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  #126    
Old December 22nd, 2012, 04:43 PM
ppooookkkkkkk
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  #127    
Old December 22nd, 2012, 06:59 PM
Hannah's Avatar
Hannah
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I'm not really a mapper, but I'm a pretty good critic.

Quote:
Originally Posted by Bramvdh View Post
Route 2
Spoiler:
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.

Quote:
Originally Posted by ppooookkkkkkk View Post
this is a map from my game
Spoiler:


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.
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  #128    
Old December 23rd, 2012, 06:43 PM
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ptisnjunk95
aka dtk95
 
Join Date: Dec 2012
Location: Portugal
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I've decided to publish a new map so here it is

I've just done it (I started at 2AM )
Attached Thumbnails
new map.PNG‎  
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  #129    
Old December 23rd, 2012, 06:53 PM
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Quote:
Originally Posted by ptisnjunk95 View Post
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.
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  #130    
Old December 24th, 2012, 03:11 PM
Rayquaza.'s Avatar
Rayquaza.
Lead Dev in Pokémon Chaos
 
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Age: 17
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Nature: Adamant
Route 9 of Pokémon Skyblaze.

WARNING: VERY BIG!
Spoiler:
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  #131    
Old December 24th, 2012, 03:22 PM
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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.
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  #132    
Old December 24th, 2012, 03:35 PM
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Rayquaza.
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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.
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  #133    
Old December 25th, 2012, 03:15 AM
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tImE
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@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


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  #134    
Old December 25th, 2012, 07:33 AM
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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
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  #135    
Old December 25th, 2012, 10:44 AM
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Quote:
Originally Posted by Nintendork15 View Post

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
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  #136    
Old December 25th, 2012, 12:41 PM
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ptisnjunk95
aka dtk95
 
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Age: 18
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Quote:
Originally Posted by DaSpirit View Post
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
Attached Thumbnails
map.PNG‎  
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  #137    
Old December 25th, 2012, 03:27 PM
Nintendork15
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Trying my hand at a few 8bit maps.
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  #138    
Old December 30th, 2012, 07:00 PM
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@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:
Spoiler:
I 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.
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  #139    
Old December 31st, 2012, 03:09 AM
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Serperion
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Join Date: Dec 2012
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Quote:
Originally Posted by elarmasecreta View Post
Anyway, here's something I made. it's named Cliffshire Woods:
Spoiler:
I 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

Spoiler:


Name: Bouldes City


Name: Aquilus City


Name: Noirail City


Name: Route 165

Game: N/A
Rom: FireRed
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  #140    
Old December 31st, 2012, 11:09 AM
ppooookkkkkkk
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Join Date: May 2012
Location: Newbud town (Pokemon Morning/Night)
Age: 13
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Nature: Gentle
Another Map (Freshly made)

Spoiler:


If anything needs to be changed, just tell and i'll change it right away!
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  #141    
Old December 31st, 2012, 11:23 AM
Nintendork15
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Quote:
Originally Posted by ppooookkkkkkk View Post
Another Map (Freshly made)

Spoiler:


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.
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  #142    
Old December 31st, 2012, 11:26 AM
ppooookkkkkkk
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I'll fix it the SQAURENESS

But i added the grasspatches to make it more difficult.
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  #143    
Old December 31st, 2012, 11:47 AM
Nintendork15
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Quote:
Originally Posted by ppooookkkkkkk View Post
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.
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  #144    
Old December 31st, 2012, 02:30 PM
ppooookkkkkkk
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Location: Newbud town (Pokemon Morning/Night)
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Ok heres the Update:

Spoiler:


It looks distorted because it's scaled 1/4 of it's original size.
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  #145    
Old December 31st, 2012, 03:01 PM
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Serperion
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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.
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  #146    
Old December 31st, 2012, 03:27 PM
Nintendork15
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@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.
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  #147    
Old December 31st, 2012, 04:34 PM
ppooookkkkkkk
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@Nintedork this path leaads to the forest.

I'll fix the zigzags but can you tell me how can i fix the square outline?
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  #148    
Old December 31st, 2012, 05:21 PM
IStreamSandwich's Avatar
IStreamSandwich
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Quote:
Originally Posted by ppooookkkkkkk View Post
@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"
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  #149    
Old December 31st, 2012, 06:00 PM
ppooookkkkkkk
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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:



Will a shape like this make my map look Less square?
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  #150    
Old December 31st, 2012, 06:12 PM
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IStreamSandwich
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Spoiler:

^ 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 .
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