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The underlying concept is fantastic and it seems like the type of map that would be so fun to play through in-game! I like the fact that the path runs sort of tangent to the lake and how the lake is down a level from the path. The way you did the mountains is also really cool, in some unexplainable way^^ (though there're some tile errors at the base of the hill on the north-western edge of the lake :O ). The ledges are a nice touch but the southern one seems a little weird to me :\ Also, I don't like the style that you used for placing tress but I'll bet that it took a heck of a lot of time so kudos to you for that ;D Paths are good, grass placement is great, only a few tile errors. Overall, this is one of the best maps I've seen in a long time, not because of excellent mapping per se, though there definitely is some of that ;), but because of the idea behind the map. It's really neat! Looking forward to more maps of this quality from you =) |
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Anyway, I don't think it's nearly as good, but here's another. Map Name: None 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. I decided to connect these last two maps just for fun, but they don't match up very good. I'll post what I did to fix that problem... well, when I'm done with it. |
Map Name: Lui Checkpoint
Map Game: firered Comments: none rombase:~SSKD Project~ Mapshot: Spoiler:
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- Your grass placement is too random, its better in clumps, not individual little patches. - Add on to that mountain to the north, I'd hardly call it a mountain, also, you used the wrong stair tile. - Tree placement is pretty inadequate, And the houses are a little too close together in my opinion, Put one on the other side. - I Find that fence next to the second house a little pointless, not to mention that particular fence has a tile error at the end going into the tree. Now for the Math. 10 Overall - 4 Issues = 6 Outcome Final Verdict - 6/10 |
Can this one Be rated Please?..
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Its The summit of the mountain in my map. Credits-Neti-Rombase. Name-Cardinal Summit Time taken-about 1Hr 15 mins Please Rate, This is the third time its been posted with no reply!! |
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Got skipped for some reason^^, but I really want you to rate that map;):
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Credits: Xiros Kyledove Saurav WesleyFG greetz, Gibson |
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Hack: none (yet)
Map name: some route ROM: Gold Comments: I tried to create a scenic route similar to Bond Bridge, 38/39 and Hoenn routes. The player enters it first time from top right and goes southwest. The map is not finished yet but you get the idea. There are still some quirks around the southern area. |
Map name: Mt. Helius
Base: FR Comments: / Click here Please let me know what you think and how I can improve the map :) |
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Route 389
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Map Name:Route 389
Rom: Firered Comments: This route exists only so the player gets HM cut after their 6th badge.They go in one cave,get the HM,get out the other.First of all,this route is based entirely on my favorite route,so I know what routes look like. Second,the trees may look square,but they look perfect to me,so don't complain.Third,this route is packed with items and trainers,so there won't be very much empty space. Lastly,I only have tiles to make the grass in square patches. Credits: I'm a big Alistair fan but I had to use Kyledove's too. EDIT I'll post a link,the thumbnails' to small. http://i47.photobucket.com/albums/f172/tente_01/Route389.png?t=1255901361 |
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It's pretty good actually.It's very creative to demake something,with everybody remaking.I really like the ledge puzzle near the second bridge.A few suggestions though.(I don't know what "quirks" means by the way.) First of all,on the road upward,there is a big blotch of sidewalk.This makes the spot seem somewhat empty,not to mention changing the width of a path looks horrible unless a path is becoming the cement of a city. Next,unless some special event like Suicine appears in the grass in the top-left corner,or an HM,it's rather pointless to put it there,where on the other hand putting it on the trail causes the player to waste a repel (yay!). Also,I wouldn't put rocks next to a bridge.Lastly,this has to do with the mountains.The lower part overlaps the upper in the indents.And with the 3rd layer of the mountain,wouldn't it look better to simply connect them? EDIT Crap!Double post! |
Hack Name: Pokemon: The Ocean Secrets.
Map Name: N/A Comments: It's Been A While Scince I Last Mapped, So My New Style Isn't All There Yet. Map: Spoiler:
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Hack: N/A
Name: N/A Base Rom: Ruby Credits: Kyledove, Alistait, Zeikku, Jesse[TB Pro] Mapshot: http://img11.imageshack.us/img11/9859/rubyrouteoutofboredom.th.png |
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8/10 |
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And while I was making this I had the feeling in mind that I had after walking all the way from Fortree to Lilycove. The very last bridge (in the southern part near the flowers) reminds a little of the end of Route 121. |
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Maybe it's irrelevant,but I didn't make this map on A-map,and I don't know how to insert a tileset since they need to be rar.
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Map Name: (Undecided currently) It's the starting town however
Rom/Tileset Used: Pkmn FireRed/Original rom tileset (0/1) I'm going through the motions, learning the in's and out's of mapping. I made a couple of "rough drafts" and this is the one I've decided on. I wanted to keep the town fairly simple, and I believe I've done that while still trying to focus on things like the aesthetics of parts of the map like the surrounding mountains. (Yes, there is no pokemon lab I know that :-P) It's not meant to be clustered or small. The town is located in the mountains, with very few inhabitants or traffic compared to other areas. Thus, there is a decent amount of space for people to spread out instead of being clustered together. P.S. I'm a little older than the majority of PC users I would bet, so I have no issue with criticism, as long as it's productive. So, that said, criticize away. :-) |
square roads and un natrual montains and very empty
4/10 |
Just in case people might have missed it...
-------------------------------- Hack: N/A Name: N/A Base Rom: Ruby Credits: Kyledove, Alistait, Zeikku, Jesse[TB Pro] Mapshot: http://img11.imageshack.us/img11/9859/rubyrouteoutofboredom.th.png |
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Why should the "road" not be square? (It's basically a dirt path made from the constant movement in those areas, but that is only slightly beyond the point) How are the mountains unnatural? It's not meant to be clustered or small. The town is located in the mountains, with very few inhabitants or traffic compared to other areas. (Actually, i'll add this last part to my original post to clear that up) Not retaliating, you just didn't follow thread rules, thus I'm asking you to finish your post. -Anything good about the map? -The things you found wrong with the map...how would you fix them, or can you go into greater detail at the very least. d |
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Hack: N/A
Map Name: Calaha Town - Start town Base Rom: Punk Rocker's Rom Base Credits: Kyledove, Peyi, Punk Rocker Comments: Would like to know how I can improve my mapping please. Map shot: See attachment |
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