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  #226    
Old January 15th, 2011, 11:37 AM
Try4se's Avatar
Try4se
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Quote:
Originally Posted by DrFuji View Post
Map Name: Novus Town
Map Game: Fire Red
Spoiler:
I rate it 9/10.
It is a very nice scene, but I feel it may be too empty, and if an event isn't in it, then people will just pass by and ignore it all together.

-------
Now for me :D

I am making a zelda/pokemon hack.
Map Name: Goron Village
Map Game: Sapphire
Spoiler:
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  #227    
Old January 15th, 2011, 12:02 PM
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Purple Materia
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Looks very nice, even though there's nothing really complex going on. 8/10

Spoiler:


Map Name
: N/A
Game: FireRed

It's supposed to be a starting town. I don't really know what the bit behind the Professor's house is supposed to be yet, though.
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  #228    
Old January 15th, 2011, 12:19 PM
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Rayce
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Quote:
Originally Posted by Purple Materia View Post
Looks very nice, even though there's nothing really complex going on. 8/10

Spoiler:


Map Name
: N/A
Game: FireRed

It's supposed to be a starting town. I don't really know what the bit behind the Professor's house is supposed to be yet, though.
Okay I grade like a Russian judge so don't feel bad about anything I say; It's strictly constructive criticism

-The map is quite a bit bigger than necessary, the starting town is usually the smallest town in the entire game.
-The trees behind the the two houses to the right come up unnaturally like someone was attempting to cut a awkward V into them.
-Above the town there are some trees that stop abruptly in a straight line...?
-You can go around the trees in the top right corner to what seems to be a game border, usually you won't want anyone to go to the game border really, but it's not a huge problem.

Overall rating 6/10
That might seem a little low but the map needs a little work. With a few adjustments it would be a nice map
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  #229    
Old January 15th, 2011, 12:22 PM
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altariaking
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Quote:
Originally Posted by Purple Materia View Post
Looks very nice, even though there's nothing really complex going on. 8/10

Spoiler:


Map Name
: N/A
Game: FireRed

It's supposed to be a starting town. I don't really know what the bit behind the Professor's house is supposed to be yet, though.
Paths are way too thin. Make them something like three or four tiles wide, not one. Also, it's incredibly empty, and wild grass like that in a town is a bad idea. Also you need to give credit to Dew for the water (which, btw, is too square and that rock in it is completely pointless).
2/10

Here's mine:
Map Name: Ivy City
Map Game: Pokemon Iron and Stone
Credits: First post of hack thread
Comments: The third Town/City you visit. There is a gym to the south-west of the town, and to the north there is the Triaso Museum of History. Professor Ivy also lives in this town, next to the museum.
Map:
Spoiler:
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  #230    
Old January 15th, 2011, 12:23 PM
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QuilavaKing
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Quote:
Originally Posted by QuilavaKing View Post
The main issue with this map is just the lack of space. There are a few spots with only one tile of walking space, and some of them are diagonal, making it even worse. Even 2 tiles isn't enough, which is about as big as this map gets. Another thing you may want to change is the grass placement. You literally have the bottom half of the map covered with grass, and the top half of the map is empty. Try splitting it up into 2 or 3 groups instead.

-----
Map Name: No name, as always.

Map Game: Made in Emerald. Not made for any hacks.

Comments: So, this map is supposed to be a first route. Basically, you if you follow the path, you'll end up at that big wall of rock smash rocks (It's supposed to be a landslide. lol), and have to turn around. Odds are, you're going to try the path that you haven't taken yet, so you'll end up at that cave. On the other side is a town, where you'll get Rock Smash.

I wanted to include some tree or bush secret bases, but I just couldn't get them to look good, so I left it out.
I'm quite happy with this map though (for once).

Mapshot:
Spoiler:

Mind if I repost this?

K thx.
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  #231    
Old January 16th, 2011, 04:13 PM
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Join Date: Mar 2008
Location: Best City OCE
Age: 18
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Quote:
Originally Posted by altariaking View Post

Here's mine:
Map Name: Ivy City
Map Game: Pokemon Iron and Stone
Credits: First post of hack thread
Comments: The third Town/City you visit. There is a gym to the south-west of the town, and to the north there is the Triaso Museum of History. Professor Ivy also lives in this town, next to the museum.
Map:
Spoiler:
I like this map. :) The shape is nice, the layering done well (with some nintendo-esque secret bit things). The paths though, imo, should be more regular in size (as they are paths, not just patches of sand or different grass). Instead of changing the size of the path for the map, leave the size as a regular thing (2 or 3 tiles, preferably?). Also, that secret thing is far from secret. The pool is too small and you can see all the "secret" area from the ledge next to it. :\ Make the pool and/or secret area bigger so you can't see if there's anything in it, at least.

Now for my maps:

Map Name: Rantel-Vinar Border
Credits: Intelligent Systems
Comments: Start at the bottom, fight your way up to seize the castle at the top. Simple stuff.
Mapshot:
Spoiler:



Map Name: Vinar Castle (and surrounding area)
Credits: Intelligent Systems
Comments: Nothing much. You come out of castle with a small band of dudes, bandits take over village and villagers ask you for help. Take out all the bandits, good game.
Mapshot:
Spoiler:



Map Name: N/A
Credits: Intelligent Systems
Comments: You come from the south-west portion of the map, where there's a group of guys needing your help on the ledge above because of, once again, bandits.
Mapshot:
Spoiler:

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Last edited by Ninja Caterpie; January 16th, 2011 at 04:28 PM.
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  #232    
Old January 16th, 2011, 04:24 PM
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Purple Materia
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Quote:
Originally Posted by QuilavaKing View Post
Mind if I repost this?

K thx.
The map looks really detailed, like you spent a long time on it. But then again, it looks a little too detailed. I like the mixture of little and big trees, personally.
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  #233    
Old January 16th, 2011, 11:23 PM
Binary's Avatar
Binary
え?
 
Join Date: Aug 2007
Age: 20
Quote:
Originally Posted by QuilavaKing View Post
Map Name: No name, as always.

Map Game: Made in Emerald. Not made for any hacks.

Comments: So, this map is supposed to be a first route. Basically, you if you follow the path, you'll end up at that big wall of rock smash rocks (It's supposed to be a landslide. lol), and have to turn around. Odds are, you're going to try the path that you haven't taken yet, so you'll end up at that cave. On the other side is a town, where you'll get Rock Smash.

I wanted to include some tree or bush secret bases, but I just couldn't get them to look good, so I left it out.
I'm quite happy with this map though (for once).

Mapshot:
Spoiler:




The first thing I notice is the tree placement. It's pretty inconsistent, which suites the default R/S/E tiles you're using. It looks pretty natural too. But then again, I feel that in some places you should've just placed a particular tree in like ..patches. And I notice the placement of the flowers, which I like. Next, the shape of the mountains and their placement. I like these kind of rocky and mountainous landscapes. The mountain placement, however, I feel are aligned, sort of parallel. I feel you could've diversified their placement, a little, mostly near the bottom portion of the map. I like the way you've used the paths, and the boulders which block certain areas. The grass placement is good. I like grass placed in patches like in your map ..so yeah XD; I think you could've maybe used a few ledges. This is just my viewpoint.

Overall, a very nice map. 8/10
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  #234    
Old January 17th, 2011, 05:00 PM
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Tenn Tenki
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Join Date: Nov 2010
Location: classified
Gender: Male
Nature: Quirky
Map Name: Blue Beach

Map Game: Pokemon Azure (FireRed ROM base)

Comments: This is the Hero's home town in my first hack Pokemon Azure. The house that has a fence around it is the main characters house. The body of water in the back is the pool. The small house next to the Prof lab is the Prof and rival's house. I'm not sure if I should keep the Pokemon Center or not. Please give me suggestions to improve my mapping. Just don't kill me.

Mapshot:



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  #235    
Old January 17th, 2011, 05:04 PM
adhdguitar's Avatar
adhdguitar
Newbie Pokémon Hacker
 
Join Date: May 2010
Gender: Male
Nature: Adamant
Quote:
Originally Posted by altariaking View Post

Here's mine:
Map Name: Ivy City
Map Game: Pokemon Iron and Stone
Credits: First post of hack thread
Comments: The third Town/City you visit. There is a gym to the south-west of the town, and to the north there is the Triaso Museum of History. Professor Ivy also lives in this town, next to the museum.
Map:
Spoiler:
Very nice, the map is put together beautifully. The only problem I can see is that the placing of the water seems a little random, but even that is a very minor detail. Also, the houses are more clumped together than in towns in the actual games, but that's not necessarily a bad thing.
Overall:9.5/10

My Map:
Spoiler:

Map Name: Shinyleaf Town
Game: FireRed(Hack unnamed at the moment)
Comments: I am aware that this map is quite bland, so any suggestions to make it better would be appreciated.
Mapshot: See attachment 1.

Map Name: Flowery Field
Game: FireRed(Hack unnamed at the moment)
Comments: The first route in the game. Directly north of the above map.
Mapshot: See attachment 2.
Attached Images
File Type: png Map 1.PNG‎ (61.1 KB, 45 views) (Save to Dropbox)
File Type: png Map 2.PNG‎ (57.4 KB, 45 views) (Save to Dropbox)
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  #236    
Old January 17th, 2011, 11:25 PM
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PKMN Trainer Alison
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Join Date: Jul 2010
Location: Australia.
Gender: Female
Nature: Gentle
@Adhguitar
Your map has a lot of space, the only way I can see to fix it, is by making the map smaller or
adding houses/more trees/flowers. There is a few tile errors but overall, its an okay map.
Rating: 7.5/10


Map Name: Unsure, Thinking Dawn town but it's been done before.
Game: Firered
Comments: My shading on the trees, I know I got a lot of tile errors. I only noticed them when I started taking the screen shot, they'll be fixed though. Also: the town is the starter town.
Mapshot:
Spoiler:
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  #237    
Old January 18th, 2011, 01:15 AM
Andrew McKenzie's Avatar
Andrew McKenzie
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Join Date: Feb 2007
Location: Ireland
Age: 23
Nature: Relaxed
@PKMN TRAINER Alison:

Rated Map: "Dawn Town"(Map above this post)

Rating: 8/10

Reason: The layout seems well planned out.
It's not perfect but it's not the usual square shape starter towns usually tend to be.
I'll post in the suggestions below what is bugging me a bit about it.

Suggestions: First of all. There seems to be too much wide open space below
the lab and the house in the corner and around the houses in the middle.
A few trees could occupy a bit of this space to make it seem more cosy and less empty.
My second gripe with it is that the flowers seem really out of place.
I'm not sure what it is but maybe because it just seems all too arranged.
4 flowers in the middle and 4 in the corner, just seems like they were just thrown there.


Now it's my turn!

Map Name: Garden District (Starter Town) (Connected to a bigger town map below it, which is not made yet)

Map Game: Pokemon FireRed (Punk Rocker Rombase used)

Comments: It has a quaint feel to it. Not something most people would go for, I think.
Just nice and peaceful with a controversial patch of grass in the left, blocked off by a
CUT tree of course to prevent any New Game breaking errors, which leads onto another route.
And a cave up top that is being guarded/blocked until you have a certain badge.
I'm thinking maybe that I should put in a few puddles of water and maybe a small pond.

Mapshot:
Spoiler:
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THANKS TO NIKNAKS FOR THE EPIC REGION MAP, CHECK HIM OUT:

Last edited by Andrew McKenzie; January 18th, 2011 at 01:24 AM.
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  #238    
Old January 19th, 2011, 05:45 AM
Twiggy's Avatar
Twiggy
Slender snake
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Join Date: Dec 2010
Location: Plushies.
Age: 21
Gender: Male
Nature: Hasty
Rated Map:
Quote:
Originally Posted by Andrew McKenzie View Post
Map Name: Garden District (Starter Town) (Connected to a bigger town map below it, which is not made yet)

Map Game: Pokemon FireRed (Punk Rocker Rombase used)

Comments: It has a quaint feel to it. Not something most people would go for, I think.
Just nice and peaceful with a controversial patch of grass in the left, blocked off by a
CUT tree of course to prevent any New Game breaking errors, which leads onto another route.
And a cave up top that is being guarded/blocked until you have a certain badge.
I'm thinking maybe that I should put in a few puddles of water and maybe a small pond.

Mapshot:
Spoiler:
Rating: 8 out of 10.

Reason: Nice layout, and it is easy to go around. It feels like a starting town. However, the map area is somewhat too large for a starting town. I also noticed tiling errors on the mountains. Especially the upper corner tiles. There are too many small rocks on the mountains - it looks repetitive.

Suggestions: Fix the tiling errors, condense your map, remove unneeded rocks, and it might improve your map!

Now for my maps... I'll be posting two of them. First-timer here!

(NOTE: I don't do natural mapping.)

Map Name: *unnamed* Starting Town

Map Game: Emerald

Comments: Where it all began. Well, more like, for a new Trainer. This'll be the starting town. The patch of land in the other side of the pond holds an hidden item. The lab is there for obvious reasons. (I might want to make actual maps for the lab and houses... or maybe I'll just reuse Littleroot Town's.) I wonder if I made the houses a bit too wide?

Mapshot:
Spoiler:


Map Name: Route 1

Map Game: Emerald

Comments: A straightforward path to the next town. As a route, it has the obligatory grass patches. A few ledges here and there are for an easier return trip.

Mapshot:
Spoiler:
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  #239    
Old January 19th, 2011, 03:09 PM
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DrFuji
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Join Date: Sep 2009
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Quote:
Originally Posted by ♪Twiggy♪ View Post
Map Name: *unnamed* Starting Town

Map Game: Emerald

Comments: Where it all began. Well, more like, for a new Trainer. This'll be the starting town. The patch of land in the other side of the pond holds an hidden item. The lab is there for obvious reasons. (I might want to make actual maps for the lab and houses... or maybe I'll just reuse Littleroot Town's.) I wonder if I made the houses a bit too wide?

Mapshot:
Spoiler:
Review: This map is very good for a beginning mapper, but there are a few thing that need to be taken into account.

I'd agree with you in thinking that the houses are too wide - They take up far to much space in what is already a small map. The one thing that I find to be really distracting about this map is the flower placement; traditionally if you aren't trying to map 'naturally' the flowers are placed in small diagonal bunches rather than by themselves in the open. Seeing how as you aren't maping 'naturally', I'd advise you to group them up. Also, the entrances to the lab and the right-most house are restictive - You can see this as the player will have to walk down a path which is only one tile wide and can actually be associated with poor mapping. Finally, check out the original R/S/E map to learn how to do the correct tree shadowing.

Don't get me wrong, this map is very good for a first attempt, but there are still some issues that need to be dealt with.

Suggestions: Make the houses smaller, group the flowers in diagonal bunches, remove the one tile paths and study how to do R/S/E tree shadowing.

Quote:
Originally Posted by ♪Twiggy♪ View Post
Map Name: Route 1

Map Game: Emerald

Comments: A straightforward path to the next town. As a route, it has the obligatory grass patches. A few ledges here and there are for an easier return trip.

Mapshot:
Spoiler:
Review: I'd have to say that this map isn't as strong as your other map.

There is absolutely no difficulty in this map whatsoever as the player only has to walk through two patches of grass going right and absolutely none on the way back. Making a return trip easier via ledges is fine, but it isn't worth anything if trip beforehand was also easy. You don't have to make the route hard to go through, but you should make it challenging - Making the player deviate rather than follow a simple line and having them walk through a decent amount of grass are good ways to do this in earlier routes.

The emptiness of the route also quite striking, especially if you have a look at the large bald patch in the centre and left. Filling it up with something (Large trees, small trees, rocks, flowers, mountains, water etc) would make it much more interesting than nothing. Also, there are a few tiles errors: Both ledges have incorrectly placed ending blocks (The highest point on the left ledge and the lowest point on the right ledge), which a tree is missing its top (One of the two trees grouped together on the bottom). Finally, my earlier points about tree shading and flower placement still stand.

Suggestions: Make the route more challenging as there are almost no points where the player is forced to explore the tall grass. Fill up the route with more exciting things rather than leaving it barren. Fix the tile errors.
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  #240    
Old January 22nd, 2011, 03:16 PM
romancandle
 
Join Date: Oct 2009
Gender: Male
Nature: Adamant
Quote:
Originally Posted by ♪Twiggy♪ View Post
Rated Map:


Rating: 8 out of 10.

Reason: Nice layout, and it is easy to go around. It feels like a starting town. However, the map area is somewhat too large for a starting town. I also noticed tiling errors on the mountains. Especially the upper corner tiles. There are too many small rocks on the mountains - it looks repetitive.

Suggestions: Fix the tiling errors, condense your map, remove unneeded rocks, and it might improve your map!

Now for my maps... I'll be posting two of them. First-timer here!

(NOTE: I don't do natural mapping.)

Map Name: *unnamed* Starting Town

Map Game: Emerald

Comments: Where it all began. Well, more like, for a new Trainer. This'll be the starting town. The patch of land in the other side of the pond holds an hidden item. The lab is there for obvious reasons. (I might want to make actual maps for the lab and houses... or maybe I'll just reuse Littleroot Town's.) I wonder if I made the houses a bit too wide?

Mapshot:
Spoiler:
Review: Kinda bland, but that is exactly what you would expect from a small town. The pond is a little weirdly shaped, but my only real beef is to increase the space between the bottom two houses and the tree lines. 1-2 tile space to walk through in towns/cities is annoying.

Rating: 4/5

Quote:
Map Name:
Quote:
Route 1

Map Game: Emerald

Comments: A straightforward path to the next town. As a route, it has the obligatory grass patches. A few ledges here and there are for an easier return trip.

Mapshot:
Spoiler:
Review: There is just too much free space for this to be a first Route. If you look at all the Route 1s in the actual GBA games, there are several large patches of mandatory grass you have to go through on the your way from the beginning town to the next one.

Rating: 1/5

Now, for my VERY large map.

Map(s) Name: Viridian Forest
Base: FireRed
Hack: Just some fun I have editting FR for my friends
Map: In attachment

Background: I was playing around with expanding the forest to make it more diverse. The large map you see is actually 9 24x24 tile maps posted together (its how I made sure the trees line up). I also took the events from the original forest (because I'm just editting a few things for my friends), so it feels a little barren.

The reason I made it 9 smaller maps instead of one BIG map was to expand the diversity of the forest: A lot of the bug types and some of the other pokemon found on the FR/LG Forest Pokedex were added.
Attached Images
File Type: jpg BigForest.jpg‎ (492.0 KB, 130 views) (Save to Dropbox)
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  #241    
Old January 25th, 2011, 06:08 AM
Twiggy's Avatar
Twiggy
Slender snake
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Join Date: Dec 2010
Location: Plushies.
Age: 21
Gender: Male
Nature: Hasty
Quote:
Originally Posted by romancandle View Post
Map(s) Name: Viridian Forest
Base: FireRed
Hack: Just some fun I have editting FR for my friends
Map: In attachment

Background: I was playing around with expanding the forest to make it more diverse. The large map you see is actually 9 24x24 tile maps posted together (its how I made sure the trees line up). I also took the events from the original forest (because I'm just editting a few things for my friends), so it feels a little barren.

The reason I made it 9 smaller maps instead of one BIG map was to expand the diversity of the forest: A lot of the bug types and some of the other pokemon found on the FR/LG Forest Pokedex were added.
Rating: 3/10

Reason: It doesn't look like a forest at all. It looks more like windy paths surrounded by trees and grass. A player doesn't need to go through the grass patches at all to reach the exit - bad for forests! In a forest, it is usually expected for an encounter to pop up.

There's no challenge in navigating the forest. The paths are too clear-cut, and it is too easy to go around.

The gatehouse at the top part of the map is... not symmetrical. Is it intentional? I couldn't tell.

Some of the trees overlap poorly. Take a look at the middle-right part of the map. Notice the strange trees, looking as if they were merged?

The map is too boxy, by the way. The paths are... too... artificial.

Some points for splitting up the map for different encounters.

Suggestions: Replace some of the paths with a lot of grass for the forest feel. Don't use that many straight paths - try to use turns. Fix the tree issues. Try to make the trek through the forest a challenge for the player.

OK, now for my turn! I'll post multiple maps, as usual. Map data and images are in spoiler tags! Why? I am posting 9 maps. Note: All maps will pop out when you click the spoiler tag.

Clear your browser cache - they have the same URL of the old images, but they are new.

Spoiler:
(I don't do natural mapping most of the time. By the way... what should be their names?)

Map Name: *unnamed* Starting Town

Map Game: Emerald

Comments: Everyone has a place to start their journeys, right? What better place than a starting town? The two houses close to each other are your house and your rival's, respectively. The lab is for, well, the usual. The extra house is for a certain otherwise useless NPC that might teach you a thing or two about basic world concepts. (Yes, I'm making a tutorial room. Maybe I should put a sign there...)

Mapshot:
Spoiler:


Map Name: Route 1

Map Game: Emerald

Comments: The first route you'll be going in! As always, I revised this map after seeing your comments. Now that there's challenge, a player might need a Pokémon, no, definitely need a Pokémon to get past even the first grass patch. Seeing as this is the first route, I'm making this semi-straightforward. One still has to go through the grass the first time around, but if you're heading back, the ledges couldbe of help.

Mapshot:
Spoiler:


Map Name: *unnamed* Second Town

Map Game: Emerald

Comments: That generic stop that has multiple paths? Well, this is it. Since the original was so cramped, I decided to increase the vertical height. That gave me space to shuffle around the houses, and to fiddle with tiles and flowers and stuff. Well, not much.

Mapshot:
Spoiler:


Map Name: Route 2

Map Game: Emerald

Comments: This is the second route of my possible ROM hack. Well, guess what? It has Berry patches! This is also the route where Trainer battles will be present. Well... This is yet another grass-filled path, with ledges going back.

Mapshot:
Spoiler:


Map Name: *unnamed* First City

Map Game: Emerald

Comments: A bunch of recycled stuff from Petalburg City. I kinda like these tiles, you know? The mountain is for the next cave, which, by the way, leads to the next route. This is also the town where the first Gym exists. Not much else to say, though.

Mapshot:
Spoiler:


Map Name: *unnamed* First Cave

Map Game: Emerald

Comments: The first cave of the ROM hack. Anyway, well... This cave is probably as straightforward as it can be. It's for story purposes. That small entrance in the inner cave, on the far topleft side is for something special, when you can access Surf. I'm not going to disclose anything more.

Mapshot:
Spoiler:




Map Name: Route 3

Map Game: Emerald

Comments: A breath of fresh air after all the time going through the cave? Sure! Anyway, this route will lead to a currently-unmapped city that's the hub of the region. At first, there are still a lot of grass patches, but the grass patches eventually thin out, and give way to roads. Trainer battles can be found in this map as well - moreso at the upper part. The house is a resthouse - for Pokémon recovery. And to reduce the need to backtrack to the last Pokémon Center.

Mapshot:
Spoiler:
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Last edited by Twiggy; January 25th, 2011 at 06:15 AM.
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  #242    
Old January 30th, 2011, 09:11 AM
Vrai
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Join Date: Jun 2008
Age: 20
Gender: Male
Nature: Adamant
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Quote:
Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ View Post
now my map :)
i want to see what people think of it, its for an upcoming hack im going to make.
if it looks really bad,please dont be harsh and dont say its REALLY bad because it will make me feel bad.

Map Name:route 1
Base:fire red
Hack: soon to be part of a hack
Map:in attachment
Comments: i just noticed a tile error that prevents you from going through the route( theirs a rock in the middle of the road) but other than that, i think there aren't other tile errors.
the signpost is messed up also, i forgot to repaint it.....also thanks Wah for the mountain tiles.
Okay. So let me tell you something.

If you want something you make to ever be judged, you can't say "oh and don't say bad things because I don't like it". If you really want it to be judged right, you have to accept the good criticism and the bad, regardless of how mean they sound. They're just trying to help you improve, okay? I can't just tell you everything looks perfect and wonderful just because you don't want me to say otherwise.

Anyway, there are indeed a lot of problems with your map, but also a lot of things that come with being a first-time mapper. The first thing is that you're using those rocks and bushes as like a border for the player to follow. They're not really meant to be used in that manner. In fact, they're intended to me more like decoration than to make pathways for the player to use. So;
Step 1. Don't use rocks and bushes (you know, the long green things) as pathways for the player to walk through.
And partially because of that, you've gotten yourself into another problem. I know you wanted to make this map like a maze, but it's usually really difficult to do that without severely cutting into the map's playability. If you don't know what that means, it's basically how enjoyable it is for the player to actually progress through the map. If they're stuck walking through 1-tile pathways all the way (and especially one for that long), most players will get really tired of the map and could even stop playing your ROM hack (which is not something you want happening!). There are a lot of spots in your map where there are 1-tile pathways that you need to avoid.



This is almost a perfect example of what I'm talking about. You see how you can only get through there by following the exact path you specified? You can't do that if you want people to enjoy your map. The stairs count, too - you should have more than one stairway lined up together, otherwise that's a 1-tile pathway too. And now, we have;
Step 1. Don't use rocks and bushes (you know, the long green things) as pathways for the player to walk through.
Step 2. Fix up all of the 1-tile pathways. The player should have more space to move around.
Alright, so what's going to happen next? One problem that most beginners have is with flowers. People either usually don't use any, or they use way too many and it makes the map look bad. Can you guess which category you fall under?

Fortunately, this is easier to fix than one would think. Your flowers are actually fairly good; I mean, as a beginner. Flowers generally should go in a diagonal pattern, like the way you've got them going here:



...but aside from that pair and another just below it, the rest of your flowers aren't so hot. They should be clustered together diagonally, but only like two or three in a group. Spread the groups out a little bit. It's really not that difficult to get the hang of, and they can make your map look really nice in-game if you do it right. If not... then it doesn't. Anyway, you need to touch up your flowers a little bit. And now we have another step added!
Step 1. Don't use rocks and bushes (you know, the long green things) as pathways for the player to walk through.
Step 2. Fix up all of the 1-tile pathways. The player should have more space to move around.
Step 3. Flowers need to be clustered together, and then they need to be spread out more. Don't let the player see more than two clusters at any given moment!
Now, I kind of want to talk to you about what the player can see. As the player goes through your game, they see your maps through a small window. If I recall correctly, it's a window that is five tiles each direction tall, and then seven wide, although I can't remember exactly. I do know that seven tiles away from them is the maximum they can see at any given time. But as they approach the edge of your map...



What shows up in this red circle, do you know? They have to see something there. What the player sees are called "border tiles" or blocks, I haven't mapped in a while don't hit me! D: . You can set them in AdvanceMap, right above your normal tiles. However, border tiles (or blocks :x) won't look very good with your map. Do you know why?

It's because the tiles that are closest to the edge of your map keep changing. Some of them are mountain ledges that point off the edge of the map, some of them are just a continuation of the grass tile. You could probably be fine with the grass, but... the mountains coming off the edge really break it, because they'll just be running into trees or whatever the border block is and it won't look right. These are called border errors, and they're some of the hardest problems for a mapper to fix. Basically, you're going to have to turn up the mountains so that they don't run into the edge and thus allow you to use a tree for the border block. Either you do that, or you add enough trees to the edge of the map that the player can't walk all the way to the edge to see the border. It's a problem, and there are only a couple of solutions, but you'll have to pick one for it to look alright at the edge of the map. And now we have another step!
Step 1. Don't use rocks and bushes (you know, the long green things) as pathways for the player to walk through.
Step 2. Fix up all of the 1-tile pathways. The player should have more space to move around.
Step 3. Flowers need to be clustered together, and then they need to be spread out more. Don't let the player see more than two clusters at any given moment!
Step 4. Try to fix the border errors. I know it's difficult, but you can always post your map here and specifically ask if there are any border errors.
The next notes I have written down are about your mountains. They're not bad, but they could still be improved a lot, especially right here:



It's really annoying for the player to have to push down, left, down, left, down, left, down, left, down, left, down, left, down, left... heck, it was really annoying to type that. :( While "how" you should map mountains isn't really a set standard, there are some things that you should keep in mind while mapping them. First of all, don't make mountains like that. It's not worth your time, and people hate pressing down, left, down, left, down, left... I'll stop myself now. :>

Mountains are really a flavor thing. You can map them really straight, or you can give them a lot of turns and stuff to add spice. Keep playability (that 1-tile stuff I mentioned earlier) in mind, though. That's really what mountains are all about.

I also like the tile you chose for the mountain. Good choice. :)
Step 1. Don't use rocks and bushes (you know, the long green things) as pathways for the player to walk through.
Step 2. Fix up all of the 1-tile pathways. The player should have more space to move around.
Step 3. Flowers need to be clustered together, and then they need to be spread out more. Don't let the player see more than two clusters at any given moment!
Step 4. Try to fix the border errors. I know it's difficult, but you can always post your map here and specifically ask if there are any border errors.
Step 5. Mountains need some touching up. Keep playability in mind when you're changing them!
The next thing I have down is the grass tiles. It's nice that you know how to change palettes and you can work with tiles and stuff, and I know this isn't a tile/palette rating thread, but the color of the grass tile really takes away from the quality of the map. It's also really hard to tell what color the little spikes of grass are (they're usually the lighter part of the grass). I'd advise you to change them back to the original palettes or something less... "blech"-y. I'm not trying to insult your palette choices, but they mesh really poorly with other FireRed tiles and I think it makes the quality of your map less good.
Step 1. Don't use rocks and bushes (you know, the long green things) as pathways for the player to walk through.
Step 2. Fix up all of the 1-tile pathways. The player should have more space to move around.
Step 3. Flowers need to be clustered together, and then they need to be spread out more. Don't let the player see more than two clusters at any given moment!
Step 4. Try to fix the border errors. I know it's difficult, but you can always post your map here and specifically ask if there are any border errors.
Step 5. Mountains need some touching up. Keep playability in mind when you're changing them!
Step 6. Grass palettes need some changing. They're not as good as I think you imagined.
Okay! Whew, that was a lot of typing. ;-;

As you can see, there's a lot of things I think you could use to help you fix up your map. I tried to bold stuff that was important, and I made a step-by-step outline of things that should be improved. It's not a comprehensive list (by that I mean it's not everything you need to fix); there's always more things you can fix. You can't expect to make a perfect map the first time, so I hope you take this criticism/help guide/tl;dr whatever in stride to help you make better maps!

/like an hour and a half of writing
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  #243    
Old January 31st, 2011, 01:20 PM
Alignment's Avatar
Alignment
Revered with the stars
 
Join Date: Mar 2010
Gender: Male
Nature: Lonely
Quote:
Originally Posted by ♪Twiggy♪ View Post
Mapshot:
Spoiler:

I actually think that this map is pretty good. You've left a good amount of space for the player to move around while at the same time taking up unoccupied space with trees and flowers. Good map. Remeber to add a couple of well displaced people

Mapshot:
Spoiler:

Your first map was good, but this map's kinda on the faulty side. I see what you've done with the ledges, trying to make the player go through all the grass on the way there, and nothing on the way back. But seriously speaking, that's a lot of grass. It'll be a real nuisance walking throught that with wild Pokemon attacking you every second. I don't think it really matters if you decrease the encounter rate, it'll still reflect on the appearance of your map.

A suggestion would be to break up those massive patches, replace them with trees ect. Make the ledges smaller, and use other tiles to coverup the extra space.

Also, I noticed that the tree tiles you've used in some occasions are the shadowed ones. This is also present in your first map, but not as much. Those tiles should never be in the perimeter of a body of trees (least I'm willing to bet so). That's about all I can really say about this map.
Map Name: no name
Base: Fire Red
Credits: Kyledove, Ziekku
Comments: OK, so I hope I didn't make a ton of tile errors trying to use these bridges. Sorta aiming for a town built on top of a lake type theme. I realize that there are a couple 1 tile paths (though there's only 1 or 2 I think)
Map:
Spoiler:
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  #244    
Old February 3rd, 2011, 07:16 AM
Starchomp's Avatar
Starchomp
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Join Date: Apr 2010
Age: 18
Gender: Male
Nature: Calm
@alignment

I love the tiles you're using for the city, and I think that you already pointed out the bad points by yourself, one tile paths and the tile error over by the mountain, other than that, it seems like a fun and unique map to play!
Rating: 9.5/10

heres my map:

Map name: undecided
Comments: this is the starting town for the hack I am working on. I tried to make the trees look as natural as possible.

Credit to Allistair and rata for the tiles.

Spoiler:
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  #245    
Old February 5th, 2011, 05:50 PM
Starchomp's Avatar
Starchomp
Avid Gambler
 
Join Date: Apr 2010
Age: 18
Gender: Male
Nature: Calm
Quote:
Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ View Post
i like the grass pallete and the tree tiles too, but you might want to add a few more houses, and some flowers because it looks lonely. i give it a 9/10

BTW the first map on the above post i had isnt mine, the second one (the map on the right) is.


Map name: vermilion city (looks a lot like it)
Rom base: fire red
comments: still havent repainted the signpost.
Map: on attachment
the main complaint I have about this map is that there is waaaaaaaaaaaay too much concrete. Look at any FR map and there is never an entire town full of concrete (execpt maybe saffron)

Suggestions: remove some of that concrete and we'll be good


All right, I went ahead and re-did my starter town to make it more interesting and stuff.

here it be:
Spoiler:
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  #246    
Old February 11th, 2011, 09:02 AM
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MysticFlygon
Rookie Hacker
 
Join Date: Jan 2011
Location: 99th Floor in the Silver Trench
Age: 21
Gender: Male
Nature: Naive
Quote:
Originally Posted by Starchomp View Post

All right, I went ahead and re-did my starter town to make it more interesting and stuff.

here it be:
Spoiler:
8/10 just because the grass tiles on the tips of all the trees look kind of weird. You did a pretty good job with filling up the empty spaces but some of the smaller trees just don't seem like they belong.

Now, I'm a gifted scripter but when it comes to mapping I fail epically. I'm new to the whole mapping on my own thing so go easy on me.

Map Name: Acleon Town
Hack Name: Typhoon Blue
Comments: This is the starting town of the game and connects to Route 1(left) and the Pokemon League(right). And yes, I do know there is a tile error by the beach area and I'm having trouble fixing that in block editor. Oh and I wasn't really going for the "natural" feel in this map.
Spoiler:



Credits for this rombase go to:
Spoiler:
Reck
Kyledove
Alistair
Nintendo (Minish Cap (Tiles), and original ROM, and Pokemon Emerald (Meteor Falls, a few house tiles, and the small tree. These are used as Placeholders until I find better tiles (apart from Meteor Falls, better in Purple!))
WesleyFG
Sega (Casino Tiles from Sonic 2 Beta)
Bomberman Tournament (Safari Zone Tree Tiles)
The various Tool Makers (Lu-Ho for Advance Map, ZodiacDaMaster for Door Manager, Microsoft for Paint)
Pokemon-Diamond of DeviantART - The Pont Water Edge thing Tiles.
spaceemotion
Alucus
Chimcharsfireworkd
Pokemon-Diamond (All these from DeviantART - Tiles)
C.N.C - The mart.
Zein
Teh Panda
Creator - Banjora Marxvile
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  #247    
Old February 11th, 2011, 12:28 PM
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Try4se
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Join Date: Apr 2009
Location: New Hampshire
Age: 20
Gender: Male
Nature: Serious
Ratings in spoilers, I'm not going to use numbers anymore for my ratings, instead I will just rant on the maps. (not like I rated a million maps anyways)

ΣŁ1ŦΣ CHΛRIΖΛЯĐ:
Spoiler:
Quote:
Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ View Post
map name: none
Hack: none
comments: i got bored and decided to make this map so someone could rate it.
The map feels too cluttered with tall grass, especially near bridges that people walk on often, someone has to cut it to make it look nice. Changing the bridge's size drastically doesn't seem normal, think about it, are there any bridges you have ever seen that weren't collapsed that looked like that?


MysticFlygon
Spoiler:
Quote:
Originally Posted by MysticFlygon View Post
Now, I'm a gifted scripter but when it comes to mapping I fail epically. I'm new to the whole mapping on my own thing so go easy on me.
You and I should team up, I can't do anything except map, even if my life depended on it.

Quote:
Originally Posted by MysticFlygon View Post
Map Name: Acleon Town
Hack Name: Typhoon Blue
Comments: This is the starting town of the game and connects to Route 1(left) and the Pokemon League(right). And yes, I do know there is a tile error by the beach area and I'm having trouble fixing that in block editor. Oh and I wasn't really going for the "natural" feel in this map.
The only tile error I see other then the one you pointed out already, was the roof of the top right house, it has a green dot on it, which is fixable with the block editor. Fix the errors, and the map will turn out very nicely.


Now for me. :D
Once again for my zelda/pokemon hack

In order:
Lon Lon Ranch
-Cave
-one route in forest leading from Lon Lon ranch to Hyrule field
-Update on Goron Village.
Attached Images
File Type: png LonLonRanch.png‎ (32.4 KB, 56 views) (Save to Dropbox)
File Type: png LONLONRANCH CAVE.png‎ (5.3 KB, 39 views) (Save to Dropbox)
File Type: png Route101.png‎ (22.0 KB, 49 views) (Save to Dropbox)
File Type: png GoronsVillage.png‎ (86.8 KB, 65 views) (Save to Dropbox)
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  #248    
Old February 16th, 2011, 10:58 AM
Crimson5M's Avatar
Crimson5M
what
Community Supporter
 
Join Date: Feb 2011
Location: Scotland
Age: 18
Gender: Male
Nature: Quiet
Quote:
Originally Posted by Try4se View Post
Ratings in spoilers, I'm not going to use numbers anymore for my ratings, instead I will just rant on the maps. (not like I rated a million maps anyways)

ΣŁ1ŦΣ CHΛRIΖΛЯĐ:
Spoiler:

The map feels too cluttered with tall grass, especially near bridges that people walk on often, someone has to cut it to make it look nice. Changing the bridge's size drastically doesn't seem normal, think about it, are there any bridges you have ever seen that weren't collapsed that looked like that?


MysticFlygon
Spoiler:
You and I should team up, I can't do anything except map, even if my life depended on it.[/COLOR]


The only tile error I see other then the one you pointed out already, was the roof of the top right house, it has a green dot on it, which is fixable with the block editor. Fix the errors, and the map will turn out very nicely.


Now for me. :D
Once again for my zelda/pokemon hack

In order:
Lon Lon Ranch
-Cave
-one route in forest leading from Lon Lon ranch to Hyrule field
-Update on Goron Village.
They are all extremely square and empty. The first map needs a lot more trees and flowers, less square fences and paths, and some flowers and stuff. The second one is one of the Regi caverns with two rocks added...again, very empty. The third one is an obvious edit of Route 101, with the ledges replaced with long grass, and is too easy to get through. The last one is probably your best, but again, it's kinda empty.

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

Map Name: Lunar Forest
Map Game: Pokemon Iron and Stone
Credits: First post of hack thread
Comments: Remapped my Lunar Forest, which connects route 402 and 403. The evil team, Iron or Stone (depends what version you're playing), will battle you here, and at the place with the two massive trees the two leaders will be having a battle, only for the evil one to win and escape, at which point the good one will give you HM Cut. At the Rock Climb place you can catch Tropius on a Friday, and near the big trees you can catch the elemental monkey that is weak to your starter on Mondays, strong against it on Wednesdays, and same type on Saturdays. There will also be a bunch of items, some monkeys and bugs and stuff, and once the evil team is gone, Bug Catchers. You can also use Take Down on the large trees for Pokemon to fall out. Oh yeah and a guy who will teach a Pokemon Megahorn
Map:
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  #249    
Old February 17th, 2011, 02:23 AM
TehHepticOne's Avatar
TehHepticOne
Pokemon fanatic?!
 
Join Date: Feb 2010
Location: Australia
Age: 18
Gender: Male
Since I have to rate before I post my maps...My first time at this.... Hopefully it's good enough =D Here goes!
Quote:
Map Name: Lunar Forest
Map Game: Pokemon Iron and Stone
Credits: First post of hack thread
Comments: Remapped my Lunar Forest, which connects route 402 and 403. The evil team, Iron or Stone (depends what version you're playing), will battle you here, and at the place with the two massive trees the two leaders will be having a battle, only for the evil one to win and escape, at which point the good one will give you HM Cut. At the Rock Climb place you can catch Tropius on a Friday, and near the big trees you can catch the elemental monkey that is weak to your starter on Mondays, strong against it on Wednesdays, and same type on Saturdays. There will also be a bunch of items, some monkeys and bugs and stuff, and once the evil team is gone, Bug Catchers. You can also use Take Down on the large trees for Pokemon to fall out. Oh yeah and a guy who will teach a Pokemon Megahorn
Rating: 8 out of 10
Reason:
I really like this map but I have found a few aspects of this map quite disturbing like the colour of the grass =\ but that's a pallete issue not a map xDD. I think that there is quite a lack of tall grass in the map. I also find it rather empty where the two bigs trees stand to the south-east part of the map. But I really like that little lake at the top with the bridge.
Overall I find this to be a brilliant map.

Suggestions: More flowers I guess. Add more grass, flowers and the other decorative stuff to the parts of this map where it seems empty. E.g. Well I already mentioned one, and maybe the highest point of the mountain

----------------------------------------
My map

First one (The town):
Map name: Doesn't have one
Rom: Used Firered as a base
Comments: I was bored so I just started to map...

Second one (The forest)
Map Name: Doesn't have one
Rom: I was planning to start a hack but never followed through with it =3=....
Comments: I think this is one of the best maps that I have ever mapped

Credits:
TB Pro
Welsy FG
Wah
Kyledove
Alistair
Dewitty
874521
Attached Images
File Type: png Village.PNG‎ (24.0 KB, 127 views) (Save to Dropbox)
File Type: png Forest.PNG‎ (97.3 KB, 119 views) (Save to Dropbox)
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  #250    
Old February 22nd, 2011, 06:09 AM
Raigeki
Beginning Trainer
 
Join Date: Sep 2010
Gender: Male
Quote:
Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ View Post

now my map:
map name: route 20
rom:fire red
comments:nope
credits:Wesley fg, and wah for the tiles
map: is on attachment.

EDIT: i decided to add another map.
map name none
rom:firered
comments:this map is a somewhat improved version of a map i posted here before.
map:is on attachment
I really like your first map. It kind of reminds me of route.... 11, I think. The one north of Cerulean.

The tileset is nice, and it looks naturally because the trees aren't placed systematically. But.. behind the house in the top of the map (to the left), the rock/cliff/whatever has a little yellow-ish "crack" in the corner. It's like that in all the corners. And it looks a little weird that you have two kind of lakes. The very long and thin lake looks a little misplaced too. And I think you need to give the player the choice of which way to go. Like.. Putting in some ekstra stairs in the right side, or something.

But it's simple, awesome and it looks good. 4/5


I'm sorry I can't comment the other map. I have to do my homework, and I don't really have time to be on the internet right now, so this is it.

But I'll just go ahead and post a map myself. I'm new to this forum, so I'll probably screw something up when posting the image. Please read everything below before you comment it.

It's the Viridian Forest from a random, clean FireRed Rom, but my map is NOT a forest. Just a very forest-like valley, and it's not even sure that I'll make this valley on the Viridian-Forest map again. It's not really a hack (yet?), but I wanted to make some maps, that I might be able to use in a future hack. As of tilesets, I've only darkened the trees. I really suck at editing tilesets, so I might need some help, there. I think the map would look SO much better with better tiles.

One last thing: The two trees in the center of the map don't serve any purpose. I just needed something to put in there, so I picked them. I'll either keep them for story purpose later, or put something else there.
And yes, I know that it's "overcrowded", but is it a problem? What do you think?
The exit is near the two trees in the middle and the entrance is in the bottom left corner. You are able to get through this valley A LOT faster with surf, because you skip like half of the map. Is that a good thing?

I can't post images and links as of now, so here is a link that I'm allowed to post (or something).. You don't need to put http or www in front of it.

img819.imageshack.us/i/viridian.png/
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