The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > ROM Hacking > ROM Hacking Hub
Sign Up Rules/FAQ Live Battle Blogs Mark Forums Read

Notices

ROM Hacking Hub General discussions about ROM Hacking and Emulation. Not sure where to start? This is the place for you.
Posting links to ROMs is illegal and is not tolerated anywhere on the forum.
New threads in this forum are to be approved by a moderator before they are displayed.

Reply
Click here to go to the first staff post in this thread.  
Thread Tools
  #401    
Old June 12th, 2011 (03:36 AM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Anbuja's_BlooDY View Post
here my map
rom base :fr
hack:Legend of anbuja LoA
comments it the starting town in LoA CnC please:D
Spoiler:
First off, the tiles you are using have made your map very visually appealing, so good job on that front :P

As for the map itself, there are a lot of positives. You've made the map very intricate with your 'natural' placement of trees and other tiles. While doing this can help to keep the map fresh (The player doesn't have to see row after row of uniform trees) it also sometimes influences bad map design. For example, you've created a small path up the left side of the map that leads to a bench - This pathway restricts the player's movement to quite a high degree. You have to be aware of how your placement of trees and other tiles will affect the player's movement when you're mapping with a 'natural' style. I guess another example of this would be to the right of the left-most body of water because the player is forced to walk down a one-tile path in order to progress.

There is only one more thing that I think you could imporve in this map. The area in front of the top-right house is quite empty in comparrison to the rest of the map. Put in some more flowers/ small trees/ large trees/ benches/ whatever you think you be appropriate to fill in the currently unused space :D

Anyway, I think that this is a very good map. On a whole, it has a lot of variety and is very interesting as a result. Working on the two things I mentioned in my review would only serve to improve it's awesomeness in my opinion :3
__________________
Reply With Quote
  #402    
Old June 12th, 2011 (05:10 PM).
ares10's Avatar
ares10
I'm in The Marines, OOH RA
 
Join Date: Jan 2010
Location: everywhere and nowhere
Gender: Male
Nature: Brave
Quote:
Originally Posted by Anbuja's_BlooDY View Post
first off let me say its quitte a nie map
i need some improvements like less tall grass tiles because you force the player to go through grass almost all the time here...the waterfalls seems quitte good but as dr/fuji said you will get some border errors oz some part the player will see add mayb 2 or 3 tree maybe and make the mountains a little more random coz it still looks kinda straigth and boring
6/10
here my map
rom base :fr
hack:Legend of anbuja LoA
comments it the starting town in LoA CnC please:D
Spoiler:
I quite like the lake tilesets and how you can see through it, they're a little squarish. I noticed that in the way back it looks like there is a fence or something behind the trees, but the map is still a good map. 8/10

Map Name: Refto Race Track
Hack Name: none
Comments: This isn't a town its part of a town, a side part. The player has do do some thing to gte car keys to get a car instead of a bike, then the player can go around the race track. This was made while i was watching the 24 HR Le Mans yesterday to today, So this is kind of inspired by The Le Mans De La Sarthe Track. Road tileset credit goes to SAURAV (if spelled right). I did a quite a bit of block editing. PLease tell me if there are any errors it is i big map and i might have missed something.
Spoiler:
__________________


Hacks I support:
Reply With Quote
  #403    
Old June 13th, 2011 (10:56 AM).
Starchomp's Avatar
Starchomp
Avid Gambler
 
Join Date: Apr 2010
Age: 18
Gender: Male
Nature: Calm
Quote:
Originally Posted by ares10 View Post

I quite like the lake tilesets and how you can see through it, they're a little squarish. I noticed that in the way back it looks like there is a fence or something behind the trees, but the map is still a good map. 8/10

Map Name: Refto Race Track
Hack Name: none
Comments: This isn't a town its part of a town, a side part. The player has do do some thing to gte car keys to get a car instead of a bike, then the player can go around the race track. This was made while i was watching the 24 HR Le Mans yesterday to today, So this is kind of inspired by The Le Mans De La Sarthe Track. Road tileset credit goes to SAURAV (if spelled right). I did a quite a bit of block editing. PLease tell me if there are any errors it is i big map and i might have missed something.
Spoiler:
Going off of what ΣŁ1ŦΣ CHΛRIΖΛЯĐ said, try to close up the empty space around the race track by adding trees. Also, that Pokecenter looks really bizzare with that mart tile stuck on it.
Again, there are WAY TOO MANY FLOWERS, it makes the map look very unprofessional. Some of the buildings look a little weird, but I'll let it slide.
__________________
Flabébé is so awesome
Reply With Quote
  #404    
Old June 14th, 2011 (06:12 PM).
r0bert's Avatar
r0bert
Quitifyingly awesome.
 
Join Date: Jul 2010
Location: kewl places
Gender: Male
Nature: Naughty
Quote:
Originally Posted by ares10 View Post

I quite like the lake tilesets and how you can see through it, they're a little squarish. I noticed that in the way back it looks like there is a fence or something behind the trees, but the map is still a good map. 8/10

Map Name: Refto Race Track
Hack Name: none
Comments: This isn't a town its part of a town, a side part. The player has do do some thing to gte car keys to get a car instead of a bike, then the player can go around the race track. This was made while i was watching the 24 HR Le Mans yesterday to today, So this is kind of inspired by The Le Mans De La Sarthe Track. Road tileset credit goes to SAURAV (if spelled right). I did a quite a bit of block editing. PLease tell me if there are any errors it is i big map and i might have missed something.
Spoiler:
I
Like your Idea on this, but you mapped it a bit off.
Tere's waytoo much empty space, try spreading in more trees,flowers and other stuff.4/10.
My map:
map names: Aurinn town and Dawn path.
Credits: darkblack thread and Anbuja's_Bloody.
map descriptions: the lower part of A.town is part of a huge cave only accesible after everything else, you can obtai clues on how to find a specific pokémon here...(BTW,the mountains down there are supposed to be square,border errors).D.path: Just your average route, nothing special except for the first storyevent by dead end.
maps:attachment.
credits: the darkblack thread
Attached Images
File Type: png Dawn path.png‎ (60.2 KB, 78 views) (Save to Dropbox)
File Type: png Aurinn town.png‎ (93.2 KB, 67 views) (Save to Dropbox)
__________________
Reply With Quote
  #405    
Old June 14th, 2011 (07:29 PM).
NurseBarbra's Avatar
NurseBarbra
くら くら?
Community Supporter
 
Join Date: Aug 2010
Age: 20
Gender: Male
Nature: Brave
Send a message via Windows Live Messenger to NurseBarbra
Spoiler:
Quote:
Originally Posted by Anselection View Post
Map Name: Route 1
Game: Pokemon Fire Red
Comments: Feel free to comment and rate the palettes, too. I've been trying to work on them, but I'm not sure if they came out good.
Mapshot:
Not gonna rate because you DIDN'T READ THE RULES. ( Which I suggest people start doing.)

Quote:
Originally Posted by r0bert View Post
Maps and shiz.
Rating: 84/100 (B) for the first. 72/100 (C) for the second.

Map 1:
Rating: The map has a nice feel to it. The tiles give it a sense of vibrance and life, while the pallets and hills give a sense of depth to the map. I personally like the insane take on hills in a firered rom, which gives a breath of freshness to mapping, In my honest opinion.
Suggestions: Try play around with some shapes, try splotches of wild grass, flat grass, sand and dirt thrown around, be creative when mapping.If worst comes to worst, try scribbling some map outlines on a blank sheet of paper, and adapt that into the map.
Condensed version: Nice map, could be better but could be worse so. Play with map shapes, be crazy and bend the world to your will.

Map 2:
Rating:
The map as a town map is nice, but the large areas of grass at the bottom are distracting, If you want to have grass as part of a town, rename a map in A-map to the town's name. The tiles are nice (gonna stalk you to figure out where they're from) and have a vivid feel to them. The tree's while nice, need to be more natural, trees don't always grow in straight lines. The pond behind the house looks a little odd but other than that I have no issues with it.
Suggestions: Again, try play with shapes, try putting down a random line with a monocolor tile (Just black/purple/red/ect.) and fill in trees and such into it. Ponds don't always stop 1 tile behind a house, they're more round and go nearly anywhere they want, so don't be afraid to stick 'em behind houses.
Condensed version: Same as before.

=============================================
Map Name: Lanat Village (Version 3)
Map Game: Pokemon Desegrate
Comments: I remapped it with new tiles (Contrasting the older version 2, seen here). Please don't state the lack of flower tiles as I have not found ones which I like and inserted them yet.
Map:
See attachments.
Attached Images
File Type: png Lanat Village V3.png‎ (37.2 KB, 604 views) (Save to Dropbox)
Reply With Quote
  #406    
Old June 15th, 2011 (05:43 PM).
r0bert's Avatar
r0bert
Quitifyingly awesome.
 
Join Date: Jul 2010
Location: kewl places
Gender: Male
Nature: Naughty
Quote:
Originally Posted by NurseBarbra View Post
Spoiler:

Not gonna rate because you DIDN'T READ THE RULES. ( Which I suggest people start doing.)


Rating: 84/100 (B) for the first. 72/100 (C) for the second.

Map 1:
Rating: The map has a nice feel to it. The tiles give it a sense of vibrance and life, while the pallets and hills give a sense of depth to the map. I personally like the insane take on hills in a firered rom, which gives a breath of freshness to mapping, In my honest opinion.
Suggestions: Try play around with some shapes, try splotches of wild grass, flat grass, sand and dirt thrown around, be creative when mapping.If worst comes to worst, try scribbling some map outlines on a blank sheet of paper, and adapt that into the map.
Condensed version: Nice map, could be better but could be worse so. Play with map shapes, be crazy and bend the world to your will.

Map 2:
Rating: The map as a town map is nice, but the large areas of grass at the bottom are distracting, If you want to have grass as part of a town, rename a map in A-map to the town's name. The tiles are nice (gonna stalk you to figure out where they're from) and have a vivid feel to them. The tree's while nice, need to be more natural, trees don't always grow in straight lines. The pond behind the house looks a little odd but other than that I have no issues with it.
Suggestions: Again, try play with shapes, try putting down a random line with a monocolor tile (Just black/purple/red/ect.) and fill in trees and such into it. Ponds don't always stop 1 tile behind a house, they're more round and go nearly anywhere they want, so don't be afraid to stick 'em behind houses.
Condensed version: Same as before.

=============================================
Map Name: Lanat Village (Version 3)
Map Game: Pokemon Desegrate
Comments: I remapped it with new tiles (Contrasting the older version 2, seen here). Please don't state the lack of flower tiles as I have not found ones which I like and inserted them yet.
Map:
See attachments.
I like the map a lot, it's alivish.My only comment is about the rock climb thing right besides the waterfalls,kinda doesn't make sense.9.9993999/10
(BTW,you can stalk me all you want, won't help you).
MAH MAP.
name: Ranice City
description: city.nuff said.
credits:same as last post.
map
Spoiler:
__________________
Reply With Quote
  #407    
Old June 16th, 2011 (02:20 AM). Edited June 16th, 2011 by ~Anbuja.
~Anbuja's Avatar
~Anbuja
Let's Keep It Simple
 
Join Date: Oct 2010
Location: In Snorlax Stomach
Gender: Male
Nature: Lonely
Send a message via Skype™ to ~Anbuja
Quote:
Originally Posted by r0bert View Post
I like the map a lot, it's alivish.My only comment is about the rock climb thing right besides the waterfalls,kinda doesn't make sense.9.9993999/10
(BTW,you can stalk me all you want, won't help you).
MAH MAP.
name: Ranice City
description: city.nuff said.
credits:same as last post.
map
Spoiler:
mkay here is it kinda for this map
Spoiler:

red's: your forcing the player to walk just on 1 tile space you should had made it 2 tiles bright so the playability would be better.
blue: that part for me don;t make that much sense after there is nothing just grass and it still seems to less grass than.
the other things i dont like is that i just see 1 little tree why?? there should be more little trees the tiles you using though are good but those white buildings are too much there and i dont really like they're placement there is a big number of them and there all near each other you should remove maybe one or two...there arent flowers either and there arent an sign or something to amke it look better you've could had done better i thing and i know what you'ra capable off
rating 6/10
________________________
M'kay my map AGAIN:D
map name Aurutum city
hack:pokemon legend of anbuja LoA
description: it's the first gym city
credits on my DA
map:
Spoiler:

CnC are welcome

EDIT: Mod's if you can't see the screens i uploaded and think this post is against the rules feel free to delete this post i will post it than again beause it seems that the images are crushing while uploading
__________________
Reply With Quote
  #408    
Old June 16th, 2011 (08:53 AM).
Anselection's Avatar
Anselection
Malicious Mapper
 
Join Date: Jul 2009
Gender: Male
NurseBarbra's review:
Spoiler:
Quote:
Originally Posted by NurseBarbra View Post
Map Name: Lanat Village (Version 3)
Map Game: Pokemon Desegrate
Comments: I remapped it with new tiles (Contrasting the older version 2, seen here). Please don't state the lack of flower tiles as I have not found ones which I like and inserted them yet.
Map:
See attachments.
I think this map has a good concept and a very good shape. You went at it pretty well. You told me not to comment about the lack of flowers, and I understand that. But, I will comment on the lack of small trees. The fenced in pond is a very nice feature, although, I think it'd look slightly better if you'd move the pond itself down a tile or two to be closer to the trees at the bottom. By the mountain at the cave entrance, you have a fence directly to the left of it. I feel as if it's an unnecessary touch due to the fact that it's already separated from the upper left building by 2 rows of big trees. On the topic of the mountain, the waterfalls are a nice feature, if you could expand it, however, so that both waterfalls reach 2 tiles or more in width, it'd be nice. One tile paths(like waterfalls, grass, etc.) is just kind of awkward for a player to go through. And honestly, waterfalls are grand and beautiful effects in nature, so to make it as small as possible just doesn't look right. Not in my opinion at least. Other than that, this map does look pretty great, and the tiles and palettes work beautifully together. I give this an overall 8/10.

r0bert's review:
Spoiler:
Quote:
Originally Posted by r0bert View Post
MAH MAP.
name: Ranice City
description: city.nuff said.
credits:same as last post.
map
Spoiler:
As Anbuja said, there are a lot of 1 tile paths that constrict the player. Although, you did make the map to have a nice shape and concept. As for the main part of the city, I feel as if it is too empty. Like, the city road takes up too much room that could be occupied with nice little features (Such as the fountain in the middle of Celadon City). There's only ONE little tree in the entire map. Use the small tree more, it's pretty and it can fit in so many places to make your map look THAT much more diverse and beautiful. Also, I don't really see a point in making all the buildings in the map accessible. I know you're trying to point out that a lot of people live in this city, but, that effect can be achieved simply by having Overworld sprites walking around(like 7-10). You didn't tell me not to comment on the lack of flowers like Nurse did, so I'll point that out also. There's a complete absence of them, they do make a nice touch on any map and have become a necessity. The map simply feels incomplete without that detail. The grassy area in the bottom right-hand corner, I can get from the top to the bottom of it touching 2 tiles of grass. Also, there's no obstacle in that area (Oh, gosh. Perfect excuse for mixing in some little trees!). And the grass can be used to make you walk on more and still look like it's natural. Flowers on that spot would look nice, too. :) This map can be great, you just have to work harder on it. :) Overall, I would give this a 5/10. Oh, by the way, I do like the tiles. Although, I never was a big fan of the gen IV trees, they look nice here along with the small grass tile and city / sand paths. :)

Anbuja's rating:
Spoiler:
Quote:
Originally Posted by Anbuja's_BlooDY View Post
M'kay my map AGAIN:D
map name Aurutum city
hack:pokemon legend of anbuja LoA
description: it's the first gym city:)
credits on my DA
map:
Spoiler:

CnC are welcome
If I may comment on your tiles first...
Spoiler:
I really like them! It's a great idea for a small city in the fall 'cause it's beautiful at that time with leaves all over the place. However, the tree tiles and the forest entrance type things(grey and greyer) tiles look a bit odd. But, the leaves spilling into the street... Gah! I love it.

I think this city is pretty good. I like how there's a lot of buildings, but some of them aren't accessible. It draws attention to the few accessible buildings and, more importantly, the main buildings. The roads should all be connected, though. Like in a real inner city. The disconnection of the roads makes it seem a bit too spaced out(to me, at least). Lastly, I feel as if there are too many benches throughout the city. Also, I think if you move the PokeCenter to the top middle where there's that patch of trees and add a little city park(sticking one of your benches in the middle) it'd be a sweet touch. Although, that might take some tile insertion. Maybe make an OW of a little girl and a little Growlithe. It's always cute to see a little girl playing with her dog at the park. :D Overall, I do like this map a lot. I'll give it a 7/10.


Now, for my map.
Map name: Just-a-Route
Hack: Pokemon Fire Red
Description: I'm just testing out a ROM base I found in the resources thread to sharpen my mapping. So, here I am looking for a review. :)
Credits: MasterofPuppets for making his base and the people who made the tiles in the ROM itself.
Mapshot:
Spoiler:
__________________
Reply With Quote
  #409    
Old June 17th, 2011 (06:50 AM).
M.L's Avatar
M.L
Busy atm
 
Join Date: Oct 2010
Gender: Male
Quote:
Originally Posted by Anselection View Post
NurseBarbra's review:
Spoiler:

I think this map has a good concept and a very good shape. You went at it pretty well. You told me not to comment about the lack of flowers, and I understand that. But, I will comment on the lack of small trees. The fenced in pond is a very nice feature, although, I think it'd look slightly better if you'd move the pond itself down a tile or two to be closer to the trees at the bottom. By the mountain at the cave entrance, you have a fence directly to the left of it. I feel as if it's an unnecessary touch due to the fact that it's already separated from the upper left building by 2 rows of big trees. On the topic of the mountain, the waterfalls are a nice feature, if you could expand it, however, so that both waterfalls reach 2 tiles or more in width, it'd be nice. One tile paths(like waterfalls, grass, etc.) is just kind of awkward for a player to go through. And honestly, waterfalls are grand and beautiful effects in nature, so to make it as small as possible just doesn't look right. Not in my opinion at least. Other than that, this map does look pretty great, and the tiles and palettes work beautifully together. I give this an overall 8/10.

r0bert's review:
Spoiler:

As Anbuja said, there are a lot of 1 tile paths that constrict the player. Although, you did make the map to have a nice shape and concept. As for the main part of the city, I feel as if it is too empty. Like, the city road takes up too much room that could be occupied with nice little features (Such as the fountain in the middle of Celadon City). There's only ONE little tree in the entire map. Use the small tree more, it's pretty and it can fit in so many places to make your map look THAT much more diverse and beautiful. Also, I don't really see a point in making all the buildings in the map accessible. I know you're trying to point out that a lot of people live in this city, but, that effect can be achieved simply by having Overworld sprites walking around(like 7-10). You didn't tell me not to comment on the lack of flowers like Nurse did, so I'll point that out also. There's a complete absence of them, they do make a nice touch on any map and have become a necessity. The map simply feels incomplete without that detail. The grassy area in the bottom right-hand corner, I can get from the top to the bottom of it touching 2 tiles of grass. Also, there's no obstacle in that area (Oh, gosh. Perfect excuse for mixing in some little trees!). And the grass can be used to make you walk on more and still look like it's natural. Flowers on that spot would look nice, too. This map can be great, you just have to work harder on it. Overall, I would give this a 5/10. Oh, by the way, I do like the tiles. Although, I never was a big fan of the gen IV trees, they look nice here along with the small grass tile and city / sand paths.

Anbuja's rating:
Spoiler:

If I may comment on your tiles first...
Spoiler:
I really like them! It's a great idea for a small city in the fall 'cause it's beautiful at that time with leaves all over the place. However, the tree tiles and the forest entrance type things(grey and greyer) tiles look a bit odd. But, the leaves spilling into the street... Gah! I love it.

I think this city is pretty good. I like how there's a lot of buildings, but some of them aren't accessible. It draws attention to the few accessible buildings and, more importantly, the main buildings. The roads should all be connected, though. Like in a real inner city. The disconnection of the roads makes it seem a bit too spaced out(to me, at least). Lastly, I feel as if there are too many benches throughout the city. Also, I think if you move the PokeCenter to the top middle where there's that patch of trees and add a little city park(sticking one of your benches in the middle) it'd be a sweet touch. Although, that might take some tile insertion. Maybe make an OW of a little girl and a little Growlithe. It's always cute to see a little girl playing with her dog at the park. :D Overall, I do like this map a lot. I'll give it a 7/10.


Now, for my map.
Map name: Just-a-Route
Hack: Pokemon Fire Red
Description: I'm just testing out a ROM base I found in the resources thread to sharpen my mapping. So, here I am looking for a review.
Credits: MasterofPuppets for making his base and the people who made the tiles in the ROM itself.
Mapshot:
Spoiler:
small erros but stll good those tiles are great but i have also seen them on the resourde thread anyway small erorrs and suck 7\10 now for my map

ohk anyway
game name none
base FR
credits wesly fg alucas alistair

__________________
Fluffy
Reply With Quote
  #410    
Old June 17th, 2011 (09:15 AM).
Starchomp's Avatar
Starchomp
Avid Gambler
 
Join Date: Apr 2010
Age: 18
Gender: Male
Nature: Calm
Quote:
Originally Posted by M.L View Post
small erros but stll good those tiles are great but i have also seen them on the resourde thread anyway small erorrs and suck 7\10 now for my map

ohk anyway
game name none
base FR
credits wesly fg alucas alistair

It looks good, but there are a few notable problems with this map, first of all there are a few tile errors within the mountains (pictured in the thumbnail). Also, you should never put objects in front of ledges, as you wouldnt be able to jump down them.

The biggest gripe that I have about this map is that it will have horrible border errors, to fix this, I suggest you surround the entire map in mountains and add it as the border.

As a side note, there are quite a few one-tile paths that restrict movement, I suggest you expand all of these to 2-3 size paths so the player can have more freedom.

Overall this map isnt bad, but if you add these changes it will be much better.

That is all
Attached Images
File Type: jpg testmap.jpg‎ (97.3 KB, 23 views) (Save to Dropbox)
__________________
Flabébé is so awesome
Reply With Quote
  #411    
Old June 17th, 2011 (02:22 PM).
~Anbuja's Avatar
~Anbuja
Let's Keep It Simple
 
Join Date: Oct 2010
Location: In Snorlax Stomach
Gender: Male
Nature: Lonely
Send a message via Skype™ to ~Anbuja
Quote:
Originally Posted by M.L View Post
small erros but stll good those tiles are great but i have also seen them on the resourde thread anyway small erorrs and suck 7\10 now for my map

ohk anyway
game name none
base FR
credits wesly fg alucas alistair

Quote:
Originally Posted by M.L View Post
well done very diverse very well done the tiles are stunning i have to say 9\10

ohk guys my map its the first town lol
name .....
fr

Spoiler:
both maps look kinda good u've got bettet in mappind as i can see but in both u have problems in the first on the water tile the border grass of them is an green olour the overall grass have an different green colour so match them to look better with them the entrance dont have the same colour as the other mountain tiles and there will be so much border error fix them!
chnage the pals of the tree coz they look weird and the tree tiles dont look that good but here not tile review just map but overall they have a good idea in it:D for both 6/10
__________________
Reply With Quote
  #412    
Old June 18th, 2011 (08:16 PM).
Winter Wonderland's Avatar
Winter Wonderland
Puts the fun in dysfunctional
 
Join Date: Jun 2011
Location: Florida
Gender:
Nature: Quirky
Quote:
Originally Posted by M.L View Post
game name none
base FR
credits wesly fg alucas alistair
Spoiler:

I can spot a couple of mistakes in your mountains, also, the border is gonna be pretty bad like this. /: I don't think there's enough wild grass, like I could go through this entire map and barely touch any. Also, there's hardly any flowers. :[ 4/10. Just my thoughts.

Now, my maps!
Name: Palmetto Town
Game: Fire Red
Comments: This is the second map I've ever made. And my first attempt at a town.
Mapshot:
Spoiler:

Name: Route 1
Game: Fire Red
Comments: This is my first map! I hope you'll like it. Tell me where to improve and such. )
Mapshot:
Spoiler:
Reply With Quote
  #413    
Old June 18th, 2011 (11:13 PM).
~Anbuja's Avatar
~Anbuja
Let's Keep It Simple
 
Join Date: Oct 2010
Location: In Snorlax Stomach
Gender: Male
Nature: Lonely
Send a message via Skype™ to ~Anbuja
Quote:
Originally Posted by Winter Wonderland View Post
I can spot a couple of mistakes in your mountains, also, the border is gonna be pretty bad like this. /: I don't think there's enough wild grass, like I could go through this entire map and barely touch any. Also, there's hardly any flowers. :[ 4/10. Just my thoughts.

Now, my maps!
Name: Palmetto Town
Game: Fire Red
Comments: This is the second map I've ever made. And my first attempt at a town.
Mapshot:
Spoiler:

Name: Route 1
Game: Fire Red
Comments: This is my first map! I hope you'll like it. Tell me where to improve and such. )
Mapshot:
Spoiler:
Those two maps are quitt good after those are ur first maps
at the first one u will get though an border error when u step beetween the littletree and the big tree near the lab u will see the end of the mountains.
the second one don;t ave border errors and look quit good as i can see u wont be able to return than after u jump through that ledge.Just the water when it meets themopuntain over there have an tile error but it's easy to fix but overall quit good maps with actuall fr tile gongrats
8/10
__________________
Reply With Quote
  #414    
Old June 18th, 2011 (11:42 PM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Winter Wonderland View Post
Name: Palmetto Town
Game: Fire Red
Comments: This is the second map I've ever made. And my first attempt at a town. :)
Mapshot:
Spoiler:
There are a few things about this map that bother me. The largest of these is the big area of empty space in the middle of the map tending towards the bottom. This space only has a small path to vary the landscape beyond the basic ground tiles and giving the player too much space are generally boring and even disorientating at times. Fill up that space with whatever you can think of: large trees, small trees, water, flowers etc.

As Anbuja said above me, you're going to encounter some border issues around the mountain on the left hand side of the map, so it would be best to expand the map so it is out of the player's field of vision. I'm also advising you to study the original FR maps and see how they do tree shadowing, as right now you are only using the unshadowed tree tiles.

Quote:
Originally Posted by Winter Wonderland View Post
Name: Route 1
Game: Fire Red
Comments: This is my first map! I hope you'll like it. Tell me where to improve and such. :))
Mapshot:
Spoiler:
There are two or three one-tile paths in this map which restrict the player's movement drastically, but on a whole it is very open and free. I'm assuming that this map connects to the first map you posted - If this is the case then once they've jumped over the ledge, the player will not be able to visit the town again until they have HM02. If these two don't connect to each other, then nevermind.

I would say that this map is better than the first one you posted, but more work could be done to polish it up a bit. Don't forget those tree shadows as well! :P
__________________
Reply With Quote
  #415    
Old June 19th, 2011 (09:14 AM).
M.L's Avatar
M.L
Busy atm
 
Join Date: Oct 2010
Gender: Male
Quote:
Originally Posted by Winter Wonderland View Post
I can spot a couple of mistakes in your mountains, also, the border is gonna be pretty bad like this. /: I don't think there's enough wild grass, like I could go through this entire map and barely touch any. Also, there's hardly any flowers. :[ 4/10. Just my thoughts.

Now, my maps!
Name: Palmetto Town
Game: Fire Red
Comments: This is the second map I've ever made. And my first attempt at a town.
Mapshot:
Spoiler:

Name: Route 1
Game: Fire Red
Comments: This is my first map! I hope you'll like it. Tell me where to improve and such. )
Mapshot:
Spoiler:
not bad as they are your first map but there are a few things that bother me well you gana have a small border error there is big open spaces i think you can add some more flowers and such but still good 6\10

and the second one is good but i dont understand the waterfall thing it has no purpose it doesnt lead anywhere special but thats me.... anyway good 7\10
__________________
Fluffy
Reply With Quote
  #416    
Old June 19th, 2011 (10:50 PM). Edited June 19th, 2011 by Deokishisu.
Deokishisu's Avatar
Deokishisu
Mr. Magius
 
Join Date: Feb 2006
Location: If I'm online, it's a safe bet I'm at a computer.
Gender: Male
Nature: Relaxed
Quote:
Originally Posted by Winter Wonderland View Post
Now, my maps!
Name: Palmetto Town
Game: Fire Red
Comments: This is the second map I've ever made. And my first attempt at a town. :)
Mapshot:
Spoiler:

Name: Route 1
Game: Fire Red
Comments: This is my first map! I hope you'll like it. Tell me where to improve and such. :))
Mapshot:
Spoiler:
I can honestly say that I'm very impressed. Your first two maps turned out quite well in comparison to many others I've seen. Either you have a knack for this sort of thing, have studied good maps in this thread or in game, or both.

Now for your rates.

Palmetto Town:

The structure itself is nice. However, it is a bit bland. I know that this is most likely the starting town, but you may want to experiment a bit to add some more variety. Perhaps this town could have a small gimmick? Something that sets it apart from the others. Like how Cianwood was the "island town", Fuschia the "Safari Zone town". Of course, it doesn't have to be this drastic. Maybe this town has some more height variety in it? I see your lab is on a higher elevation than the rest of the town. Maybe put the houses in an even lower elevation by making a crater around them? Of course, whatever you come up with to make it a little less bland would be fine. Experiment! That's how you improve!

Your tree shadows are off. Actually, you haven't used them at all. In the stock Firered maps, you'll notice that trees in groups among other trees have a darker background shadow then the ones you've used. In the default tileset 0, they should be right next to the tree with no shadows that you've used for this map.

Your flower placement is good. Beginners seem to plop them down anywhere, but you have some structure there. Good flower placement takes practice. Though I can't say that you've done it "wrong" in this instance, I can say there's room for improvement. Flower placement is also an important piece of the removing blandness process. It's difficult to give advice on exact flower placement with a map like this and the job you've already done. No blaring errors, but to me they're very uninteresting. Experiment, again. I could be completely wrong!

I can appreciate the "flow" of this map. Mostly because your pathing is done very well. My gripe is that they don't connect near the Trainer Tips sign, when there's no reason for them not to. It is a very rare occasion that Nintendo made maps have paths that don't connect so obviously and directly. Also, a tile error was created by how you decided to do the paths to the left of the houses. To the left of those house tiles below the roofs there are like 1 or 2 pixels worth of regular grass there. A solution would be to wind the path border around the house and have it end normally, without reaching under the house of overlapping with it at all, in front of the doors. This is usually the preferred method of pathing, but style and preference can affect this. Try it out! If it doesn't mesh right with you, block edit and fix the tile error.

You filled space very well, but there seems to still be a lot of empty, useless space left. Many comments warn against unnecessarily restricting the player's movement. And those comments are absolutely right, when the player is restricted from going where they need or are supposed to go. You needn't worry about compressing the available, walkable space in your maps as long as the player isn't squash or restricted to incredibly narrow or difficult to traverse paths. To that effect, more trees could be placed in that empty expanse of grass towards the bottom off your map, to the left of the path. Also, to the left of the northernmost red house near the mountain could use similar treatment, as it is also empty. Filling in empty space actually adds to a map's playability if done correctly. A balance should be maintained, and practice will dictate when to leave space empty and when and how much to fill it in. For future reference "cramping in" a town sometimes gives it a quaint, rugged feel which does much for the atmosphere of the map if done right. Again, that takes practice and experimentation.

You will have border errors near the lab with the set up you have now. Consider expanding the map to avoid that.

Just as a side, before I forget and move on, your mountains were very good. Natural without being excessive.

Route 1:

Again, great for a first map. However, some improvements and fixes could be made.

Like the last map, you've not used tree shadows. Simple fix, as it is with the absent shadows in Palmetto Town.

You have a mandatory one-tile pathway towards the upper right. That is the kind of cramping and space filling that destroys playability. In that area, you might want to keep the available walking space to three spaces at all times. The reason I say this is that that area will most likely be the player's first impression of that route. As it is now, no matter how open the rest of the map is, the player will feel like the entire map is cramped and restrictive. Those first areas are important to maintain a good feel and flavor to a map. You know what they say about first impressions.

Your grass placement leaves something to be desired. Like flower placement, it is difficult to nail down advice for this sort of thing. I'd say, confine your wild grass to well defined areas. Try to keep it natural, occasional "bald spots" or patches are fine, but don't overdo it. Make sure that the player has respite in between your well defined clumps of grass where wild battles aren't possible. These don't have to be long stretches of your routes, but it is important to have small areas without wild grass, even if it's only a couple tiles big, separating your larger clumps. As an aside, these spots are perfect to put trainers in.

Again, you've followed the basic guidelines for flower placement, but in this case it is a bit excessive. Cut down on some, perhaps even a majority of those flowers. In natural, windy styled maps like this one, it's incredibly easy to overdo the flowers. With practice, you'll learn how to balance the placement and amount of flowers you put in with the size and available space in a map. Generally, flowers in the bald patches of wild grass aren't too appealing aesthetically. But that is opinion. Again, experimentation is key.

Tree placement is good, mountains are again good. There's always room for improvement however. Practice makes perfect.

I like your lake and waterfall. It adds some scenery and a more interesting boundary than the trees you could've put in that spot. You may consider putting an item ball only accessible with surf or waterfall here, just as an extra.

That ledge prevents backtracking. Unless that is your intention, consider removing it or opening a part of it up. Though keep in mind the first impression and one tile path rule when doing so. Ledges are a great way to show differences in elevation in combination with, or even without mountain tiles. That may be a good thing for a beginner such as yourself to experiment with. Downhill slopes are perfectly illustrated by ledges, and when done right add a professional touch to a map and increases playability.

---

Overall, these maps are very good when considering they're your firsts. You obviously have some talent with mapping, and with these as your early forays, you're bound to become truly great. Practice and experimentation are key to developing your skills as a mapper. Keep it up, I look forward to seeing some more of your maps in the future!
Reply With Quote
  #417    
Old June 20th, 2011 (03:17 PM).
r0bert's Avatar
r0bert
Quitifyingly awesome.
 
Join Date: Jul 2010
Location: kewl places
Gender: Male
Nature: Naughty
Quote:
Originally Posted by Winter Wonderland View Post
I can spot a couple of mistakes in your mountains, also, the border is gonna be pretty bad like this. /: I don't think there's enough wild grass, like I could go through this entire map and barely touch any. Also, there's hardly any flowers. :[ 4/10. Just my thoughts.

Now, my maps!
Name: Palmetto Town
Game: Fire Red
Comments: This is the second map I've ever made. And my first attempt at a town.
Mapshot:
Spoiler:

Name: Route 1
Game: Fire Red
Comments: This is my first map! I hope you'll like it. Tell me where to improve and such. )
Mapshot:
Spoiler:
I'm gonna rate your first map.
first of all: your first map is better than the one I'm gonna post after a year of mapping.You've got some real talent.
but, there are some thing that could use work:
tree shadows: it'll look even better if you use those, they add the effect of denseness(lol,idk) and the ledge prefenting the player to go back to what I think to be the first town. One tile paths don't really bother me because they make great oppurtunities for hidden items, as they're easily overlooked.A 9/10.
My map.
Map name: Diamond Cliff(was gonna name it clifftop path but yea,there's no path.
map game: C'mon youknow.
comments: it's a cliff.nuff said.(overworlds added only for show,though I am thinking of something ho-oh and lugiaish...)
map:
Spoiler:

credits: mah hack thread.
WHOOPDOOPDEEDOO!
__________________
Reply With Quote
  #418    
Old June 20th, 2011 (06:10 PM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by r0bert View Post
My map.
Map name: Diamond Cliff(was gonna name it clifftop path but yea,there's no path.
map game: C'mon youknow.
comments: it's a cliff.nuff said.(overworlds added only for show,though I am thinking of something ho-oh and lugiaish...)
map:
Spoiler:

credits: mah hack thread.
WHOOPDOOPDEEDOO!
I'm going to be blunt saying this: Your map has really bad playability. There are tons of one-tile paths that really aren't needed - A good example of this would be the path leading up to the cave with Scizor and Skarmory guys. I would also suggest doing the same thing for the stairs by widening them to at least two tiles in width, both to give mobility and keeping them consistent throughout the map. The best thing you could do for this map is to increase it's width because as it stands you're trying to be too intricate in a really cramped space.

Having four flights of stairs in a row going down two-tile mountains looks really weird in my opinion. The heads of the small tress that appear on the cliffs above the cave at the bottom of the map also look really weird - Did you forget to add their bottoms or are they suppossed to be on a lower level and are partially obscured by the lip of the mountain? One of your mountain levels also seems to disappear into nothingness to the right of the Skarmory/ Scizor guys (Is it curving back around on itself or something?).

I would have to say that the sea has a few to many rocks than it should. Correct me if I'm wrong, but if you are trying to create an image of a rough sea breaking against jagged rocks I would have to say that the number of rocks you've used is overkill. While we're on the subject of rocks, there don't seem to be any small/large ones on land despite the prolific number of them in the sea and the fact that the area is extremely mountainous. In addition, do you have any flowers or paths that you could be using since the basic gound and grass tiles get a bit boring after a while.

While this map has an interesting structure, the execution really needs to be improved. The thing that hurts this map the most is it's playability so if you are planning to redo this map it should be your main focus.
__________________
Reply With Quote
  #419    
Old June 21st, 2011 (03:21 PM).
Arcticblast's Avatar
Arcticblast
Beginning Trainer
 
Join Date: May 2011
Gender: Male
Quote:
Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ View Post
map name:none
ROM base:fire red
Hack: Raging Fury
Comments: It's the same map i had posted above, but i remapped most of it, and filled up the spaces the old map had, i want to see what people think of it. Also, the reason the road reaches to the cave is because the cave entrance is actually a route to the next town.
[/FONT]
I like it a lot, but it just seems... busy. There's a whole lot going on in this map, and I think it has to do with the palm trees (yes, I can tell it's a beach, but they're so jagged...).

Also, there are some tile errors where the small trees meet cliffs.
Reply With Quote
  #420    
Old June 21st, 2011 (09:27 PM).
The Last Sentinel's Avatar
The Last Sentinel
Beginning Tracker
Community Supporter
 
Join Date: May 2009
Location: Journeying in an unknown land
Gender: Male
Nature: Docile
Send a message via Skype™ to The Last Sentinel
Quote:
Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ View Post


map name:none
ROM base:fire red
Hack: Raging Fury
Comments: It's the same map i had posted above, but i remapped most of it, and filled up the spaces the old map had, i want to see what people think of it. Also, the reason the road reaches to the cave is because the cave entrance is actually a route to the next town.

It a very good map in my opinion but like Arcticblast said, it's pretty busy. There is way too many trees in certain spots. Over where the cliff meets the beach there are a lot of tile errors though, especially on the cliff corners. I do like it though, the tile are clean and pretty and the idea is amazing. 8/10...



...And here is my map.
Name: Honor Village
Game: No game
Comments: First in a while. This map was made just to get back into mapping/hacking. I really need help with tree and flower placement obviously. Anyways, enjoy!! Please be as much of a critic as you want.
Credits: Master of Puppets for the Rombase and everyone who made the tiles
Mapshot:
Spoiler:
__________________
// Bae'd to Kikpanther //
Reply With Quote
  #421    
Old June 22nd, 2011 (01:24 AM).
M.L's Avatar
M.L
Busy atm
 
Join Date: Oct 2010
Gender: Male
Quote:
#424
Today, 05:27 AM

The Final Watchman
Is coming home...

Join Date: May 2009
Location: I would tell but that might lure stalkers
Gender: Male
Nature: Brave
Posts: 439


Quote:
Originally Posted by ΣŁ1ŦΣ CHΛRIΖΛЯĐ


map name:none
ROM base:fire red
Hack: Raging Fury
Comments: It's the same map i had posted above, but i remapped most of it, and filled up the spaces the old map had, i want to see what people think of it. Also, the reason the road reaches to the cave is because the cave entrance is actually a route to the next town.

It a very good map in my opinion but like Arcticblast said, it's pretty busy. There is way too many trees in certain spots. Over where the cliff meets the beach there are a lot of tile errors though, especially on the cliff corners. I do like it though, the tile are clean and pretty and the idea is amazing. 8/10...



...And here is my map.
Name: Honor Village
Game: No game
Comments: First in a while. This map was made just to get back into mapping/hacking. I really need help with tree and flower placement obviously. Anyways, enjoy!! Please be as much of a critic as you want.
Credits: Master of Puppets for the Rombase and everyone who made the tiles
Mapshot:
Spoiler:
__________________
uhmm its not bad since you came back into hacking now but i find it too open there is alot of plain openness i like your mountain placement its done really well.... im gana go with 6\10 lol keep it up
__________________
Fluffy
Reply With Quote
  #422    
Old June 22nd, 2011 (11:08 PM). Edited June 23rd, 2011 by ~Anbuja.
~Anbuja's Avatar
~Anbuja
Let's Keep It Simple
 
Join Date: Oct 2010
Location: In Snorlax Stomach
Gender: Male
Nature: Lonely
Send a message via Skype™ to ~Anbuja
Quote:
Originally Posted by The Final Watchman View Post
It a very good map in my opinion but like Arcticblast said, it's pretty busy. There is way too many trees in certain spots. Over where the cliff meets the beach there are a lot of tile errors though, especially on the cliff corners. I do like it though, the tile are clean and pretty and the idea is amazing. 8/10...



...And here is my map.
Name: Honor Village
Game: No game
Comments: First in a while. This map was made just to get back into mapping/hacking. I really need help with tree and flower placement obviously. Anyways, enjoy!! Please be as much of a critic as you want.
Credits: Master of Puppets for the Rombase and everyone who made the tiles
Mapshot:
Spoiler:
It's not a bad map it a good one u just did a little mistake while u made an one tile which forces the player to go at that to reach that pond with water avoid those things.
Still it have a very big empty space in the central of the village maybe threw some other bigger tree that one seems a bit lonely there and maybe an pokecenter too and the flowre placement isn't the best at some spot u threw flowers and on some u didn;t like at the underpath after the entrace there and the aprt at the buttom under the two houses which are placed near each other.
u get an 6/10 for this improve it a little and it looks good than.
_________________
now to my map
map name: Kasinai city
rom hack: LoA
info: an city where gamblers live
EDIT: credits: prince legendario , kyledove , boomxbig , rossay , ultimospriter calis project

Spoiler:

CnC are welcome
__________________
Reply With Quote
  #423    
Old June 23rd, 2011 (02:15 AM).
DrFuji's Avatar
DrFuji
Helfen, Wehren, Heilen
Community Supporter
 
Join Date: Sep 2009
Location: Upside-downia
Age: 21
Gender: Male
Nature: Jolly
Quote:
Originally Posted by Anbuja's_BlooDY View Post
now to my map
map name: Kasinai city
rom hack: LoA
info: an city where gamblers live

Spoiler:

CnC are welcome:)
No credits?

Well, this map is very different to the last one you posted. The map is far less 'natural' (this isn't a bad thing, it is just a different style) but by doing this you have brought up the issue of monotony in your map. Almost all of the walkable ground in this map is a single path, with little regular ground in the map. I'd advise you break up the path every now and then to vary the ground the player is exposed to, this will also allow to add even more things like flowers which will make it even more interesting.

This next issue seems to exasperate the monotony that I was talking about earlier: The distances between houses and other features are pretty long. The player is going to have to walk a long time between placed with nothing in between (apart from random NPCs) which could become tedious. I'd say that the map is too large just to have seven building which you can enter, so downsizing the map would be a good idea. Have a look at the two paths entering the town from the top. They're pretty long when they really don't need to be (You may have to move the houses near the right path to prevent them from looking glitchy if the map the path connects to doesn't use the same secondary tileset though). Anyway, move the houses/ PC closer together to cut down on long travel times.

Other than those two issues, I think this map is looking fine. Just vary the ground every now and then and don't make the distance between places of interest too excruciating :P
__________________
Reply With Quote
  #424    
Old June 23rd, 2011 (08:23 AM).
Arcticblast's Avatar
Arcticblast
Beginning Trainer
 
Join Date: May 2011
Gender: Male
Quote:
Originally Posted by The Final Watchman View Post
...And here is my map.
Name: Honor Village
Game: No game
Comments: First in a while. This map was made just to get back into mapping/hacking. I really need help with tree and flower placement obviously. Anyways, enjoy!! Please be as much of a critic as you want.
Credits: Master of Puppets for the Rombase and everyone who made the tiles
Mapshot:
Spoiler:
I like having the tall grass in the bottom left, and it's a well designed map in my opinion (I for one like open space) but I don't like the tileset. The houses stand out too much and the mountain tiles look ugly (though I like the mountain design). Also, it looks a bit dim.

And at Anbuja's_BlooDY: I agree with basically everything DrFuji said.

Anyway, I'm posting a map.
No game as of yet, made on a FireRed rom, etc.
Spoiler:

Before you say TILE ERROR, I just found one in the left pond (do I need those bottom curves at all?).
Reply With Quote
  #425    
Old June 23rd, 2011 (08:34 AM).
~Anbuja's Avatar
~Anbuja
Let's Keep It Simple
 
Join Date: Oct 2010
Location: In Snorlax Stomach
Gender: Male
Nature: Lonely
Send a message via Skype™ to ~Anbuja
Quote:
Originally Posted by Arcticblast View Post

And at Anbuja's_BlooDY: I agree with basically everything DrFuji said.

Anyway, I'm posting a map.
No game as of yet, made on a FireRed rom, etc.
Spoiler:

Before you say TILE ERROR, I just found one in the left pond (do I need those bottom curves at all?).
well all in all i like this map very much but just some minor problems ur forxing sometimes the player to walk on just one tile bright path avoid those as much as u can but overall it looks quit good
and yup i wont say tile error after u asked to not say
__________________
Reply With Quote
Reply
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Minimum Characters Per Post: 25



All times are UTC -8. The time now is 02:32 PM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2014 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2014 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.