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  #501    
Old July 17th, 2013 (07:49 PM).
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Quote originally posted by XmarkXalanX:
Not one of the best maps on here, but I figure this is the best place to get some proper suggestiona and criticism.

Route X4 of my game.
Spoiler:
Attachment 68857
Yes, I realize there is a completely random lightpost at the top of the hill. It's supposed to stick out like a sore thumb and it has its purpose in-game. Haha. Also, there is a constant thunderstorm on this Route, due to the lightning rods placed throughout the area, in case the rods throw you off.
I like it. The things i dont like though are 1 tile wide grass, and the fact that the grass is on dirt. It wouldnt function as a good playable map. try making everything you walk on/thru at least 2 tiles wide
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  #502    
Old July 18th, 2013 (03:56 AM).
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I revised my games starting town as I've started the mapping and eventing from scratch.



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  #503    
Old July 18th, 2013 (06:17 AM).
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The layout is nice, however, there are a few things you should work on, pook.
The water looks really bad, like you just drew a rectangle across the map. The right side of the town is a bit empty... fill it up with trees or a pond. The few trees near the exit look a bit lonely. .. a few more above them will make things look more natural.
Hope this helps you!
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  #504    
Old July 19th, 2013 (11:36 AM).
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Here is the starter town for my personal game (yet to have a permanent name. for now its Pokemon Zentro)
Spoiler:




The top left house is the Players.
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  #505    
Old July 19th, 2013 (09:46 PM).
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Harvey, that map looks great! The tiles look wonderful and the mapping itself is also very well done. There's a very clear sense of direction amongst the paths, and it perfectly balances the need to like the area has been cleared for inhabitants and the sin of making it too square. It reminds me of my own maps. 9/10.

I do, however, have a couple of point to make: first, those stairs in the Northwest, while drawn on the correct angle (something many maps miss), defy the laws of physics. The cliff is two tiles high and yet the stairs only descend by one to reach the bottom. You should have another "layer" of stairs as it were, either cutting into the top part of the cliff on the left or extending beyond the cliff on the right. Either option means you'll have to redo the paths on that side though.

Secondly, The mass of trees at the Southeast that are shifted one tile left; in small doses, like the couple of trees near the lab (?) and on the clifftop it looks okay, but in such a large mass like that it is quite jarring. I'd recommend aligning them with the rest of the trees or inserting a cliff or the like to break up that seam.
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  #506    
Old July 20th, 2013 (02:50 AM).
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Quote originally posted by jim42:
Harvey, that map looks great! The tiles look wonderful and the mapping itself is also very well done. There's a very clear sense of direction amongst the paths, and it perfectly balances the need to like the area has been cleared for inhabitants and the sin of making it too square. It reminds me of my own maps. 9/10.

I do, however, have a couple of point to make: first, those stairs in the Northwest, while drawn on the correct angle (something many maps miss), defy the laws of physics. The cliff is two tiles high and yet the stairs only descend by one to reach the bottom. You should have another "layer" of stairs as it were, either cutting into the top part of the cliff on the left or extending beyond the cliff on the right. Either option means you'll have to redo the paths on that side though.

Secondly, The mass of trees at the Southeast that are shifted one tile left; in small doses, like the couple of trees near the lab (?) and on the clifftop it looks okay, but in such a large mass like that it is quite jarring. I'd recommend aligning them with the rest of the trees or inserting a cliff or the like to break up that seam.
Hey dude would you review mine?
(I've changed the sand path tile as well as the color of the trees. Besides the layout)
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  #507    
Old July 20th, 2013 (03:24 AM). Edited July 20th, 2013 by Harvey_Create.
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Quote originally posted by ppooookkkkkkk:
Hey dude would you review mine?
(I've changed the sand path tile as well as the color of the trees. Besides the layout)
Your map looks better. I still suggest adding in some cliff to add more dimension to the town.
The trees on the exit are a little thin. also try altering the placement of the trees. makes it less uniform and more natural.
That river down at the bottom is looking better. I think its a little long, but yeah.
This map will look loads better with Overworlds running around in it!

Quote originally posted by jim42:
Harvey, that map looks great! The tiles look wonderful and the mapping itself is also very well done. There's a very clear sense of direction amongst the paths, and it perfectly balances the need to like the area has been cleared for inhabitants and the sin of making it too square. It reminds me of my own maps. 9/10.

I do, however, have a couple of point to make: first, those stairs in the Northwest, while drawn on the correct angle (something many maps miss), defy the laws of physics. The cliff is two tiles high and yet the stairs only descend by one to reach the bottom. You should have another "layer" of stairs as it were, either cutting into the top part of the cliff on the left or extending beyond the cliff on the right. Either option means you'll have to redo the paths on that side though.

Secondly, The mass of trees at the Southeast that are shifted one tile left; in small doses, like the couple of trees near the lab (?) and on the clifftop it looks okay, but in such a large mass like that it is quite jarring. I'd recommend aligning them with the rest of the trees or inserting a cliff or the like to break up that seam.
I shall attempt to draw a 2 tile staircase. i didn't think about that while putting that one together. Haha
As for the clump of trees off by one tile, i meant that. i also forgot to add my more natural look with the trees , so its technically unfinished. I have updated it a bit, but will work on those things, and post a new map soon!
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  #508    
Old July 20th, 2013 (09:48 AM).
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ppooookkkkkk: I've attached an image below for clarity. Yellow denotes appropriate paths. Orage denotes places where trees should be added, save for that single circled tree near the bottom left house, whichc should be removed. Red denotes the area of the water; if the player is supposed to go somewhere on it, use the full outline; if not, use the dotted outline.

Spoiler:


Harvey: just to be clear, when I say a two-tile stair case, I mean like the following:

Code:
           _
  |        \| 
  \        \\ 
  \\        \
  |\  Or    |
Though the first would be easier to make.
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  #509    
Old July 20th, 2013 (05:21 PM). Edited July 20th, 2013 by Harvey_Create.
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Quote originally posted by jim42:
Harvey: just to be clear, when I say a two-tile stair case, I mean like the following:
Code:
           _
  |        \| 
  \        \\ 
  \\        \
  |\  Or    |
Though the first would be easier to make.
I sprited out a better staircase.

It needs tweaking abit.
I have events set on them, so if tyour on the the mountain, the middle part of the stairs will make you walk diagnally down and over, and the vise versa for bottom. Making it look as though you actually are using the stairs correctly. Haha. I dont remember who told me to do that. I also added another cliff to give the town more dimension.

Quote originally posted by ppooookkkkkkk:
Hey dude would you review mine?
(I've changed the sand path tile as well as the color of the trees. Besides the layout)
Here is a basic remake of your map(So i could show you what I meant in all of my posts, that way, you could apply them better.
Spoiler:




As you can see, i am using my tiles, and dont have the benches or trash bins. (im still working on my set, so yea.


Here is what I would do, keeping you basic layout of the map
Spoiler:



I added a cliff, added more trees, and made the river wider. I dont have a north stair tiles sprited out yet, but those planks are a basic idea of stairs. I personally like to add cliffs in all my maps(Not just just my cliff tiles look cool) because it adds more detail, and demension, breaks up large clumps of emptiness, and trees. I hope you can take my advise, and use it to your Advantage.
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  #510    
Old July 21st, 2013 (01:22 AM).
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Quote originally posted by jim42:
ppooookkkkkk: I've attached an image below for clarity. Yellow denotes appropriate paths. Orage denotes places where trees should be added, save for that single circled tree near the bottom left house, whichc should be removed. Red denotes the area of the water; if the player is supposed to go somewhere on it, use the full outline; if not, use the dotted outline.

Spoiler:


Harvey: just to be clear, when I say a two-tile stair case, I mean like the following:

Code:
           _
  |        \| 
  \        \\ 
  \\        \
  |\  Or    |
Though the first would be easier to make.
Quote originally posted by Harvey_Create:
I sprited out a better staircase.

It needs tweaking abit.
I have events set on them, so if tyour on the the mountain, the middle part of the stairs will make you walk diagnally down and over, and the vise versa for bottom. Making it look as though you actually are using the stairs correctly. Haha. I dont remember who told me to do that. I also added another cliff to give the town more dimension.



Here is a basic remake of your map(So i could show you what I meant in all of my posts, that way, you could apply them better.
Spoiler:




As you can see, i am using my tiles, and dont have the benches or trash bins. (im still working on my set, so yea.


Here is what I would do, keeping you basic layout of the map
Spoiler:



I added a cliff, added more trees, and made the river wider. I dont have a north stair tiles sprited out yet, but those planks are a basic idea of stairs. I personally like to add cliffs in all my maps(Not just just my cliff tiles look cool) because it adds more detail, and demension, breaks up large clumps of emptiness, and trees. I hope you can take my advise, and use it to your Advantage.
Thank you guys I will surely follow your advices, jim just one thing; I don't need to add trees on top of yhe map is it is going to be connected with route 1.
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  #511    
Old July 21st, 2013 (01:52 AM).
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Quote originally posted by ppooookkkkkkk:
Thank you guys I will surely follow your advices, jim just one thing; I don't need to add trees on top of yhe map is it is going to be connected with route 1.
If you Connect the maps correctly, in the Editor.exe, and map the route1 correct, you will have seemless maps. Just go to your route 1, and add the rest of the tree
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  #512    
Old July 22nd, 2013 (04:27 PM).
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Here is a sketch of what my starting town will look like. I know I need to do something special with it but I don't know what it is. Helpful criticism would be nice! (Yes I know it's very plain thank you)

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  #513    
Old July 22nd, 2013 (04:31 PM).
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Quote originally posted by pokemoner2500:
Here is a sketch of what my starting town will look like. I know I need to do something special with it but I don't know what it is. Helpful criticism would be nice!

Take a look at a couple of my last posts here. Make your town a bit less linear, and closer together. add some flowers and maybe a bench or 2. And some lamps
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  #514    
Old July 22nd, 2013 (06:07 PM).
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Hey this was going to be the starter town of my fan game, but i'm restarting it, so yeah.
Comments and critique is really appreciated!

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  #515    
Old July 22nd, 2013 (06:21 PM).
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Quote originally posted by kronos9:
Hey this was going to be the starter town of my fan game, but i'm restarting it, so yeah.
Comments and critique is really appreciated!

Personally, I like it! Of course, I am not an experienced mapper at all, but from just a quick glance, it looks great!
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  #516    
Old July 22nd, 2013 (06:24 PM).
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Quote originally posted by kronos9:
Hey this was going to be the starter town of my fan game, but i'm restarting it, so yeah.
Comments and critique is really appreciated!

Your map is good, but EXTREMLLY open, and has no border for half the map. try condensing the size a bit, and make sure there is a 3 tree border around the map. Or since you have mountains, 6 tiles thick for a border.
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  #517    
Old July 22nd, 2013 (07:08 PM).
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Quote originally posted by joeyhugg:
Personally, I like it! Of course, I am not an experienced mapper at all, but from just a quick glance, it looks great!
Thanks!

Quote originally posted by Harvey_Create:
Your map is good, but EXTREMLLY open, and has no border for half the map. try condensing the size a bit, and make sure there is a 3 tree border around the map. Or since you have mountains, 6 tiles thick for a border.
Thanks! At first i was going to have about 3 entrances into the town, hence the no border thing. I decided not to. I'll have your advice in mind whenever i'm creating my new starter town though!
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  #518    
Old July 22nd, 2013 (07:09 PM).
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Here's a update of it

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  #519    
Old July 22nd, 2013 (07:16 PM).
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Quote originally posted by kronos9:
Thanks!



Thanks! At first i was going to have about 3 entrances into the town, hence the no border thing. I decided not to. I'll have your advice in mind whenever i'm creating my new starter town though!
No problem. If you can, upload multiple versions of the map. Dont worry about us not like it. I am am mapper and i see all potential in maps, so i never think they are bad. with starter towns, i recommend about 30x30 maps.
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  #520    
Old July 22nd, 2013 (07:25 PM).
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As one can tell, I am not the world's best mapper. But I try. Pallet town, will probably get rid of the 3D homes and add jaggles to the terribly straight ocean cliff. Oak's reserve is small now because I hope to expand it via an Investment system.

Spoiler:


pokemoner2500, don't be afraid of adding things. Add a bike/minigarden beside homes. Trees don't have to be straight lines. The lamps are an example of what I'm talking about, but instead of anchoring them to the left sides of buildings use them on road corners. That'll alternate them a bit and let you show off layer 3 usage.
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  #521    
Old July 22nd, 2013 (08:30 PM).
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Thanks for the help, also how long does it usually take to finish a map?
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  #522    
Old July 22nd, 2013 (08:35 PM). Edited July 22nd, 2013 by Harvey_Create.
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Quote originally posted by pokemoner2500:
Thanks for the help, also how long does it usually take to finish a map?
For me, i can crank out an "Okay" map in 5 minutes. at least a basic layout. It can take me up to an hour to tweak from that. As i have to get it approved by Dillon(Main Developer). He wants certain things different, and i attempt to bring them. I do free mapping sometimes, but then it will take me longer as I use those maps for DA, and on this thread.

Quote originally posted by pokemoner2500:
Thanks for the help, also how long does it usually take to finish a map?
This map(which is a recreate of our starter town "Patria Town") took me about 15 minutes to get it almost to this stage.


I then had to tweak it for about 15 minutes to get it right. Which is this stage.

Also, Here is my new map to showcase. Haha.
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  #523    
Old July 23rd, 2013 (06:40 AM).
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I like that town! Can't see any horrific problems.
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  #524    
Old July 23rd, 2013 (07:02 AM).
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Quote originally posted by joeyhugg:
I like that town! Can't see any horrific problems.
What do you mean by "Nothing Horrific"?
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  #525    
Old July 23rd, 2013 (10:24 AM).
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Quote originally posted by Harvey_Create:
What do you mean by "Nothing Horrific"?
Like, if something is so bad that it stands out as being bad. I don't see anything wrong with it, but I have no experience with mapping, so I don't really know if anything is wrong or not. But from a quick glance, it looks great!
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