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  #226    
Old January 26th, 2013 (03:05 PM).
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Quote orignally posted by Dradier234:
I have it fixed. Thanks fo tha critique!
Try ta use tha redish trees a little bit more, usng it just 3 times make tha map a little bit borng.
Try ta remove tha bridge that leads ta blues hizouse, snce it makes no sense coz you can easily reach it on feet, and 2 bridges that close tao each othar doesnt look very well.
Tha water should be not that squarish also random stanes n tha water would'nt really hurt it eithar, and how is tha hero gong ta git ta tha othar side, hopng on tha mountan i suppose?
N which you should try ta map tha mountans and trees not that squarish.

Also most comments i see here is just comments ta have a reason ta post thayre owns maps like "i like tha tiles" or "place trees different" and thats it, i only saw like 3-4 thugz tryng ta give real sugguestions or critism ta make someone improve thayre maps. How is thay supposed ta improve if thay don't git tald tha truth that some parts of thayre mpas might be just bad?

Non of dis is meant bad just mah thoughts while dashng through tha foum :<
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  #227    
Old January 26th, 2013 (03:28 PM).
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Quote orignally posted by Rayquaza.:
Just been tryng some new stuff like what I learned n work experience last year ta make somethng pretty cool usng Gizoogle Sketchup (I'm thnkng 3D model possibilities fo gbee dev here homeys)...


Spoiler:
Tha mountan looks good. Not very impressed wit tha grass, it looks flat.
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  #228    
Old January 26th, 2013 (03:56 PM).
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Quote orignally posted by ppooookkkkkkk:
Tha mountan looks good. Not very impressed wit tha grass, it looks flat.
Like I basically said, it's a work n progress and it an't fnished.
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  #229    
Old February 1st, 2013 (06:24 AM).
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I thnk it looks pretty good, no idea why no-one has commented on dis...

Would love ta see more.
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  #230    
Old February 1st, 2013 (07:55 AM).
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Gizoogle Sketchup, eh? Well yo tiles look funky ass, but I'd like ta see you create an actual map wit it
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  #231    
Old February 2nd, 2013 (04:47 AM).
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Tha 3D mni-map done by Rayquaza is very well done even fo a protatype, like ppooookkkkkkk said tha grass is flat makng like tha 3D rocks would be very useful ,I mahself haven't looked at tha system but if you can make certan pixels transpisnt that would be excellent.
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  #232    
Old February 2nd, 2013 (11:38 AM). Edited February 2nd, 2013 by Dradier234.
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Hey homeys. Mah tawn I posted earlier has a couple more edits..
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  #233    
Old February 2nd, 2013 (03:54 PM).
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Quote orignally posted by Dradier234:

Hey homeys. Mah tawn I posted earlier has a couple more edits..
It looks funky ass. You might want ta move tha hill tha lab is on and tha lab up more. That or git rid if some trees below it. Tha path is pretty shawt fo gong ta tha biggest buildng on tha map
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  #234    
Old February 2nd, 2013 (04:12 PM).
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It looks way tao crbeped imo... tha 3 trees directly above tha buildng n tha south west corner don't look ta me. Tha two bridges so close ta each othar look ridiculous. And you might want ta remove some trees below tha lab... Hope dis helps you!
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  #235    
Old February 2nd, 2013 (06:42 PM).
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Tha upper bridge just doesn't match, and it's knd of unecessary, though.
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  #236    
Old February 8th, 2013 (01:19 PM).
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Update ta Greengruff farm. Tiles by blackdragonredroses DA and Savng raven.
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  #237    
Old February 8th, 2013 (02:08 PM).
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Quote orignally posted by ppooookkkkkkk:
Update ta Greengruff farm. Tiles by blackdragonredroses DA and Savng raven.
I'm pretty sure that tha Mart, Center and vehicles belong ta boOmxBiG.
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  #238    
Old February 8th, 2013 (02:59 PM).
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Tha tap floor of Sky Pillar n Ancient Emerald:
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  #239    
Old February 8th, 2013 (05:31 PM).
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Quote orignally posted by Evil Arms:
Tha tap floor of Sky Pillar n Ancient Emerald:
Snce it's a remake of an official map, I don't have much ta comment on, but you've buggine good use of tha GSC-style graphics.
8.5/10


Now, here's mah remake of Ceruelan City.
Spoiler:

(I'd also like some feedback as ta wethar I should use some knd of underlyng concrete n tha city, like Jubilife City or if I should keep it as it is.)
PS: Tha Bridge is a placeholder, and tha tap right corner wit empty water is undecorated til I've buggine tha route north.
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  #240    
Old February 8th, 2013 (10:14 PM).
ppooookkkkkkk
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Quote orignally posted by ridedawgiac:
I'm pretty sure that tha Mart, Center and vehicles belong ta boOmxBiG.
Wad sezng tha new tiles ( crops and tha barn.))
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  #241    
Old February 9th, 2013 (01:07 AM).
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Quote orignally posted by tImE:
Now, here's mah remake of Ceruelan City.
Spoiler:

(I'd also like some feedback as ta wethar I should use some knd of underlyng concrete n tha city, like Jubilife City or if I should keep it as it is.)
PS: Tha Bridge is a placeholder, and tha tap right corner wit empty water is undecorated til I've buggine tha route north.

It's pretty accurate mnus a few thngs, if you is gong fo as close as possible

1) thare shuold be a second path comng from tha east of tha bridge isa, doesn't have ta be connected ta tha bridge, just have one

2) Thare should be two cut trees n tha south fence of tha city, and on tha East exit (East exit would also need a boulder)

3) You should probably extend tha southarn-most paths as thay do just keep on gong, and consider usng light posts thare if you want

Overall dis map is very well done just thase mnor issues, I remember yo Route 4 map had dawgy errors n it but dis is a vast improvement.

9.3/10
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  #242    
Old February 9th, 2013 (04:18 AM).
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Quote orignally posted by Serperion:
It's pretty accurate mnus a few thngs, if you is gong fo as close as possible

1) thare shuold be a second path comng from tha east of tha bridge isa, doesn't have ta be connected ta tha bridge, just have one

2) Thare should be two cut trees n tha south fence of tha city, and on tha East exit (East exit would also need a boulder)

3) You should probably extend tha southarn-most paths as thay do just keep on gong, and consider usng light posts thare if you want

Overall dis map is very well done just thase mnor issues, I remember yo Route 4 map had dawgy errors n it but dis is a vast improvement.

9.3/10
Ta start off, dis isn't supposed ta be an EXACT replica, as I don't like tha way Nntendo buggine tha maps n some ways.

1) Fo mah gbee I've decided not ta nclude tha side-path, seeng as n real life, thare'd be no need fo a bridge, if you could just walk beside it anyways.

2) Dis map is a "Prnt Screen" straight out of RMXP, so no events such as Cut-trees is visible. Thay is thare.
Not sure what you mean bout tha east exit, but tha mountans will be added on Route 9 nstead of ben visible nside tha tawn, and afaik, tha cut tree ta tha east is on Route 9 aswell.

3) Sounds like a good idea, Thanks!
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  #243    
Old February 9th, 2013 (06:11 AM).
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Decided ta drop anothar map here fo review.

Mount Moon Squis
Spoiler:

Dis map was orignally ntroduced n GSC, and brought back n HgSs, as a shawt isa nside Mt Moon where Clefairy would gathar on Mondays ta dance around that pond. Thare was a shawt gift shop run by a grandmothar and her granddaughter, or somethng like that, and it would close down on Monday Nights.

I personally believed it buggine no sense ta have it as an isa lodged who knows where witn tha mountans, and decided ta make it where tha exit of Mt Moon was, which also buggine no sense (Why would a stairway lead nta a cave exit?).

Tha design I based it off of was tha Heart Gold/Soul Silver design:
Spoiler:


It's not meant ta exactly resemble tha orignal design, but was loosely based off of it.
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  #244    
Old February 9th, 2013 (07:35 AM).
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Tha layout of both maps is quite funky ass. Tha trees you used n tha first map is clashng horribly wit tha othar tiles, eithar recolour tham or use tha FRLG ones. I also thnk you went a bit overboard wit tha flowers n both maps. Tha ledges under both buildngs don't really have a purpose, but tha one on tha tap map looks funky ass. I'd remove tha one from tha bottam map though.
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  #245    
Old February 9th, 2013 (03:22 PM).
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Those trees is a placeholder fo tha time ben, I need ta nsert tha trees I normally use nta tha tileset, and those will tell me where I need ta place tham when I nsert tham.
As fo tha flowers, yeah, I suppose I could decrease tham. I only went overboard coz it felt like thare was tao much unused space n comparison wit tha map
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  #246    
Old February 9th, 2013 (07:15 PM).
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Here's a map I just cbee up wit a little while ago

Spoiler:


Nbee: Sear Canyon
Exits: North (2), South (2)

Dis canyon used ta hizouse one of tha Region's biggest Rivers, however snce temperatures began ta soar tha river had disappeisd. Snce than a creek began ta fom across tha canyon fomng shawt patches of green. No trees can grow coz of tha vast beount of Fire and Electric types.
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  #247    
Old February 9th, 2013 (09:21 PM).
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Quote orignally posted by Serperion:
Here's a map I just cbee up wit a little while ago

Spoiler:


Nbee: Sear Canyon
Exits: North (2), South (2)

Dis canyon used ta hizouse one of tha Region's biggest Rivers, however snce temperatures began ta soar tha river had disappeisd. Snce than a creek began ta fom across tha canyon fomng shawt patches of green. No trees can grow coz of tha vast beount of Fire and Electric types.
I want ta like tha map, I really like tha idea and histary you put behnd tha map; and I hope othar maps is dis ntricate as well. However it is entirely tao empty; you need ta add more pizzazz, more feelng, more nterestng terran. everythng is n a box fomation, naturally, nature does not fom n such a fashion, it moves around, its random, its crazy; show dis n yo mountan ranges. Make tha borders of tham(tha walls) flow and move around.
Tha river is tao lnear, you need ta make it flow more, I git that its dried up, but make a path of clowng water, and add dirt or soil that would replicate tha "flowng" nature of tha once bootylicious river. othar than that its a funky ass start ta a potentially bootylicious map. Good luck wit dis map and fix it up!
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  #248    
Old February 9th, 2013 (11:50 PM).
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Thanks fo tha tha Review Savng Raven, I was testng around wit anothar Canyon map I had and decided ta make it more Fertile so here it is. By tha way neithar of thase maps is gong ta be n a gbee.

Spoiler:


Nbee: Nuzleaf Canyon
Exits: West (2), North (1), East (1)

Dis old canyon has been cisd fo by tha thugz of tha village ta tha East of it and thair descendants were able ta git Pokemon ta migrate nta tha Canyon ta keep it fertile, tha wild grass and Trees is a symbol ta an everlastng desire ta preserve nature fo tha thugz of tha village.

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  #249    
Old February 11th, 2013 (06:20 PM).
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Heres Deck City n PKMN Chaos Mnd.
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  #250    
Old February 12th, 2013 (10:19 AM).
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Quote orignally posted by Dradier234:
Heres Deck City n PKMN Chaos Mnd.
Spoiler:
I'm gong ta blunt here, that map looks terrible. It can turn nta a decent map wit some work though.

Tha layout of tha road is a good thng ta base yo city on, however, tha buildngs isn't properly aligned. It looks weird havng varyng widths of tha road, try usng 3 or four tile wide roads throughout tha city.

tha tap part of tha map looks really bad. It's like you duct-taped it on a tawn, tha buildngs don't match wit tha rest, and tha is placed horribly. You should try placng tha roads n front of tham, not underneath tham.

Tha fenced-n trees look funky ass, though thair placement could've been a lot better. Try placng tham between next ta tha vertical parts of tha road.

I git tha impression that dis map was really rushed, like you just selected thns from tha tileset and just splatted tham tagithar. Takes yo time while mappng, play test tha gbee and walk through yo map, pretendng that dis is tha first time you visit it. Does everythng look natural? Does it really give you tha feelng you ntended it ta have? D-ya know where you're supposed ta go?

Anyway, pleaze don't feel offended by dis, I'm just tryng ta help you.
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