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A few questions: - Are there berries next to the Pokemart? - Is this the Starting town? - Why is the Pokemart so small-looking? Now, to the rating: - Those rock surface tiles look a bit out of place. - - Levelled. + - The paths are too.. zigzag-like? Try using longer lines of paths but not too much. - - Very detailed. ++ Well, that's it, then. It is, after all a great map, so I am giving you an 8/10. Fix those things I told you and then tell me which map do you like better. K? |
Map Name: Omonaro City
Map Game: Fire Red (U) [BPRE] Comments: A map I made out of boredom truly... I figured that I had spent enough time away from Rom Hacking and should get back into it. Map Shot: Spoiler:
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Map Name: Snowfall City
Hack Name: Pokémon Auburn Credits: kymotonian, Alucus, Alistair, zein, Wesley_FG, Xiros Comments: These are the snow tiles for Auburn, but they won't be seen in gameplay for a long time. Also, a lot of these tiles are heavily edited to fit the snow theme by me, so please do not steal the edited ones at least. The buildings have no snow on them because they have roof heaters? (My way of covering up my terrible spriting ability and being unable to sprite snow on them. XD) Map: Spoiler:
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The graphics are beautiful and the map is very simple and sofisticated. 10/10 |
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Map Name: Pallet Town
Hack Name: Pokemon: Sea of Dreams Base Rom: Ruby [AXVE] Credits: Alucus, Kyledove, Saurav, Zel!x, Zeikku And now the feature presentation -CAUTION- Massive Map size! Spoiler:
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Third time i have had to post this! Please, I neeeeedddd responses!
Map Name: SavageGuard - Shade Forest Rom: Fire Red Hack: Galactic Platinum Map: Spoiler:
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REPOST
I only got some few comments Credits: Kyledove,C.N.C, Alucus of Borg, Saurav, Mapshot: Spoiler:
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the shape is really nice as well, i like the hole in the middle of the town, you designed the mountains there really good actually since i didnt rate a map for a long time im not gonna drop a rating, just saying that i like the map and ill let other people rate it instead^^ (me=lazy) |
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Comments: Thought i should post something from my hack. It's just something i quick i made in 30 minutes. Hack: Darkstars Nirvana: The Mystery Of The Depths [No, it's not dead] Credits: Novus - path Zel!x - DP trees/palettes Myself - small trees [i based them on the HGSS ones i ripped], grass palettes [Attention: NO, it's not LP's pallettes edited.], ground tiles/palettes, HGSS rocks I-don't-know-who - House Ray's copyright |
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It is good but how would you get out? |
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8/10 Quote:
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6/10 Here's another map from me now. Map Name: Snowfall Pass Credits: kymotonian, Alucus, Alistair, zein, Wesley_FG, Xiros Map: Spoiler:
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Anyway, thanks for the rating, but you didn't really say what you didn't like on my map or what i should add to make it better. Quote:
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Hey there! So...I recently started Colossal again, and I posted this:
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Name: Pinapink Town Hack: Colossal Version Hack of: Fire Red Comments: PLEASE READ: 1st real town in Colossal;You come from the top side of the map; The rightmost pink house is a "newly made" Pokemon Breeding House, so this explains the fences.The fences have to be by the pond, becouse rare pokemon are found here. Credits: Kyledove, Pokemon-Diamond, Alucus. |
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I love the tiles, they give the map a natural breeze. <3 But that's another story. I see it's totally playable. Rating: 9/10 |
Map Name: Aureo Hamlet
Hack: Pokemon Vanguard Hack of: Fire Red Map: Spoiler:
Comments: Looking for a more laid back project, I've decided to put Aether on hold as it takes up too much of my time for too little progress. This is a small litlle Hamlet nestled to the larger tribal village of Lake Aureon. Your player extended relatives lives here as you go for a little time away from the city. Credits: TB Pro for his arrangement of tiles in his project mustang, Kytomonian for the water, Newtituef for the houses, and the other various artists that I do not know there names >_< |
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Map Name: Pewter Canyon
Hack of: Leaf Green http://img300.imageshack.us/img300/9480/petercanion.th.jpg Comments: It's actually some kind of a River/ Canyon place located West of Pewter City. I only started mapping 2/3 days ago so it's probaply really basic. but I think it is pretty good. |
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I'm giving you a 2/10 for the lovely river shape. Quote:
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I think this map is awesome, there's a lot of space, and it's house placement is good too. I got to say that the tiles are very well inserted. 7/10 for me. :) well done! |
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Try reading a tutorial, and looking at other people's maps, try to get a feel for a good style. |
This is my first real map. I know about the grass/pavement tile errors, and I'm working on fixing those. I don't know if I'll have to insert custom tiles for that or not.
I'm going for a old/dilapidated city look, so I tried not to put in too many buildings. Most buildings are abandoned, and I'm hoping to insert some "damage" tiles in at some point, to show broken windows, collapsing roofs, etc. Without further ado: http ://i126.photobucket. com/albums/p114/DarkSol01/Map1.png (remove spaces.) :( |
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Map Name: Aureo Hamlet; Boreoa Meadow
Hack: Pokemon Vanguard Hack Of: Fire Red Map: Spoiler:
Comments:A combined improvement of my last map. This is two maps, respectively named. This is for Pokemon Vanguard, my newest and grooviest project. To the left out of Aureo Hamlet eventually leads to the perilous Mt. Hiesen, and at the top where the cheiftan of the tribe is (*spoiler alert*) Up to the top right leads up to the east side of Lake Aureon. I have yet to decide what going right leads to >_< |
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Though mate you do need to improve your map. Good luck anyway. |
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Map Name: Alis Village
Hack: Pokemon Vanguard Hack Of: Fire Red Mapshot: Spoiler:
Comments: Wow another map, and my other ones haven't been rated yet -__-. Rates please? |
Map Name:Valencia Island
Hack: Pokemon The Power Of One Hack Of: Fire Red Mapshot: http://img69.imageshack.us/img69/7383/94857134.png info:this is the starting town for my hack,valencia sland will be divied into 3 parts:starting town,route,and a little town after the routh |
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5/10. |
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Map Name: ????
Map Game: Sienna Comments: Hope harry likes this map ._.' Mapshot: Spoiler:
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For example, the paths are wide at some points. At the bottom left corner, it also gets really square. I don't mean nice squere, but the annoying square. The boilding wasn't supposed to be structured like that. There is a tile error at the lake's bottom left corner. Try addidng some free trees, interesting shapes of paths. And again, make the paths a bit more narrow, not so wide. 6.5/10 EDIT: Just noticed, tree shadowing. This makes it 5/10 |
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Space. A little bit too much of it, I think, even for a Nintendo map. Places such as the bottom left corner and the center patch could be filled up a bit more, either with more trees or tall grass or whatever. Some portions of the top pathway could be narrowed down a tile or two. Squareness. A nintendo map isn't natural, but that doesn't mean it has to be rigidly square either. Round off some corners, add in some free-standing groves of trees, and you already have yourself a much better kind of squareness. Add a little knob or two to the right side of the pond to take away the "perfect" rectangular shape. Again, nintendo isn't always geometrical. Errors. This doesn't apply to the nintendoey thing, but it's something else to pay attention to. While I disagree with the previous rating about the building (it doesn't HAVE to be used the same way as it was originally designed. that's what makes it interesting), the trees by the water's edge are obvious errors, as in the patch of grass next on the left of them. I'm no expert on tree shadows myself, since I don't use them, so I can't really comment on that. Overall, I suppose it's an alright map. Nothing too special. You tried to spice it up a bit with a pond and a ledge, which is good, but some aspects of Nintendo-style mapping were overdone a bit. Just fix those up and you'll have a pretty decent forest map. Final rating: 6/10 |
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Map: Route 1
Yes i'm going for the nintendo style a bit.. Spoiler:
Credits to Alucus of Borg and anyone else. |
My map
Map name: (No name)
Map Game: Fire red* Comments: made this map for my hack this is the third town you visit, I myself thought i have done well but i wanted a public opinion. The tree in the middle of the flowers is part of a puzzle to reveal the location of Celebi. So now you know why it kinda stands out. http://i48.*.com/fupc3a.png *Credit to: Kyledove, Peyi, and punk rocker For the rom base Here thier page: http://www.pokecommunity.com/showpost.php?p=4156287&postcount=146 |
Map Name: ????
Map Game: Sienna Comments: I took your guys advice on the map and fixed alot of it up. Now there isn't as much space, more tree's and fixed tile errors. Personally I think It looks much better from the last map. Harry will still probably hate it :p Mapshot: Spoiler:
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I would suggest to make the thin trees inside the town to have a more natural pattern (They look very square and clumped up) and I would also suggest removing some of the shrubs around the lake (from my opinion there are too many) But any ways not bad - 7/10 |
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For example, the northern path seems a bit too narrow, try extending the vertical way by 1 tile. Generally, some tweakings here and there, and done :) 8.5/10 Quote:
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Map: Route 1
Yes i'm going for the nintendo style a bit.. Spoiler:
Credits to Alucus of Borg and anyone else. Why does everyone always skip me o.o |
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Another comment: I like the trees but the grass pallet is really daek and looks like its filled with razors or something. Overall for the map a 4.9/10 Fix up the paths shaps, fill in the blanks and it will be nice. My map: Name: Route 1 Hack of: Ruby Hack name: Sea of Dreams Spoiler:
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My mapping improved after a year and this is the map that I took the longest to map :knockedou
Map name: Route 260 Credits to Wah for the platinum spiky tree. Spoiler:
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@Panda: I love that there’s a way down to the lake now, but I don’t think the tileset change is an improvement. The swathe of lawn grass takes a while to get used to, and it uses the same palette as the trees, which takes some getting used to. The overall shape of the route now reminds me of route 1 in Fire Red – the player has to zigzag while going up, and while going down through the ledges. I really liked the original spiral shape, though. This is more generic.
@pokedialga: Man oh man. That tileset. The grass is so light, and the shadows under the spiky trees are so dark, that I’m put in mind of a G/S/C map. If this wasn’t your intention, I think you should darken the grass. Second, there seems to be a lot more contrast in the colours on the spiky tree than on the other two ‘species’, so it really stands out from the others. You could lighten it, or leave it out. Using three types of trees doesn’t add much to this map, in my opinion. The route itself is pretty simplistic. Although it does have two dead-end forks, there’s only one path from the entrance to the exit. Try adding some ledges/alternate routes to make it more interesting, and to let the player avoid some of that tall grass. The path is really narrow, sometimes only one tile wide. Personally, I’ve never liked narrow paths. They make me feel like going in there with an axe and hacking down some trees. You should avoid leaving unreachable clearings like the one in the bottom right-hand corner. It makes the player feel like they should be able to get into that space. Plus, if you fill it with trees, it’s easier to see the actual path. This took you a while, huh? Maybe if you hadn’t put those small trees in everywhere. Don’t bother adding them far away from the path. No one really looks there, and detail where you don’t see it doesn’t count. |
My Map
1 Attachment(s)
Map Name - Dusk Cliffs
For Hack - Pokemon Nirvana, which I last heard had closed down. Tileset Credits - Ray Maverick Yes I made this map, yes I have all the permissions to use it and the tiles for my own free-style mapping, yes im a mapper for the once great hack. Yes, I made this ages ago.. |
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Hack name: Pokemon: Blue Islands (No it hasn't been abandoned, i just haven't updated the thread in ages) Tiles: Nintendo Map name: Cicatriz City Gimme some feedback:) Spoiler:
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Good city layout, and nice spacing between buildings. There is something bothering me with the small trees, but that is most likely because I get annoyed by a ton of the small trees together. It looks good though. I would say 9 out of 10, since something could always be better. And I gotta know. Is that a murder in the mountains? |
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And no lol. No murder. It was a "rock slide" allegedly caused by a legendary shiny Tyranitar that lives deep in the mountains of Cobalt Island. It's supposed to be kind of like a King Kong-ish legend but with a shiny Tyranitar. Haha at least that's what I'm aiming for :P |
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Just wanna see if I've still got it.
Name: No name, just for fun Hack of: Firered I tried to make it interesting, and big and imposing like a real city, while still having a Nintendo-y feel. I thought the pink color made it feel more alive and balanced out the bigness than the others I tried. Not to mention the fact that if this were in a hack, that'd be a normal-type gym. The trees are at the edges to make some sense of the inevitable grassy tree-lined routes that would connect to the city. Just a bit of realism, and you wouldn't be able to see much of it in-game. There also wouldn't be any border errors because you wouldn't be able to get close enough to see it. Decided to leave the Game Corner red to make it "loud" and pop, isn't that what real casinos do to draw you in? :P |
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I love the complexity and almost symmetrical feel to the city, it looks very nice, but you may witsh add more buildings of interest, I can imagine it also took AGES to do, I like it, but the only problem I see here is the border, its just plain square and very default, maybe change it a bit? Overall I give it a 7.8/10. Lovely work. |
Whoooooo, another map from me. I'm just working on mapping with my new forest tileset. Note: the tiles are NOT inserted in Mahogany. ;D
Map Name: Corian Forest Map Game: FireRed Mapshot: Spoiler:
Comments: It's hard as hell to map with these tiles, so yeah. Also, don't worry about the border, I worked it out. Credits: Zein - Tiles, Palettes; Me - Tiles |
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Anyways I finally completed the player's house and the rival's house. Spoiler:
Any suggestions? It's supposed to look like the Pallet Town interiors from HG/SS. |
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And the park benches? What are they doing here? Isn't this route, like, unmapped wilderness? Quote:
Most of the tall grass in this map can't be reached... what is it doing there? And the rocks south of the cave entrance look very peculiar. You might want to enlarge the area around the cave entrance for playability reasons. The area is only three tiles high. The player could jump off the ledge quite accidentally and not be able to get back. Especially since it's the only spot where you can actually walk through the tall grass...with the ledge so close, it's a very precarious place to train. Quote:
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Map your own stuff. Quote:
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Um, I consider the above conversation over. Please, stop replying to each other. I took care of it yesterday, which you'd notice if you looked at the deletion notice. There's no need to revive something that is done and dead.
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- Rom: Pokémon fire red
- Name: rote 49 - Credits: Wesley FG http://img15.imageshack.us/img15/9567/22704032.png for my hack of curse (= |
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It's too square, rows of trees, level problems with the bridge etc. I'm not going to rate because you would probably be offended. Look at some maps from R/S/E or some maps in this thread with a high rating. Good luck to you. |
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4/10 Anywho.... Map name: Halma's Path Map game: WARPED (base = fire red) Spoiler:
Basically, you teleport and land on the right of the map, heading left to... Map name: Garnet City Spoiler:
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Map name: Atrum Cave Hack name: Pokémon Dark Light Comments: Don't mind the empty spot on the right- and left -bottom. You won't see that in-game. http://i867.photobucket.com/albums/ab231/joshuadt/ATRUMCAVE.jpg |
Finally inserted HG/SS tiles, and edited FR/LG tiles...
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Map name: Pallet Town Rom Base: Pokemon Emerald Obviously, it's supposed to look like how Pallet Town does in HG/SS. Tile Credits: Alucus - Some HG/SS tiles Novus - Some HG/SS tiles, top 2 houses Pokemon FireRed - Lab Me - Trees, and edited lab, and some of the ground tiles |
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Fine, then I'll comment on the tiles. The red houses are kinda cool. I'd rather the red was darker, though. The lab is really dorky. I've always hated that lab. The path on the grass is really, really faint. And the trees...well, they make your grass look turquoise. That's not good. You should make the grass yellower or the trees bluer. |
Map Name: Reborn City
Map Game: Freestyle Credits: Wesley FG, Kyledove Mapshot: Spoiler:
PS: H2O Turquoise, thanks you! |
@rabbit: Thanks dude... Here you go:
Map name: Atrum Cave (2) Hack name: Pokémon Dark Light Comments: Just rate it. :) http://i867.photobucket.com/albums/ab231/joshuadt/ATRUMCAVE2.jpg |
Map name: Valencia Island
Hack name: Pokémon ower of one Notes:an improved version of my starting town map http://img52.imageshack.us/img52/5783/50261235.png |
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Edit: Here's a new map it's called Palm Isle. Base: Fire red Hack Name: Pokemon Makaygee Islands Comments:I didn't insert any tiles for this map, unless you consider block editing. Additional info:This is the starting town in the hack, it is inhabited by only you, your dad, and some elders, so there the town is meant to be small and crowded. Map shot: Spoiler:
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It's nothing special. 8/10 |
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This is in my opinion a really good city map (and even though it doesn't belong here, I love your choice on tiles!), With a Nintendoish squareness that (I think) is OK in a map like this. I'm wondering a little about the houses: First off, they look a bit boring, with hardly any windows or other details. Also, on some spots (mainly in the south), the overlap each other in quite an unatural way. There are few entraces, which again makes it feel boring, but I think the tiles shine in a way that keeps the eye interested. I do worry about the trucks: don't you think they look too many? If not, then possibly the placement of them, or the way their pallette doesn't really mixture with the enviroment. I would change that if I could. Then, I have no idea if the storyline or the style of the hack/game makes any difference, maybe it causes the trucks to make perfect sense. I don't know. Then, I'm a little confused about the fact that there's just one small entrance to such a big, crowded town. And that this entrance basicly just is a sand path. Doesn't seem like the best solution for a town full of cars. But this is just me speculating, I have no idea how the storyline or anything else does to this. Well, I like this map, this is really good quality. I just commented on the bad things, as that's the way my mind works ^_^" Overall, I'll give the map a strong 9/10. Hope this helped! ~ Pokey out! |
Map name: Halma's Path
Map game: WARPED (base = fire red) Spoiler:
Basically, you teleport and land on the right of the map, heading left to... Map name: Garnet City Spoiler:
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FARFETCH'D POST
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Rated Map: andyp159's map
Rating: 9/10 Reason: I think this map is very well done. It looks really natural, like something you'd actually see in a game. Suggestions: Keep up the good work. |
Andyp159, I'm gonna give both of your maps a quick rating.
I'm short on time, so pardon me for just focusing on the problems. Both are well done, natural and all, BUT, I spy severe tree-shadow mistakes on the big trees, and connection errors on the medium-sized. Also, the flower placement looks really lazy. Overall, aside from these common problems, this is two maps which are nearly as good as it gets with the FrLg tileset. Both gets a 8/10. |
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This is my first submission!
Base: Punk Rocker and Kyledove's rombase Map Name: Longshore City Comments: I've only been mapping for a few weeks and this is one of the better one's (i think) that I have come up with. Be brutal, I want to get better :) edit: I know the cave looks a bit wierd but I cant figure out how to get the top of it looking right. suggestions? Map shot: |
Rated Map: snap12's map
Rating: 7/10 Reason: Nice layout. Only 1 problem for me, there seems to be too many things (flowers, rocks, etc..) on the map. It's looking too busy. Suggestions: Remove some rocks in the grassy areas. |
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way too square, No more to be said. why on earth would you put fallen logs where mountains are supposed to be? For the cave, make as if it were part of mountain that the city rests on. So that you go under city when you enter the cave. Also there are too many tile errors. by rating: 3/10 |
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Map Name: Rough Rock Plateau
Map Game: Aura Shard Credits: 874521, Kyledove Mapshot: |
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Map Name: Canen Town
Map Game: Its for Practise Credits: Me!(I made all the tiles) Mapshot: Spoiler:
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~Codec:
uh! i dont like the tiles of the house and the tree but the map look's good ^^ i gave you 7-10 . |
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7.5/10 |
What better way to spend my time after vacation than to tidy up the map rating thead a bit, eh? Let's see who got left behind...
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Stairs. You tried playing around with the shape of the plateau, which is good, but having those stairs ascend the entire way up in a straight line is not a good idea in my book. Try to avoid putting more than 2 stairs together, or even better just leave it at 1. However, considering the number of levels you have to climb in this map, that would probably be too complicated, so 2 is fine. Grass. The tall grass, rather. Putting it in cities is generally not a good idea. While the forest area at the very bottom of the map could actually be okay for tall grass (since it's away from the buildings like that), the grass on the bottom right and that random patch in the middle are bad, imo. Save the grass for routes. Rocks. Most importantly, the small ones on the cliffs. You used them in a different way, which is a nice thing to try with maps, but I'm not sure what purpose it serves here. If you just put them there as decorations, I'd suggest removing them and tweaking the slopes themselves a bit to make it more interesting. You'll have to do that for the stairs anyways. Finally, while the big rocks up top add to the rocky feel nicely, I would suggest moving them around a bit to give more "paths", making it feel more like a town carved out of the plateau, rather than a bunch of houses peppered onto a slab of rock. Walking Space. Not a huge issue, but you've got some narrow ledges which aren't very good for playability. Also, thinking about it in terms of a real place, people don't want to be walking on a narrow ledge right next to a big cliff. Add some railings OR just extend the ledge a bit and add a few rocks on the side (not a full border) to make it more "safe". That just about covers it for the big problems. The squareness is nintendo-ey, so that's fine. I'd bug you about flower placement and whatnot, but I think you have enough to work on as is. Just remember that flowers go in clumps. And with that, I'm done. Good job! Final rating: 7/10 One more, shall we? Quote:
Shape. The entire map is two giant squares; one is the city, the other is the beach. Yes, as previously stated, it's too "square", but what exactly can you do to fix that? First, extend the forest. Add more trees to the sides of the town. That will give it more of a shape. Next, tweak the shape of the cliff that borders with the beach. Imagine erosion, if you will, wearing away at that wall. Add a little canyon here and there as if a stream cut through there, a little rocky outcropping here and there, and you already have a much better shape. Finally, bring the water's edge closer to the cliff, and mess around with the shape of the beach. All of this brings me to the next point. Space. Man, the other raters didn't even touch on this subject. Squareness isn't even the biggest issue of this map. This map is empty and huge. There's too many wide open spaces in the town itself, and the beach is much too wide. Once you change the shape of the town and add more stuff, the space issue should be solved there (at the very least, you can put trees in whatever wide open spaces you have left over). However, the beach must be made smaller by at least 2 tiles' width, if not 3 or 4 in some places. Also, some paths in the city are just too wide. Most notably, the lower left and lower right patches of dirt take up too much space (I'll let the top left one slide since I see it acts as a sort of center for the town). Detail Placement. One of the raters said the map is "too busy". On the contrary, it is ridiculously empty, and only feels busy because small, one-tile details such as rocks, bushes, and flowers were incorrectly used to make up for vast amounts of empty space. This shouldn't be a problem once you add more trees, but know that bushes and rocks cannot fill up space that way. When building a map, these "detail tiles" usually go last, after you have dealt with trees, mountains, paths, and other foundations. -Optional- Elevation Changes. The map is really flat, I'll admit. The ledge on the bottom left shouldn't be a substitute for the cliff tiles. I like the other idea of making the cave go "under the city", and that could be made even more interesting if you add another layer or two of cliffs near it. Likewise, the edges of the map could be more interesting with not just trees, but also some hills. The amount of elevation changes you put in your map should depend on the kind of topography you are trying to illustrate in this region of your world (if it is in a hack). If it is mountainous and rocky, then more elevation changes are good. If the land here has gentle slopes and no rough terrain, then don't add more than 2 or 3 different elevation layers in the map. Seashore Details. Ocean rocks are always nice to add, since they fill up some space in that big blue patch of the map. They also help with borders, which you'd have trouble with if you tried connecting this map to anything else. Some large 2x2 rocks could also be added to the beach, to fill up space, and/or to the ocean. Other ideas to fill up beaches and oceans could include small islands, insertion of palm trees and small shrubs, and a simple downsizing of the map so you have as little ocean/beach space to fill up as possible. I've written quite a bit here, so you should get an idea of what to do. The town layout itself isn't too bad. Not too square, variation of buildings, plenty of details thrown in, etc. With some more practice, I think you could easily manage to make very interesting maps. I hope my wall of text helped you more than it intimidated you. Walls of text tend to do that sometimes. Good luck! Final rating: 3/10 ("brutal", as you said, but you know what to do ;p) |
@ Otter:
Wow, thanks man. I really appreciate you taking what looks like a large amount of time to give me some great suggestions. I know that it would be easy for a map of the month winner like your self too just ignore my failed attempt, but instead you've given me a lot to think about and that means a lot. I might save that post as a word document and keep it as a quick tutorial haha :) |
Here is my edited map that many of you graciously helped me with before. I know its not perfect yet but I think im starting to get a better understanding for mapping. There might be some glaring tile errors that I can see right now so just let me know :)
Longshore City 2! : Spoiler:
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The things circled in red are tiles errors and should be removed. the flowers circled in blue mean they are group together to much. all together I give you a 7/10 if you have any question pm me. |
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Well hopefully this is the last time im posting this map, as too not spam the thread. There are probably too many rocks in the water but im too lazy to change that now. Map Shot: Spoiler:
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Iii thought i should post mah map here.
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Comments: The palettes are not Wesley's! Anyway... i know time doesn't really matter but this took me 3 hours. Credits: Saurav, Kyledove, Nintendo, Deviation, Linkandzelda <3, Zeikku and myself. EDIT1: OH and Alucus for the pond. ;D EDIT2: AND Alistair for the lil trees. ^^ bb |
Testing out my new snow set
------------------------------- Game: None (tileset in Sea of Dreams) Map Name: Leisure Path Credits: TB Pro, Alistair, Wesley FG, Kyledove, ScareX, Ozumas. Map: Spoiler:
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Game: None
Map Name: Boredom Beach Credits: Nintendo Map: Spoiler: Spoiler:
I got bored. |
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