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  #776    
Old February 1st, 2013, 06:53 AM
hinkage's Avatar
hinkage
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Quote:
Originally Posted by FBI agent View Post
My turn!

Spoiler:



EDIT:
Credits to Kyledove and Cope for tiles
BTW You initially go from left to right

I like the layout of it. The trees are pretty natural, but not so much that it hinders the player. It's like Game Freak style. It wouldn't hurt to add a tiny bit more variety with the trees, tho, such as with the ones above the ledge in the bottom left.

The splotches of sand contribute nicely, but the middle area is still pretty empty, so I'd make the sand a lot bigger there. Or, you could remove that part, and replace the other sand tiles with those light-green grass ones. (Like the pathways in Pallet, Idfk what they really are.)

Also:
-Grass is too blocky and unnatural.
-Random fence in bottom left is out of place. I know you did it cuz of the ledge, but you can do treetop + ledge if you do some tile editing.
-Flower placement doesn't flow very well. I dunno, they just look weird to me. My own usually look pretty weird to me too tho, no idea how GF makes it look good.

Rating: It reminds me sorta of Route 102 and 29. It's simple, but pretty cool, so I'd have to give it an elephant/10; toaster/10 with fixes.
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  #777    
Old February 1st, 2013, 08:12 AM
FBI agent
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Quote:
Originally Posted by hinkage View Post
I like the layout of it. The trees are pretty natural, but not so much that it hinders the player. It's like Game Freak style.
I studied too many Game Freak maps :P

Quote:
It wouldn't hurt to add a tiny bit more variety with the trees, tho, such as with the ones above the ledge in the bottom left.
By variety you mean make it look more natural?

Quote:
Originally Posted by hinkage View Post
The splotches of sand contribute nicely, but the middle area is still pretty empty, so I'd make the sand a lot bigger there. Or, you could remove that part, and replace the other sand tiles with those light-green grass ones. (Like the pathways in Pallet, Idfk what they really are.)
You are right, the middle is extremely empty. I originally had 2 people there, but it seemed like too much. Maybe the light green path will fix that.


Quote:
Originally Posted by hinkage View Post
Also:
-Grass is too blocky and unnatural.
Kyledove tiles #1

Quote:
Originally Posted by hinkage View Post
-Random fence in bottom left is out of place. I know you did it cuz of the ledge, but you can do treetop + ledge if you do some tile editing.
-Flower placement doesn't flow very well. I dunno, they just look weird to me. My own usually look pretty weird to me too tho, no idea how GF makes it look good.
I agree, the fence looks retarded there; I don't know what I was thinking. As for the flowers, GF always places them in patches together, where as I just put in 2 together. If you look at their maps you'll know what I mean.

Quote:
Originally Posted by hinkage View Post
Rating: It reminds me sorta of Route 102 and 29. It's simple, but pretty cool, so I'd have to give it an elephant/10; toaster/10 with fixes.
My expert deduction skills and years of experience tell me the first letter of your word/10 scores translates to 8/10; 10/10 please don't confirm if I'm right or wrong.

Thanks for the rating. It much more constructive than what I was expecting to get :)
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  #778    
Old March 16th, 2013, 07:54 AM
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Quote:
Originally Posted by FBI agent View Post
That map, atleast for me, doesn't zoom in all the way. It's pretty blurry. Though from what I can see you're trying to adopt a "natural" mapping style type. Sadly from this far I can't spot any tile errors (I say sadly but it's normally good if there aren't tile errors ), maybe if you post one part at a time it'd be easier.

Oh, and another thing I noticed is that you're editing existing maps. It's OK to do so and there's no problem with it, but when it's noticeable it seems a little sub par. Maybe if you changed the map connections? Like instead of the home town branching up, and the second town branching up...ect like the default Fire Red game. You should change it

Yeah, I can't rate you without a clear map but from what I can see it looks pretty good.

My turn!

Spoiler:



EDIT:
Credits to Kyledove and Cope for tiles
BTW You initially go from left to right

NIce starter route, looks a bit empty thoug 6/10

My map:
Map name None
Map Game maybe
Map comments: just some rehab, really.
Map [IMG]http://i1300..photobucket.com/albums...psf8066803.png[/IMG]
Credits: www.pokecommunity.com/showthread.php?t=297199
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Last edited by Reb0rn; March 23rd, 2013 at 03:43 PM.
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  #779    
Old April 1st, 2013, 03:36 PM
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Quote:
Originally Posted by FBI agent View Post
My turn!

Spoiler:



EDIT:
Credits to Kyledove and Cope for tiles
BTW You initially go from left to right
I'd have to give it an overall 5/10. Yes the trees aren't straight lines but still, there isn't much variation in the tiles nor the line-ups of the trees.

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

Spoiler:

Credits: Shawn-Forest for the tiles. [Link]
This isn't any particular map, just something I felt like putting together ;;
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  #780    
Old April 1st, 2013, 04:06 PM
Magic's Avatar
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Quote:
Originally Posted by PEDRO12 View Post
Spoiler:

Credits: Shawn-Forest for the tiles. [Link]
This isn't any particular map, just something I felt like putting together ;;
I think the problem with this map is the empty space takes up way too much of it - especially when you consider there is no wild grass at all (is it a town or a trainer route?).

The way you have used rocks as decoration, probably to make it look less empty, looks quite messy. Personally, I think rocks should stick closer to the mountains and avoid interrupting paths. Speaking of which, the green-grass path looks bad. Too big, and the tile itself isn't my favourite either, don't be afraid of doing 2-tile paths rather than three.

Tips:
  • Use trees more to define the route the player should take.
  • (If this is a route) provide 'pools' of grass to the side of the path.
  • Beware of border issues when you're mapping for real.

6/10
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  #781    
Old April 1st, 2013, 04:45 PM
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LocksmithArmy
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Quote:
Originally Posted by PEDRO12 View Post
Spoiler:

Credits: Shawn-Forest for the tiles. [Link]
This isn't any particular map, just something I felt like putting together ;;
Personally I do not like the layout of the random rocks, the dirt path alone has enough character to carry the map, although there are major "odd" spots in the dirt path. like near the lower right house where the dirt surrounds one spot of grass on 3 sides, then does it again... just a little "funny" (not funny ha ha)
to me it looks like aroute and needs some tall grass, it would be quite good with some tall grass around... I like your mountians, they are quite natural... i give it a 6/10... not alot of work is needed to make it really good.

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

well I wanna yammer a bit on here... so enjoy reading

first off I know my mapping skills completely blow... hard... so I figured I would have some of my original maps critiqued so maybe next time I make a hack it will look better

I will post some of my "better" maps (i have a few truly horrid maps I put in my last hack) and I will be explaining a bit about them so you can partially understand why some elements are in them... these 2 maps were made after looking and reading quite a bit of the comments in this thread... (trying not to make the same mistakes as others)

[NOTE: these maps have been edited in paint to be used in my players guide, ignore the obvious edits]

first up is my favorite original map...

Map Name: Guardian Meadow
Hack Name: Pokemon - Ultra Violet Version
Game Base: Fire Red
Spoiler:


this is a post E4 map, you are going to get latias, you start at the little building (coming out of an underground path) and head south, (you can see latias to the east) and you must surf, the rocks guide the player south into the grassy area, but if they navigate the rocks they can go east and avoid the grass (staying in the water longer tho). either way they must continue east off the map onto another map (not shown) that simply makes a U turn back onto the map... this was done because of spriting issues (the 2 sprites, latios and latias could not be on the same map without messing up eachother). once you have made it back onto the mian map you fight latias, if you catch her and try to leave, latios will fight you (only if you caught latias) while you are on the second little "Uturn" map...

Next up

Map Name: Haunted Forest
Hack Name: Pokemon - Ultra Violet Version
Game Base: Fire Red
Spoiler:


its a smiple twisty path that forces the player through alot of grass to fight ghost and dark type pokemon... the point is to simply head north out of the forest (or south on the return trip) to the north is a unique event and to the south is more forest (not haunted) and the southern forest is one of those HORRID maps I mentioned earlier... this map, however, is filled with a thick fog... fyi...
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Last edited by LocksmithArmy; April 1st, 2013 at 05:56 PM.
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  #782    
Old April 10th, 2013, 02:06 AM
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Quote:
Originally Posted by LocksmithArmy View Post
Map Name: Haunted Forest
Hack Name: Pokemon - Ultra Violet Version
Game Base: Fire Red
Spoiler:
[IMG]removed[/IMG]


its a smiple twisty path that forces the player through alot of grass to fight ghost and dark type pokemon... the point is to simply head north out of the forest (or south on the return trip) to the north is a unique event and to the south is more forest (not haunted) and the southern forest is one of those HORRID maps I mentioned earlier... this map, however, is filled with a thick fog... fyi...
I like the layout of the map, as it looks very playable and has a nice winding path going through it.
However, one criticism I can make, is that the flowers are grouped together in some spots, and then the rest of the map is bare.

8/10
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  #783    
Old April 10th, 2013, 02:28 AM
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Arma
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@locksmitharmy: I'm going to disagree with Rango here. The pathseems too long and boring, and the fact that you used only one tree to separate the paths makes it seem unnatural to me, there isn't a lot of variation to keep the player interested. You might ad a few dead ends to make it look more maze-ish. A few ledges would make it easy to backtrack as well. 4/10
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  #784    
Old April 11th, 2013, 04:16 PM
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LocksmithArmy
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Quote:
Originally Posted by FBI agent View Post
My turn!

Spoiler:

I feel like this map came right out of Gold version... its very similar to the first few routes you would see in Johto... I like it, although I would like to know more about whats going on in the map, shy is there a sign in the middle of the path (most signs are up aginst things but im sure there is a reason for it) and what is that girl going to say... but visually I have no major issues with it... the open space in the middle is large, but when playing it, it wont seem so big... 9/10

---------------------------------------------------------------------------------------
Quote:
Originally Posted by elarmasecreta View Post
@locksmitharmy: I'm going to disagree with Rango here. The pathseems too long and boring, and the fact that you used only one tree to separate the paths makes it seem unnatural to me, there isn't a lot of variation to keep the player interested. You might ad a few dead ends to make it look more maze-ish. A few ledges would make it easy to backtrack as well. 4/10
I do like the ledge idea... thanks thatll be fun to play with in my next hack... allowing the player an easy exit on their way back through... but I chose not to make it a maze on purpose... no dead ends... because I have some actual mazes already in the game... i thought i would not overdo the maze feel since i have a HUGE maze challenge already. length is also on purpose, the event at then end is optional, kinda like getting to moltres... its quite a trek up mt ember... well this is quite a trek to get a jirachi... its a bit shorter than the mt ember lol but thats because there is more to getting jirachi than just getting through this map (you must use earthquake on a tile that has no indication that earthquake is needed, unless you talk to that tile, but which tile do you talk to?).

I appreciate all the feed back tho.

if you liked mazes ive got ya covered,
this is my Catacombs...
Hack Name: Pokemon - Ultra Violet Version
Game Base: Fire Red
Spoiler:
Main Path (the tile error was repaired before the game was released)

Rock Path

Ice Path

Steel Path


The catacombs are a literal maze (dark, flash usable) that puts you in a room [E] fighting registeel, regice or regirock depending on which path you took out of the main room... leaving the room where you fought the regi puts you back outside the catacombs so you have to complete the maze 3 times through all 3 different paths to get all 3 regis. its quite challenging without using flash (might be fairly easy with flash tho). There is 1 pokeball item on each map aswell... (gets you the glass flutes from R/S/E). And please dont complain about them being straight lines and not "natural", Catacombs are man made tunnels... so yes they are thin straight tunnels... on purpose.
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Last edited by LocksmithArmy; April 11th, 2013 at 04:51 PM.
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  #785    
Old April 27th, 2013, 02:55 AM
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M.L
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Quote:
Originally Posted by LocksmithArmy View Post
I feel like this map came right out of Gold version... its very similar to the first few routes you would see in Johto... I like it, although I would like to know more about whats going on in the map, shy is there a sign in the middle of the path (most signs are up aginst things but im sure there is a reason for it) and what is that girl going to say... but visually I have no major issues with it... the open space in the middle is large, but when playing it, it wont seem so big... 9/10

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


I do like the ledge idea... thanks thatll be fun to play with in my next hack... allowing the player an easy exit on their way back through... but I chose not to make it a maze on purpose... no dead ends... because I have some actual mazes already in the game... i thought i would not overdo the maze feel since i have a HUGE maze challenge already. length is also on purpose, the event at then end is optional, kinda like getting to moltres... its quite a trek up mt ember... well this is quite a trek to get a jirachi... its a bit shorter than the mt ember lol but thats because there is more to getting jirachi than just getting through this map (you must use earthquake on a tile that has no indication that earthquake is needed, unless you talk to that tile, but which tile do you talk to?).

I appreciate all the feed back tho.

if you liked mazes ive got ya covered,
this is my Catacombs...
Hack Name: Pokemon - Ultra Violet Version
Game Base: Fire Red
Spoiler:
Main Path (the tile error was repaired before the game was released)

Rock Path

Ice Path

Steel Path


The catacombs are a literal maze (dark, flash usable) that puts you in a room [E] fighting registeel, regice or regirock depending on which path you took out of the main room... leaving the room where you fought the regi puts you back outside the catacombs so you have to complete the maze 3 times through all 3 different paths to get all 3 regis. its quite challenging without using flash (might be fairly easy with flash tho). There is 1 pokeball item on each map aswell... (gets you the glass flutes from R/S/E). And please dont complain about them being straight lines and not "natural", Catacombs are man made tunnels... so yes they are thin straight tunnels... on purpose.
I do like these maps, i feel as if some curves and more detail could be added especially in the caves they are just long passages. I would want to see it curve left then split up into a crossroads leading to more than one dead end atm all i need to do is go down one long passage realise its a dead end and then go through the next one, you should make it more like a make. I dont see too many errors well hardly any so thats a plus the layout of the laddrs is good though.
Other than that nothing really.
So over all i will rate this map(these maps) a 6-7

My map:
Map name Mantro Town
Game: Firered
Credits a big list that i have stated where i uploaded the map.
Map:
Spoiler:

Been long since i last mapped so go easy on me.
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  #786    
Old May 6th, 2013, 02:28 AM
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Shadowraze
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Quote:
Originally Posted by M.L View Post
I do like these maps, i feel as if some curves and more detail could be added especially in the caves they are just long passages. I would want to see it curve left then split up into a crossroads leading to more than one dead end atm all i need to do is go down one long passage realise its a dead end and then go through the next one, you should make it more like a make. I dont see too many errors well hardly any so thats a plus the layout of the laddrs is good though.
Other than that nothing really.
So over all i will rate this map(these maps) a 6-7

My map:
Map name Mantro Town
Game: Firered
Credits a big list that i have stated where i uploaded the map.
Map:
Spoiler:

Been long since i last mapped so go easy on me.
The tiles look wonderful although I don't like how that body of water looks. How do you expect the player to go to that caves underwater? Do you have to dive for that? LOL

Anyways I'll have it rated 8/10
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Last edited by DrFuji; May 7th, 2013 at 04:50 AM. Reason: Reviewing deleted post
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  #787    
Old May 12th, 2013, 06:49 PM
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LaDestitute
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The natural grass seems kind of sparse. Try adding more variation in, or recoloring the default grass tuft that the base FR rom uses. The type of tree that's to the right of the Pokecenter, I don't like how their all grouped into one large pile. It just doesn't seem natural at all. I agree with Shadowraze on the water. I'm not sure how the player is able to access those caves, unless you scripted in something custom. The much smaller body of water also looks a bit too bright. I see a bunch of tiling errors up on the mountain. Even if this is PNG, it still looks a bit blurry.

The map looks decent but it could use a lot more work.
7/10

Map name: Charge Town
Game: FireRed
Hack name: Pokemon MysticAurelian Version
Map:
Spoiler:

Player's hometown. I like an opinion on the palettes I'm using.

Map name: Route 1
Game: FireRed
Hack name: Pokemon MysticAurelian Version
Map:
Spoiler:

First route in the rom hack's region. Next town is to the north, a wild-life reserve is to the south (think of it like the Great Marsh or Safari, minus the entry gate/entry fees, so it's more like the ranch in B/W), and Charge Town to the east. I like an opinion on the palettes I'm using.

Last edited by LaDestitute; May 13th, 2013 at 09:11 AM.
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  #788    
Old May 21st, 2013, 12:27 PM
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Synchronous
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Quote:
Originally Posted by LaDestitute View Post
The natural grass seems kind of sparse. Try adding more variation in, or recoloring the default grass tuft that the base FR rom uses. The type of tree that's to the right of the Pokecenter, I don't like how their all grouped into one large pile. It just doesn't seem natural at all. I agree with Shadowraze on the water. I'm not sure how the player is able to access those caves, unless you scripted in something custom. The much smaller body of water also looks a bit too bright. I see a bunch of tiling errors up on the mountain. Even if this is PNG, it still looks a bit blurry.

The map looks decent but it could use a lot more work.
7/10

Map name: Charge Town
Game: FireRed
Hack name: Pokemon MysticAurelian Version
Map:
Spoiler:

Player's hometown. I like an opinion on the palettes I'm using.

Map name: Route 1
Game: FireRed
Hack name: Pokemon MysticAurelian Version
Map:
Spoiler:

First route in the rom hack's region. Next town is to the north, a wild-life reserve is to the south (think of it like the Great Marsh or Safari, minus the entry gate/entry fees, so it's more like the ranch in B/W), and Charge Town to the east. I like an opinion on the palettes I'm using.
Map: Charge Town
Rating: 6/10
Suggestions: I thought that you did a good job on the outer editing of the map, but that sign to the North seems a bit misplaced. Unless it has a reason for being there, its location doesn't seem like it will be generally visited, and rather visited for the sake of actually reading the sign. It could be placed closer to the center of town or closer to the entrance. Also, the actual town itself is essentially the same. As for the tiles, the trees look somewhat spaced out, and a bit too close to the color of the grass. With these changes, it'd be pretty appealing map.

Map: Route 1
Rating: 8/10
Suggestions: Great and original design. However, one space wide paths are generally seen as bad mapping, so you might want to expand those. Also, the distance traveled by bridge over water is barely exceeded by the trouble taken to traverse the land directly adjacent to it. Maybe consider elongating the bridge, or removing it altogether. Not too much criticism, great map.

Map Name: Furthen Path
Game: Fire Red (Custom Tiles)
Hack: Pokemon: Legend of Azeon
Comments: I was digging around my files, and found this map. It was the first ones I had ever made, but I decided to implement it in one of my hacks. In the Northwestern corner of the map, there are several trainers. Each gives a reward after beaten. In context, these people are known as the "Campers". Two visible items are found throughout the map, as well as several cleverly hidden items.

Spoiler:




Thanks for rating.
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Last edited by Synchronous; May 21st, 2013 at 12:39 PM. Reason: Your double post has been automatically merged.
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  #789    
Old May 26th, 2013, 09:14 PM
Flandre Scarlet's Avatar
Flandre Scarlet
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Quote:
Originally Posted by LaDestitute View Post
The natural grass seems kind of sparse. Try adding more variation in, or recoloring the default grass tuft that the base FR rom uses. The type of tree that's to the right of the Pokecenter, I don't like how their all grouped into one large pile. It just doesn't seem natural at all. I agree with Shadowraze on the water. I'm not sure how the player is able to access those caves, unless you scripted in something custom. The much smaller body of water also looks a bit too bright. I see a bunch of tiling errors up on the mountain. Even if this is PNG, it still looks a bit blurry.

The map looks decent but it could use a lot more work.
7/10

Map name: Charge Town
Game: FireRed
Hack name: Pokemon MysticAurelian Version
Map:
Spoiler:

Player's hometown. I like an opinion on the palettes I'm using.

Map name: Route 1
Game: FireRed
Hack name: Pokemon MysticAurelian Version
Map:
Spoiler:

First route in the rom hack's region. Next town is to the north, a wild-life reserve is to the south (think of it like the Great Marsh or Safari, minus the entry gate/entry fees, so it's more like the ranch in B/W), and Charge Town to the east. I like an opinion on the palettes I'm using.

The first map, the initial design is good, however, I think you can add a bit more flowers and other garnishes here and there. The second map is great, I like the design. It's very Nintendo-style, so I like it.

My opinions on the palettes, not so great. I think you could improve them a bit, the shade on the tree is a little bit too dark and stands out a lot (maybe change the colour of the shade, and soften it a little bit?). The grass tile has black pixels (forgot to edit the tile while changing palettes?) so I think you can improve that. As for the cliff edges/water edges, the colour of those don't really match the grass colour. What I suggest is, you could probably just make it darker or change the tiles a bit, and hopefully that would make it blend in more. Right now, it kind of looks unnatural. The trees have a good colour, except for the shades (as I've said above).

So my rating on the first map is: 6/10
And my rating on the second map is 7.5/10.

Good luck.
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  #790    
Old May 28th, 2013, 02:40 PM
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Renegade
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Quote:
Originally Posted by DeltaSalamence View Post
Map Name: Furthen Path
Game: Fire Red (Custom Tiles)
Hack: Pokemon: Legend of Azeon
Comments: I was digging around my files, and found this map. It was the first ones I had ever made, but I decided to implement it in one of my hacks. In the Northwestern corner of the map, there are several trainers. Each gives a reward after beaten. In context, these people are known as the "Campers". Two visible items are found throughout the map, as well as several cleverly hidden items.

Spoiler:




Thanks for rating.
Map: Furthen Path
Rating: 9.5/10
Suggestion: Right when I saw your map I thought, "Holy crap this is awesome!" The palette colors all blend together very well and the mountain and grass tiles are very professionally placed. The only thing I saw that bothered me (a little bit), was the sight of a million little rocks all over the mountains. I think the map would be perfect (to me) if some of the rocks were removed. Besides that, amazing map!
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  #791    
Old June 1st, 2013, 09:03 AM
LocksmithArmy's Avatar
LocksmithArmy
Mew!
 
Join Date: Feb 2013
Age: 25
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Quote:
Originally Posted by LaDestitute View Post
Map name: Charge Town
Game: FireRed
Hack name: Pokemon MysticAurelian Version
Map:
Spoiler:

Player's hometown. I like an opinion on the palettes I'm using.
Not my favorite map... its just so boring... it has the required number of houses for a starting town sure and it "works" but there is a whole lot of grass and not enough stuff going on... plus there seems to be arbitrary signs to the north and one way off path to the west... not that ist a bad map its just not apealing... 5/10

Quote:
Originally Posted by LaDestitute View Post
Map name: Route 1
Game: FireRed
Hack name: Pokemon MysticAurelian Version
Map:
Spoiler:

First route in the rom hack's region. Next town is to the north, a wild-life reserve is to the south (think of it like the Great Marsh or Safari, minus the entry gate/entry fees, so it's more like the ranch in B/W), and Charge Town to the east. I like an opinion on the palettes I'm using.
This one on the other hand is MUCH better... LOTS going on everywhere you look, I love the quick return path (jump ledges) to the north and the surfable hidden area to the southeast... just a great full featured map my only complaint might be that if the player wanted to go south they could do it without touching tall grass... but thats not such a big deal... i like to force battles cause im mean like that... 9.5/10

My map
Map name: Fossil Cave
Game: FireRed
Hack name: Pokemon FireRed +Plus
Map:
Spoiler:

you have to push the button to lower the rock gates, and you have a minimum number of steps to reach the gate or it will slam in your face... if you take too many steps you have to go push the button again... there are pokeball items laying in places to guide the player into taking too many steps... the challenge isn't hard but to get all the items it should force a few battles
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  #792    
Old June 13th, 2013, 10:10 AM
thanethane98's Avatar
thanethane98
Self Proclaimed Expert
 
Join Date: Jun 2012
Nature: Relaxed
Quote:
Originally Posted by LocksmithArmy View Post
My map
Map name: Fossil Cave
Game: FireRed
Hack name: Pokemon FireRed +Plus
Map:
Spoiler:

you have to push the button to lower the rock gates, and you have a minimum number of steps to reach the gate or it will slam in your face... if you take too many steps you have to go push the button again... there are pokeball items laying in places to guide the player into taking too many steps... the challenge isn't hard but to get all the items it should force a few battles
Rating: I'd give it a 9/10.
Reason: The map looks very good, just about perfect. It's got variation, doesn't use plain shapes, and the layout's great. Everything about it's solid, but it is just a cave. There's nothing the player will really stop and want to look at (aside from the puzzle, which sounds absolutely devious), which is why I gave it the 9 instead of a 10. There's nothing wrong with it at all, it really is a great map. Just not special.
Suggestions: None at all, keep the map as it is. It certainly looks good enough to keep a player from getting bored, no matter how long they may have to spend figuring out the puzzle.

Okay, I've got 2 maps.

Map Name: Crescita Town
Map Game: Pokemon Firered
Hack Name: Pokemon Aura
Comments: Oh boy, here we go. I haven't done any mapping in quite awhile, and I don't think highly of either of these maps. This one is meant to be the starter town, with the big building being where the player receives their Pokemon. I'd really like some suggestions on how I can break up the general boring feel that the map seems to have right now.
Map:
Spoiler:


Map Name: Dosadan Fields
Map Game: Pokemon Firered
Hack Name: Pokemon Aura
Comments: Once again, I'm pretty disappointed in how this map turned out when I was finished with it. The lower area is meant to be relatively flat, and it's meant to look man made. But I still think something more could be done to make it look better. The forest area on the other hand looks a lot better in my opinion, and I'm not really worried as much about that one. Still, I'd love some suggestions on how to improve anything on this map.
Map:
Spoiler:
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  #793    
Old June 20th, 2013, 02:57 PM
Awkward.'s Avatar
Awkward.
#britanna
 
Join Date: May 2012
Age: 17
Gender: Male
Nature: Sassy
Quote:
Originally Posted by thanethane98 View Post
Map Name: Crescita Town
Map Game: Pokemon Firered
Hack Name: Pokemon Aura
Comments: Oh boy, here we go. I haven't done any mapping in quite awhile, and I don't think highly of either of these maps. This one is meant to be the starter town, with the big building being where the player receives their Pokemon. I'd really like some suggestions on how I can break up the general boring feel that the map seems to have right now.
Map:
Spoiler:


Map Name: Dosadan Fields
Map Game: Pokemon Firered
Hack Name: Pokemon Aura
Comments: Once again, I'm pretty disappointed in how this map turned out when I was finished with it. The lower area is meant to be relatively flat, and it's meant to look man made. But I still think something more could be done to make it look better. The forest area on the other hand looks a lot better in my opinion, and I'm not really worried as much about that one. Still, I'd love some suggestions on how to improve anything on this map.
Map:
Spoiler:
Map 1

Rating: 7/10
Reason/Suggestions:
Spoiler:
It's a pretty decent start. For someone who hasn't mapped in a while, it could be worse. I'd try to variate the placement of the buildings. I'd really recommend that the bottom left building be moved off of the tree border and closer to the left side of the path, or isolated from behind and partially from the side by trees. Speaking of trees, I'd place a few errant loner trees in grassy patches and make them out of line with the border to give it a natural feel. Also, expanding a few random trees from the borders would give it the same feel. The fence really doesn't fit that well. Maybe instead of having one large, fenced off area, you could add mini-fences around the houses. Good placement would probably be close to the front of the house and right beside it, to give off the "stay out of my yard" feeling. In the map's current state, anyone could walk all over these people's yard, and realistically people wouldn't let that happen. It also frames the buildings nicely. The floral placement is good, but maybe not have too much of it - otherwise, it looks overgrown and erratic. Also, this is usually a technique some people use, but if the player's house is in this town, make it larger to point out that it's the player's house, as well as have a sign or a mailbox (preferably a mailbox) next to it (mailboxes and signs also work well with fence frames.) Also, I'd mess around with the path to make it less uniform (if it was a industrial-based path, it'd be somewhat okay to make it straight, but natural grass paths usually aren't). Finally, you can also use small trees (the two-tile ones or the one-tile ones, if your game has it) to frame off certain areas more, and to fill space that large trees don't fill (putting one or two two-tile trees in a stretched diagonal formation behind fences but in front of large trees is very appealing; one-tile trees look best at corners and next to edges of water (which you could also add in if you wanted)).


Map 2

Rating: 5/10
Reason/Suggestions:
Spoiler:
I've rated it low because this map is kinda... static. Starting from the bottom up, the area definitely looks flat if that's what you were going for - a bit too flat. Like in the last map, I'd randomize the bottom tree border to make it look more natural. The fence, again, is far too large, although since the bottom part is intended to be man-made, it's understandable. Maybe reduce the size and have some trees on the far-left and far-right sides to make it look better. The grass patches are entirely too square. However, before that, I'd remove the flowers from it; tall grass and flowers almost never grow together. The rocks can stay though,For the left patch, I'd have the grass near the opening curve around a small area near the entrance to make it look like it's been cut back. Just don't make it too circular. I'd also trim the grass down from the edges of the fence and have one or maybe two medium-sized open patches at the bottom. Finally, clear it from the top of the inner fence wall, preferably in a less-stretched diagonal line. For the right side, I'd do most of the same stuff for the left side, but instead of clearing it at the top, have it curve behind the house (maybe have it hit the uppermost side of the wall and extend two tiles behind the roof). For the house itself, I'd move the whole thing one tile forward (sign included), and then bring the entrance of the fence up one tile and add small trees and flowers in front of it (you could also replace one of the outer fence posts with the sign). Around the front of the house, you could add one or two flowers of your choice. Now, the ledge. I really don't think it fits well. Instead of using jumping ledges, add a rock wall, which makes it more obvious that the player is moving up a layer (plus they're useless with the trees behind it). The player has a camera view of 6 tiles (or three regular trees), so you'll have to expand your map for the left side to hide the ending of the rock wall (because it'll cut off at the start of the border block). Then replace the ending of the path with stairs, obviously, and have the path run into the stairs and come out at the top. For the grass patch, I'd curve it at the entrance and have it run under the tops of the trees (because it looks weird if you have grass and then barren tree tops). Remove the flowers (if you want) and maybe space it out a bit more. At the point where the grass touches the border block, remove the grass and add a two-tile tree between the top and the bottom of the large trees - it's a weird open gap that leads you behind the treeline, which is unusual for Pokemon games as trees are meant to block you from going behind them. At the exit of the grass patch, add a small tree in the corner of the trees to curve it out a bit. The path itself (which I assume is leading to another city?) looks very, very weird, especially since it ends in a rectangle on the same map. Unless that was your intended purpose, I'd make the trees form a sort of pathway and have the path run through it. I'd also curve out the bottom of the path to make it more natural and appealing, and put the sign between two two-tile trees to frame it better and to bring attention to it. Finally, since you will obviously be lacking in floral at this point, add some stray flowers here-and-there so it doesn't look like an overgrown forest.


And now, my map.

Map Name: Pallet Town
Map Game: FireRed
Hack Name: Pokemon Ichorus
Comments: This is essentially a remake of Pallet Town. I hated the original version because of how open the houses were to the paths - and I also hated that stupid light green path they used. I'm not totally sure how to frame off the water correctly at the bottom. Using a fence leaves an open space amongst the tree tops, but just having that lone small tree there is... odd. Sadly, if I add another small tree on the bank, it takes up too much space. I tried to use an air filter, but the tileset piece for the bank wasn't attached to the water. The empty tile next to the small tree is where a person will be standing. I'm also on-the-rope about adding some kind of vegetation behind the player's house. I personally think it looks okay as is, and most of it won't be seen anyway, but... idk. It seems weird.
Map:
Spoiler:
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  #794    
Old June 30th, 2013, 11:50 AM
reshilegend's Avatar
reshilegend
 
Join Date: Jun 2013
Location: Probably not the same place as you
Gender: Male
Nature: Calm
Quote:
Originally Posted by PJBottomz View Post
Map Name: Pallet Town
Map Game: FireRed
Hack Name: Pokemon Ichorus
Comments: This is essentially a remake of Pallet Town. I hated the original version because of how open the houses were to the paths - and I also hated that stupid light green path they used. I'm not totally sure how to frame off the water correctly at the bottom. Using a fence leaves an open space amongst the tree tops, but just having that lone small tree there is... odd. Sadly, if I add another small tree on the bank, it takes up too much space. I tried to use an air filter, but the tileset piece for the bank wasn't attached to the water. The empty tile next to the small tree is where a person will be standing. I'm also on-the-rope about adding some kind of vegetation behind the player's house. I personally think it looks okay as is, and most of it won't be seen anyway, but... idk. It seems weird.
Map:
Spoiler:
Okay, so here's my rating for your map.
Rating: 6.5/10
Comments/suggestions:
Spoiler:
There aren't any errors in this map but it looks a bit boring imo. You could expand the map so that you have more space to work with. With that additional space you can also vary the structure of the border trees so that there isn't just a straight line of trees. Overall the map seems a bit like a square, but I can understand that because the original Pallet town was also very linear and you probably want to keep GameFreak's style. Despite that I'd suggest mapping a bit more freely, you don't have to completely copy the structure of PT (especially since the lab is at a different place too). A bigger map would also solve your problem with the water. You could put more trees in the corner so that the edge will be more "rounded" if you know what I mean. Move the pond up a bit and leave more room between the water and the corner, that will look much more natural. The bottom of the map can also be improved because there is not much space for the player to walk on.
Overall tips: Make the map bigger and try to make the border less linear. I know you hate the original Pallet town with much space but you can at least try to make the border area bigger, that should help. I like the idea of vegetation behind a house, I used that for the professor's lab in a hack I'm working on. Hope this helped you a bit.


And here's my map:
Map name: Route 1
Map Game: FireRed
Hack name: Pokemon Shining Waters & Hazing Flames
Spoiler:

Comments:
The first route in the game. The area the map is located in is a valley and it's surrounded by mountains. I tried to place the tall grass in a way that the player has to do some battles before he enters the first city. You can jump over the ledge if you want to return quickly to your starter town, but when you walk on this route from left to right you have to take the path with tall grass.
Not much else to say, feel free to rate the tiles separately if you want.
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  #795    
Old July 6th, 2013, 07:55 PM
sab's Avatar
sab
Now too much of a life.
 
Join Date: Jul 2008
Location: Midgar
Age: 18
Gender: Male
Nature: Timid
Quote:
Originally Posted by reshilegend View Post
And here's my map:
Map name: Route 1
Map Game: FireRed
Hack name: Pokemon Shining Waters & Hazing Flames
Spoiler:

Comments:
The first route in the game. The area the map is located in is a valley and it's surrounded by mountains. I tried to place the tall grass in a way that the player has to do some battles before he enters the first city. You can jump over the ledge if you want to return quickly to your starter town, but when you walk on this route from left to right you have to take the path with tall grass.
Not much else to say, feel free to rate the tiles separately if you want.
Okay... been a while since I rated or posted, so let's see if I can still do either.
Spoiler:
First appearance (quick glance): 7/10 A decent map. There is nothing wrong with it at a glance, but there is nothing that really stands out and gives emotion to this map. That's fine since it's a first route, and there shouldn't be a lot going on, but it kind of makes it a bit bland to showcase.
Style (how well you did at maintaining consistency in style): 5/10 This is really what killed the rating. The most common error I see is people switching between different styles of trees, e.g. natural and nintendo. Both have there pluses and minuses, and both can be done either well, or poorly, but you shouldn't switch between them, especially not in the same map. It gives the landscape a feeling of an inconsistent portrayal. This is the main reason I have marked you down here. The paths appear to stay paths, and do not switch to patches of sand, which is good, but the tall grass has the same problem as the trees. The tall grass on the left has holes and looks like it fits into the more "natural" category than the grass on the right. This is far less noticeable than the trees, but it is still there. Finally the different styles of spriting are especially noticeable in the two big "rare" trees. I've seen much worse, but I'd try really hard to find some trees that fit better than those two
Vegetation (trees, flowers, grass, bushes, etc.): 9/10 Ignoring differences in consistency of mapping styles is a bit difficult, but I think you did a good job with each. The trees are mixed together well, the wild grass fits the mapping styles. The flowers have been scattered nicely. Some individuals like sasquatchd00d and myself feel that the flowers should be a bit more clumped since that's how they generally are, but since you have tiny clumps in each tile, it's a bit less important. I love the use of the weeds/shrubs that are scattered around the map. They, along with the flowers give some nice variety to the map that will help it feel less bland.
Rocks(mountains, rocks, stone, etc.): 8/10 They are fairly well done. The mountains and rocks are very good on the right side of the map, but aren't quite as well done on the left side of the map, particularly the cliff you walk off of and onto. There are two places where you used down/up stairs where I feel you should have used left/right stairs. The top set of stairs isn't too bad. It feels a little forced, but it's probably fine. The real problem is the bottom set of stairs. They just feel so forced and awkward. They really force the player to twist and turn for no purpose. Also, they lead down into a single tile wide corridor, which is almost never a positive. You've already shown that you have left/right stairs, why not smooth out the bottom part and use those? The ledge is good, and the rock placement is nice. I'd prefer it if the ledge didn't stretch quite so far along the bottom, but that's extremely minor.
Shape (how the play traverses the map): 8.5/10 Very good shape for the map in general. There's no real super long straight path, and the player is forced to wind a little. Again, the main thing here is those two pairs of stair. They force the player to rapidly change directions, and are just mildly annoying to the player. The rest is pretty good though. The use of a jump ledge is nice. If there is a lot of back tracking to be done, it might be nice to have the map be a bit less windy, but if you're only forced to go through it two or three times, it's not that bad.
Tile errors: There are two that I quickly spotted on the rightmost mountains. I'm kind of running out of time, but I don't see any. I don't count off for tile errors since it's fairly obvious that a map maker doesn't want them, and I don't feel that it's fair to down rate a great map for missing tree shading or something stupid like that.
Paths: 8/10 They are done fairly well except for one glaring point. Again at that bottom set of stairs, the path feels a bit odd. The whole map the paths felt like they were there due to people traversing the route, and were fairly long. This is completely fine, but at the bottom of the map there is the tiny path that hits the top of the stairs and doesn't continue down. This is probably due to a lack of space, but putting those left/right stairs instead of the up/down ones would allow you a lot more space for a path, as well as making it feel less awkward and forced.
Ingame play(how fun would it be to go through): 8/10 This map would be a little annoying to have to keep going back and forth through. It wouldn't be terrible unless there was a ton of back tracking, but it would still be a little boring. This is mostly because it's the first route, but it is still a little annoying from the player's perspective. The jump ledge is really the saving grace that stops this map from being extremely bland and annoying. It allows for an alternate route and keeps the player a little more interested in the surroundings. There's not a ton of stuff you can do since it's a first route, but it just feels kind of bland.
Final rating: 7.5/10 Decent, but not superb. On a side note, if you do the things that I suggested, the map would probably score a 9-9.5/10 on my scale. Also, I hope that was detailed enough for you, I don't feel I could sit through that again.


Map Name: none
Game: Ruby (why does this matter?)
Hack: unnamed
Credits: Zein, Alistair, Aquiles, kymotonian/kyledove, Lu-ho, Jiggly, and Nintendo
Comments: As with all my maps, I go for more aesthetic appeal than playability, since that's what I enjoy in a game. However, as there are going to be people rating it, I put a minimal amount of effort into the playability. The palette will be desaturated in the future, and the water tiles (just water, not the lilypads or cattails) will be changed but the rest of the tiles should remain. The micro grass revamps from GSC do nothing, they are just there for decoration. You enter from the bottom right. There are also two bushes that can be cut in the middle of the map that allow access to the upper-middle portion of the map. It's a patch of woods, so I purposely made it so that there were no mountains/cliffs.
Spoiler:
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Last edited by sab; July 7th, 2013 at 04:36 AM.
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  #796    
Old July 10th, 2013, 01:56 PM
Wendle's Avatar
Wendle
Not So Standard Trainer
 
Join Date: Sep 2009
Nature: Modest
Quote:
Map Name: none
Game: Ruby (why does this matter?)
Hack: unnamed
Credits: Zein, Alistair, Aquiles, kymotonian/kyledove, Lu-ho, Jiggly, and Nintendo
Comments: As with all my maps, I go for more aesthetic appeal than playability, since that's what I enjoy in a game. However, as there are going to be people rating it, I put a minimal amount of effort into the playability. The palette will be desaturated in the future, and the water tiles (just water, not the lilypads or cattails) will be changed but the rest of the tiles should remain. The micro grass revamps from GSC do nothing, they are just there for decoration. You enter from the bottom right. There are also two bushes that can be cut in the middle of the map that allow access to the upper-middle portion of the map. It's a patch of woods, so I purposely made it so that there were no mountains/cliffs.
Spoiler:
BTW i'm new at rating and posting maps...

What i like about it; Its clear that there are 3 entrances and exits to this forest, the pathing is good and has a few dead ends for the player to actually explore and get lost in. It certainly has a the aesthetic appeal you were after, tough it it shouldn't be too hard to make the map more playable like a fork in the bottom left

What i dislike about it, green so much green. The lakes,puddles are a good respite from the feature while the rocks are obviously meant to detract from the green but they are obviously out of place, if you added a little more color then the boulders would be fine. Assuming the player doesn't have SURF or CUT this forest will be easily glided though as it only has one fork.

7/10 Less green and another fork 9/10

------Heres My Monstrosity-----
The print-screen should be attached.
Mapname- Whitby
Hack- Me messing around (first map)
Meant to be the starting town with two routes free from the get go lower left (along the beach)and the top towards a short cave. With the houses I was considering changing the doors to the green door like on the lab. My biggest concern is with its clash with the boarder tiles. Seeing as i'm new to map creation I've passed on using new tiles and stuck with the old tile set.
Attached Images
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  #797    
Old July 10th, 2013, 06:32 PM
LocksmithArmy's Avatar
LocksmithArmy
Mew!
 
Join Date: Feb 2013
Age: 25
Gender: Male
Quote:
Originally Posted by Wendle View Post
------Heres My Monstrosity-----
The print-screen should be attached.
Mapname- Whitby
Hack- Me messing around (first map)
Meant to be the starting town with two routes free from the get go lower left (along the beach)and the top towards a short cave. With the houses I was considering changing the doors to the green door like on the lab. My biggest concern is with its clash with the boarder tiles. Seeing as i'm new to map creation I've passed on using new tiles and stuck with the old tile set.
I cant give you a numbered rating on this map man... it would be insulting... to the number...

so Ill just go head on into tips and advice for a budding map artist (sad when "I" can give advice)

lets start with natural shapes... EVERYTING is sooooooo square.... have you ever seen a beach that goes straight accross the water like that... its gonna have wavy kindofa flow to is, ins and outs...

ALSO... if you use Ocean water you dont need to put rocks aginst the sand, players cannot surf on ocean water

now, border blocks, you say you are worried about them. just remember, players can see 4.5 tiles up and down, and 7 tiles to the left and right... so to stop the player from seeingwhere your tiles meet the boarder, just give yourself a berth of 5 blocks on the top and bottom and 8 blocks to each side

you are good on the top and bottom, but players will see your borders to the sides, so they will notice that your mountian sides sharply end to the east side of the lab...
where they end to the west you can use a map connection to hide that (thats what they are for)

the grass tile with the dark squiggley is usually used to hide a berry... fyi... if you knew this, your towns berrys are strangely place... was someone planting them to the east of the lab?

also the fences look odd... but its not something I have advice for... just work with them till they look like they are ending on their own and not arbitrarily into a tree or building... practace I guess.

And for my map:
Name: Navel Mountian
Game: FireRed
Hack: FireRed +Plus
Comments, Ice Puzzles are fun!
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  #798    
Old July 13th, 2013, 04:29 PM
miggy93
 
Join Date: Aug 2009
This is my first time rating and posting a map so be nice guys.

Navel Mountain:
Rating: 9/10
What I like: I like how the borders of the cave aren't too square so it looks natural, I mean who's ever seen a cave with square borders? Next the whole area isn't just some large block of ice so players won't have a really hard time maneuvering the map.
What I don't like: Those large empty spaces, especially in the upper left and the lower right. Also, is it just me or do the borders to the upper left look weird to you guys as well?
Comments: Maybe put in a few more rocks there or a higher level of the cave?

Now for my map:
Name: Lets' just call this the Region for now. Still thinking of ideas for a name
Game: Ruby
Hack: No hack, just me trying to make a world map
Credits: Hacker Bro SK for his excellent tutorial on how to make a world map
And now for the map:
Uhm, the forum isn't allowing me to post URLs, not even a link to it.
i872(dot)photobucket(dot)com/albums/ab289/miggy93/Map(dot)png
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  #799    
Old July 27th, 2013, 06:07 AM
pokefreake's Avatar
pokefreake
 
Join Date: Nov 2012
Gender: Male
Now I have to submit this again because of .

http://www.pokecommunity.com/showthr...732211#7732211
Rating: 9
Reason: I like how the whole map feels natural. It does look a little hard but I won't really know unless I'm playing the game.
Suggestions: Jf it is hard make it a tiny bit easier . I like puzzles that would take me about 10 minutes to figure out but not ones that make me come back for days to figure out.


Name: Kyoto Town
Game: Fire Red
Hack: Pokemon Dying Sun
Comments: This is my very first map :D. I'm going to add people tomorrow, but for now I just want opinions on the map. I was going to put animated flowers, but they were glitchy for some reason.
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  #800    
Old July 27th, 2013, 01:21 PM
mucus's Avatar
mucus
Moémon Master
 
Join Date: Aug 2008
Location: The Usa
Age: 29
Gender: Male
Nature: Quirky
Kyoto Town
Quote:
Originally Posted by pokefreake View Post
Spoiler:
7/10
Very starter town feeling.

The path on the left seems a bit out of place, maybe wider? or nonexistant?

The ledged area on the left middle kinda seems out of place, does an event occur here?
The square pattern that the flowers are in is a little unappealing to the eye.

The water in the middle, is that a walkable puddle or a pond?
If it's walkable then neat! But again, it's kinda truncating the paths.
If not! AH! Weird place for a pond.

Navel Mountain
Quote:
Originally Posted by LocksmithArmy View Post
Spoiler:
10/10
Ice puzzles make me cry!

A very well thought out map.

Looks natural, and ANNOYING! ;_; but fun.

No critique, sorry! Wish I could nag about something, but really this looks nice!

The Region
Quote:
Originally Posted by miggy93 View Post
Spoiler:
6/10
It's a map.

It's neither good nor bad. Nice amount of land/water routes.
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Last edited by mucus; July 27th, 2013 at 01:32 PM. Reason: Your triple post has been automagically merged.
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