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  #601    
Old August 5th, 2013, 04:03 AM
Elaitenstile
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Quote:
Originally Posted by Evil Arms View Post
This one's in the form of a video, but this is the player's room. What do you think xD ?

Spoiler:
They should make a separate "Video Showcase" thread for things like this lol.

But I was attracted by the features, but the map overall looks OK lol. Might've had better luck in the Screenshot Showcase imo, because I can't really suggest much for the map.
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  #602    
Old August 5th, 2013, 06:02 PM
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I got some more maps for you, here you go


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  #603    
Old August 6th, 2013, 12:24 AM
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While the route's layout looks nice, it's a bit bland. Try adding some elevation or other decorative elements. The towb looks rushed and bad. It's just a couple of buildings connected by a road... add trews between the paths try adding water, flowers, statues, you name it.

Spend more time on your maps, try looking at Nintendo's or other member's ones for examples/inspiration.
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  #604    
Old August 6th, 2013, 11:11 AM
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More practice mapping for my game. Finally got the tall grass sprited up, added in underwater decorations although not entirely sure whether I'd be keeping them.
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  #605    
Old August 6th, 2013, 04:59 PM
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Quote:
Originally Posted by carmaniac View Post
More practice mapping for my game. Finally got the tall grass sprited up, added in underwater decorations although not entirely sure whether I'd be keeping them.
The map itself is pretty good.
I'd rate just the mapping 7/10

The tiles on the other hand clashes a little.
The trees and tall grass doesn't really look similar in design.
The same can be said the water edges and mountains. They use completely different "grass borders" and it doesn't fit together.
Lastly, the underwater area is so desaturated you can barely see it. Unfortunately, not in the good way. I think you made the underwater tiles way too bright. Try to heighten contrast a little, and it will look a lot better, imo. 6/10

I really do like the colors you've worked with though. The Mountains fit good with the ground. The same goes for the trees. 9/10

I give this map in its entirety a solid 7/10.
(8/10 if you fix the problems with your tiles)

---------

Anyway, onto my submission.

Celadon City from my game Pokémon Blaze Red

EDIT: Ignore the chimneys cut off on the Restaurant and Hotel. It's an error made by my map-rendering program and RMXP priorities.
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  #606    
Old August 6th, 2013, 08:20 PM
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Quote:
Originally Posted by tImE View Post
Anyway, onto my submission.
Celadon City from my game Pokémon Blaze Red
EDIT: Ignore the chimneys cut off on the Restaurant and Hotel. It's an error made by my map-rendering program and RMXP priorities.
Spoiler:

I really like this. I think its a bit open, But at the same time feels right. And it would be hard to squish this map.
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  #607    
Old August 6th, 2013, 08:44 PM
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Quote:
Originally Posted by Harvey_Create View Post
[/SPOILER]
I really like this. I think its a bit open, But at the same time feels right. And it would be hard to squish this map.
Well, my game is less susceptible to the negative effects of empty areas, because I have quite a big screen resolution (320x190), therefor you can see farther and things look less empty than they would have been in normal resolution.
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  #608    
Old August 6th, 2013, 08:52 PM
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Quote:
Originally Posted by tImE View Post
Celadon City from my game Pokémon Blaze Red

EDIT: Ignore the chimneys cut off on the Restaurant and Hotel. It's an error made by my map-rendering program and RMXP priorities.
Spoiler:
The map's rendering and the bright colours look well, I guess...

And great job with the trees surrounding the main part of the city. They look so natural... they look beautiful. So 10/10 for that, tImE. You're a very good graphics synthesizer. Also, I love the small changes here and there you made like the river. They always give a new feel. It seems you always choose good tiles!

But the trees around the Game Corner look weird since they aren't the same colour as the other trees, and very similar to the grass.

And the Pokécenter's door doesn't fit right. You should consider shading the bottom part of the door a bit so it'll look better.
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  #609    
Old August 6th, 2013, 09:56 PM
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@tImE, overall, your map is great!
Maybe the pink flowers are too bright.
The bridge would be better if it was darker or more orange, its color is very close to the rocky tiles' color.
I simply love your trees.
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  #610    
Old August 6th, 2013, 10:26 PM
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Quote:
Originally Posted by ★Hoenn★ View Post
The map's rendering and the bright colours look well, I guess...

And great job with the trees surrounding the main part of the city. They look so natural... they look beautiful. So 10/10 for that, tImE. You're a very good graphics synthesizer. Also, I love the small changes here and there you made like the river. They always give a new feel. It seems you always choose good tiles!

But the trees around the Game Corner look weird since they aren't the same colour as the other trees, and very similar to the grass.

And the Pokécenter's door doesn't fit right. You should consider shading the bottom part of the door a bit so it'll look better.
Quote:
Originally Posted by Kurapika View Post
@tImE, overall, your map is great!
Maybe the pink flowers are too bright.
The bridge would be better if it was darker or more orange, its color is very close to the rocky tiles' color.
I simply love your trees.
Thanks for the great comments! :D

As a matter of fact I am already planning on changing the Pokécenter door, just haven't gotten around to it yet. As for the Game Corner, I wanted to give it a little real-life casino feel to it, hence the palm trees. (They ALWAYS have palm trees outside Casinos, right? XD)
But I'll see what I can with it.
And thanks for the critique on the bridge. Now that you mention it, you are completely right. The colors are too close to the mountains. I'll work on that!

Thank you both!
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  #611    
Old August 7th, 2013, 02:46 AM
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Quote:
Originally Posted by tImE View Post
Anyway, onto my submission.

Celadon City from my game Pokémon Blaze Red
Spoiler:

EDIT: Ignore the chimneys cut off on the Restaurant and Hotel. It's an error made by my map-rendering program and RMXP priorities.

Too many lampposts around the little seating area in my opinion.
The waterfall, looks like it has a 2 tile drop, but the mountains only have a 1 tile drop, looks strange.
I think the trees look somewhat natural... However, they could use a couple more spaces in the massive clumps of tree, in the bottom strip and the top left group... Because all the trees are the same height, for example... If you stand on top a hill and look across a tree filled area, it almost looks as if trees are missing. (this is hard to explain haha).
I think there are too many "not in use" buildings too, give the city some life.

Other than that, I think the map is a great update to Celadon City, I like the KANTO towns/cities, so yeah, very good.
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  #612    
Old August 7th, 2013, 12:41 PM
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Revamped Route 2 for my game Pokemon Zero / One.

Spoiler:
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  #613    
Old August 7th, 2013, 02:32 PM
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Quote:
Originally Posted by Riansky View Post
Revamped Route 2 for my game Pokemon Zero / One.

Spoiler:
This looks VERY similar to Abnegations' Map in the OP. Is it based off of it? It looks good, I just notice his map in it. :L
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  #614    
Old August 7th, 2013, 02:36 PM
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Quote:
Originally Posted by Harvey_Create View Post
This looks VERY similar to Abnegations' Map in the OP. Is it based off of it? It looks good, I just notice his map in it. :L
Nope not at all actually. The only similarities I can find are the waterfall, the style of mapping( which might be similar as he was my "Mentor" with mapping and all that stuff :D )aaand the style of bridge and that's pretty much about it. But if Gav feels like so I can change it
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  #615    
Old August 7th, 2013, 03:20 PM
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Quote:
Originally Posted by Riansky View Post
Nope not at all actually. The only similarities I can find are the waterfall, the style of mapping( which might be similar as he was my "Mentor" with mapping and all that stuff :D )aaand the style of bridge and that's pretty much about it. But if Gav feels like so I can change it
Well, I dont think its copied by FAR. I dont know. Maybe my lack of sleep is getting to me. :L But I love it. The only complaint, now looking at it again, is you have a cliff in the middle left that isnt finished out.
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  #616    
Old August 7th, 2013, 03:25 PM
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Quote:
Originally Posted by Harvey_Create View Post
This looks VERY similar to Abnegations' Map in the OP. Is it based off of it? It looks good, I just notice his map in it. :L
I actually thought the exact same thing. Glad I'm not the only one.
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  #617    
Old August 7th, 2013, 10:22 PM
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Umm, they do not really look alike at all...

I think you are thrown off by a bridge over a pond with a waterfall with no explanation of how the water is actually flowing like that without an inlet and outlet.

I am a bit bothered by the spot where the cliff just dissipates just above the pond/bridge and to the left. It goes into the trees and then.... nothing.

The player may not see it, but on a map view it is kind of disturbing.

Other than that, it looks phenomenal! Great work.
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  #618    
Old August 8th, 2013, 08:04 PM
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The starting Sable City
Spoiler:
. I'm through fooling around with tilesets, I wasted too much time playing with those. Aside from the housing style clashes I'm happy with it. As the game goes on the city will expand outwards.


@Riansky
It's great aside from the "groves" of small trees. I think they just stand out as eyesores bunched like that. Maybe one or two and some grass around them?
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  #619    
Old August 8th, 2013, 08:52 PM
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Quote:
Originally Posted by lauerolus View Post
The starting Sable City
Spoiler:
. I'm through fooling around with tilesets, I wasted too much time playing with those. Aside from the housing style clashes I'm happy with it. As the game goes on the city will expand outwards.
it's crazy, I've hated both of those tilesets alone, but together they actually go somewhat nicely

While I don't know how others think, I love the idea of mixing these kinds of tiles for 3rd gen, and I like how you placed everything - one thing I don't like is the sudden dirt patch with the grass border, thats not appropriate, and the little "shadow" for the rocks you have on the mountain is white and the hydrant's shadow is also white - you should fix that
personally I never liked the little "windmill" thing, and unless it's animated it seems rather out of place

there is a tile mishap on the bottom of the screen - there should be mountain edges on the left side, but its a little messed up - its an easy fix ;P

as for the water, it seems a little out of place, but maybe thats just me

finally, I really like your PC and Mart, they are pretty cool :D (also I like your trees )

Overall good job, its a very nice map
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  #620    
Old August 8th, 2013, 08:54 PM
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Quote:
Originally Posted by lauerolus View Post
The starting Sable City
Spoiler:
[IMG]your map[/IMG]
. I'm through fooling around with tilesets, I wasted too much time playing with those. Aside from the housing style clashes I'm happy with it. As the game goes on the city will expand outwards.


@Riansky
It's great aside from the "groves" of small trees. I think they just stand out as eyesores bunched like that. Maybe one or two and some grass around them?
Layout is very nice, but aesthetically it doesn't look that great; you've mixed kyledove style tiles with RSE ones; there's not really any unity of color or palletes between that and all the random stuff in the grass. It's a decent map itself, but it would really look better if you didn't put anything in the grass except for the occasional flower [no one can even sit in a bench in front of a tree] and stuck to one style of tile, also the windchimes in the mountains are pretty extraneous. Sorry if I was harsh, 4/10.
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  #621    
Old August 8th, 2013, 09:06 PM
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Quote:
Originally Posted by lauerolus View Post
The starting Sable City
Spoiler:
. I'm through fooling around with tilesets, I wasted too much time playing with those. Aside from the housing style clashes I'm happy with it. As the game goes on the city will expand outwards.
I like it, but there is tons of stuff all over the ground. Clean that up and fix the tile errors and you're good.
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  #622    
Old August 8th, 2013, 09:28 PM
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Spoiler:


@Ryokan
I fixed that park and "unified" the flower choices and I definitely like it better. Thank you, not harsh at all.

@Saving Raven
Enlarged the pond a bit. Yeah, it strange how they look goo together. Mart and PC tiles are saurav's

@joeyhugg
I just like doodads, maps few empty without them to me.


Now with Pallet town, tried to tone down the doodadage in the remapping.
Spoiler:

Last edited by lauerolus; August 9th, 2013 at 03:56 AM.
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  #623    
Old August 9th, 2013, 04:07 AM
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I already posted this map in my game's thread, but more criticism can be obtained here.

Papaya Town
Click image for larger version

Name:	Papaya Town.png
Views:	44
Size:	155.4 KB
ID:	69173

The area within the fence has Cut-able trees and Headbutt-able trees, so it doesn't look so empty in-game. The same goes with the area to the Southeast of the Town.

Any suggestions on what to improve upon?
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  #624    
Old August 9th, 2013, 08:39 AM
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Quote:
Originally Posted by XmarkXalanX View Post
I already posted this map in my game's thread, but more criticism can be obtained here.

Papaya Town
Attachment 69173

The area within the fence has Cut-able trees and Headbutt-able trees, so it doesn't look so empty in-game. The same goes with the area to the Southeast of the Town.

Any suggestions on what to improve upon?
Very good for a new mapper. Your trees are naturally placed and the tiles compliment each other.

You should clear out some empty space, though. Add some details around the empty areas such as shrubs, more trees, fencing, a bench, etc. You should try to mix in some water features if you can. Another way to add more detail - since your map is on a cliff, add more raised areas or rocks around the area, unless you meant this to be some kind of town built on a plateau, which is fine if you are adding some background information to the land for your game.

Finally, that lowering of elevation on the left side is perfectly straight from top to bottom. Unless story-driven, you could change the direction of it and make it wavy.

All else is amazing. This looks really good for someone who is new to the mapping world. You have jumped ahead of other new mappers in some aspects. Well done! Make some edits and post it again for more criticism and maybe try a new map.
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  #625    
Old August 9th, 2013, 08:55 AM
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XmarkXalanX
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Quote:
Originally Posted by pkmn.master View Post
Very good for a new mapper. Your trees are naturally placed and the tiles compliment each other.

You should clear out some empty space, though. Add some details around the empty areas such as shrubs, more trees, fencing, a bench, etc. You should try to mix in some water features if you can. Another way to add more detail - since your map is on a cliff, add more raised areas or rocks around the area, unless you meant this to be some kind of town built on a plateau, which is fine if you are adding some background information to the land for your game.

Finally, that lowering of elevation on the left side is perfectly straight from top to bottom. Unless story-driven, you could change the direction of it and make it wavy.

All else is amazing. This looks really good for someone who is new to the mapping world. You have jumped ahead of other new mappers in some aspects. Well done! Make some edits and post it again for more criticism and maybe try a new map.
The town is built on the edge of a canyon, there will be another town on the opposite side of the canyon as well. The concept art for the region below shows what I mean.

Region Concept

I didn't realize how straight I made the ledge though, I'll fix that next. Once I obtain some more decorative tiles (benches, lightposts, etc.) I'll fill some of that empty space.

Thank you for the suggestions. I've got other maps in this thread and in my game's thread if you would like to give some criticism on them. Links: 1 2 Kiwi Village Coconut Town Coconut Well Zoantharia Tunnel BF1 Elderberry Town
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