw them aroud map. They have to me together more like official maps, have a look at them. Its better then previous map but still its really empty.

Arma
January 2nd, 2013, 03:29 PM
Rayquaza, that map is just way too large, start working on smaller maps first to get an ideas on how to make them look interesting and less empty. You could divide that map into several smaller maps and connect them in essentials.

ppooookkkkkkk
January 2nd, 2013, 03:47 PM
ppooookkkkkkk, mapping is not all about random placings. You're still doing it. Your flowers look random. In real life, they don't grow like that. They grow in patches near each other. Same with trees. There shouldn't be any spaces in between them unless it's for a secret area where you find an item. Every pathway has to have a purpose. Also, ledges are meant for going backwards from a route easier, so if they do not fill that purpose, remove them or move them elsewhere.

I suggest you start studying official maps before you continue making your own. An idea: Go to Bulbapedia and look at D/P/Ppt routes and try to emulate them. They should have full map images there. Don't copy 100%, but just take a bunch of pieces and merge them into your own. Just look at the design patterns.

First of all Making games isn't Known Here. Programs like RMXP,Game maker,Sphere, Etc aren't very much mentioned here

Second No one here doesn't have sense of a Perfect maps All they think of it that it should be difficult.

Third I'm just eleven. So, I don't have very great skills at mapping,Scripting,English. Thats why, i hear people say this is wrong that is bad. I'm upset no one takes it from the point of view of a 11 year old Game devolper.

And Last. My tilesets Won't accept the Filling the gaps. Thats why, those have to be there.

im sorry For my rage.

About the flower's i'll fix it.

Lord Varion
January 2nd, 2013, 03:57 PM
First of all Making games isn't Known Here. Programs like RMXP,Game maker,Sphere, Etc aren't very much mentioned here

Second No one here doesn't have sense of a Perfect maps All they think of it that it should be difficult.

Third I'm just eleven. So, I don't have very great skills at mapping,Scripting,English. Thats why, i hear people say this is wrong that is bad. I'm upset no one takes it from the point of view of a 11 year old Game devolper.

And Last. My tilesets Won't accept the Filling the gaps. Thats why, those have to be there.

im sorry For my rage.

About the flower's i'll fix it.

In the Game Dev section, RMXP and Game Maker are very much mentioned.
The only sense of perfect maps are official or legit looking ones.
Age is no relevance here. You'd think at the age of 18 I'd learn to stick to one idea, master spriting, do some scripting, and decide to release a beta or something by know. But noooope.

I don't see how the tileset won't accept things, do explain.

ppooookkkkkkk
January 2nd, 2013, 04:12 PM
I'm sorry i was in rage thats why i said things like these :P

About things i said above. I live in Pakistan here game devolpment is not commonly mentioned. Programs like rmxp,sphere gamemaker, etc are considered useless here.

About tilesets wont accept it. My layer three is full. And, the tree tiles i use are more than two tiles wide and They won't fit there. Thats why I said that.

I'll still see what i can do to fix my untidiness.

Pharetra
January 3rd, 2013, 01:23 AM
I'm sorry i was in rage thats why i said things like these :P

About things i said above. I live in Pakistan here game devolpment is not commonly mentioned. Programs like rmxp,sphere gamemaker, etc are considered useless here.

About tilesets wont accept it. My layer three is full. And, the tree tiles i use are more than two tiles wide and They won't fit there. Thats why I said that.

I'll still see what i can do to fix my untidiness.
Would that really matter? For as far as I know it's the same in almost every country, including mine (I only know three users of RPG Maker in The Netherlands) and I can't say I had much problems because of this. As long as you understand a decent amount of English and search on communities dedicated to RPG Maker, you'll be fine, I think.

You can edit your tilesets in case you need that; I have done that pretty often. You can, for example put a grass tile under a tree so you won't have to put the grass tile on layer 1 and the tree tile on layer 2.

What I'd do to fix your map:
-Line the flowers up a bit.
-Add sand paths and eventually small bits of water.
-Smaller patches of grass.
-Random placement of the tress on the border; it looks a bit weird now.

KingCharizard
January 3rd, 2013, 03:08 AM
Everyone's a critic.....

Rayquaza: Add more trees. And don't put them so separate and don't throw them aroud map. They have to me together more like official maps, have a look at them. Its better then previous map but still its really empty.

This is something that I continue to see that is really starting to annoy me, I'll explain. People keep saying "Like the official maps", last I checked these are fan games being made by different people with different styles. A little creativity, change, should be encouraged not frowned upon. You want to explore the official maps go play the official games.

@Rayquaza, IMHO The map isn't bad, but its just too large. Why would anyone make a map that massive. I've been seeing this as a recent trend. When you have a map that large you run into the problem you seem to have and that there is to much open space you're trying to fill and it makes the map look odd. You wouldn't use a canvas that is too large to paint a picture and try to fill the empty space with something odd or out of place would you?

Riansky
January 3rd, 2013, 04:31 AM
Everyone's a critic.....



This is something that I continue to see that is really starting to annoy me, I'll explain. People keep saying "Like the official maps", last I checked these are fan games being made by different people with different styles. A little creativity, change, should be encouraged not frowned upon. You want to explore the official maps go play the official games.

Its not about making maps like official maps. Just to look at them because they are good example how maps should have been made. Otherwise It almost make no sense to put trees at random spots, trees don't grow like that, same goes with flowers. So that's why I said to look at official maps, just because people will see how the maps should have been made, not that they have to be like that..

jim42
January 3rd, 2013, 05:26 AM
I find that a good size for maps is 30x30 traversable area per tile on the Town Map. For instance, I would make something three map tiles wide be 90x30, or something like Jubilife be 60x60. Take a look at my attachment for an example of the former. A good size map with plenty of variation, a good amount of paths, shortcuts back, and areas for later. Note there's some custom tiles there, so don't go stealing anything.

With the tilesets problem, I think you just need to understand how tilesets and mapping works. To use the trees as an example, in my tilesets I have maybe a dozen or so tiles. Four tiles are the base and middle of the tree; I place these on layer two in the placement I desire. Then I have the edges and tops of the tree. These go on layer three wherever I have bases on layer two. Then there's the joiny bits where things would usually overlap; they also go on layer three.

Take a look at my second attachment for an example. Highlighted in orange are the layer two tiles. I start with the bottom four, put trees wherever I want them, then at any place there there are multiple trees in a line, I replace them with the top four. Then, I place the tops of the trees on layer three, and outline all of the outermost trees with the appropriate edge pieces. Easy as pie. All you need to do is make a similar setup in your tilesets using your tiles.

Also, if I may make a recommendation, avoid using DPPt or BW/2 maps as inspiration. While there are some good examples of mapping in there, there are also a lot of blocky, unnatural maps present in those games. A better source would be HGSS. Much improvement was made in regards to mapping in those games.

ppooookkkkkkk
January 3rd, 2013, 07:27 AM
thanks every one for the examples. I'll try to fix, my maps as soon as possible.

Edit new map i hopw its good :D

http://fc01.deviantart.net/fs70/f/2013/003/1/6/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png


There are no gaps in the trees.

Some of those empty space you can see. Are for items.

There is a road construction going on. So, thats why there are those half road mud paths

Lord Varion
January 3rd, 2013, 04:23 PM
I find that a good size for maps is 30x30 traversable area per tile on the Town Map. For instance, I would make something three map tiles wide be 90x30, or something like Jubilife be 60x60. Take a look at my attachment for an example of the former. A good size map with plenty of variation, a good amount of paths, shortcuts back, and areas for later. Note there's some custom tiles there, so don't go stealing anything.

With the tilesets problem, I think you just need to understand how tilesets and mapping works. To use the trees as an example, in my tilesets I have maybe a dozen or so tiles. Four tiles are the base and middle of the tree; I place these on layer two in the placement I desire. Then I have the edges and tops of the tree. These go on layer three wherever I have bases on layer two. Then there's the joiny bits where things would usually overlap; they also go on layer three.

Take a look at my second attachment for an example. Highlighted in orange are the layer two tiles. I start with the bottom four, put trees wherever I want them, then at any place there there are multiple trees in a line, I replace them with the top four. Then, I place the tops of the trees on layer three, and outline all of the outermost trees with the appropriate edge pieces. Easy as pie. All you need to do is make a similar setup in your tilesets using your tiles.

Also, if I may make a recommendation, avoid using DPPt or BW/2 maps as inspiration. While there are some good examples of mapping in there, there are also a lot of blocky, unnatural maps present in those games. A better source would be HGSS. Much improvement was made in regards to mapping in those games.

I don't know what to say, That map is just pure awesome! <3

ppooookkkkkkk
January 3rd, 2013, 04:53 PM
I don't know what to say, That map is just pure awesome! <3

How bout my map does it looked fixed?

Lord Varion
January 3rd, 2013, 05:07 PM
How bout my map does it looked fixed?

It looks better, than it did.
Good job.

ppooookkkkkkk
January 3rd, 2013, 05:12 PM
It looks better, than it did.
Good job.

Thanks. I'll start the next map as soon i complete it's events

and sorry about the typo looked :P.

Lord Varion
January 3rd, 2013, 05:15 PM
Anytime Dude.


http://i.snag.gy/Cv5ck.jpg

Random Map; route 52, for Pokémon Eon.

ppooookkkkkkk
January 3rd, 2013, 05:36 PM
Anytime Dude.


http://i.snag.gy/Cv5ck.jpg

Random Map; route 52, for Pokémon Eon.

I can't tell very much about how it looks. Since i'm not really good at mapping.

To me it looks Great!

jim42
January 3rd, 2013, 08:27 PM
I don't know what to say, That map is just pure awesome! <3
Thanks man. For your map, I'd suggest making it more rounded, as your map is very square. Also your grass should follow this rule too. Note how my grass comes in sorta crescent shapes. The upper middle down to the bottom right areas have too much grass. Also you will want to get or make better diagonal stair tiles.

thanks every one for the examples. I'll try to fix, my maps as soon as possible.

Edit new map i hopw its good :D

http://fc01.deviantart.net/fs70/f/2013/003/1/6/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png


There are no gaps in the trees.

Some of those empty space you can see. Are for items.

There is a road construction going on. So, thats why there are those half road mud paths

You're still not listening. You need to make smaller paths. Much smaller. And make more of them. Take a look at my earlier post for an example. Maps are meant to be very detailed things; you don't want to use too big a brush. It is much better to have a smaller, well designed map than a big poorly designed one. That goes for Rayquaza too. Make smaller maps. Much smaller. Like I suggested, start with 30x30 and go from there. For ppooookkkkkkk, try 60 wide by 30 high. For Rayquaza, try 30 wide by 90 high. Note this doesn't count the edges; that'll add in like 10 each side or thereabouts. Good luck guys.

Lord Varion
January 4th, 2013, 06:44 AM
http://i.snag.gy/o1o45.jpg

Redid the map.
Made it less square full and such.

tImE
January 4th, 2013, 11:58 AM
http://i.snag.gy/o1o45.jpg

Redid the map.
Made it less square full and such.

I actually liked the last one better. While it was kind of square, it isn't "bad square".
It was rather "official square".
It looked more like a real FRLG map then.

If you're going for an official look, I preferred the last one.
This new one simply looks like it was intentionally made less square. It doesn't actually look better.

Last map: 8/10
New map 7/10

-----------------------------------

Now for my map.
Guada Desert from my upcoming game Pokémon Cyan:

http://fc09.deviantart.net/fs71/f/2013/002/f/c/guada_desert_by_44tim44-d5q6th7.png

Arma
January 4th, 2013, 02:59 PM
@tImE: How did that pickup got there!?
8/10, Looks really good, though I think you went a bit overboard with the cacti in the southwest area of the map.

Riansky
January 4th, 2013, 04:03 PM
Here is my map. Route 1 from my game.

https://dl.dropbox.com/u/64451898/Route%201s.png

Deouen
January 4th, 2013, 04:56 PM
Riansky
Pretty good, I like the design of the route. Although the size of the trees and how much space there is makes me feel a bit claustrophobic in a couple of areas. I think that may just be that weird illusion of height those trees have, though. The vegetation is really nice as well, not too overboard.

tImE
Not bad, I like the oasis area, but I agree with elarmasecreta about the south west corner.

--
Speaking of which, I really agree with you here.
I actually liked the last one better. While it was kind of square, it isn't "bad square".
It was rather "official square".
It looked more like a real FRLG map then.

If you're going for an official look, I preferred the last one.
I really think people underrate the official maps. They aren't bad. Square isn't bad either. There's so many styles of mapping that it's difficult to say one is better than the other (although admittedly, some are just plain bad). And the notion that there's such things as a "perfect mapping style" are completely false. I think I need to do a couple of blog posts/tutorials/something about mapping styles one day.

Arma
January 4th, 2013, 11:19 PM
I really think people underrate the official maps. They aren't bad. True that, but there are some exceptions...

Square isn't bad either. There's so many styles of mapping that it's difficult to say one is better than the other (although admittedly, some are just plain bad). And the notion that there's such things as a "perfect mapping style" are completely false. Well, things usually go wrong when people try to combine style, like the the original style from Gamefreak with the "more natural" style I usually use. It almost always ends up in a really cluttered map...



I think I need to do a couple of blog posts/tutorials/something about mapping styles one day.Sounds like a good idea to me, I'd love to help you out with it!

ppooookkkkkkk
January 5th, 2013, 02:10 AM
Heres my totally revamped map.

It has two parts, one is the part for the GreenGurff Farm. And, one is for the forest.
http://fc03.deviantart.net/fs70/i/2013/005/7/8/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png

KingCharizard
January 5th, 2013, 09:16 PM
Heres my totally revamped map.

It has two parts, one is the part for the GreenGurff Farm. And, one is for the forest.
http://fc03.deviantart.net/fs70/i/2013/005/7/8/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png

In my opinion its worse then your other one.. maybe mapping just isnt ur thing...

ppooookkkkkkk
January 5th, 2013, 11:02 PM
What looks bad about it now? I followed everyones suggestion (jim 42's about making the map smaller)

Arma
January 6th, 2013, 04:38 AM
What looks bad about it now? I followed everyones suggestion (jim 42's about making the map smaller)No you didn't, I've told you to make your paths smaller (narrower) and stop using large sees of tall grass...

I'll create my own version of your map, you can use that as a comparison.

ppooookkkkkkk
January 6th, 2013, 04:57 AM
oh well loks like i really do need a mapper :\ .

Edit: How does it look now

http://fc06.deviantart.net/fs71/i/2013/006/4/c/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.png

Arma
January 6th, 2013, 06:41 AM
Okay, the ledges in your map are almost completely useless... Furthermore, half of the grass patches can be avoided as well. You can get through this map by just walking through 3 tiles of tall grass. you should force the player to walk through it.

I made a route similar to your's. Try comparing both maps.
http://img23.imageshack.us/img23/1246/pookv.png
You can see that the ledges clearly serve a purpose now, as they allow the player to backtrack without being slowed down by tall grass.

Dradier234
January 6th, 2013, 07:09 AM
Heres Route 3 for my game:
http://img541.imageshack.us/img541/5726/route3.png

KingCharizard
January 6th, 2013, 07:35 AM
Okay, the ledges in your map are almost completely useless... Furthermore, half of the grass patches can be avoided as well. You can get through this map by just walking through 3 tiles of tall grass. you should force the player to walk through it.

I made a route similar to your's. Try comparing both maps.
http://img23.imageshack.us/img23/1246/pookv.png
You can see that the ledges clearly serve a purpose now, as they allow the player to backtrack without being slowed down by tall grass.

This map i like,

@ppooookkkkkkk, i dont like the tiles you're using, then again that is my personal preference. Still doesn't invalidate my opinion. Why does your map have those random patches of gray in the paths, and your ledges have no purpose like he said above. the ledges in the game were used to make it faster to travel from one place to the next when you had to back track... For example, going back to pallet town from viridian city.

EDIT: @elarmasecreta, I had no idea you explained the ledges purpose under the map.. haha


@Dradier234, I'm not a big fan of that map. You change the player's ground level(with the stairs), with no purpose other than to just make them do it. The randomly placed bushes seem to make no sense or fit the area, aswell as the flowers and rocks. everything in a map usually makes sense or is plausible but the middle dip seems to make no sense.. Also your mountains are too square, no mountain forms like that on multiple levels...

ppooookkkkkkk
January 7th, 2013, 10:06 AM
I finally found out that my tiles look dull/lifeless :\. So i changed their color now it looks more bright! Also about the half road mud tiles. There is a road cunstruction going on(But why?)http://fc02.deviantart.net/fs70/i/2013/007/7/d/pokemon_morning_night_area_route_2_by_ahmad2334-d5pxdpl.pngHere is the second part(it Connects with it).

http://fc03.deviantart.net/fs71/i/2013/007/a/e/pokemon_morning_night_area_route_2_part_2_by_ahmad2334-d5qr1bf.png

Sorry about some tilerrors as well as a skip able patch of grass.

Lord Varion
January 8th, 2013, 01:49 PM
Heres Route 3 for my game:
http://img541.imageshack.us/img541/5726/route3.png

The overall shape is good, but here's some points i found.

http://i.snag.gy/ef1XC.jpg

Red = Why is this ladder different from the others?
Blue = The steps don't work like that, if you look in the public FRLG tileset hard enough, you'll find some more ladders like this one? http://i.snag.gy/hR96S.jpg
Yellow = I believe I mentioned this earlier a few times, you've clashed tile styles again, those thin trees are from RSE, where as everything else you have is FRLG.
http://i.snag.gy/NCkHz.jpg These are the FRLG ones you require.

Arx
January 8th, 2013, 03:14 PM
A map of my game. It's called Pitsborough Town. 50x30. Sorry for the blank spaces, don't know how to remove them.

http://data.imagup.com/11/1172352395.png (http://data.imagup.com/11/1172352395.png)
My first map using Crazyninjaguy's kit.

Serperion
January 8th, 2013, 10:46 PM
If this is the starter town its good with keeping to Nintendo's style however a bit of diversity is still good I mean take Aspertia City for one its unique for having a Pokemon Center, Gym and Trainer School as part of the hometown. I don't think having the berry trees is a good idea because they are all mean to be accessible in the games. Also all the plants seem to formal you have rectangles of flowers and shrubs and the trees look like the were built there they don't seem natural. Also if this is a Starter Town you should have one House bigger to refer to the player. Otherwise most of the stuff is ok maybe squash it in horizontally but its not bad.

Arma
January 9th, 2013, 02:29 AM
@ppooookkkkkkk: That second map actually looks pretty good. the first one looks a lot better as well, there just a few things you need to pay attention to:
The center patch of grass is pretty much useless, as players can easily avoid it.
The third ledge serves no purpose as well, I mean players can easily walk around them without too much effort, and it doesn't really provide a real shortcut.

Anyway, this looks a lot better than your original maps, keep practicing!

Dradier234
January 9th, 2013, 05:52 PM
Heres a edit... Changed bushes, the reason there's mountains on the map is because it leads to route 7

Serperion
January 12th, 2013, 03:58 AM
It looks better than before however you have several problems.

1 - The top middle area has patches of grass with no connection to any exit on the map fix that with either the water or the trees.

2 - Your mountain should have some boulders or larger rocks on it make it look more eroded like weather has happened.

3 - You mountain needs more layers on the right hand side it needs to be equal on the right and bottom.

4 - The lowered section you have in the middle right next to the Mountain either needs some stairs going down to it or needs to be removed.

5 - If this is your game's seventh route it should have more complex patterns for instance where there are trees replace with tall grass configured to snake around.

I know you have been editing this map for a while but you will get it to perfection soon

Rayquaza.
January 13th, 2013, 07:36 AM
Just been doing a few derps recently and this is the end result:

Note: NOT related to Pokémon Skyblaze.
http://fc00.deviantart.net/fs71/f/2013/013/2/9/rishend_town_by_rayquaza_dot-d5rd25p.png

tImE
January 13th, 2013, 12:39 PM
Just been doing a few derps recently and this is the end result:

Note: NOT related to Pokémon Skyblaze.
http://fc00.deviantart.net/fs71/f/2013/013/2/9/rishend_town_by_rayquaza_dot-d5rd25p.png

Pretty good.

A solid 7/10.
You don't have too much empty space and you use your tiles correctly.
I'd recommend not using so many differently designed houses in the same town.
It looks random.

Arma
January 17th, 2013, 06:09 AM
http://img809.imageshack.us/img809/3679/littleparkroute.png
Here's a little something I just made. It probably wont be in any game, I just felt like making a small park-ish route.

Arx
January 18th, 2013, 05:48 PM
http://img809.imageshack.us/img809/3679/littleparkroute.png
Here's a little something I just made. It probably wont be in any game, I just felt like making a small park-ish route.
It's still very good but why don't you just use only one type of trees? I think it'd be better. 8/10.

Lord Varion
January 18th, 2013, 05:51 PM
http://img809.imageshack.us/img809/3679/littleparkroute.png
Here's a little something I just made. It probably wont be in any game, I just felt like making a small park-ish route.

The multiple uses of different trees and placement of the border trees really stand out here, good job.
The ledges look a bit iffy inbetween bushes.

7.5/10

ppooookkkkkkk
January 19th, 2013, 11:08 AM
Heres my New map. Greengurff farm. I hope it's good.

http://fc02.deviantart.net/fs71/i/2013/019/1/d/pokemon_morning_night_area_greengurff_farm__by_ahmad2334-d5s01tu.png

Lord Varion
January 19th, 2013, 11:19 AM
The shape is good.
But It doesn't look farmish due to the tiles you have picked.

ppooookkkkkkk
January 19th, 2013, 11:45 AM
The shape is good.
But It doesn't look farmish due to the tiles you have picked.
Sorry bout that but i don't have farmish tiles but i'll try to add them. Thats why i put the camper vans there instead.

I also know farms have ranches. So, to awnser that. The ranch is at the other side of the cave. the gym is also there. Also tiles like Corn cobs, Berry plants apricorns Etc.. Will be there too.

Arma
January 19th, 2013, 12:44 PM
The map looks nice, but it is a bit weird to have the pathways north of all the vans, while the entrance is south of them.

ppooookkkkkkk
January 19th, 2013, 01:37 PM
The map looks nice, but it is a bit weird to have the pathways north of all the vans, while the entrance is south of them.

Are you saying something to my adjusment or the tiles?

if you're saying abut the tiles as Boomxbig :P

Fire Flyy
January 19th, 2013, 01:43 PM
Size isn't bad, but it doesn't really seem like a farm with a mart, apartment complex thing and all those vans. Also the one tile path you have going to the mart should be changed. The cave doesn't really make a whole lot of sense either on a farm. I reccomend maybe like checking out Nintendo maps or Kyledove's for an idea of how a Pokemon farm might look and just to get an idea of how towns in the Pokemon world look overall. Good luck :)

ppooookkkkkkk
January 19th, 2013, 02:26 PM
I can replace the mart with the, Driftveil city's market. But a pokecenter is nessecary. Also can you provide me a link of the map.

Radical Raptr
January 19th, 2013, 03:28 PM
I can replace the mart with the, Driftveil city's market. But a pokecenter is nessecary. Also can you provide me a link of the map.

if I have time I might be able to make you that classic "barn (http://www.absoluterv.com/assets/gambrel-barn.jpg)" for you as a tile to use with credit if you wanted. I haven't seen a farm in like, ever, so being a part of one would be awesome ^ ^

ppooookkkkkkk
January 19th, 2013, 03:37 PM
if I have time I might be able to make you that classic "barn (http://www.absoluterv.com/assets/gambrel-barn.jpg)" for you as a tile to use with credit if you wanted. I haven't seen a farm in like, ever, so being a part of one would be awesome ^ ^
If you like you can. I like giving credit ^.^

Arma
January 24th, 2013, 05:30 AM
Here's another of my maps, this one will actually be used. You start out from the north, having to find your way down. The arrows indicate how the caves are connected. I haven't doen the borders on the sides yet, mind that.XD
http://img834.imageshack.us/img834/5746/labyrowhillarrow.png
"Ah, Labyrow Hill... Y'know this is where you can separate yourself from the boys. It's not gonna be an easy trip, I can assure you. It'll be all worth the trouble though, the hill will toughen you up enough to take on Finn in Lowshore City. If the hill proves to be too strong for you, you can forget about ever getting a gym badge."

tImE
January 24th, 2013, 08:35 AM
Here's another of my maps, this one will actually be used. You start out from the north, having to find your way down. The arrows indicate how the caves are connected. I haven't doen the borders on the sides yet, mind that.XD
http://img834.imageshack.us/img834/5746/labyrowhillarrow.png
"Ah, Labyrow Hill... Y'know this is where you can separate yourself from the boys. It's not gonna be an easy trip, I can assure you. It'll be all worth the trouble though, the hill will toughen you up enough to take on Finn in Lowshore City. If the hill proves to be too strong for you, you can forget about ever getting a gym badge."

8.5/10

Really good map.
Nice combination of different trees, without it looking too messy.
The map reminds me of a mixture between Jagged Pass & Mt Pyre.

My only complaints are that at some points, the way you're supposed to go feel a bit cramped or too narrow, but that's just my opinion.
Another thing though; I think the color of the grass-groundclashes a a little too much with the white mountains.
I think you should try and make your own ground, like some sort of gravel or dirt? Which doesn't clash as much with the mountains colors.

Anyway, looking forward to seeing more from you.


EDIT:

I'm gonna throw one of my maps at you, while I'm at it.
Route 4, from my game Pokémon: Blaze Red.
http://i.imgur.com/rsTrbrj.png

FYI, the long paths on the right are place holders til I'm done with cerulean, for size purposes.

Arma
January 24th, 2013, 10:16 AM
[9/10] I don't really like the routes from Kanto, personally, but you did a really good job there!

The parts where the ledges touch the mountains look weird though...

Oh, and the reason why the place feels narrow at times is because you aren't supposed to have decent footing there. It should be a hill that's hard to descent and the best way to do this without introducing a lot places where you have to use HMs is to make use of such narrow paths.

FYI, the long paths on the right are place holders til I'm done with cerulean, for size purposes.Them why didn't you just cut off the image for us... ;)

Dradier234
January 25th, 2013, 06:14 PM
Heres my map for JNathan, Its suppose to resemble Pallet a little. Small mistakes like tree edges are fixed.
http://img152.imageshack.us/img152/1407/titleak.png

Yamiidenryuu
January 25th, 2013, 07:10 PM
Having a bunch of plain green trees plus a couple fancy red and orange trees looks really odd. At the very least, you should use green versions of the fancier-looking tree for the borders. And you have four different types of houses going there, making the map look rather uncoordinated. You should probably only use two types at most. Also, the house in the lower left appears to be overlapping the path, which looks really odd.

Dradier234
January 26th, 2013, 12:58 PM
Okay. The house combinations are fine. The blue one is the starter house and the green one is proffesors home..

carmaniac
January 26th, 2013, 01:57 PM
Heres my map for JNathan, Its suppose to resemble Pallet a little. Small mistakes like tree edges are fixed.
http://img152.imageshack.us/img152/1407/titleak.png

It's a good start, but needs quite a bit of improvements. The paths should appear where players will usually be required to walk over, but also need to put into consideration where NPCs' are walking as well. The paths need to go up to, and in most cases under the building to make it look like people over time have formed the path after constant walking. One building needs to be moved slightly, as it seems to be illogical as to how you've placed it. Below I've added an image highlighting certain places. Where I've highlighted in red, is where you need to pay attention to. The green lines show where you should really speaking put paths. Blue line shows how far to push your building over. You've made a good start, just need to put those thoughts into consideration.

http://i1004.photobucket.com/albums/af167/carmaniac94/Help_zpsd63abc4d.png

Rayquaza.
January 26th, 2013, 02:20 PM
Just been trying some new stuff like what I learned in work experience last year to make something pretty cool using Google Sketchup (I'm thinking 3D model possibilities for game dev here guys)...


http://fc01.deviantart.net/fs71/f/2013/026/4/4/small_side_project_by_rayquaza_dot-d5stezb.png

Dradier234
January 26th, 2013, 02:33 PM
I have it fixed. Thanks for the critique!

~Anbuja
January 26th, 2013, 03:05 PM
I have it fixed. Thanks for the critique!

Try to use the redish trees a little bit more, using it just 3 times make the map a little bit boring.
Try to remove the bridge that leads to blues house, since it makes no sense because you can easily reach it on feet, and 2 bridges that close too each other doesnt look very well.
The water should be not that squarish also random stones in the water would'nt really hurt it either, and how is the hero going to get to the other side, hoping on the mountain i suppose?
In which you should try to map the mountains and trees not that squarish.

Also most comments i see here are just comments to have a reason to post theyre owns maps like "i like the tiles" or "place trees different" and thats it, i only saw like 3-4 people trying to give real sugguestions or critism to make someone improve theyre maps. How are they supposed to improve if they don't get told the truth that some parts of theyre mpas might be just bad?

Non of this is meant bad just my thoughts while dashing through the forum :<

ppooookkkkkkk
January 26th, 2013, 03:28 PM
Just been trying some new stuff like what I learned in work experience last year to make something pretty cool using Google Sketchup (I'm thinking 3D model possibilities for game dev here guys)...


http://fc01.deviantart.net/fs71/f/2013/026/4/4/small_side_project_by_rayquaza_dot-d5stezb.png

The mountain looks good. Not very impressed with the grass, it looks flat.

Rayquaza.
January 26th, 2013, 03:56 PM
The mountain looks good. Not very impressed with the grass, it looks flat.

Like I basically said, it's a work in progress and it ain't finished.

Zodiac.
February 1st, 2013, 06:24 AM
I think it looks pretty good, no idea why no-one has commented on this...

Would love to see more.

Arma
February 1st, 2013, 07:55 AM
Google Sketchup, eh? Well your tiles look nice, but I'd like to see you create an actual map with it ;)

Serperion
February 2nd, 2013, 04:47 AM
The 3D mini-map done by Rayquaza is very well done even for a prototype, like ppooookkkkkkk said the grass is flat making like the 3D rocks would be very useful ,I myself haven't looked at the system but if you can make certain pixels transparent that would be excellent.

Dradier234
February 2nd, 2013, 11:38 AM
http://img11.imageshack.us/img11/2000/3902827.png
Hey guys. My town I posted earlier has a couple more edits..

Rayd12smitty
February 2nd, 2013, 03:54 PM
http://img11.imageshack.us/img11/2000/3902827.png
Hey guys. My town I posted earlier has a couple more edits..

It looks nice. You might want to move the hill the lab is on and the lab up more. That or get rid if some trees below it. The path is pretty small for going to the biggest building on the map

Arma
February 2nd, 2013, 04:12 PM
It looks way too cramped imo... the 3 trees directly above the building in the south west corner don't look to me. The two bridges so close to each other look ridiculous. And you might want to remove some trees below the lab... Hope this helps you!

Ramond Hikari
February 2nd, 2013, 06:42 PM
The upper bridge just doesn't match, and it's kind of unecessary, though.

ppooookkkkkkk
February 8th, 2013, 01:19 PM
Update to Greengruff farm. Tiles by blackdragonredroses DA and Saving raven.
http://fc04.deviantart.net/fs70/i/2013/039/7/f/pokemon_morning_night_area_greengurff_farm__by_ahmad2334-d5s01tu.png

carmaniac
February 8th, 2013, 02:08 PM
Update to Greengruff farm. Tiles by blackdragonredroses DA and Saving raven.
http://fc04.deviantart.net/fs70/i/2013/039/7/f/pokemon_morning_night_area_greengurff_farm__by_ahmad2334-d5s01tu.png

I'm pretty sure that the Mart, Center and vehicles belong to boOmxBiG (http://boomxbig.deviantart.com/art/Custom-Tileset-288009217).

Pia Carrot
February 8th, 2013, 02:59 PM
The top floor of Sky Pillar in Ancient Emerald:
http://fc02.deviantart.net/fs71/f/2013/039/4/7/descend_from_the_heavens_by_pokemon_tiler-d5u9kvr.png

tImE
February 8th, 2013, 05:31 PM
The top floor of Sky Pillar in Ancient Emerald:
http://fc02.deviantart.net/fs71/f/2013/039/4/7/descend_from_the_heavens_by_pokemon_tiler-d5u9kvr.png

Since it's a remake of an official map, I don't have much to comment on, but you've made good use of the GSC-style graphics.
8.5/10


Now, here's my remake of Ceruelan City.
http://fc02.deviantart.net/fs71/f/2013/039/0/f/cerulean_city_by_44tim44-d5ua4kt.png
(I'd also like some feedback as to wether I should use some kind of underlying concrete in the city, like Jubilife City or if I should keep it as it is.)
PS: The Bridge is a placeholder, and the top right corner with empty water is undecorated til I've made the route north.

ppooookkkkkkk
February 8th, 2013, 10:14 PM
I'm pretty sure that the Mart, Center and vehicles belong to boOmxBiG (http://boomxbig.deviantart.com/art/Custom-Tileset-288009217).

Wad saying the new tiles ( crops and the barn.))

Serperion
February 9th, 2013, 01:07 AM
Now, here's my remake of Ceruelan City.
http://fc02.deviantart.net/fs71/f/2013/039/0/f/cerulean_city_by_44tim44-d5ua4kt.png
(I'd also like some feedback as to wether I should use some kind of underlying concrete in the city, like Jubilife City or if I should keep it as it is.)
PS: The Bridge is a placeholder, and the top right corner with empty water is undecorated til I've made the route north.


It's pretty accurate minus a few things, if you are going for as close as possible

1) there shuold be a second path coming from the east of the bridge area, doesn't have to be connected to the bridge, just have one

2) There should be two cut trees in the south fence of the city, and on the East exit (East exit would also need a boulder)

3) You should probably extend the southern-most paths as they do just keep on going, and consider using light posts there if you want

Overall this map is very well done just these minor issues, I remember your Route 4 map had many errors in it but this is a vast improvement.

9.3/10

tImE
February 9th, 2013, 04:18 AM
It's pretty accurate minus a few things, if you are going for as close as possible

1) there shuold be a second path coming from the east of the bridge area, doesn't have to be connected to the bridge, just have one

2) There should be two cut trees in the south fence of the city, and on the East exit (East exit would also need a boulder)

3) You should probably extend the southern-most paths as they do just keep on going, and consider using light posts there if you want

Overall this map is very well done just these minor issues, I remember your Route 4 map had many errors in it but this is a vast improvement.

9.3/10
To start off, this isn't supposed to be an EXACT replica, as I don't like the way Nintendo made the maps in some ways.

1) For my game I've decided not to include the side-path, seeing as in real life, there'd be no need for a bridge, if you could just walk beside it anyways.

2) This map is a "Print Screen" straight out of RMXP, so no events such as Cut-trees are visible. They are there.
Not sure what you mean about the east exit, but the mountains will be added on Route 9 instead of being visible inside the town, and afaik, the cut tree to the east is on Route 9 aswell.

3) Sounds like a good idea, Thanks!

Derxwna Kapsyla
February 9th, 2013, 06:11 AM
Decided to drop another map here for review.

Mount Moon Square
http://gyazo.com/d3f5176d4be4c1caa08ac70e55975cd9.png?1360418950
This map was originally introduced in GSC, and brought back in HgSs, as a small area inside Mt Moon where Clefairy would gather on Mondays to dance around that pond. There was a small gift shop run by a grandmother and her granddaughter, or something like that, and it would close down on Monday Nights.

I personally believed it made no sense to have it as an area lodged who knows where within the mountains, and decided to make it where the exit of Mt Moon was, which also made no sense (Why would a stairway lead into a cave exit?).

The design I based it off of was the Heart Gold/Soul Silver design:
http://cdn.bulbagarden.net/upload/a/ae/Mt_Moon_Square_HGSS.png

It's not meant to exactly resemble the original design, but was loosely based off of it.

Arma
February 9th, 2013, 07:35 AM
The layout of both maps is quite nice. The trees you used in the first map are clashing horribly with the other tiles, either recolour them or use the FRLG ones. I also think you went a bit overboard with the flowers in both maps. The ledges under both buildings don't really have a purpose, but the one on the top map looks nice. I'd remove the one from the bottom map though.

Derxwna Kapsyla
February 9th, 2013, 03:22 PM
Those trees are a placeholder for the time being, I need to insert the trees I normally use into the tileset, and those will tell me where I need to place them when I insert them.
As for the flowers, yeah, I suppose I could decrease them. I only went overboard because it felt like there was too much unused space in comparison with the map

Serperion
February 9th, 2013, 07:15 PM
Here's a map I just came up with a little while ago


http://i.imgur.com/XSBvXLf.png
Name: Sear Canyon
Exits: North (2), South (2)

This canyon used to house one of the Region's biggest Rivers, however since temperatures began to soar the river had disappeared. Since then a creek began to form across the canyon forming small patches of green. No trees can grow because of the vast amount of Fire and Electric types.

Radical Raptr
February 9th, 2013, 09:21 PM
Here's a map I just came up with a little while ago


http://i.imgur.com/XSBvXLf.png
Name: Sear Canyon
Exits: North (2), South (2)

This canyon used to house one of the Region's biggest Rivers, however since temperatures began to soar the river had disappeared. Since then a creek began to form across the canyon forming small patches of green. No trees can grow because of the vast amount of Fire and Electric types.


I want to like the map, I really like the idea and history you put behind the map; and I hope other maps are this intricate as well. However it is entirely too empty; you need to add more pizzazz, more feeling, more interesting terrain. everything is in a box formation, naturally, nature does not form in such a fashion, it moves around, its random, its crazy; show this in your mountain ranges. Make the borders of them(the walls) flow and move around.
The river is too linear, you need to make it flow more, I get that its dried up, but make a path of clowing water, and add dirt or soil that would replicate the "flowing" nature of the once great river. other than that its a nice start to a potentially great map. Good luck with this map and fix it up!

Serperion
February 9th, 2013, 11:50 PM
Thanks for the the Review Saving Raven, I was testing around with another Canyon map I had and decided to make it more Fertile so here it is. By the way neither of these maps are going to be in a game.


http://i.imgur.com/wpbiPcF.png
Name: Nuzleaf Canyon
Exits: West (2), North (1), East (1)

This old canyon has been cared for by the people of the village to the East of it and their descendants were able to get Pokemon to migrate into the Canyon to keep it fertile, the wild grass and Trees are a symbol to an everlasting desire to preserve nature for the people of the village.

Dradier234
February 11th, 2013, 06:20 PM
Heres Deck City in PKMN Chaos Mind.
http://img62.imageshack.us/img62/8513/deckcity.png

Arma
February 12th, 2013, 10:19 AM
Heres Deck City in PKMN Chaos Mind.
http://img62.imageshack.us/img62/8513/deckcity.png
I'm going to blunt here, that map looks terrible. It can turn into a decent map with some work though.

The layout of the road is a good thing to base your city on, however, the buildings aren't properly aligned. It looks weird having varying widths of the road, try using 3 or four tile wide roads throughout the city.

the top part of the map looks really bad. It's like you duct-taped it on a town, the buildings don't match with the rest, and the are placed horribly. You should try placing the roads in front of them, not underneath them.

The fenced-in trees look nice, though their placement could've been a lot better. Try placing them between next to the vertical parts of the road.

I get the impression that this map was really rushed, like you just selected thins from the tileset and just splatted them together. Take your time while mapping, play test the game and walk through your map, pretending that this is the first time you visit it. Does everything look natural? Does it really give you the feeling you intended it to have? Do you know where you're supposed to go?

Anyway, please don't feel offended by this, I'm just trying to help you.