: Emerald hack:
Pokémon: Discovery [Beta 1 Released]
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September 8th, 2013 (6:37 AM). Edited September 8th, 2013 by Le pug.
Join Date: Aug 2013
Location: Le bed
Originally Posted by
Hope this helps
I've circled some things and been a bit more helpful, hopefully
1. Something I didn't spot originally, your mountains are not level. If you look at the section I have circled it somehow overlaps the rest of the mountain, but meets the ground at the same place. When doing mountains the best thing to do is to map layer-by-layer, to help avoid this. You might also want to make the edge of the mountain more jagged, less uniform and straight to give it a more natural look.
2. I've circled some of the long grass, this type of grass does not match the map, imo. It's normally used in wet environments (so, near water) and should be used en mass rather than small patches. Stick with small grass for this map.
3. I've circled one of the pathways. If you look here you can see that (a) the path is narrow almost constantly 1.5 blocks, as the tops of the trees cover some of the bottom. The best thing to do would to make it more irregular and also one tile wider. (b) the majority of this map can be transversed by holding down a button - especially this circled big, it's one straight line.
4+5, on the right hand side, link back to these trees. For one thing, the two types of tree you have at the bottom do not mesh well together - one is a large tree, the other is a smaller, mangrove shrub thing. I would recommend sticking to the larger tree - another flaw with the smaller, R/S tree is how bad it looks when you have them linked together - it makes anything past the first layer look like a carpet of trees and exceptionally boring.
I'm afraid it's been a while since I've mapped, so I don't have any fresh examples, but
kind of shows a less uniform tree line. Many of the trees are at different levels, there are also 'side' paths (such as a surfable area) and a ledge to mean the map is different depending on your direction.
I hope that this helps and isn't just tedious to read.
Yes, this is very informative and very helpful. Thank you for the time you put in to this and I will definitely be revising the map, possibly changing the ruby trees into new trees (don't really like the ruby trees anyways)
Originally Posted by
Generally, I'm curious to see the gameplay's checkpoints. Normally, it's gym battles along with major storyline events. However, in an environment such as the Navy there's a lot to explore like going up in rank or deployment missions. Or, even becoming a SEAL.
Well I can already go ahead and spoil the fact that we aren't doing gym battles, in the sense that you're not battling just to get badges. Instead of badges, they will be apart of the story and something you NEED to get if you want to get off the land. The quest of the story is figuring out how to get off the land and overcoming any obstacles that are presented to you.
I'm not really sure about going up in rank, though it's a nice idea, but for the story I don't see how it would benefit the player when we already have a leveling system, Level of Will (LOW).
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