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  #326    
Old March 18th, 2013, 05:58 PM
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^ That, and with vertical cliffs like that, you need stairs longer than the height of the cliff. Pythagoras and all, y'know? Currently, what Zodiac has is a ladder. I'd advise finding a more tesselable stair tile, moving the upperleft stairs slightly to the east and making them 6 tiles high, and the other two stairs 3 tiles high.

Also, the buildings should have borders. At present, the lack of borders clashes with the heavily bordered environment tiles. The left blue building should move slightly east and the right double story house should move slightly northeast.
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  #327    
Old March 18th, 2013, 07:00 PM
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Quote:
Originally Posted by Zodiac. View Post
With the permission of Rayquaza-Dot, I now claim ownership of Rishend Town, as you can see I've changed it from BW to Platinum style which is the chosen style for Pokémon Carbon.

It isn't finished yet but will look better once I start to not rush things.

Spoiler:
The image was here
Like the no-outlined tileset for the houses, but not gonna lie, it looks missing without the flowers. Also it clashes with the trees, who have outlines. You might want to put in a sign saying this is Rishend Town xD.

If I were playing a game on this town... I would find it normal, and good-to-go type of style.

And jim42 said the rest of what I wanted to say, except his is more detailed and specific.
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  #328    
Old March 18th, 2013, 08:39 PM
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Another thing about this map, that MANY people seem to not realize, is that the mountain terrain that you walk on (below the two homes up top) is not the same tile as the mountain terrain that goes on the top of mountains (like the bottom right mountains)
It's a huge mistake that many people don't realize, take a look at any official map with mountains, they are never the same tile. It also just looks lazy.

The stairs have already been mentioned (they need to be longer, and connected)
And the map in general is just boring. Put some flowers in it, don't make the paths so square. Idk, just make the map have a more natural feel. The ponds seem kinda random as well.
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  #329    
Old March 19th, 2013, 02:02 PM
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Somehow i feel this map is still as bad as the first one but however...
Spoiler:
This is my modified map
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  #330    
Old March 19th, 2013, 02:42 PM
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Well JNathan ,this map definitely needs a lot of work.
It's a good idea to make sure there's a border of trees around it so we can clearly define the exits and entrances of a map.

On top of that, the map is wayyyy too open. The flowers aren't random or natural looking, looks like you just quickly drew some lines of flowers. Paths are too straight and boring. A very unnatural looking map. Break the grass up a bit, add some to the top half of the map as well. Fix some of these things, then upload what you've fixed :)
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  #331    
Old March 19th, 2013, 02:59 PM
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Quote:
Originally Posted by Atomic Reactor View Post
Well JNathan ,this map definitely needs a lot of work.
It's a good idea to make sure there's a border of trees around it so we can clearly define the exits and entrances of a map.

On top of that, the map is wayyyy too open. The flowers aren't random or natural looking, looks like you just quickly drew some lines of flowers. Paths are too straight and boring. A very unnatural looking map. Break the grass up a bit, add some to the top half of the map as well. Fix some of these things, then upload what you've fixed
Thanks, that's exactly what I needed. I'll fix it.
EDIT : I just posted a modification of my map.
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  #332    
Old March 19th, 2013, 05:27 PM
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Ahh yes, quite the improvement.

The bottom path should be enlarged by two tiles, to the left.
Maybe break the paths up a bit? Have like a line of grass going through them?
Scatter the flowers more, in most games, they have a checkered pattern.
Usually on a route, you HAVE to go through a majority of the grass. Try and make it you're forced through it, but can take the ledges back without going through it.

There's also still openings on the bottom right and bottom left. So we don't know exactly where the entrance/exit is.
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  #333    
Old March 19th, 2013, 09:01 PM
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Quote:
Originally Posted by JNathan View Post
Somehow i feel this map is still as bad as the first one but however...
Spoiler:
This is my modified map
I think that it needs more trees around in places. Also most of the grass can be easily avoided so there is practically no use of it since in the gameplay it would be the same. The signpost is also touching the trees which is a bit disturbing, so position it one tile right IMO. Also the flowers are looking pretty square and alligned, which is something you wouldn't want unless you're making a Floroma Town remake. A little more wildness would do. The pathway should be blocked with trees or grass many-a-times so that facing wild Pokémon would be inevitable. Also, the main reason we use ledges is to avoid stepping on grass on the way down, so yeah, you'll have to put grass on the gaps of ledges.
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  #334    
Old March 20th, 2013, 07:16 PM
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Quote:
Originally Posted by JNathan View Post
Somehow i feel this map is still as bad as the first one but however...
Spoiler:
This is my modified map
I like the feel of it, but it seems too bland and blocky. and the flowers look too perfect; I think you need to spread them out a bit more

I get the fleeing its not much of a major route, just a connection route where you may find some interesting pokemon, is that pretty much what it is?

Meanwhile, lets look at my newest map :D
Spoiler:

It's just a route that leads to an area i havent though of yet, and the mountain side leading down (this is the summit of a mountain - you emerge from a cave to a town on top of a mountain where it snows (obviously) and connects to the top left of this map.
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  #335    
Old March 20th, 2013, 10:12 PM
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Good job with the snowflake design there, and I think you've made the layout well, although I'd suggest adding more 'spice' to the two hills at the start, maybe put up an extra layer, because they look identical.

I think the grass layout is good, but you'll have to block the pathways leading outside the map with a little grass. I think the signpost could be moved one square left, but that's only my nagging opinion xD. I'm sure there are way more experienced mappers than me though... xD
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  #336    
Old March 21st, 2013, 02:38 PM
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Does eevee evolve to Glaceon on this map?

I really like the snowflake!

There is too much grass, especially in the upper area. Also I recommend making the mountain/hills more natural and less boxy. Cool idea
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  #337    
Old March 21st, 2013, 02:48 PM
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Quote:
Originally Posted by Rayd12smitty View Post
Does eevee evolve to Glaceon on this map?

I really like the snowflake!

There is too much grass, especially in the upper area. Also I recommend making the mountain/hills more natural and less boxy. Cool idea
nah, I never liked the whole area exclusive evolution, I decided to make every evolution a stone evolution, so there is an ice one and a grass one for leafeon and glaceon, and the fearow+growlithe equivalents
I'll get rid of some grass, and I added another layer to the mountains but i kinda like how it looks, and the player wont see part of it anyway so i think it looks pretty good
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  #338    
Old March 21st, 2013, 03:13 PM
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I took you guys advice and made a remake of the map. I think it is good now.
Spoiler:

@Saving Raven : It is just a connection route, not too important.
EDIT : yup, i'm really bad with flowers.
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  #339    
Old March 21st, 2013, 06:06 PM
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For a starter route,its good! Needs more grass though. The player can get by with out stepping on anything!
Anyways, what did you mean about I have a feeling its as bad as the first one?
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  #340    
Old March 22nd, 2013, 03:49 AM
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I meant as bad as the first route map i made. This doesn't have a lot of grass because right after there is Route 1A then the Hitch Cave which will have many pokemons.
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  #341    
Old March 22nd, 2013, 04:29 AM
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Quote:
Originally Posted by JNathan View Post
I took you guys advice and made a remake of the map. I think it is good now.
Spoiler:

@Saving Raven : It is just a connection route, not too important.
EDIT : yup, i'm really bad with flowers.
You might be bad with the flowers but you'll improve don't worry xD.

Great, now it looks like a very formidable and playable map! Although (I'm not gonna rub it in) I think you could add extra trees around near the sign post (A bit away from it, mind you) and an extra layer in some places where the grass is plain. (This might also reduce the flower dilemma)
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  #342    
Old March 25th, 2013, 02:39 PM
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Another bad map of mine. Please correct everything except the flowers.
Spoiler:
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  #343    
Old March 25th, 2013, 03:12 PM
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Huuuge patches of tall grass is always a no-no jnathan. The bottom one is tio large, while the top one can be crossed by walking through just three tiles.

Way don't you break up the grass patches into a feq smaller ones? Take the path o. The left side for example, rather than just having a single straight lined path, put a patch or two of tall grass there. Im assuming the player has to go from the right to the left, right?
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  #344    
Old March 25th, 2013, 03:16 PM
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Quote:
Originally Posted by JNathan View Post
Another bad map of mine. Please correct everything except the flowers.
Spoiler:
this isnt a total train wreck, you have a pretty solid map so far; I'd rather see a ledge thing in place of the rock and instead of the 1st 2 trees
with the line of tree, I'd suggest every other tree be moved to the left so it goes left, right, left, right, etc
there seems to be a cluttered mess of grass and flowers, and a gross box of trees in the middle, haha, I'd would suggest mixing up the trees so its like they're interlocking between one another
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  #345    
Old March 26th, 2013, 05:54 AM
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I have obtained hgss tiles so heres the new starting town. This is Traple Town
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  #346    
Old March 26th, 2013, 06:10 AM
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You really need to put more effort into your map, Pokemoner2500. It's just an empty map with the basic four houses and a fence... =| Add a path, and perhaps a few flowers or other pieces of decoration.
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  #347    
Old March 26th, 2013, 06:17 AM
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Originally Posted by pokemoner2500 View Post
I have obtained hgss tiles so heres the new starting town. This is Traple Town
I understand it's the starting town so it is normal for it to be small, but I presonally find it too "compressed" haha, probably, you should remove one layer of trees surrounding the houses, add a signpost, so mail post too probably and why not some little tress, flowers, or any decorative stuff?
Also, the fences would be better if you remove them imo, I think you put them there to easily block the player from leaving the town before getting their starter or such? But, a well made script(s) can do that without the need of the fences.
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  #348    
Old March 26th, 2013, 09:14 AM
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Here. I edited it a little bit
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  #349    
Old March 26th, 2013, 09:31 AM
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Quote:
Originally Posted by pokemoner2500 View Post
Here. I edited it a little bit
[IMG]
Spoiler:
http://i46.tinypic.com/8wbmzt.png[/IMG]
It still doesn't look better, throwing some flowers and signs doesn't make it anything better.

Also it is just "TOO SMALL" consider while playing through this map, the hero has like no space to walk on, if you add 2-3 NPC's on the mapp off course.

Remove one layer of tree's entirely, your not using they're edges right btw.
Use sand paths, for what are they in the tileset, or even add a tiny waterpond for the sake of it, don't be shy to make the map even really big, just experimen with the mapping.

It doesn't mean that your map "HAS" to be the final product, there is always something to be fixed on a map.

Good luck~
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  #350    
Old March 26th, 2013, 11:33 AM
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So I've recently returned to the game scene. And, this was the result of fooling around with a tileset that I carefully assembled, this map is still incomplete. But, I still want to know what I currently have.
Spoiler:

Credits to : Minorthreat, Weasly FG, and WilsonScarloxy
Thanks for the critique.
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