It's a bit late here so I'll just do what I can before I fall asleep. D:
ill post them again, because im not happy >:(
2nd is silcrest City, a beach town at the end of the cycle path
Alright, well where to start? First off, I'll say right now that this isn't really a great map. There's several huge things that really detract from its appeal, the biggest ones being squareness, emptiness, and abundance of tile errors. Let's focus on a few.
- Squareness. The seashore line and beach border mountains are surprisingly natural compared to some of the other parts of your map, specifically the top. Bike path or no, those path tiles are much too straight. In addition, due to the their straightness, the mountains inbetween become too square as well. Make that more natural-looking, and add some more twists to the mountains on the left as well.
- Emptiness. Well this is pretty self-explanatory. Some areas of the town paths are unnecessarily wide, and the beach has too much empty space. The sea seems pretty empty, so try adding a few random rocks here and there to get rid of that. Also, relying solely on flowers to decorate a town is usually a bad idea (unless the town is flower-themed). Utilize your trees! Yours rocks! Your bushes! Whatever it takes to make the town seem natural without congesting it with details.
- Tile Errors. Just gives a messy feel to the map overall. Mostly your problems lie just in the mountain tiles. If it's mountain on mountain, then don't use the mountain on grass tiles. At least that should be simple enough, right?
- Border Errors. I'm going to assume you know what you're doing when you leave parts of 3 sides of the map completely open to player movement. Good luck making map connections if you ever plan on putting this into a hack. Otherwise, limit the size of the beach and rock off places where the player shouldn't go. Also, those rocks on the beach to block off player movement really bug me. It's either the entire beach is full of rocks like that, or you just find another way to block movement. But those rocks look out of place.
I suppose that covers the basics. You've got some stuff to work on, so good luck with that. Otherwise, I suppose it's a decent attempt at a map. o:
Final Rating:
4/10
Too tired to rate your other one as well. However, some of what I said for Silcrest also applies to the other one, so try thinking about that one by yourself. Moving on...
Heres a map for my hack. It's the first one I've made in ages.
It's the New Bark Town but it looks different because I wanted it to be different to HGSS and ShinyGold.
Sorry, but your break from mapping is clearly evident in this map. Several things about this map make it difficult for me to take it seriously at all. Let's start with the obvious.
- Tile Errors. From gaps under windows to misplaced tree tiles to incomplete water borders, it seems like you've got it all. Those white and red houses need some work on the aforementioned gaps. Messy tile insertion/editing much? Next, the tree on the bottom right has a misplaced top right. Whoops? The bottom of your water's edge is missing: complete it. Oh yeah, something's off about those dark dashes on your horizontal hedge too. Might want to check that out.
- Flower Positioning. Geometry generally isn't your friend when you map. It's great that you can make a square (or an X) out of flowers, but that looks rather poor visually on a map. Flowers come in clusters, and even then not usually exceeding groups of 3 or 4 (depending on the tile, but with those flowers it's generally less). Spread them throughout the map, and try not to make any more shapes with them.
- Tree Line Shape. Okay, not as important since Nintendo does this too, which is probably why you included it. Remake or no, however, I would usually suggest making the tree line a bit more interesting anyways. That top line of trees is just boring.
Since it's just a remake, I suppose I can't really address any other issues that aren't Nintendo-mapping-style-related. Welcome back to mapping, though. Hope my input will help you with making maps in the future!
Final rating:
3/10
Alright one more rating and I'm done for the night...
Hello another map from me :)
Rate it please
(dont watch border errors if there are some)
Well the good thing about this map is that the initial visual appeal is pretty nice. Since you said to ignore border errors, I won't include them in my rating. You do have quite a few, though. But besides that, I'd point out some good things first. Your water borders look nice and natural. Mountains aren't technically square, but I'll address that shortly. The map looks detailed enough, and the paths/sands are done well enough. Now on to some things that I noticed!
- Flower Positioning. I say this a lot, don't I? It's not crucial though, so I'm not trying to force it on everyone. But I still think that placing flowers in clusters of 2-4 looks more natural. Flowers in the middle of tall grass also looks kinda iffy, but it doesn't seem like you really had that problem (due to the distribution of your grass). Speaking of which...
- Tall Grass Positioning. Another one of those "preference" things, but I think your tall grass gets a little too spread out in some parts. The point is to make the player run into Pokemon more often, after all, not just as a ground decoration for maps. Also, personally I'd avoid putting tall grass directly on the tile(s) adjacent to a cave entrance. Other than that though, I don't have any other major issues with your grass placement.
- Mountains. This one's tricky. I was sure your mountains were natural until I noticed something slightly off about them. The ones on the top have a distinct zigzag pattern going. Not as bad as square mountains, but it still looks awkward and could be fixed to make the map look better and more natural.
This map really isn't too bad, though. Plenty of good things about it, and there's only a few relatively minor issues that could be improved. This is all, of course, ignoring the several border errors that the player would encounter. But overall, I'd say it's a pretty good map.
Final rating:
7/10