The PokéCommunity Forums

The PokéCommunity Forums (https://www.pokecommunity.com/index.php)
-   Fan Game Hub (https://www.pokecommunity.com/forumdisplay.php?f=156)
-   -   Map Rating/Review Thread (https://www.pokecommunity.com/showthread.php?t=81829)

mitchel1 October 25th, 2009 2:11 AM

I though I'll repost my previous post, because it wasn't rate ;)

Map name: Purity Forest
Map from: Pokemon dark cry: the legend of giratina.
Base: http://i121.photobucket.com/albums/o211/xXscytherXx/badge-firered.png
Comments: well like I said this map is from Pokemon dark cry: the legend of giratina so don't steal it. Please ignore the border block and te empty places, those woudn't be able to see in-game. (Btw, I bet for 5$ you wouldn't find a map bug :P)
Map shot:


Map name: Route 601
Map from: Pokemon dark cry: the legend of giratina.
Base:http://i121.photobucket.com/albums/o211/xXscytherXx/badge-firered.png
Comments: well like I said this map is from Pokemon dark cry: the legend of giratina so don't steal it. Please ignore the border block and te empty places, those woudn't be able to see in-game.
Mapshot:


(Btw. Dark cry isn't dead, I'm only really bussy with personal life)
Thats all people.
-------------------------------------------
Mitchel1

Crimson Stardust October 25th, 2009 4:14 AM

Quote:

Originally Posted by mitchel1 (Post 5257864)
I though I'll repost my previous post, because it wasn't rate ;)

Map name: Purity Forest
Map from: Pokemon dark cry: the legend of giratina.
Base: http://i121.photobucket.com/albums/o211/xXscytherXx/badge-firered.png
Comments: well like I said this map is from Pokemon dark cry: the legend of giratina so don't steal it. Please ignore the border block and te empty places, those woudn't be able to see in-game. (Btw, I bet for 5$ you wouldn't find a map bug :P)
Map shot:


Map name: Route 601
Map from: Pokemon dark cry: the legend of giratina.
Base:http://i121.photobucket.com/albums/o211/xXscytherXx/badge-firered.png
Comments: well like I said this map is from Pokemon dark cry: the legend of giratina so don't steal it. Please ignore the border block and te empty places, those woudn't be able to see in-game.
Mapshot:


(Btw. Dark cry isn't dead, I'm only really bussy with personal life)
Thats all people.
-------------------------------------------
Mitchel1

For the first map,i really like it..it is almost perfect..but imo,you can add abit more trees..i rate it 9/10

The second map,what i like is the tree plcement..the mountain is good too..i rate this 10/10

romancandle October 25th, 2009 7:44 AM

Quote:

Originally Posted by romancandle (Post 5255387)
My turn I guess:

Base Rom: FireRed
Hack Name: Orange Storm
Tiles: Firered.


This map leads from the First Gym City to the 2nd, including an early rival battle at the beginning. The higher levels of the cave are blocked off until the player gets more badges. I know the corners on the south side of the mountain are not right, but they're so far over, the player will never see it.

Skipped the first time, so reposting it.

Mew~ October 25th, 2009 9:52 AM

Map name: Route 609
Map from: Pokemon Green sapphire version
Base:http://i121.photobucket.com/albums/o211/xXscytherXx/badge-firered.png
Comments: Well this first started off as practice thing i would do when i got bored and after a week i noticed how much i liked it so i decided to finnish it and put it into my hack!
I know its kinda square... but look at the real games.... SQUARE! The route was supposed to look kinda that way anyway... IT WAS MY VISION @[email protected]
Oh yeah, could someone tell me if the pond looks a bit odd or outta place so i could fix/remove it!
Also, im wondering if anyone thinks its empty?
Mapshot:


Lyzo October 26th, 2009 6:25 AM

Quote:

Originally Posted by Pokemon League Champion (Post 5259055)
Map name: Route 609
Map from: Pokemon Green sapphire version
Base:http://i121.photobucket.com/albums/o211/xXscytherXx/badge-firered.png
Comments: Well this first started off as practice thing i would do when i got bored and after a week i noticed how much i liked it so i decided to finnish it and put it into my hack!
I know its kinda square... but look at the real games.... SQUARE! The route was supposed to look kinda that way anyway... IT WAS MY VISION @[email protected]
Oh yeah, could someone tell me if the pond looks a bit odd or outta place so i could fix/remove it!
Also, im wondering if anyone thinks its empty?
Mapshot:


First of all, you'd be a great Nintendo Mapper! It's very square, but since that's what you're going for I'd say this is a good thing.

This map gives me a Nintendo feeling except, it's better. It has more variety than Nintendo Maps have, which makes it look better than most other Nintendo maps.
What I especially like is the mix of all the different things together (flowers, rocks, bushes, grass). However you kinda overdid it with the bushes in the bottom left of the map (not such a nice playability).
I also like how you placed the small fences and how you placed the paths, they go well with the rest of the map.

Now most people here hate Nintendo's mapping style, but the good thing about Nintendo's maps is their playability. And I actually like this map, despite my hatred for Nintendo Style.

The pond and the small mountain both look a bit out of place. The smaller rocks and the medium sized rocks however, give a nice feeling to the map, so keep that ;)
The ledges in the bottom left corner of the map are kinda weird, but that has nothing to do with your mapping, that's just the tile...

Anyway rating (not taking points of because of squarishness :P) : 7.5/10

.Tactic. October 26th, 2009 7:39 AM

Map name:Tandillo Route
Map from: Pokemon Elemental Curse

Base:http://i121.photobucket.com/albums/o211/xXscytherXx/badge-firered.png
Comments:Testing my new tiles with a new map
Mapshot:

Ray Maverick October 27th, 2009 12:43 AM

Quote:

Originally Posted by Codec (Post 5261956)
Map name:Tandillo Route
Map from: Pokemon Elemental Curse

Base:http://i121.photobucket.com/albums/o211/xXscytherXx/badge-firered.png
Comments:Testing my new tiles with a new map
Mapshot:

Comments/Suggestions: Although it screws up the border block, It's much better than the last time. I don't like how you put the mountain though, while the tree's are Nintedo style, the mountains aren't and it makes a weird combination. And don't make the pathways too only one tile width, leave the player some space to move. And i noticed that you didn't use paths. They could add something to this (if there were space), believe me.
Rating: 6.8/10

Banjora Marxvile October 27th, 2009 3:58 AM

Right, I love mapping caves now...

Name: Rockfall Cave
ROM: Ruby
Credits: Kyledove (Tiles and Pallettes)
Notes: I hate mapping, but I like mapping Caves. It was originally a bit different, but now it is like this, so... Consider this the revised map, in a way.

Map:

Alice October 27th, 2009 6:45 PM

Quote:

Originally Posted by QuilavaKing (Post 5221099)
Game: Emerald
Comments: It was good in theory, but it just doesn't actually look very good. If you look closely at the way the lines move, it makes the shape of an R, with the river as an outline of the letter, which was basically what I was trying to do, and it does look pretty cool. I just think the bottom mountain looks kinda stupid. To be honest... I gave up on it and just rushed to finish as quickly as possible... so I'm mostly just posting to show off the map. I definitely would still appreciate some reviews though. Maybe I will get an idea to make it better from one of them.

Still hoping for a lengthy review.

BlitŻ October 28th, 2009 8:19 PM

Map Name: Darklurk Forest/Advent Orphanage
ROM: FireRed
Hack: Pokemon Aether
Map:

Comments:Basically the first outside map of my hack, so rates?

Credits: WaH for tiles, Zelda series for the fence, Kyledove for the house.

.Tactic. October 29th, 2009 2:05 AM

Quote:

Originally Posted by Fan King (Post 5270914)
Map Name: Darklurk Forest/Advent Orphanage
ROM: FireRed
Hack: Pokemon Aether
Map:

Comments:Basically the first outside map of my hack, so rates?

Credits: WaH for tiles, Zelda series for the fence, Kyledove for the house.

Nice Tiles.
Goes Well with Borders.
Playable.
Good to look at.
the ledges near the house dont look right tho.
And I can a couple of tile-errors.
9/10

mitchell114 October 29th, 2009 5:40 AM

Overall the map looks good but I don´t like te house, and the fences doesn´t fit in a pokemon hack. 7.0

Blaziquaza October 29th, 2009 12:31 PM

Quote:

Originally Posted by Fan King (Post 5270914)
Map Name: Darklurk Forest/Advent Orphanage
ROM: FireRed
Hack: Pokemon Aether
Map:

Comments:Basically the first outside map of my hack, so rates?

Credits: WaH for tiles, Zelda series for the fence, Kyledove for the house.

I quite like this map.But the player can avoid grass.9.5/10
Volcana path remake
Name:Volcana Path
Game:Shadow Blast
http://img171.imageshack.us/img171/1963/volcanapath.png
Comments:Nobody liked my old Volvana Path much.This one looks more like a mountain path.There's a new cave here,which leads to Victory Cave.Up the top leads to Mt.Volcana,and going down leads to Flare Town,where the Pokemon Heatran is obtained.The house is lived in by-The Ghostbusters.For some reason,they'll trade you Haunter for Gyarados.

BlitŻ October 29th, 2009 4:07 PM

Quote:

Originally Posted by BlaziquazaLv.Z (Post 5272859)

I quite like this map.But the player can avoid grass.9.5/10
Volcana path remake
Name:Volcana Path
Game:Shadow Blast
http://img171.imageshack.us/img171/1963/volcanapath.png
Comments:Nobody liked my old Volvana Path much.This one looks more like a mountain path.There's a new cave here,which leads to Victory Cave.Up the top leads to Mt.Volcana,and going down leads to Flare Town,where the Pokemon Heatran is obtained.The house is lived in by-The Ghostbusters.For some reason,they'll trade you Haunter for Gyarados.

xD, I guess I'll return the favor

Well, it is certainly better than your last maps, as you are improving. Their are borders errors at the top as I think it would be cumbersome to not have a big exit, and the mountain it self, if you plan to have a different border than the previous map.Tile errors wise, you have some errors on the mountain when the walls (?) of the mountains meet. You're grass placement needs to be rearranged, as the player can simply walk through the path to get from one side to another. The path should be interrupted with some grass or barrier for the player to go around. The mountains have a nintendo style, which is good or bad depending on your opinion. Your use of flowers could lessen also, as the occasional one or two degrade form the map, between the patterns look good if there's a reason for it

Overall, I give this map a 5.5/10

Hohoo October 30th, 2009 4:19 AM

1 Attachment(s)
Map name: Purple Path - Red Isle - Dewy Island
Hack: Pineapple (working title)
ROM: Gold
Comments: Purple Path is the top right area with the bridges and small islands. Red Isle is the little town in the middle. Dewy Island is the big island with the forest and one house.

There are some still some border errors but please don't mind them.

Alice October 30th, 2009 6:50 AM

Quote:

Originally Posted by Hohoo (Post 5274645)
Map name: Purple Path - Red Isle - Dewy Island
Hack: Pineapple (working title)
ROM: Gold
Comments: Purple Path is the top right area with the bridges and small islands. Red Isle is the little town in the middle. Dewy Island is the big island with the forest and one house.

There are some still some border errors but please don't mind them.

I have no clue if this map is good by GSC standards, but I love it. The layout is perfect, but there's a couple minor things that I'll point out. They aren't really actual mistakes or anything though.

First of all, it seems a little weird to make the town on such a tiny island, and then have no trees or anything on the island. Maybe make it a bit bigger on the right with some grass or something?

Also, the area in the top left with the entrance to the forest seems like it might be a little bit hard to find. You should make the water entrance a bit more defined imo. And finally, are you sure that's how you're supposed to do the bridges? It looks weird to me.

That's all I really have to say though, since I don't really know what's good or bad in GSC mapping. I will say that I love the GSC tiles though, and you'd be hard pressed to make a map for it that I didn't love. I think this one is especially good tho cuz I like all of the little secret spots and stuff lol.

Hohoo October 30th, 2009 7:19 AM

Quote:

Originally Posted by QuilavaKing (Post 5274854)
I have no clue if this map is good by GSC standards, but I love it. The layout is perfect, but there's a couple minor things that I'll point out. They aren't really actual mistakes or anything though.

First of all, it seems a little weird to make the town on such a tiny island, and then have no trees or anything on the island. Maybe make it a bit bigger on the right with some grass or something?

Thanks for the suggestion. I'll try to extend it.

Quote:

Also, the area in the top left with the entrance to the forest seems like it might be a little bit hard to find. You should make the water entrance a bit more defined imo.
Spoiler:
It's actually supposed to be a somewhat secret place.
Spoiler:
And the little place with the pond and flowers is home to a legendary Pokémon.

Quote:

And finally, are you sure that's how you're supposed to do the bridges? It looks weird to me.
Could you explain a little? Do you mean the connections between land and the bridges, the shape or the tiles?

Quote:

That's all I really have to say though, since I don't really know what's good or bad in GSC mapping. I will say that I love the GSC tiles though, and you'd be hard pressed to make a map for it that I didn't love. I think this one is especially good tho cuz I like all of the little secret spots and stuff lol.
Well, GSC tiles are a little harder to work with than Gen III tiles, as one tile consists of four 16×16 tiles (Gen III tile size). And then there are not many available tiles, so it's hard to make something like Sevault Canyon. But on the other hand, I have no experience with Gen III hacking.

Konekodemon October 30th, 2009 11:49 PM

New Bark Town on Pokemon Gold

http://archives.bulbagarden.net/media/upload/4/42/Littleroot.png
Original

http://img5.imageshack.us/img5/2497/newbarktown.png
On Pokemon Gold

I know it doesn't look exactly like it. Somethings are sitting in different spots then on Ruby but I was using Gold Map and both GBC and GBA games have different pixals/palletes to them.

Also I'm still kinda new to doing this. This will be for a hack I'm starting on. I'm making Pokemon Ruby for GBC.

Hohoo October 31st, 2009 1:28 AM

Quote:

Originally Posted by Konekodemon (Post 5277027)
New Bark Town on Pokemon Gold

[IMG]
Original

[IMG]
On Pokemon Gold

I know it doesn't look exactly like it. Somethings are sitting in different spots then on Ruby but I was using Gold Map and both GBC and GBA games have different pixals/palletes to them.

Also I'm still kinda new to doing this. This will be for a hack I'm starting on. I'm making Pokemon Ruby for GBC.

It's really nice to see someone else make maps for Gold! I'm tired of all those FireRed maps... Just kidding!
(Fun fact: My first project was Sapphire on GBC.)

Anyway. First, the player's and rival's home has always been a two-storey building. (Unless it's not one in your hack.) The smaller ones are better for NPC houses.

Secondly, the flowers are all over the place. Consider placing them in little "patches" with a few flower tiles in one place.

Sign and tree placement are good.

I give this map a 7/10.

Konekodemon October 31st, 2009 2:36 AM

There I eddited it. Is that much better now?

siper x October 31st, 2009 1:27 PM

1 Attachment(s)
pokemon game base: Fire red
Pokemon game: I haven't named the game yet

this is the starting town for my game

I already earased the flowers by the upper left house, i just had them there so then i could see where things had to go

Banjora Marxvile October 31st, 2009 1:31 PM

Quote:

Originally Posted by Deviation (Post 5264694)
Right, I love mapping caves now...

Name: Rockfall Cave
ROM: Ruby
Credits: Kyledove (Tiles and Pallettes)
Notes: I hate mapping, but I like mapping Caves. It was originally a bit different, but now it is like this, so... Consider this the revised map, in a way.

Map:

Can someone please rate this? Took me ages to make, and any criticism would be appreciated.

Konekodemon October 31st, 2009 2:01 PM

There really isn't much to say about that map expect that it's perfect. I give it a full 10/10. Everything's the right color and placed in the right spot, and the a mount the rocks is just right. Great job!

siper x October 31st, 2009 2:01 PM

1 Attachment(s)
I have another map for the game

rom base: firered
game name: i still haven't named it

this is route 1

Ninja Caterpie October 31st, 2009 3:03 PM

I have a random map I created.

A world map.

xP

http://img519.imageshack.us/img519/1296/tengoworldmap.png'

I was trying to make it Emerald-styled, but that only works with islands.

>_>

siper x October 31st, 2009 5:00 PM

4 Attachment(s)
Ninja caterpie's map: i give it a 9/10 because it looks like you kept the indigo plato oval at the same area, as well as some other circles.


now for me:
i'm putting my 2 older maps and 1 new one on this post

all from: firered
all for: a game i haven't named yet that i'm making.
there is the starting city (no name yet)(i deleted the flowers near the upper left house), route 1, and the 2nd city (not named either)(i deleted the sign by the stairs)
EDIT: i added route 2

Tropical Sunlight November 1st, 2009 5:16 AM

Hack: Pokemon Turquoise
Base ROM: FireRed English (BPRE)
Map name: Black Burrow
Map:
Click!
Comments: The new HG/SS cave tiles are here!
Those may look like 12345's, but I ripped them myself.
Oya, you have to use Flash in the cave.

siper x November 1st, 2009 5:19 AM

i need mine rated so i know what to improve for my beta 1.
and the flowers by the upper left building in the first city have been remored, as well as the sign by the stairs in the 2nd city.

.Seth November 1st, 2009 5:53 AM

Quote:

Originally Posted by siper x (Post 5279114)
i'm putting my 2 older maps and 1 new one on this post

all from: firered
all for: a game i haven't named yet that i'm making.
there is the starting city (no name yet)(i deleted the flowers near the upper left house), route 1, and the 2nd city (not named either)(i deleted the sign by the stairs)
EDIT: i added route 2

I cannot even describe how bad some of these are.
Quote:

Originally Posted by Ninja Caterpie (Post 5278785)
I have a random map I created.

A world map.

xP

http://img519.imageshack.us/img519/1296/tengoworldmap.png'

I was trying to make it Emerald-styled, but that only works with islands.

>_>

Pretty good world map. The only things I don't like are the tiny islands, and the fact that the city in the upper left corner is a bit too far up (unless that's where you have the League and the top half is for that, but otherwise, I think you should move it down one tile.
Quote:

Originally Posted by Konekodemon (Post 5278592)
There really isn't much to say about that map expect that it's perfect. I give it a full 10/10. Everything's the right color and placed in the right spot, and the a mount the rocks is just right. Great job!

A perfect rating never helps.

siper x November 1st, 2009 6:01 AM

okay then explain. what is bad about them outside of what i pionted out?
i don't care if you say they aren't in a beauty standard, i need playability,
and a little beauty. so please explain why.

Tropical Sunlight November 1st, 2009 6:08 AM

Quote:

Originally Posted by siper x (Post 5280567)
okay then explain. what is bad about them outside of what i pionted out?
i don't care if you say they aren't in a beauty standard, i need playability,
and a little beauty. so please explain why.

Eh. It's pretty un-explainable, but I'll try.
Tile errors. Look at some Niniendo-made maps.
Squareness. Never a good idea to be overused.
Size. Nevem make maps so big if they don't need to be.
Emptiness. Again, can be used sometimes but not too much.

Also, let's not talk about tree shadowing.

siper x November 1st, 2009 6:22 AM

Quote:

Originally Posted by H2O Turquoise (Post 5280589)
Eh. It's pretty un-explainable, but I'll try.
Tile errors. Look at some Niniendo-made maps.
Squareness. Never a good idea to be overused.
Size. Nevem make maps so big if they don't need to be.
Emptiness. Again, can be used sometimes but not too much.

Also, let's not talk about tree shadowing.

1 the empty areas are there because you can get on 2 sides of it, but not in it.
2 the maps are not to square, but i start by making it square adiidng buildings, then take away squareness
3 i have them the size they should be for the game, and besides everyone, even nintendo, has at least 1 map with extra, unneaded room.
4 if you say tile errors piont it out. and what areas have the tile errors.
5 does it matter for tree shading when you play the game? also piont out where tree shading is wrong.

Tropical Sunlight November 1st, 2009 6:27 AM

Quote:

Originally Posted by siper x (Post 5280629)
1 the empty areas are there because you can get on 2 sides of it, but not in it.
2 the maps are not to square, but i start by making it square adiidng buildings, then take away squareness
3 i have them the size they should be for the game, and besides everyone, even nintendo, has at least 1 map with extra, unneaded room.
4 if you say tile errors piont it out. and what areas have the tile errors.
5 does it matter for tree shading when you play the game? also piont out where tree shading is wrong.

I am sure that all the answers to your questions stand right in front of your nose.

*sigh* I miss the Reputation button.

BlitŻ November 1st, 2009 7:14 AM

Quote:

Originally Posted by siper x (Post 5280629)
1 the empty areas are there because you can get on 2 sides of it, but not in it.
2 the maps are not to square, but i start by making it square adiidng buildings, then take away squareness
3 i have them the size they should be for the game, and besides everyone, even nintendo, has at least 1 map with extra, unneaded room.
4 if you say tile errors piont it out. and what areas have the tile errors.
5 does it matter for tree shading when you play the game? also piont out where tree shading is wrong.


Actually, all of those those things do matter in a hack. If you're blaming your style on nintendo, almost anybody here will say that the nintendo maps sucks (further proving H20 Turquoise's point). You asked what you should improve your maps on for you beta, not defend against needed criticism.

Spherical Ice November 1st, 2009 7:42 AM

Quote:

Originally Posted by Fan King (Post 5280747)
Actually, all of those those things do matter in a hack. If you're blaming your style on nintendo, almost anybody here will say that the nintendo maps sucks (further proving H20 Turquoise's point). You asked what you should improve your maps on for you beta, not defend against needed criticism.

I agree with you and H20 Turquoise on everything but the bolded comment. Nintendo's aps don't suck. They may not be natural, but they are great examples of maps. 'Natural' maps lean towards beauty > playability whilst 'Nintendo' maps lean towards playability > beauty. Both of which aren't wrong, but merely a matter of preference over styles. I personally find Nintendo-styled maps much more attractive then the 'natural' ones, if pulled off well.

Anyway, @ siper x:
You're maps have flaws. Deal with them. Don't just knock off people's critisism. Tree shadows are important. They are physics. Although some of the Pokémno games defy some real-life physics, tree shadows are shadows which happen everywhere. Just like you wouldn't have floating houses. It just won't happen. Now stop being a jerk and instead take in crit, otherwise don't post your maps. Kondekomon, 10/10 never helped anyone. :/

andyp159 November 1st, 2009 8:06 AM

Quote:

Originally Posted by siper x (Post 5280629)
1 the empty areas are there because you can get on 2 sides of it, but not in it.

OK, not all of the empty areas are accessible. In this example:
There is a large area towards the top left part of the map that is just green. Does it serve a purpose? What people are getting at here is that the map could be made smaller, enabling it to be more playable and enjoyable.

Quote:

Originally Posted by siper x (Post 5280629)
2 the maps are not to square, but i start by making it square adiidng buildings, then take away squareness

I don't understand what you are getting at here, but I can empathise with you on this one. I find it incredibly difficult to make a map that is not square. Practice makes perfect on this one I'm afraid. :(

Quote:

Originally Posted by siper x (Post 5280629)
3 i have them the size they should be for the game, and besides everyone, even nintendo, has at least 1 map with extra, unneaded room.

This, again is mainly because of the un-needed blank space. Fill these up. Make them exciting. Use different types of grass too. (Incidentally, the fire red base has four to choose from.) :)

Quote:

Originally Posted by siper x (Post 5280629)
4 if you say tile errors piont it out. and what areas have the tile errors.

OK, I have circled some of them in the following screenshots:

Firstly,the main tile map error on the first map is the grass on top of the mountain. I don't really know what you have done, but you have not done it right. I believe there is a tile that has a mountainous edge on it. That is the tile you should be using instead of the dirt floor.


Actually, I quite like this map in a weird way. Although it is very simple, it is fairly easy on the eye. I have circled, however, the tree on the right. It just doesn't look right. This is by far the best map, just for the count. :)


The same problem exists on this map as the first. The hills are not using the correct tile base. There is also a error on the base of the lake, where the bridge does not link all the way onto the grass. This is quite difficult to do, and something that took me and Magneto20 quite a while to master. Perhaps look at how other people map these areas. Also, the stairs heading down, that I have circled do not look right to me. I don't know why. They just don't.


OK, the main bug-bare about this map is the roof's of the cave entrances. Although it might appear insignificant, there is a special tile which gives a nice rounded top to them, as opposed to the square, cut off look you have at the moment. Also, the mountain is very, very square. I have been told that the art of mapping is to give the illusion of diagonal tiles, while only having square, vertical ones. Try looking at how people like Master of Puppet's maps his mountains, or Deviation's indoor map a few posts up. Use these as inspiration, and practice makes perfect.

Quote:

Originally Posted by siper x (Post 5280629)
5 does it matter for tree shading when you play the game? also piont out where tree shading is wrong.

Yes. Tree shading is of the utmost importance. Although it is difficult (and I'm useless at this so I can't really help here I'm afraid) it just gives the map a little bit ore personality, and makes it look more professional.

Oh, and something else I have to point out. Flower placement. placing flowers in large blocks does not look good. In fact it looks terrible. Try placing them diagonally across from each other. I believe there was a tutorial on this by Sasquatchd00d, so it may be worth a look.

On the brighter side, the more you map, the better you will get. (Have a look at some of our original Septo Conquest maps if you don't believe me.) :)

Don't take this all to heart, all I am trying to do is help you improve your maps.
Good luck with the improvements. :)

siper x November 1st, 2009 8:16 AM

Quote:

Originally Posted by andyp159 (Post 5280866)
OK, not all of the empty areas are accessible. In this example:
There is a large area towards the top left part of the map that is just green. Does it serve a purpose? What people are getting at here is that the map could be made smaller, enabling it to be more playable and enjoyable.



I don't understand what you are getting at here, but I can empathise with you on this one. I find it incredibly difficult to make a map that is not square. Practice makes perfect on this one I'm afraid. :(



This, again is mainly because of the un-needed blank space. Fill these up. Make them exciting. Use different types of grass too. (Incidentally, the fire red base has four to choose from.) :)



OK, I have circled some of them in the following screenshots:

Firstly,the main tile map error on the first map is the grass on top of the mountain. I don't really know what you have done, but you have not done it right. I believe there is a tile that has a mountainous edge on it. That is the tile you should be using instead of the dirt floor.


Actually, I quite like this map in a weird way. Although it is very simple, it is fairly easy on the eye. I have circled, however, the tree on the right. It just doesn't look right. This is by far the best map, just for the count. :)


The same problem exists on this map as the first. The hills are not using the correct tile base. There is also a error on the base of the lake, where the bridge does not link all the way onto the grass. This is quite difficult to do, and something that took me and Magneto20 quite a while to master. Perhaps look at how other people map these areas. Also, the stairs heading down, that I have circled do not look right to me. I don't know why. They just don't.


OK, the main bug-bare about this map is the roof's of the cave entrances. Although it might appear insignificant, there is a special tile which gives a nice rounded top to them, as opposed to the square, cut off look you have at the moment. Also, the mountain is very, very square. I have been told that the art of mapping is to give the illusion of diagonal tiles, while only having square, vertical ones. Try looking at how people like Master of Puppet's maps his mountains, or Deviation's indoor map a few posts up. Use these as inspiration, and practice makes perfect.



Yes. Tree shading is of the utmost importance. Although it is difficult (and I'm useless at this so I can't really help here I'm afraid) it just gives the map a little bit ore personality, and makes it look more professional.

Oh, and something else I have to point out. Flower placement. placing flowers in large blocks does not look good. In fact it looks terrible. Try placing them diagonally across from each other. I believe there was a tutorial on this by Sasquatchd00d, so it may be worth a look.

On the brighter side, the more you map, the better you will get. (Have a look at some of our original Septo Conquest maps if you don't believe me.) :)

Don't take this all to heart, all I am trying to do is help you improve your maps.
Good luck with the improvements. :)

This is the most helpful post out of all the raters that rated my maps. thanks for pointing some of this out, but the mountain tiles i made for stairs that go down the back side were circled on the second city. why?

mitchel1 November 1st, 2009 11:06 AM

Map name: Icey path xD (No orginale name in my head atm)
Made for: Pokemon dark cry: the legend of giratina
Rom: Pokemon fire red.
Comments: Because I was bored I made this map xD. If iI look at it I think its still nice done and that between 30 minutes ^^ Please do not steal the map!
Map shot:

Hope you'll rate it ^^
------------------------------
Mitchel1

DarthPika November 1st, 2009 11:09 AM

2 Attachment(s)
i think that the main thing wrong with this part of the map was the shading of the stairs downward. for some reason this just makes it look a bit like you are going upward. in firered there is also a tile that was already in the game on tileset 63

Attachment 50844

Hack: Pokemon omega
Base ROM: FireRed English
Map name: Route 62
Map:
Attachment 50846
Comments: i put in the sprites just to show the purpose of the map a bit more

BlitŻ November 1st, 2009 12:05 PM

Quote:

Originally Posted by mitchel1 (Post 5281283)
Map name: Icey path xD (No orginale name in my head atm)
Made for: Pokemon dark cry: the legend of giratina
Rom: Pokemon fire red.
Comments: Because I was bored I made this map xD. If iI look at it I think its still nice done and that between 30 minutes ^^ Please do not steal the map!
Map shot:

Hope you'll rate it ^^
------------------------------
Mitchel1

Owwh, I like this map. It's small, clever, and the right amount of decor for it to be beautiful. It has good playability too, and I like how you set up the ice/slide puzzle. And to boot it off, you need to have a abnormal perspective to see the key to the puzzle, and once you do, it is instantly solved. I like the teaser you set up to get the item in the upper right hand side, as it wuold be a pain for anybody to fall down the hole xD.

But there are some things to point out. The water leakage thing near the upper exit seems a little akward, but in another light, it fits in perfectly. I'm not sure how to improve it.

Also, the patterns of the mountains/cliffs seem to be the same and go in a pattern as they go down. It looks good from a perspective that the cave was cared out.

Overall i give it a 9-9.5/10

colcolstyles November 1st, 2009 1:45 PM

Quote:

Originally Posted by QuilavaKing (Post 5267407)

I can't give you a lengthy review but I will say a few things that I don't like about this map:
• Too much unplayable space (e.g., the diagonal part of the 'R' and the giant sections of trees to the north)
• No shadow under the bridge D:
• Empty water
• Only one tile to move through in the grassy section in the south-western corner
• The fact that the player climbs two levels of mountains at a time (i.e., a stair tile directly on top of another)
• A whole slew of tile errors along the western edge of the river

Well, that's all I can really think of 'cause it's a pretty darn good map. I like the paths (especially the way it dribbles over the ledge). Nice map =)

Alice November 1st, 2009 4:40 PM

Quote:

Originally Posted by colcolstyles (Post 5281698)
I can't give you a lengthy review but I will say a few things that I don't like about this map:
• Too much unplayable space (e.g., the diagonal part of the 'R' and the giant sections of trees to the north)
• No shadow under the bridge D:
• Empty water
• Only one tile to move through in the grassy section in the south-western corner
• The fact that the player climbs two levels of mountains at a time (i.e., a stair tile directly on top of another)
• A whole slew of tile errors along the western edge of the river

Well, that's all I can really think of 'cause it's a pretty darn good map. I like the paths (especially the way it dribbles over the ledge). Nice map =)

Could you point out the tile errors on the river for me? I seem to be blind. lol

colcolstyles November 1st, 2009 4:50 PM

Quote:

Originally Posted by QuilavaKing (Post 5282312)
Could you point out the tile errors on the river for me? I seem to be blind. lol

Looky here:

Ninja Caterpie November 1st, 2009 11:02 PM

Quote:

Originally Posted by siper x (Post 5279114)
Ninja caterpie's map: i give it a 9/10 because it looks like you kept the indigo plato oval at the same area, as well as some other circles.

Wat.

I made the map from scratch...

Quote:

Originally Posted by .Seth (Post 5280543)

Pretty good world map. The only things I don't like are the tiny islands, and the fact that the city in the upper left corner is a bit too far up (unless that's where you have the League and the top half is for that, but otherwise, I think you should move it down one tile.

Eh, trying to go Emerald with the Islands, but I can fix those up.

Oh, no, the league is on that far right island up the top. I guess it looks a bit weird, but I just moved the path down and ceebs'd to move the city.

Tropical Sunlight November 2nd, 2009 9:14 AM

Quote:

Originally Posted by H2O Turquoise (Post 5280444)
Hack: Pokemon Turquoise
Base ROM: FireRed English (BPRE)
Map name: Black Burrow
Map:
Click!
Comments: The new HG/SS cave tiles are here!
Those may look like 12345's, but I ripped them myself.
Oya, you have to use Flash in the cave.

Pweez, can you rate this map o'mine? I put a lot of work in it.

Lover's Kite November 2nd, 2009 10:24 AM

Quote:

Originally Posted by colcolstyles (Post 5282349)

Those tiles look fine to me. :(

Quote:

Originally Posted by H2O Turquoise (Post 5280444)
Hack: Pokemon Turquoise
Base ROM: FireRed English (BPRE)
Map name: Black Burrow
Map:
Click!
Comments: The new HG/SS cave tiles are here!
Those may look like 12345's, but I ripped them myself.
Oya, you have to use Flash in the cave.

All is good, minus the bluegreen path that is. It stands out too much, maybe try editing the palette to slightly lighter shade? There's a bit of un-needed emptiness but it doesn't look too bad.

colcolstyles November 2nd, 2009 10:42 AM

Quote:

Originally Posted by Forgotten Memory (Post 5284316)

Those tiles look fine to me. :(

Common misconception.

Looky here:

The lower tile has a rounded tip which should be used whenever the river snakes to the left or right while the upper tile is simply straight. They are not interchangeable.

Tropical Sunlight November 2nd, 2009 10:47 AM

Quote:

Originally Posted by Forgotten Memory (Post 5284316)
All is good, minus the bluegreen path that is. It stands out too much, maybe try editing the palette to slightly lighter shade? There's a bit of un-needed emptiness but it doesn't look too bad.

First of all, are you the Forgotten Memory?
Also, you weren't supposed to rate based on the tiles, but I guess you probably already know that.
By the way, the tiles were made by Nintendo in Pokemon HG/SS and I just ripped them and the pallete.
Also, I need some empty space for an event.
Thanks for rating it, though!

Quote:

Originally Posted by H2O Turquoise (Post 5280444)
Hack: Pokemon Turquoise
Base ROM: FireRed English (BPRE)
Map name: Black Burrow
Map:
Click!
Comments: The new HG/SS cave tiles are here!
Those may look like 12345's, but I ripped them myself.
Oya, you have to use Flash in the cave.

Reposting for more ratings...

Lover's Kite November 2nd, 2009 11:42 AM

Quote:

Originally Posted by colcolstyles (Post 5284346)
Common misconception.

Looky here:

The lower tile has a rounded tip which should be used whenever the river snakes to the left or right while the upper tile is simply straight. They are not interchangeable.

Yes but it still looks fine, a tile error is something highly noticeable~

Quote:

Originally Posted by H2O Turquoise (Post 5284359)
First of all, are you the Forgotten Memory?
Also, you weren't supposed to rate based on the tiles, but I guess you probably already know that.
By the way, the tiles were made by Nintendo in Pokemon HG/SS and I just ripped them and the pallete.
Also, I need some empty space for an event.
Thanks for rating it, though!


Reposting for more ratings...

"The"? lol
Yeah, but still they could use a lighter tone, js. :(
And I had no idea about the space so yeah, it's just right then!

Banjora Marxvile November 2nd, 2009 11:44 AM

Need a rating on this, as well as criticism. Last one was a perfect, which didn't help at all:

Quote:

Originally Posted by Deviation (Post 5264694)
Right, I love mapping caves now...

Name: Rockfall Cave
ROM: Ruby
Credits: Kyledove (Tiles and Pallettes)
Notes: I hate mapping, but I like mapping Caves. It was originally a bit different, but now it is like this, so... Consider this the revised map, in a way.

Map:


Lover's Kite November 2nd, 2009 12:02 PM

Quote:

Originally Posted by Deviation (Post 5264694)
Right, I love mapping caves now...

Name: Rockfall Cave
ROM: Ruby
Credits: Kyledove (Tiles and Pallettes)
Notes: I hate mapping, but I like mapping Caves. It was originally a bit different, but now it is like this, so... Consider this the revised map, in a way.

Map:

Simple and small. It's a bit plain though...maybe like a dirt path or something that could give the ground a bit more attention (blue). And the maybe close up some unnecessary gaps (yellow), though it doesn't' really matter because the player won't really see them; but still.. XD;

8/10

Neti November 2nd, 2009 9:37 PM

Quote:

Originally Posted by Forgotten Memory (Post 5284503)


Simple and small. It's a bit plain though...maybe like a dirt path or something that could give the ground a bit more attention (blue). And the maybe close up some unnecessary gaps (yellow), though it doesn't' really matter because the player won't really see them; but still.. XD;

8/10

I don't think he should close those gaps, it makes the map look more natural

Alice November 2nd, 2009 11:38 PM

Quote:

Originally Posted by Neti (Post 5286226)
I don't think he should close those gaps, it makes the map look more natural

Yep. In my experience in caves, there are little openings like that all over the place.

Ninja Caterpie November 3rd, 2009 1:21 AM

Quote:

Originally Posted by Ninja Caterpie (Post 5278785)
I have a random map I created.

A world map.

xP

http://img687.imageshack.us/img687/1296/tengoworldmap.png

I was trying to make it Emerald-styled, but that only works with islands.

>_>

Reposting it. It's slightly edited, btw.

Alice November 3rd, 2009 11:46 AM

Quote:

Originally Posted by Ninja Caterpie (Post 5286499)
Reposting it. It's slightly edited, btw.

Ah, it's much, much better. Before it was just a square, and the islands seemed pretty square too. It's much more interesting now, although it kinda looks like Hoenn. lol

Laidjon* November 3rd, 2009 1:33 PM

Two worldmaps. Both are for my hack. The top map is Johto and the bottom map is my own region. I've done it in HG/SS Style with a bit of my own style.
http://i264.photobucket.com/albums/ii179/laidjon/NieuweIrotsuya-1.png
Rate? And don't steal :P

sab November 3rd, 2009 3:12 PM

Map Name: Kun Town
Credits: Kyledove, Alistair, Alucus of Borg, Novus, CNC, Tododile Empereror, and Codec
Comments: there's part of part route 1 on the right side of the map.
Mapshot:

.Tactic. November 3rd, 2009 3:28 PM

Quote:

Originally Posted by sab (Post 5287999)
Map Name: Kun Town
Credits: Kyledove, Alistair, Alucus of Borg, Novus, CNC, Tododile Empereror, and Codec
Comments: there's part of part route 1 on the right side of the map.
Mapshot:

Awesome!
Someone actually using my Rombase... I can see you replaced the grass tiles.

For some map rating..
Mountain Placing - Excellent
Trees - Excellent
Water - Good
Buildings - The Pokecenter is way too tall (not meant to be like that)

Altogether it is beutiful and playable. 9.7/10

colcolstyles November 3rd, 2009 3:39 PM

Quote:

Originally Posted by sab (Post 5287999)
Map Name: Kun Town
Credits: Kyledove, Alistair, Alucus of Borg, Novus, CNC, Tododile Empereror, and Codec
Comments: there's part of part route 1 on the right side of the map.
Mapshot:

Those custom tiles really don't blend well with standard R/S/E tiles, both in terms of style and palettes.

Because I can't be bothered to spend too much time on this, I'll just make another list:
• Mountains are good for the most part but the southern mountains are iffy
• Path is a little too squiggly for my tastes
• Tall grass in towns/cities is generally avoided
• The clash of tiles is irritating
• imho, too many rocks on the mountains
• A lot of the map is unused
• The town itself feels a little too cramped. Why not use all that unused space to give the player more room to breath?
• Did I already mention that the tiles don't go together well?

Change the tiles and fix up a few issues here and there and you've got yourself a very nice map.

Crimson Stardust November 3rd, 2009 10:41 PM

Here i am gonna present the map i am using for my hack to get people opinion on them.

Name:Karakura Village
Base:Fire Red
Credit:To all the tile makers who make the tiles
Info:This is the first village for my hack.

Name:Route 1
Base:Fire Red
Credit:To all the tile makers who make the tiles
Info:This is the first route for my hack.


PLease no stealing of this maps cause i already encounter many people stealing maps..lol

andyp159 November 4th, 2009 12:40 AM

Quote:

Originally Posted by ♠ΛςΣ ρπΔητΦΩ♠ (Post 5289197)
Here i am gonna present the map i am using for my hack to get people opinion on them.

Name:Karakura Village
Base:Fire Red
Credit:To all the tile makers who make the tiles
Info:This is the first village for my hack.

Name:Route 1
Base:Fire Red
Credit:To all the tile makers who make the tiles
Info:This is the first route for my hack.


PLease no stealing of this maps cause i already encounter many people stealing maps..lol

OK, for the first map is quite good. I like it. The tiles are not the best that I have seen, but they are not the worst either. I especially like the buildings and the little water trough tiles. Overall, 7/10 - I would suggest not placing the flowers in horizontal rows, but indirectly touching. Also, the fact that the path is not one free flowing area bugs me a bit.
The second map is also good. The flower placement here is much better, although I would avoid putting it in long grass. My only other suggestion to this map would be to ignore single square passageways. These are not fun to play through and look pretty poor. Overall 8/10


Edit: I have just realised that there is a tile rating thread. It might be more constructive for you to post your maps there.

.Tactic. November 4th, 2009 2:50 AM

Places From My New Hack
Name: MythGuard Island. PendleTown
Base: Fire Red.
Cred: Alucus of Borg, Kyledove, TB Pro, Saurav.
Info: My First Town in the Game, It is more of a small Hamlet.


Name: MythGuard Island. Pendle Mountain
Base: Fire Red.
Cred: Alucus of Borg, Kyledove, TB Pro, Saurav.
Info: Kind of A rout - before your first pokemon.

Name: MythGuard Island.Galactic Path.
Base: Fire Red.
Cred: Alucus of Borg, Kyledove, TB Pro, Saurav.
Info: A route on the way to Galactic Academy.

tankblower November 4th, 2009 12:56 PM

My map:
 
Comment: Made this map for my upcoming game (no name yet).
It's the Starter town and you receive your first pokmon in the cave.
At the moment i don't know what i will make the building in the middle of the water for.

http://i33.*.com/2ujjqlh.jpg

Ninja Caterpie November 4th, 2009 10:29 PM

Quote:

Originally Posted by andyp159 (Post 5289368)
[COLOR="Red"]
Edit: I have just realised that there is a tile rating thread. It might be more constructive for you to post your maps there.

Not trying to be off-topic here, but he said he wanted the maps rated, not the tiles, so I don't see how it would be more constructive in that thread. xP

Quote:

Originally Posted by Codec (Post 5289490)
Places From My New Hack
Name: MythGuard Island. PendleTown
Base: Fire Red.
Cred: Alucus of Borg, Kyledove, TB Pro, Saurav.
Info: My First Town in the Game, It is more of a small Hamlet.

I like the map, but the border would be massively screwed up by this beautiful tree placement, so...:\ The mountain with the path to the top is really boring and straight, so I advise you to make it a bit more free-flowing.
Quote:

Originally Posted by Codec (Post 5289490)
Name: MythGuard Island. Pendle Mountain
Base: Fire Red.
Cred: Alucus of Borg, Kyledove, TB Pro, Saurav.
Info: Kind of A rout - before your first pokemon.

This is pretty good route, but, once again, the border would get killed by the random placement of the trees. There are a few tile errors around the mountains, but otherwise, I like them.
Quote:

Originally Posted by Codec (Post 5289490)
Name: MythGuard Island.Galactic Path.
Base: Fire Red.
Cred: Alucus of Borg, Kyledove, TB Pro, Saurav.
Info: A route on the way to Galactic Academy.

This is probably the best one out of these three maps, and there's not much I can say about it. The bottom looks very very bland, but that's not seen in-game, so it shouldn't matter too much.

Lover's Kite November 5th, 2009 4:29 AM

Quote:

Originally Posted by tankblower (Post 5290479)
Spoiler:
Comment: Made this map for my upcoming game (no name yet).
It's the Starter town and you receive your first pokemon in the cave.
At the moment i don't know what i will make the building in the middle of the water for.

http://i33.*.com/2ujjqlh.jpg

Two major tile errors (left and top right corners of the small island holding the house); 4 minor tile errors (tree shadows). All of have been highlighted in yellow. And for future reference, try saving the image as .PNG instead of .JPG, it makes the image easier to look at (I thought I saw a few more tree shadow misplacements, but it was just the jpg-ness)~

Like the concept going with the layout, maybe try adding some diversity to the tall grass (highlighted in red, and still not sure why there's tall grass in a starter town.. :x) and flowers (highlighted in blue). Less log fences and dirt paths, maybe another building or two, some filler tiles maybe (small trees etc). And still wondering about that cave too, but to each his own I guess.. XD;

6.5/10

Pokepal17 November 6th, 2009 5:04 PM

Quote:

Originally Posted by tankblower (Post 5290479)
Comment: Made this map for my upcoming game (no name yet).
It's the Starter town and you receive your first pokmon in the cave.
At the moment i don't know what i will make the building in the middle of the water for.

http://i33.*.com/2ujjqlh.jpg

3/10

The only bit I like is the cave bit.

Improvements - Well, would advise you not to put those houses next to each other. Also, the island in the river isn't good either. Also don't put the flowers in clumps like that. Look in Fire Red's Sevii Island maps for help. :P

Resultz November 7th, 2009 1:56 AM

Another one from me:

Carr City
Firered - MasterofPuppets' Rombase


BlitŻ November 7th, 2009 3:22 PM

Map Name: Aren Chasm

Map of: Fire Red

Comments: Cave tiles I inserted this morning for Pokemon: Aether. It's still in production, don't worry xD, but i can only work on it on weekends. Surpriingly, the inserting was painstaking and tedious, which is not what I'm used too. It's only then that I figred out how everything was set up that I could crack it xD.

Mapshot:

Lady Gaga November 7th, 2009 4:23 PM

Quote:

Originally Posted by Resultz (Post 5298656)
Another one from me:

Carr City
Firered - MasterofPuppets' Rombase

The houses look too bright in contrast to the rest of the town. Other than that, its looks great. Though, I would also like to add that to me it looks a bit square, if you catch my drift.

7/10

Haku. November 8th, 2009 9:58 AM

Map name : Route 100?
Credits: Kyledove Base
Comments: None..Would like to hear from you :p

Tropical Sunlight November 8th, 2009 10:04 AM

Quote:

Originally Posted by xmouvelianx (Post 5302932)
Map name : Route 100?
Credits: Kyledove Base
Comments: None..Would like to hear from you :p

http://i266.photobucket.com/albums/ii245/xmouvelianx/Route.png

The map is great, but the playability has been lowered to zero. There's not enough walking space, where are you going to put the Trainers?
5/10

Haku. November 8th, 2009 10:16 AM

theres no trainer in this map :P
it's the first route..
the rest of the routes are going to be more challenging

Lover's Kite November 8th, 2009 10:50 AM

Quote:

Originally Posted by xmouvelianx (Post 5302989)
theres no trainer in this map :P
it's the first route..
the rest of the routes are going to be more challenging

I think you forgot to place the map XD

Quote:

Originally Posted by Resultz (Post 5298656)
Another one from me:

Carr City
Firered - MasterofPuppets' Rombase


It's very square (and according to many, that's a bad thing, but in this case it's actually very good!), I don't see anything wrong with this map aside from the misused tiles (highlighted in red).. and maybe the one middle house in the center the left, it could be lifted one space up, it just irks me for some reason (highlighted in blue). But overall, really nice map, love the layout.

8.5/10

Samike360 November 8th, 2009 11:28 AM

Map name: Anmity Cavern
Credits: Mt. Moon
Comments: Base level of confusing cave, first cave I ever did.
Mapshot:

Chaos190 November 8th, 2009 12:32 PM

Map Name: Route 101
Game: Pokemon (Don't know it yet)
Credits: Mew_Ryn, Forgotten Memory, Kyledove
Comments: i want the rest to give me comments
http://i614.photobucket.com/albums/tt223/Hypershadow190/Route101-7.png

Otter November 8th, 2009 4:56 PM

Quote:

Originally Posted by Samike360 (Post 5303193)
Map name: Anmity Cavern
Credits: Mt. Moon
Comments: Base level of confusing cave, first cave I ever did.
Mapshot:

Not a bad effort; it definitely looks it could be a fun cave map to play through. I actually don't have any significant problems with the layout itself, besides the fact that the outermost border of your cave wall is very plain and rectangular. It's typical of maps that start with that general border, but I'd suggest adding a couple turns and corners here and there to make it more interesting.

Idea good, layout good, details good, buut... the tile errors are hurting my eyes. It's actually a bit surprising to see so many given the effort you've put into the map as a whole.

  • Near the top right corner, the walls should be forming corners, not cutting off the horizontal walls at the top.
  • In the center right, it seems as if you tried making a sort of land bridge over the bottom path? It's a neat idea, but I would suggest using an actual bridge tile. The lack of shadows and other indicators of relative elevation kinda confuse me while looking at that.
  • Finally, pay attention to the edges of those patches of sand that are adjacent to walls. Make sure that you use the wall tiles with sandy bottoms rather than the default ground bottoms. You followed that well throughout most of the map, but there's a few spots where you messed up slightly.
But besides that, I'd say this is a great map. Just a fair warning, though: it's great to make confusing and complicated maps now and then, but make you don't do it just to distract the player. Make it an actual maze. For this map, if you want to make it more difficult to get from the bottom exit to the top exit, make sure there's no easy straightforward way to walk through avoiding all the side maps. With that being said, nice job! Good luck with future cave maps. o:

Final rating: 7.5/10

Pokepal17 November 9th, 2009 2:38 PM

Glacial City


Name: Glacial City
Game: Pokemon Infernal Legend
Comments: The remapped version of Glacial City.

Important stuff


Credits: Nintendo + Fangking Omega
Comments: Please don't rate it on the tiles, I know the roofs haven't got ice on them and that's there for a reason. Also please don't talk about that square crap because I'm mapping it in a Nintendo-ish style and I will report anyone who says it's square or needs to be more natural. After all it's against the rules of this thread to make a rating without taking the mapper's comments into account.

Mapshot



Chimchar 9 November 9th, 2009 2:51 PM

Quote:

Originally Posted by Pokepal17 (Post 5306503)

Glacial City


Name: Glacial City
Game: Pokemon Infernal Legend
Comments: The remapped version of Glacial City.

Important stuff


Credits: Nintendo + Fangking Omega
Comments: Please don't rate it on the tiles, I know the roofs haven't got ice on them and that's there for a reason. Also please don't talk about that square crap because I'm mapping it in a Nintendo-ish style and I will report anyone who says it's square or needs to be more natural. After all it's against the rules of this thread to make a rating without taking the mapper's comments into account.

Mapshot



Well, we have a good map here.
But the only thing that bugs me is the mountains, they're too straight. :P
The placement of everything else is very cool.
I can tell you're going to become a very good mapper.
I give this a 8/10.
Well done! Keep up the good work! :)

Pokepal17 November 9th, 2009 2:57 PM

Quote:

Originally Posted by Cheryl Cole ♥ (Post 5306545)
Well, we have a good map here.
But the only thing that bugs me is the mountains, they're too straight. :P
The placement of everything else is very cool.
I can tell you're going to become a very good mapper.
I give this a 8/10.
Well done! Keep up the good work! :)

Well, when a lot of mountains are on top of each other, they are pretty straight, which is what I was trying to capture (plus I don't think these tiles look good really jagged). Thanks anyway. :)

Satoshi Sugimori November 9th, 2009 2:58 PM

Map name: The Mansion
Mapped on: Fire Red
Information: This is supposed to be kind like a (mafia/criminal) base and as a starter map..
The palettes have to be dark because you will be playing the whole game in the dark ;)
And please do not steal palette, worked pretty hard on them..

mustyoshi November 9th, 2009 4:33 PM

Quote:

Originally Posted by Satoshi Sugimori © (Post 5306577)
Map name: The Mansion
Mapped on: Fire Red
Information: This is supposed to be kind like a (mafia/criminal) base and as a starter map..
The palettes have to be dark because you will be playing the whole game in the dark ;)
And please do not steal palette, worked pretty hard on them..
Spoiler:
[IMG][I dont have enough posts to post the image xD][/IMG]

I give it a 8.5/10, I think it looks pretty good, I really like the path, I like how you used two types of trees, maybe a third would make it look a bit more "natural" but I also like the building, it looks like a five star hotel to me. I like how there are spaces inbetween all the trees, that you can't actually get too, it adds to the natural look... Great job, can't wait to play it.

Chaos190 November 9th, 2009 7:34 PM

I still need this rated
http://i614.photobucket.com/albums/tt223/Hypershadow190/Route101-7.png

Alucus_Of_Borg November 10th, 2009 3:29 AM

Quote:

Originally Posted by Hypershadow189 (Post 5307387)

It was only a few posts back be patent.

Right, In truth its not that good, the main area is very enpty, the edjes of the map are just begging for border errors, Im not to sure why there are stairs just randomly placed in the middle of the area, but they are not needed, unless they are surpost to go up the ledges, in which case remove them as they just dont look right, and the random hill at the right, looks very unatural like someone just droped it on the path, also the set of stairs going up it are not needed as the player can simply walk around it. All in all about 3/10

Aljam November 10th, 2009 4:04 AM

Quote:

Originally Posted by Hypershadow189 (Post 5307387)

As said above, be patient. This map, no offense, is horrible. It is just a mere edit of route one in FR. You have your big floating stairs, and a messed up stair on the cliff. Learn to map better. 1/10

andyp159 November 10th, 2009 8:24 AM

Quote:

Originally Posted by Hypershadow189 (Post 5307387)

I know it's very generic, but this map is incredibly square. Try placing more trees to shape the map, rather than using the square boarder tiles. Also, the grass randomly all over the place looks a bit odd. grass randomly in patches = yes. Place it in patches randomly, not over the whole map. Also, flower placement is poor. I seem to say this every time, but look at sasquatchd00d's tutorial a few pages back. Basically, place the flowers touching indirectly, diagonally in clumps. This makes it look a lot more natural.
Most importantly, sort out the tile error with the mountain and the random steps in the middle of the map. What is up with that, seriously? Also, what is that square patch of really green grass? Maybe add some more trees to flesh out the map, maybe some rocks, hedges and maybe even a path to add more playability.
Overall, 3/10, but nothing that can't be worked with. It's a start.

Quote:

Originally Posted by Forgotten Memory (Post 5303077)
[FONT="Calibri"][COLOR="Black"]
I think you forgot to place the map XD

No. The map is on the other page. :P

Haku. November 10th, 2009 11:59 AM

Map name: Caropy Town
Credits: Punk rocker,Kyledove rom base
Comments:Umm??none..

mustyoshi November 10th, 2009 12:26 PM

Quote:

Originally Posted by xmouvelianx (Post 5308844)
Map name: Caropy Town
Credits: Punk rocker,Kyledove rom base
Comments:Umm??none..
Spoiler:

[IMG][To few posts to post link][/IMG]

8/10 Very nice, looks very natural, except for the squareness of the cliffs. What is up with the grassless band in the upper left corner? Did they mow their lawn or something? The roof color could be switched up a bit for the houses, maybe two colors? I like how you have a bunch of bushes and small trees scattered around :D.

andyp159 November 11th, 2009 4:33 AM

Map Un-named
Map Base: Fire Red
Comments: This is a sort of starter town. Please be honest and give any ideas on how to improove it.
Mapshot:


:)

Tropical Sunlight November 11th, 2009 4:51 AM

Quote:

Originally Posted by xmouvelianx (Post 5308844)
Map name: Caropy Town
Credits: Punk rocker,Kyledove rom base
Comments:Umm??none..

No. That's just not it.
1. Why did you put the first veritical row of trees?
2. Bush-flower-flower-bush-flower-flower? No.
3. Why make the map so big? So could make it 2 times smaller and it would still be able to have all the elements in it.
4. The tree placement bothers me too, but that's not a big problem.
So, I'd give you a fine 6/10

Aljam November 11th, 2009 5:01 AM

Quote:

Originally Posted by andyp159 (Post 5310709)
Map Un-named
Map Base: Fire Red
Comments: This is a sort of starter town. Please be honest and give any ideas on how to improove it.
Mapshot:


:)

hmm.... I don't really like the playability. get rid of the top left rock or tree. also it looks like you scattered a bunch of stuff on your map. (I don't really like the style of mapping >.>) Anyways 6 randomly placed trees, out of 10

>Dante< November 11th, 2009 6:36 AM

Map Name: Route 601
Base: Emerald (BPEE)
Autor: SteveN (>Dante<)
Credits: >Dante<(myself), Ricc!, Derlo, Kyledove
Comments: This is the first Route of the new version of my hack Pokèmon Crono.
It's a Route of the region MIDAMOND, characterized by great forests and different kinds of pokemon.

(sorry if the image is JPG, but I had not the time to save it in another format..)


Tropical Sunlight November 11th, 2009 7:24 AM

Quote:

Originally Posted by >Dante< (Post 5310935)
Map Name: Route 601
Base: Emerald (BPEE)
Autor: SteveN (>Dante<)
Credits: >Dante<(myself), Ricc!, Derlo, Kyledove
Comments: This is the first Route of the new version of my hack Pokèmon Crono.
It's a Route of the region MIDAMOND, characterized by great forests and different kinds of pokemon.

(sorry if the image is JPG, but I had not the time to save it in another format..)


It's a quite big map.
The is nothing that I dislike except for the tall grass placement.
It could be a little more clumped... together, not just random.
Also, the lake at the bottom... I don't like it being streached to the far left...
But its a great map nonetheless! Can't wait to play it!
8.5/10

→goon November 11th, 2009 9:01 AM

Map Name: Felridge Interior
Base: Fire Red BPRE
Comments: One of my first few tries at cave mapping. I like to think I've developed my own style here. I'm not sure if I should do anything with the bottom right corner of the map because it's pretty empty there. I'd like some thorough feedback on this because I'm not really confident about mapping caves yet.

Map:

Chaos190 November 11th, 2009 9:07 AM

I decided to do a map
I'm no good at mapping tho
But here I post one again
Map Name: Mountain Climb
Game: I do not know
Credits: Codec
http://i614.photobucket.com/albums/tt223/Hypershadow190/MountainClimb.png

Banjora Marxvile November 12th, 2009 11:25 AM

Quote:

Originally Posted by Hypershadow189 (Post 5311334)
I decided to do a map

Quote:

Originally Posted by Hypershadow189 (Post 5311334)
I'm no good at mapping tho
But here I post one again
Map Name: Mountain Climb
Game: I do not know
Credits: Codec
http://i614.photobucket.com/albums/tt223/Hypershadow190/MountainClimb.png

No, just... Before creating a new map, learn the mistakes you made!

Mountain: Too square and unnatural, as are the ledges, the ledge on the bottom mountain defies nature (a steep slop next to a small one... No...), stairs are not used like that either! The stairs in Ruby are only used for the mountain faces that face down, not other faces! Insert your own for that!

Trees: Placement is too square as well! And there are not enough trees either.

Grass Placement: You gain points for the mid section and the southernmost section. The bit above the big trees is kinda unnatural, as there is no spaces.

Lake, puddle: Too square, too small.

Block Border: There will be an error with this, as you can see it, and if you use the big tree border, which is common, it would look really wrong from the bottom (unless it connects with another map)

Overall grade: 4/10.

Quote:

Originally Posted by →goon (Post 5311307)
Map Name: Felridge Interior
Base: Fire Red BPRE
Comments: One of my first few tries at cave mapping. I like to think I've developed my own style here. I'm not sure if I should do anything with the bottom right corner of the map because it's pretty empty there. I'd like some thorough feedback on this because I'm not really confident about mapping caves yet.

Map:

This looks awesome!

Mountain/Wall shape: Overall, natural looking, it fits and looks like a cave.

Rocks: Just the right amount, but kinda placed in clumps. Try speading them out.

Sand: Well placed, if I say so. Near the walls, and looks good due to it. Perhaps more in the free space areas would help.

Free Space: There is a bit of free space, so... Well, not too much, but still there... Especially that ledge that has nothing on... Perhaps adding more there.

Other features: Nothing visibly wrong with it, but everything can be improved. Basically, what I said above.

8.7/10

NiKaNoRoU November 12th, 2009 4:49 PM

My first two maps
 
Map Name: Route 1 (remade)

Map Game: Fire Red

Comments: This design is made to make the player go upwards harder and downwards easier. Also, it's the first map that I actually gave a try on. I'm going to use it in my hack.

Mapshot:



Map Name: Viridian Forest (remade)

Map Game: Fire Red

Comments: My second map on the hack, its design is also made to make the player go upwards harder and downwards easier. There are a few blocks on top missing, but they're not important to include. It's just the buildings getting far off in order to hide the border...

Mapshot:
(big one)

Crimson Stardust November 12th, 2009 9:23 PM

Quote:

Originally Posted by NiKaNoRoU (Post 5314947)
Map Name: Route 1 (remade)

Map Game: Fire Red

Comments: This design is made to make the player go upwards harder and downwards easier. Also, it's the first map that I actually gave a try on. I'm going to use it in my hack.

Mapshot:



Map Name: Viridian Forest (remade)

Map Game: Fire Red

Comments: My second map on the hack, its design is also made to make the player go upwards harder and downwards easier. There are a few blocks on top missing, but they're not important to include. It's just the buildings getting far off in order to hide the border...

Mapshot:
(big one)

OK for both maps,they are clearly looks empty try adding more trees in it to make it look more natural looking.MOst of the arrangements in your maps are linear as you can see in the second map,the path and trees are all linear to each other.If you are trying to follow nintendo style its okae,but even though that is the cause,there is too many blank space here and there.i rate both maps 4/10.Hope you will improved on them,Good Luck

:.My Map.:
NOw onto mine
Name:Forest Of Death
From:Fire Red
Hack:Era Of Darkness
Credeit:To the owners of the tiles
Comment:I don't know if this is good or bad that is why i post here for opinion.This map is used for my hack so no stealing.

SharpPoint November 13th, 2009 12:31 PM

Quote:

Originally Posted by NiKaNoRoU (Post 5314947)
Map Name: Route 1 (remade)

Map Game: Fire Red

Comments: This design is made to make the player go upwards harder and downwards easier. Also, it's the first map that I actually gave a try on. I'm going to use it in my hack.

Mapshot:



Map Name: Viridian Forest (remade)

Map Game: Fire Red

Comments: My second map on the hack, its design is also made to make the player go upwards harder and downwards easier. There are a few blocks on top missing, but they're not important to include. It's just the buildings getting far off in order to hide the border...

Mapshot:
(big one)

I never rated a map before so here I go. D:

Map 1 - What's good about this map is that it has that Nintendo feel. Grass and paths were placed nicely. I recommend not using the skinny trees but that's just my personal preference. I would remove the hedges and place the flowers more closer to each others, just like in nature. Playability is good so...

8/10

Map 2 - I don't really like this map much. =O It turned Viridian Forest into a maze but with a lot of open areas, but I guess the maze part was intentional. Some parts, like the player walking in between two trees right next to him is odd. Also the question mark at the end was kind of pointless and just led to a huge open area.

Basically some areas are too tight and some areas are too open. A good mix would make this map better so...

6/10

Chaos190 November 14th, 2009 10:12 AM

My Edit of Route 101
http://i614.photobucket.com/albums/tt223/Hypershadow190/Route101-8.png
Credits: Punk Rocker and Kyledove

BlitŻ November 14th, 2009 10:36 AM

Quote:

Originally Posted by Hypershadow189 (Post 5319253)
My Edit of Route 101
http://i614.photobucket.com/albums/tt223/Hypershadow190/Route101-8.png
Credits: Punk Rocker and Kyledove

Hmm i like it as a map, but as a remake of route 101, it doesn't loo like it that much. There's too much grass where there would be none. Grass placement is good where it should be, but the placing of flowers should be more spread out then in a concentrated area at the top of the map. Another thing that is annoying is that changes over from one area to another, as the little tree making making it only one space of room to move over is bad and detracts rfom the map

Overall, I give it a 7/10.


All times are GMT -8. The time now is 10:28 AM.


Like our Facebook Page Follow us on Twitter © 2002 - 2018 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 - 2016 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.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.