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@Everyone, guys, one rating of a map isn't exactly enough, is it? |
Please rate my map? :D
Map Name: Route 1 Map Game: Fire Red Comments: This map Is based on the original anime series :) Mapshot: http://img16.imageshack.us/img16/222/electricyellowroute1.png |
can u rate this?
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Credits for Tiles *Kyledove *Alistair *Alucus of Borg *Novus *CNC *Tododile Empereror |
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7/10 because it's chibi cute :] but the houses appear to be from different generations, and that rock on the left makes it look weird. |
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Rating: 5/10
Reason: First of all, although the map isn't so squarish, the trees are placed in a square pattern. You should really scatter the trees and place them irregularly. There are lots of empty spaces in the map. I don't like the placement of the ledges. The cave looks like squares stacked ontop of each other. I don't like the wide parts of the path. And where are the sides of the trees? Tile error o.0 Suggestions: You should really scatter the trees and place them irregularly. The lake/pond/whatever is too square. Make it irregular. Use irregular layers for the cave and maybe spread out the cave a little more? Don't make ledges too long and there are tile errors at the sides. Don't make paths wide. It doesn't look good. |
Sweet! Just What I was looking for. Super truthful criticisms. Although.. Your criticism(Besides the tile error parts) seem to be based off of pure opinion. Maybe you guys should try to be a bit unbiased in your opinions.
EDIT: It was a nintendo map for clarity. |
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There's way too much open space. Way too much of it. There's also a lack of grass. Way too little of it. There needs to be more grass.
Add two and two together; put more grass in. |
Alright, so more grass and less space... Gotcha =D
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I made a new map; Caterpie Wood! Warning though, it's pretty big.
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@Ninja Caterpie:
Too much grass. If I were playing a hack with a map like that I would be pretty bored. Try to place the trees separately too, so its sort of like a puzzle. The paths are pretty straight forward. I would suggest some paths, perhaps some mountain tiles and two different tree tiles. Overall, pretty nice. 7/10 |
Oh, don't worry about that. The Pokémon in the forest will be so diverse you won't get bored.
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4/10 And I need credits for that ROMbase, I made it. |
Map Name: Route 1
Base: Fire Red Comments: The mountain was completely free-styled and the map took shape from that. Also, please give me constructive comments. Spoiler:
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My biggest complaint would be the inaccessibility of most of the map. You started with that mountain shape, and you never really evolved past that. The map would be much more interesting if you opened up the beach (and consequently blocked off surf paths) for the player. If you did end up expanding the path to the beach, I'd also suggest adding a few rocks or other misc. tiles to make it less boring. Another thing that stands out is how simple the path on that strip of mountain is. The grass is, as I pointed out earlier, overused. Limiting it to a few patches would make the map more fun to play through, in my opinion. Also, the ledge gets a bit narrow in some places, so you might considering widening it. Apart from its simplicity, I think it's a decent map. Hope some of my advice helps! Final rating: 6.5/10 You guys post too fast. >: I'll do the next one too, then. Quote:
I'm pressed for time so I'll cut it short there. I see nothing else terribly wrong anyway. Just those huge patches of empty space in the top left and bottom right. D: Final rating: 4.5/10 (the empty space pretty much kills the map) |
@Anselection:
The maps are identical. The problem with your map that first meets my eye is the empty space in the top left corner and bottom of the map. I think the ocean would have less empty space than that. Those tile errors near the sides and corners don't help. The middle portion of the map is well constructed. The top and bottom parts are very spacey and the tile errors hurt my eyes. The border of the map is squarish. It bugs me. 5/10 |
I'm sure that by the end of this post, my sanity will be hanging desperately for its life on a thin thread above the waters of hysteria and the jagged rocks of madness. Well, granted sanity doesn't turn the thread into a lariat to strangle itself upon.
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There isn't much else to say about the map other than that the connections are interesting, to say the least, so I'll just end this with an 8/10 Quote:
Oh, and no problem :3 Quote:
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It's a definite improvement with a few flaws running around, but you get about a 7/10. Quote:
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That is just…no. It gets a 2.5/10, but only because you put in those small breaches where water seeps in. If you don't like your rating, then stop making your maps so flawed :3 Edit: I meant that last sentence to be directed to everyone. D: |
Name: Ice Valley
Game: Pokémon Challenge ROM: Pokemon Fire Red BASE: Zero's and Qriz' Icy Kyle Base http://www.abload.de/img/xd9cbx.png http://www.abload.de/img/rofl4fwi.png EDIT: CREDITS: Kyledove Saurav Alucus |
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As usual, I'm not very fond of your style of tree placement. It's too random and "natural" for my tastes. It reminds me of my old style back in the summer of '08. Good times. I like the concept of having the player pass by a lake. It kind of reminds me of another map of yours, though I think I preferred the older one. It might be the fact that the player can't actually surf on the lake in newer map and that they won't be able to see much of the lake either. Still, I think it's a nice touch and a refreshing change from seeing what seems like the same map over and over again. Moving on, the map feels pretty cramped. There are numerous spots where the player only has one tile to move through. I know that this map wasn't made for a game but it still is nice to space things out a little. Personally, I like to space things out not only for playability but also because, in my opinion, it aesthetically enhances the map as well. But that's your decision to make. Other than that, there's not a whole lot else to write about. The map is moderately sized but only a fraction of it is actually used. I mean, the player can't access the entire right side of the map. :( Still, I think it's very nice and, again, it's a nice break from the types of maps I see these days. Quote:
I think this map is a lot better than the previous map. True, they're very different and thus hard to compare but I like the concept of this one even more than the previous map. As I always say, I don't like you style of tree placement but that's a personal preference so I can't tell you to stop. One thing I noticed, however, is that your style of tree placement conflicts with your style of flower placement. The flowers can always be found in groups of two, which suggests a more "Nintendo"-styled approach while your trees are totally random and scattered. Now, by conflict I don't mean that the two don't look good together. I mean that they're different, but there's nothing wrong with different, right? I really like how you've arranged the rocks in the water. I know from experience that that's no easy task but you've done it flawlessly, in my opinion. I also like the little puddle of shallow water that you put on the beach. That's the kind of thing that I wouldn't have thought of. *jealous* Another thing I like on the beach is the use of Rock Smash rocks. I often completely forget about those (and Cut trees, Strength boulders, et al.) and I see that you have not only remembered them but also made good use of them. Points for that. :) Beware that the pokéball on the island won't show up until the player enters the map so when the player enters from the south, the pokéball will just appear out of nowhere. Even though that might not be a problem because this won't be used in a hack, I just wanted to point it out to you. |
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Maps even out to a nice 8.5/10. --- FYI people still rate maps, I know I have only posted 2 maps in the last month ish and rated many - often long ratings unless I feel there isn't much to improve on. All hope is not lost. |
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Tree Placement. It's natural, sure, but does it serve any purpose to the player? A significant chunk of the map can be wandered through due to the space left between the trees. Unless the player gets something from exploring the "naturality" of the map, I'd say it's better to just give the space a more definite shape. Purpose. It's a town. You have buildings. But several other things don't quite have me convinced. There are no tiles to indicate human presence besides the buildings, such as paths, signs, fences. While adding trees into a town adds a nice touch, here it just looks like a poorly cleared forest space for some buildings. Imagine the founders of this village clearing the forest to make habitable space; they wouldn't leave random trees obstructing invisible paths. Try to make walking paths more defined, and while removing the trees entirely isn't necessary, try to remove ones where people would walk and add more where people would not walk. Identity. I see you're planning on inserting this into a hack. While even Nintendo doesn't always to a great job of this, I consider it important. Every town should have something that gives it its identity. For some towns, it's location (beach, mountain, desert, etc). Even though this is a starter town, it would be interesting if it was more than just a forest clearing with buildings. Do loggers live here? Maybe put in a few log piles and a stump with an axe in it (just picking decorative tiles off the top of my head). Stuff like that can instantly make a town look interesting. Overall, it's a decent start. It just has a few basic functional drawbacks, and the rest is up to your imagination. Final rating: 4/10 |
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Hmm... that's a great idea... *evil laugh* The only reason I DIDN'T think of something creative is because I have trouble with the pallets when I insert a tile... Anyway, thank you for the comment :) |
Dull, dull, dull. Everything's dull. Why? Because they don't have mountains. And thus, I decided to skip ahead a bajillion maps and land myself in a very inspired map. Inspired by colcolstyle's maps of old, Route 44 of HGSS and the ultimate Nintendo route, Route 119, here is my own - Route 113:
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Be warned, it is really, really tall. |
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I like the shape, the Rock Climb tiles and I understand what you've been inspired by. Maybe you should have some more big trees on the lower part of the map, or not. It's your choice anyway. I can also understand why you're not able to enter the river and the shape of it is also lovely. I think this one deserves just a perfect 10/10 |
Map Name: Limsville Town
Game: Fire Red Comments: I changed it a bit according to Luck and Ninja Caterpie's comments. I forgot to mention this on my earlier post, but this map is located in a forested region that's why it has lots of trees. Spoiler:
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The random rock is a bit awkwardly placed, but other than that, it's much better than before. One problem that I do have with it is its playability. Sure, you gave lots of room, but it's all diagonal room. And in a game where you can't walk diagonally, that's not really space at all.
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Base rom: Pokemon Ruby
That's all you need to know. I might have gotten rusty, mapping after 2 years. I want to make sure xD. Spoiler:
It's supposed to be a small town, so I didn't make it flashy enough o.0 |
Map Name: Route 1
Rom Base: Fire Red Comments: I fixed up Route 1 and added accessibility to the beach. Spoiler:
Also, I made a version with some of the mountain peeking out of the grass. Tell me which is better. Spoiler:
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One other problem I find with this map is the amount of 1-tile walking space, and a lot of the map is very narrow because of the tree placement in the middle. The way leading up to the Pokémon centre is very narrow, especially with that bench in the way (there is also a tile error on the fence by there, there is no corner bit). The path is a little too haphazard, overly complicated and doesn't really make sense such as the bend in front of the house and the bit that goes nowhere except into a tree. It would look better without those two quirks and perhaps making some of the path one tile wider to stop the map seeming so narrow. Flower placement looks ok, perhaps a little closer together though. Tree placement, minus a few in the middle which seem a bit out of place, its ok too. The water on the mountain I don't really understand, it looks a bit like a filler option and trees would probably be better. The fence behind the Centre is also kind of unnecessary. The houses are well placed, I wouldn't change that, however I would get rid of the bench by the south exit and move the other to above the path, where it would look more practically placed. If that is an exit on the left hand side it should be a bit wider. Finally there is a border error all down the right side because of the mountains, the others are ok as I assume they have map connections. Total: 5/10, in all honesty I find small villages like this hardest to map. |
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Thanks for pointing out the pokeball thing btw... I actually didn't know that would happen lol. Quote:
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And yeah, my style is definitely pretty different... I mean... I use emerald tiles to make natural maps. lol Quote:
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Map: Snowcover Town
Hack Name: Pokemon Lavender ROM Base: Neti's snow base (I also inserted some tile into it :D) Comments: It's the first town in the Balovia Region. It's for my hack, Pokemon Lavender. The map is located in the upper part (Snowy End) of the Region. Did you notice the cut-down trees and logs? They're there because the town is rebuilding (ex: cutting doown trees, making firewood, cutting wood, ect.) after a major storm. Anyway, I thought I did a good job on this map. I haven't mapped since September, so yea... Also, I feel something is missing... I just can't point it out... Constructive criticism, please :3 Spoiler:
BTW, may I say one more thing: THE MAP CONNECTIONS ARE FINE. I TESTED IT ON VBA AND THE CONNECTIONS WORK FINE. Thank you :3 |
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There are a couple things though (aren't there always?) There's an obviously lack of paths in this town. With a smaller area it may be okay, but the playable space is too big for this town to pull off a "pathless" look. Also, the player can get quite close to the border by weaving around the trees along the perimeter of the town. Not only does that make an empty looking town look more empty, it's pretty unnecessary unless you're hiding items. Another thing that you may want to consider is to diversify your tile usage a bit. Maybe sink your town into the ground a level by putting a border of snowy mountain or ridge tiles around the perimeter of the town itself. Not only does it solve your wandering off through the trees problem, but it adds some depth to your map, which is always a good thing. Once you add some paths, and maybe a little depth to the map, it'll "pop" and become a bit more interesting. I really like the base you've got with this map though, it's a great shooting off point. 6/10 ------------------ Time to post my map. This one's more for fun than anything else. Hack Name: None ROM Base: Firered (with some other tiles I ripped from R/S and Emerald) Map Name: Clearcoast City Comments: The top-leftmost house is supposed to be the daycare. The player can't see a majority of what's in that backyard, so don't worry about that horrible looking ledge up there. The building is two-story for a reason :P. The player first enters from the top, over the bridge. I'm considering making that bridge 3 tiles wide instead of 2, haven't decided yet. I'm not great with Saffron Tiles (they're my least-favorite outside of default Lavender Town) so I might have made some fence tile errors. I didn't see any after looking over it a couple times. I'm interested in changing the house's colors, but can't find anything I like. Any suggestions? Spoiler:
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Anyway I give it a 10/10 |
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For the building color, have you tried something with a light blue and/or white theme? I find those to be typical coastal city colors, at least in my imagination haha. I'm not an expert on Saffron tiles myself, but considering all of the shadows are either bottom or to the right, I'm assuming they're used correctly. ...No other comments really. Awesome map! O: |
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The map itself, however, is absolutely awesome. Now can someone else rate mine? =P Route 113: Spoiler:
I can safely say that this is probably my best map ever. BTW, you come from the bottom and go up. People seem to be having a problem figuring that out, xD |
Well, here are a few maps I made using RPG Maker XP and Poccil Starter Kit.
I know that most people here only post maps for Hacks, but seeing as there isn't a map rating thread in the Game Making part of the forum, I decided to post them here. So tell me what you guys think! Map Name: No Name Yet Game Made For: No Name Yet Comments: There isn't much info on this map, since I'm not sure about any of it yet, I'm planning to make a game with my friend, but we're still working out some things, and I'm not even sure if we'll use this one. Anyway, it's a quite simple starter town and I need some input on how to make it better, since it kind of gives me an empty feeling. Map: Spoiler:
Map Name: Route 1? Game Made For: No Name Yet Comments: Again there isn't much info yet, just randomly named it Route 1. I'm actually quite happy with how this map worked out. It has 4 different exits :P which makes it exiting, and I think me and my friend will probably use this in our game. Anyway, tell me what you guys think, and if things need to be fixed. Oh, and I know about the tree shadow in this map, that still has to be fixed :P Map: Spoiler:
EDIT: Sure NinjaCaterpie, I'll rate :P Quote:
I like your grass placement, there's enough that the player has to walk through and it's nicely placed. Your tree placement however could be better, there aren't very many, but seeing as this is a canyon style map, I guess that's appropriate, but still I think they could be placed better. The tree placement at the top is a lot better, but around the middle of the map you get kind of sloppy. Then at the bottom it gets better, but then you only placed little trees? I do see that there isn't much room for big trees, but at least try to fit in 1 or two at the bottom :P (really nitpicky I know xD) Your mountain placement is wonderful, I love the climbing rocks, and the mix of sand, grass and rock is also great. There's one thing that bothers me about the river though. The form is fine, it's just that all those rocks in the water block you from surfing up and down. I guess you have a reason for that, but it would really annoy me if I were playing the game :P. Another thing I want to mention is that some spots are empty, you could fix that by placing flowers, but I'm not sure if you want to xD. But on the empty sandy parts, you could also place some small rocks to fill it up a bit. Now these were all minor things, for the rest, this is a really great map and I love it :D EDIT 2: Oh, and I just noticed why you put those rocks in the water xD Because otherwise you could surf all the way down to the end right away xD EDIT 3: Forgot to rate it: 9.2/10 Really, great map! |
Firstly, thanks to Luck for your crit on my first map, Ill keep in mind what youve said in the future.
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Overall: 8/10 Woo, now to my latest: Name: Flurry Way Comments: This is Flurry way, its meant to be a map that is accessed later in my game, high up on a mountain. As such it should be a bit difficult to navigate, which is why there are multiple cave entrances, some lead to dead ends, some do not. Any comments are appreciated, how can it be improved? Spoiler:
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However, I will rate your maps. Before I start, tree shading. You've got a massive problem with tree shading. Any tree that's surrounded by tree should be fully shaded, including the bottom. You don't seem to have done that. Also, the tops of trees should not be shaded if there's no other tree above it. Anyway...The first one; it's pretty good. I know you just used some house, but it looks a bit funny because the roof changes colour in the middle. Maybe you could edit the palette somewhat or something? The shape of the map is pretty nice, but that little thing up the top. If it doesn't have a use, it's really out-of-place and looks weird. I'm assuming those little square thingies are NPCs, so I'm guessing that's an item of some sort. The flowers are a bit random, too. =| The second map is pretty good as well, but some of the grass patches look a bit weak and don't have enough substance to them. Other patches are kinda unneeded. The river thing looks kinda weird with all the bits sticking out everywhere. Also, if it's a river, shouldn't it be running? =| Overall, your mapping is good, but you need to learn tree shading. =| Quote:
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[jq]This thread can be used to post a Mapshot of a Map you made for your Hack of any GB(C)/A game, be it Red, Gold, Ruby, Fire-Red, etc.[/jq]
Can we actually keep this thread to ROM Hacking Maps, please? If you made them in any other program kindly move over to the Game Development section. Thanks. |
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First of all I must say, you mapping is great! I also like the original idea of making a first route at the beach ;) I don't have much to say about this map as I think it's a great use of tiles. Because it has so much variation it doesn't give me an empty feeling. The paths are well done, the beach is well done, the water is well done and the mountain form is well done. The only thing I have to mention is kind of a personal thing, which is I don't like the parts of the mountains that are directly in the water. I don't know why, but I personally think it looks better if the mountain is on sand, and then connected to water. Furthermore, I like the second map with the mountain peeking out of the grass more, seeing as it gives the map even more variation. The only weird thing is that the outline of those tiles that allow the map to peek out to the grass is darker than the rest of the outlines of the other mountain tiles. Then there is one more thing, which is something that has to do with the playability of the map. It's a great map, but there is only one path that leads straight to the exit, you kind of fixed this by making the beach accessible, but there is still not much to do on this map, which is too bad. I'm sorry, but I really do not have any other things to day to improve your map, as I simply love it. So rating: 8.5/10 seeing as it's a great map, but the playability of it could be improved. Quote:
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Map Name: None
Map Game: Emerald Comments: I decided to put some of the maps that I've made together to form... some of a region. To the left of this one will be a big harbor town, to the north is just another route, and to the right is the beach map that I posted a couple days ago. I still made it like I normally do, (meant to be viewed as a whole, not just in game, so I still map all the parts that you wouldn't see in game) but I kinda screwed up while planning the map (lol, since when do I plan my maps?) and ended up making one cliff too many, but since you can't actually see it in game, I decided it'd be OK to not connect it properly. (Ignore the sign, it's purpose is... difficult to explain.) This map isn't actually made for a hack, but pretend like it is while rating it. (Connected on all sides.) Oh, and there aren't any trainers or anything on the top half of the map, but there are in the water. (And a pokeball on the part with the secret-base tree.) I have a feeling I made a lot of tile errors, but I can't see any atm. Please, take a look for me. |
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Okay well here is an update to the route I just posted.
There is lost quality since it surpasses the max width. :C Spoiler:
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Map Name: Pokemon Center
Map Game: Emerald Comments: I had to take a screensot because I did not think anyone would believe me. Please give Honest criticism because it took ages to do. And as far as I know I am the first to do this. Mapshot: http://img97.imageshack.us/img97/6852/mapscreenshot.png |
Wow, that is beast. No comment, just...no comment. The bottom right area looks a bit empty though. Maybe a table? =|
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You still have somethings to improve on with the map, here's a couple of suggestions... 1. It is very empty, try putting some potted trees and a table with at least two seats 2. I don't know what the lady next to nurse joy does, but if you were to remove her you could have space to expand the escalator and make it resemble hg/ss more. Now to the rating... Mapping: um...I can't say because it is a building Empty space: 8/10(great score) Originality: 10/10(perfect score Tile errors: 10/10(perfect score) Total: 9/10(amazing score) Comments: Just fix some of the empty space. |
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I never thought that Kyledove's Inside PC tiles can be set up into an HGSS styled PC. 10/10 For the Originality :D |
Map Name: Ludastalion Town
Map Game: FireRed Comments: This is the first map of my hack, Pokemon White Mist. Please post constructive criticism. Thank you! Mapshot: http://img180.imageshack.us/img180/5020/firsttownnew.png |
Twinleaf Town
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Can someone rate this map plz?
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@ Frozen -
It's not a bad map at all, it's just extremely simple, try adding more things going on, and making it pop out more unless you are trying to go for a more simple styled 1st map of the game. Also, at the bottom of the map with the rocks there is a border error there, possibly extend them up a little bit so you won't have a border error. The tiles work well though and I don't see any tile errors that really stand out so good job with that! Spice it up a bit. 5/10 @ Rexo - The outline of the map is very good, it stands out well and pops out a lot, however there are border errors all over this map. I like the combination of the rocks, it looks well done and it seems you probably spent a great deal of time with the map. Just fix up the border errors, the map has great potential, keep up the good work! 7/10 |
http://i919.photobucket.com/albums/ad34/Blaziquaza/SnoworaTown.png
Snowora Town ROM: FireRed Game: Fury of Shadows Credits: Alistair, WesleyFG- tiles Comments: The last town in the game before Victory Road and the E4. The cave leads to Mt. Blizzard and half of VR inside it. The surf area is where you enter the town. Somebody will heal your Pokemon for free, and his wife will give you a egg( Not telling what's in it, too special.) |
@Blaziquaza -
Alright, well you seem to have quite a few errors that I have noticed, starting with the water that you enter there are tile errors all up the coast as the waters do not match each other at all. Another thing is that you have way too many flowers going on. You are using 2 different tree tops for your borders, one has a pointy top and one has a round top, just fix that in block editor. I know you are kinda going for something different with half the town being covered in snow and the other half not. But it just seems out of place, as well as the flowers all fine and blossimy in the snow when most likely they would probably be dead or in fact covered by that thick snow the tiles show. As well as the random white trees outside of the snow and in the grass. On a end note what's with all 3 of those signs so clamped together, is there really a need for ALL 3 of them? Anyways I am kinda in a rush so I didn't look at it all completely but that is what I noticed in a rush. Score: 3/10 |
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ROM: Fire Red
Name: Twin Isles Hack: None really. Credits: Me, for respriting tiles. Basicly two maps with a fresh nature, the cave has the MT.EMBER tiles inside, so it is heating up the islands and the water. |
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Oops, forgot to rate. 8.5/10 |
@Pellas -
The map looks very well done, just a few things that are bothering me is similar to what the poster above me said. Maybe try and open it up a little bit in the amount of tile spaces there are. Another thing that caught my eye is the number of signs you have on the left island, is there a need for every single on of those signs? And on the last note, I know the this doesn't have to do much with the look of the island, but why call it the Twin Islands when neither of the islands are 'twins.' I'm not saying this is a bad name or anything it kinda just threw it off for me a little bit. But another than that I think your map is very well done. Keep up the good work! Score: 7/10 |
Name: Forest Hill
ROM: Ruby Game: None Comments: I tried something with the ledges to hide the fact that I don't have tiles for grassy tops of mountains. http://www.iaza.com/work/100426C/Forest_hill61219.png |
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Why do you need grassy tops of mountains, anyway? The map otherwise is okay, but the ledges take up too much of the little space there is and the grass patches are pathetic. |
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8/10. |
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EDIT: Ok, I fixed it for you :D http://www.iaza.com/work/100426C/Forest_hill19378.png And a new map joins on: http://www.iaza.com/work/100426C/Hill51190.png Just noticed that slight mismatched bit, ignore it. |
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Fair enough, here is the caves under the island.
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wow, your maps are not bad, they are even good :D but you musn't forget the borders, you got many border errors in you maps, mainly in the second, that looks really bad in the game..... if not I don't know what I an yet tell you to improve......^^ rating: map 1: 9/10 map 2: 7.5/10 coz of the many border errors :( no my map: map name: route 104 map game: pokemon forgiveness(ruby hack) comments: this is only one half of the map, the other half which is above I cut It off coz it isn't completely finished, but rate anyway the first half of the map ^^ http://i788.photobucket.com/albums/yy168/simdu68/route104.jpg ps: don't pay atention on the stairs, I did a new stair tile but I did something wrong and now it looks like this-_-' but I'll fix it as soon as possible ;) credits: Wesley FG rombase (but I also inserted many of my own tiles like the tree, the rocks, the sand.......^^) OK, SO RATE PLZ!! THX A LOT :D |
Well, what can I say? I can never stay away from Rom Hacking '-__-
These maps I have made are meant for Saturn, for which i paused a month back because i had a lack of motivation, but have decided to start up because I now appreciate my work ^-^. Map Name: Balen City Map Game: Pokemon Saturn Mapshot: Spoiler:
Comments:The region of which Pokemon Saturn is placed in nears the equator. Being hot and sunny as the equator is, I have combined the sunny nature of the equator with Pokemon, causing , in my opinion, the bright colors. The lack of organization in this city is due to the recent industrialization of the lower half of the nation. Also, if leading off to the left is the Balen Station, :3 enjoy =D Map Name: Balen Station and Interior Map Game: Pokemon Saturn Mapshot: Spoiler:
Comments: This is Balen Station ;D. I get my partner in crime Ben. to mod wesley FG's port building (Don't steal!) Basically, this station is the southern half of Aloaya's exit to the rest of the world. The interior, i basically ripped from ruby :F. I love it though <3 |
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For Balen City Vegetation: 9/10 the trees, bushes, flowers, and weeds look great for the most part. They're out of the way, so it looks like the developers cleared all the major plants off of the paths (which is good) most of the flowers are bunched up and that’s pretty good. Vegetation suggestions: I think the biggest problem with your vegetation is the flowers. They need to be just a little more clumped up. Also that one stray bush on the edge of the brick/city path really bugs me. Shape: 8.5/10 the shape of the city itself is great, but that small little path on the ocean leading away from the city really irks me. It just doesn’t seem right for a piece of land to go like that. Shape suggestions: add little layers below it and make it a bit wider. Idk what else, it just really turns me off this map. First appearance: 9.5/10 It looks wonderful at first glance, but nothing is perfect... First appearance suggestions: nothing you could do without some pallet changes... Tile errors: I don't count down a rating for having tile errors, I just say where they are. There is one on that long path that goes across the sea. It’s to the right of the little sandy patch just before you go up the stairs. The water land transition just stops before it gets to the mountain. Path: 7/10 the paths are a bit iffy... you said that it was partially because it was just constructed, but that doesn't explain why there are little blocks of 2x2 bricks. Also sand and dirt paths don't mix (at least in my opinion) because I've never seen it happen naturally anywhere in real life. The roads on the upper part of town look good except for that one that is 2 tiles wide. You should think about making it three instead. Last but not least, why would they put down a different path in front of the p.c.? Path suggestions: take out those square 2x2 brick things, edit the dirt path tiles (or take it out all together), and decide on one type of city path instead of two. Ingame play: 9/10 it would be pretty fun to play around in this map. The variety of colors would make it so that it doesn't get real boring, and the tiles are well placed so that the player has to wind his/her way through the map. Ingame play suggestions: maybe add a few jump ledges? I don't know what else to say aside from adding a height change in the middle of the map. Water: 8.5/10 the shape of all the water is very nice, and there don't seem to be any problems with the player surfing off the map. Water suggestions: fix up the placement of the rocks. There are no rocks in the water in the bottom left, and the ones at the top right just look kind of weird. Grass placement: 9.5/10 I'll count if as if it was the beginning of a route down there. The grass looks great! It is clumped up yet it has little highlights in it. That allows it to have a nice patch of wild grass, yet not have a boring generic patch. Final rating: 8.75/10 After that I really didn't have time to rate the other one. |
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8/10 Quote:
7/10 Now im going to show to you the first rute of my hack.
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Please,comment and rate it! |
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Now you're map is HAWTzors, as a image that is. The playability is near the floor :O. It's widest point being only five tiles wide, the player's don't get to see the beauty of your tiles. To improve this, the best plan of action would be to cut down on where the mountain juts out all the way that it reduces the player to only having one tile. Also, the four tile wide tree looks, really good, and i think should be the majority of tree cover, instead of being an extra :P. Overall: 6\10 [Idea:8 Presentation:9 Playability :1 :'O] |
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I posted it 3 days ago and still noone commented and rated it :( just reposting hoping someone will rate it this time ^^ |
http://fc06.deviantart.net/fs70/f/2010/119/a/7/Route_1___Ruta_1_by_ligtherzein.png
I like this, but the two grasses doesn't do it for me, i reckon is you made the HGSS one a bit lighter, and replaced the RSE grass with single squares of HGSS grass, that would look better. Plus, I think the water is a bit too cyan. Finally, I reckon the blue flowers need a more definitive outline. Rating: 6.5/10 Quote:
Rating: 7/10 |
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yeah I see what you mean with the grass, I will change it, I will also try to enlarge the beach, if not the cave has an very important role in the map so you are obliged to go through that place in the game^^ but I will anyway change the layout of the grass.... if not the patch of water I did it like this for now till I will create new tiles, coz if there would be the events on the map you would see that 2 small kids have diged in the sand (and when we dig in the sand there is always water^^) and one of both kids will want to go in it and fall through, it will lead to another place, it will just hapen when you will go down the stairs to the beach, it is to show than this is a warp to anunderground, the is also there sth happening, in the same time you will also need to save the kid..... anyway you couldn't guess it so it's normal^^ well I will soon repost this map imrpoved and with also new tiles... for now, thx :D |
http://img88.imageshack.us/img88/3552/mapoftehawesomnesomgbtw.png
HAYYYYY Ahem... I haven't mapped in a while, so... yah, here's a new map. Do not rate this if you're against nintendo style maps.. Oh and I'm adding tree shading later : D |
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Limestone City
Pokemon Jade [Fire Red Hack] My first map |
Rom Base: Pokemon Fire Red
Hack Name: Pokemon Tri-Color Map Name: Orchard Road Comments: A road where natural wonders meat man-made wonders. At the right of the road is Eggie Farm, famous for their eggs... And their MooMoo milk! Near the farm is a maze-ish headge garden. When you first get there the farm will be closed because of a Psyduck problem. After you defeat the Psyduck, the owner of the farm will sell MooMoo milk. However, the Psyducks are still there. You will run into three more in the headge maze. Weather you battle them or not is up to you, but they're worth the experience. Boardering the road is the Topaz Desert, home to many desert-ish Pokemon. Now, for the image (warning: the map is pretty big): http://img203.imageshack.us/img203/7755/orchardroad.png Edit: Disregard the black space at the bottom-right. I'm adding trees there. |
Wow, I'm not nearly as good as half of these people, but I'll give it a shot.
This is the starting town for my upcoming hack, Pokemon: The New World. The town is Wichita. Sound familiar? It should, it's from Kansas. Credit goes to Kyledove for the trees and some of the grass tiles. http://i265.photobucket.com/albums/ii206/bandfreak93/wichita.jpg I might cut out the last row of houses, since it's somewhat unneccessary, and it'd kill some of the free space that looks awkward. What do you guys think? |
All I can say is "you're doing it wrong".
Your houses are made all wrong. xP I'm pretty sure you can figure out the problem after a mite of deliberation. You should remove that last row of houses (why rows, even? Real-life town planning don't work in Pokémon) and fill the remaining empty space with trees. Also, save as a PNG, please. So much better quality. |
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well, the mountain shape, tree placing and beach shape is not bad, maybe you could fill the empty space with yet more trees^^ but what is horrible is the houses, in the game you should never but houses in row like this exept if you have got the right tiles(me I creating a town tileset where you will at last be able to put houses in rows :D well this you will maybe see soon enough in rom hacking ressources^^) anyway you map doesn't look like a town, it is rather a village, and you can't put so many houses and even less in rows, -so first you need to put less houses I'd sugest you, coz the started town/village has never so many houses, if not the second village will need at least 2 times more houses and if you do a big cities it will need 5 times more houses, can you imagine a town in a pokemon rom with 50 villages? lol^^ -second you need to place them completely otherwise, I also don't like you strange house which is probably your lab, right? that one completely cut of the rest of the village, if you want to put the lab more far than the other houses you should do it otherwise, I can't say you how coz there are many ways how to but you can inspire of other maps it will surely help you(inspiring doesn't mean stealing^^) -last, I already told it but not in details, the free space need to be filled with something, you could use trees but too many trees is not that goob, but I came on the idea of doing like a park or something so with the free space, you can put in the middle a pond, benches surrounding the pond, trees surrounding the all, that woud be great ;D rating: 5/10 overall the map is good, but what makes a map good is mainly the small details that seem unimportant, that's what you haven't got^^ but if you improve it a lot it can become very good ;) I hope you'll reposte it soon with improvement^^ EDIT: Here my own improved map: - I added 2 new tiles - I changed pallette - I improved some other things..... Map name: route 104 Ma game: pokemon forgiveness (ruby hack) comments: same as before^^ http://i788.photobucket.com/albums/yy168/simdu68/route104-1.jpg PS: like before, don't pay atention on the tile or pallette errors, I re-finished this map yesterday evening, I was very tired and I had no more force nor will to correct all these errors^^ thx for commenting and rating :) |
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Pokemon Quantum, ******** *******'s and my hack. I made this. Of course the hack won't have a completly natural feeling, so I tried to make it Nintendo-ish like. Grass pallettes made by me, trees and their pallettes by Zeikku. |
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hmm......the map look great, good tree placement, house placement..... in fact everything is perfect, I really don't know what can I criticize^^ the only thing what is maybe not very good, I admit that normaly starter towns are small but this is maybe too small, you need to put maybe less trees in the middle of the map to leave more space, behind the lower red house you can take away the 1 tile walking place, and the second red house a bit just less trees..... in fact it isn't very important, maybe you even didn't understood what I mean coz of my bad english^^^ anyway, rating: 9.5/10 plz someone rate my map 2 posts above, thanx :) |
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The building sticks out a bit, and the pier doesn't fit in. I reckon the HGSS grass would look good here, as the RSE grass stands out too much. And maybe add another random patch of water, so it doesnt stand out so much. Rating 8/10 |
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thanx for rating :) but in fact when you are rating the tiles come only at the end or maybe even not at all, what's important is the map itself, you nearly only rated the tiles, but well not grave^^ if not I got my own HG/SS stylr grass tile I made, then water is no problem in 2 seconds I can do a completely new water tile ^^, and the house I will also change, I will do a "mini" port instead of this house, and the pier I'm also working on a pier coz someone asked me to do a pier for him and I thaught I will also need new pier^^ but as I said, tile rating is not the most important, you see I can anytime change tiles, create new ones, insert them and so on, and if I would do that I'm sure you would give me 10/10 with your way of rating, but I don't want that, I want only a rating of the map itself....... but well, thx anyway :) I'd still like that someone else rates my map and ONLY MY MAP, NOT THE TILES!! ok? thx ^_^ |
I'm working on a Pokemon Battler System for my hack, CONTROLS: attack using the A,B, and select button. crouch with L, jump with R, and pause menu with Start, but need maps, so theese are those maps.
Controls included so you can understand how this is suppose to go, so i can get an accurate rating. http://i43.*.com/dpeom0.png this is the grass battle map, for fields and forests http://i39.*.com/11r80gw.png this is the water battle map, for oceans and lakes EDIT: I forgot to upload this one http://i42.*.com/103imqd.png this is a mountain battle map, for mountains the tiles that are in the center will be edited to blend better, so don't vote off of that EDIT: NEW http://i41.*.com/zv4ld4.png this is a cave battle map, for caves I'll upload more later |
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Yeah, litle something from Nirvana. I wasn't going to post anything else in this forum and I won't from now on. (Maybe Poshley Town) |
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There is a tile error on one of the trees (missing a side tile) and watch out on the right hand side as it would be easy to muck up the border there - which will be visable from that fenced off area which you can get into at the left. There is a bit of one-tile walking space on the left side of the map which would look better a bit more open. The paths in the map, although they are well shaped, seem to dominate - there are far too many and in illogical places (such as the one near the top left). One problem I have about this map is it doesn't seem to have a direction. There are multiple paths to get to the same place and the map has absolutely no replayability. Graphics: 8/10 Playability: 7/10 Error-free: 9/10 I'll give this map a total of 7.5/10. It's pretty but also rather boring. |
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I wanted to ask, what do you mean replayability? |
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I can't find any tile errors, and your tree shading is good.... So, really, I just want something different. 3/5 1+ Concept. (Does your map have something different then most maps? Does it have a gimmick or something?) 1+ Tiles (Are your tiles placed correctly?) 1+ Shading (Do your trees have proper shading?) 0+ Natural Feeling (Is there a natural feel to it?) 0+ Diversity (*Special Rating, can change on other ratings.* If you have multiple maps, do they look different?) |
http://i42.*.com/x3xope.jpg
Map name:Lust Tree Town Meant to be simple and nintendo,or gamefreak style. |
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Looks very nice. Froma kinda quick glance over, I can't find any tile errors. Great job. 9.5/10 |
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The grey lab building doesn't match the bright houses. Bad pallette choice. Other than that the mapping is simple and reasonably good. 6/10 |
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What I don't like is that some paths seem...redundant? There are basically two paths through the map, it seems to me. One is the high ground, straight up-and-down path. The second takes you through the lake. But there's this third path that crosses the horizontal bridge and doesn't actually lead anywhere. The bridge is very pretty there, but the path has no actual purpose. There's another spot like that above the lake. When the player is going down, they might be tempted to turn left around the log. But oops, that path doesn't take you anywhere. You might as well fill it up with trees. If you were to keep the horizontal bridge, I think you should move the main path so it isn't vertical along the right-hand side but goes up, left, and up on the left-hand side. That would be a better use of space. |
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8/10, overall. Also, I thought about the stuff you guys said about my own map I posted here. It was definitely way too blank at times, so I went back and completely redid Wichita. So here's the two maps, the revamped Wichita, and the new Route 1. Wichita http://i265.photobucket.com/albums/ii206/bandfreak93/wichita-1.jpg Route 1 http://i265.photobucket.com/albums/ii206/bandfreak93/Route1.jpg Also, I saved them as PNG, but Photobucket uploaded them as JPG...? Any idea how to fix that? Lastly, please criticize the mapping, not the tiles...I know that they're boring, but I'm trying to get the knack of inserting my own tiles atm. |
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The stairs on the mountain side look like they make a really devilish maze. I really hate mazes, myself, so I hope there's a good reason behind it. And...I think there's a tile error on the bottom side of the pier. It has a different water animation, or something like that. Route 1 - Damn, I think this is the biggest Route 1 I've ever seen. The size bugs me. I always try to get through routes as quickly as possible. Because your route is linear, it doesn't allow any short cuts. It also looks the same all the way though, and it's quite wide. If you dropped me into the middle of it, I'd be lost. Again, the ledges are nice, but that's not enough to make a route interesting. I would narrow it considerably and scatter some trees throughout. Hold on. What's up with that cave? It's unusual for a first route to have any forks in the road. Can the player access the cave when he/she first leaves Wichita? Does it lead anywhere? Maybe you should save the cave for a later route. I wouldn't give a new player very many choices. :P ----- Photobucket automatically resizes images that are too large and converts them to jpg. You can tell it resized your Route 1 map. Upload your large maps to Tinypic instead - it doesn't have any size limits. |
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There is a decent bunch of empty space, admittedly, but it's going to be a substantially bigger game, mapwise, than the original FireRed. I just tried to make it as realistic to a town while keeping the feel that the original games had (to a degree). Thanks for mentioning the tile error; I didn't even pick that up. And the mountain's purpose...it's definitely rather mazeish, and in the end, it leads you to a certain legendary Pokemon that I'll not mention, just for spoiler's sake. So yeah, there's a purpose, and it was just fun to map. I totally get what you say about the Route, but again - I'm going for realism. This game is going to be fairly difficult - as in, not as easy-peezy as Nintendo and Gamefreak made it to become the Pokemon Champion. It's a hard route to get through, and it's understandably easy to get lost in it. But I'll definitely take your advice about the trees being placed, and try to get that sorted out. The cave does, in fact, lead somewhere - spoiler alert, it's a shortcut to California. But there's going to be a tree in front that needs cut down first. Similarly, you won't be able to access the "maze" on the mountains much at first, since there will be smashable rocks in the way. Thanks for the Tinypic advice, and again, for the crit! I'll keep your advice in mind when creating future maps. :D |
1 Attachment(s)
Map Name: Route One
Rom Base: Fire Red Hack: Souls of the Dark Comment: Okay, the first route in my hack, to the south lies a sea route to Caladan Island, to the east lies the peaceful Anbus City and to the west is Rossack City. |
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Overall rating: 7/10 |
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It is very nice for a first route, with plenty of ledges for easy return, however something is bothering me. You see all that grass? Unless you have a low encounter ratios, that is way to much for a first route. I would suggest putting some holes in the grass so you don't have to go through that much grass. And there is one thing wrong with a ledges. Up north you have to ledges, one facing right, and one facing down. You should connect them with a corner tile. Overall, it's not too bad. 4.5/5 1+ Concept. (Does your map have something different then most maps? Does it have a gimmick or something?) .5+ Tiles (Are your tiles placed correctly?) 1+ Shading (Do your trees have proper shading?) 1+ Natural Feeling (Is there a natural feel to it?) 1+ Nonlinear (Is the route linear, or not?) |
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Poshley Town, exclusive new tree, path made by me (based on the HGSS obviously), the Station tiles, and the University. Credits to: zein, Kyledove, Alucus |
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btw Nice grass tile XD The numerical rating is obvious. |
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