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-   -   Map Rating/Review Thread (https://www.pokecommunity.com/showthread.php?t=81829)

NiKaNoRoU November 28th, 2009 2:42 PM

Quote:

Originally Posted by Shiny_Noctowl (Post 5357850)
Pynha Canyon
FireRed
I fixed the parts that were too square and added extra rocks.
img192.imageshack.us/img192/660/pynhacanyon.png

It's definately an improvement, however not a big one. You don't have to post every time you do small changes in your map. Some places still seem square and boring to me (maybe it's just me!) so 7+/10.

Shiny_Noctowl November 28th, 2009 2:49 PM

Can you be more specific as to which parts still look too square?

-Omega- November 29th, 2009 3:21 AM

Quote:

Originally Posted by andyp159 (Post 5357343)
[/SPOILER]

I actually quite like this map. The tree placement is good, however, tree shading is non-existent. Look at the tileset - there are 2 types of large tree. The other is for ones that are touching others, and has a slightly different shadow features, making the map look more complete.
The main things that bug me are the path at the bottom - it doesn't lead to anywhere, or come from anywhere - is there a point to it? Also, towards the bottom of the map, there are several areas with only one square paths in which the player can walk in - not very good from a playability term. Remove some trees. Arrangement of the houses are poor also. Too square, and together.
Anyways, a good map - 5/10, (6/10 with flowers) :)

incidentally, remember to place flowers in clumps of at least three, touching diagonally, as it looks a lot more realistic.

Good luck.

Also, please place images in link tabs or a spoiler as I have edited above - it makes replying a lot easier process. Thanks.

Thanks.
By the way, why can't the houses be together and square ?

andyp159 November 29th, 2009 4:44 AM

Quote:

Originally Posted by -Omega- (Post 5359424)
Thanks.
By the way, why can't the houses be together and square ?

Oh, it was not meant to be a "the houses CANNOT be placed like that!" comment, it is just something that irritates me. Preferably, I like staggered houses, where they are not all on in a neat line. (if that makes any sense).

Hohoo November 29th, 2009 1:29 PM

1 Attachment(s)
I got skipped.

Map name: Unnamed coast - Unnamed mountain road - Unnamed village - Unnamed canyon
ROM: Gold
Hack: Pineapple (working title)
Comments: I've had the idea for this for years.

Pokepal17 November 30th, 2009 6:59 PM

Quote:

Originally Posted by Hohoo (Post 5361003)
I got skipped.

Map name: Unnamed coast - Unnamed mountain road - Unnamed village - Unnamed canyon
ROM: Gold
Hack: Pineapple (working title)
Comments: I've had the idea for this for years.

For a gbc map that looks really nice. Very playable :P I wonder what it would be like in the GBA. :3

Rating - 8/10.

amoliski December 1st, 2009 2:14 AM

1 Attachment(s)
Hey guys,
I am working on my ROM hack, but I am a programmer not an artist.
I finished mapping the first two areas, and scripting the first, but I want your opinion on my mapping.
I am using the original fire red tileset, with a few modifications, for reasons that will be explained when I release my beta.

The northern area has three 'objectives.' One by the rocks in the north west, one in the house in the north west, and one in the tall grass in the south.

Suggestions?

* I just noticed the bridge in the north is a bit weird, I'm going to fix that :D

Hohoo December 1st, 2009 4:08 AM

Quote:

Originally Posted by Pokepal17 (Post 5364363)
For a gbc map that looks really nice. Very playable :P I wonder what it would be like in the GBA. :3

Rating - 8/10.

Heh, I'm actually planning to make something like rijonAdventures after I finish this project!

Pokepal17 December 1st, 2009 4:57 AM

Quote:

Originally Posted by amoliski (Post 5364754)
Hey guys,
I am working on my ROM hack, but I am a programmer not an artist.
I finished mapping the first two areas, and scripting the first, but I want your opinion on my mapping.
I am using the original fire red tileset, with a few modifications, for reasons that will be explained when I release my beta.

The northern area has three 'objectives.' One by the rocks in the north west, one in the house in the north west, and one in the tall grass in the south.

Suggestions?

* I just noticed the bridge in the north is a bit weird, I'm going to fix that :D

I don't like this map very much. I can't tell whether it's a ctiy or toue. It has too many tile errors. You have tried to combine Nintendo style mapping with natural mapping it looks really bad. Also, you have no grass in the player's way, which doesn't make th map very good, because then it's not very challenging.

I'm giving this a 3/10.

-Omega- December 1st, 2009 11:24 AM

1 Attachment(s)
I modified the map a bit, though the flowers are still missing, few errors were fixed.
Attachment 51324

Haku. December 1st, 2009 12:35 PM

There's a border error at the signpost.
my rating is 7/10.
It's pretty nice and playable.

amoliski December 1st, 2009 8:22 PM

It is two maps put together. The city and a park with three 'objectives.' What tile errors are you referring to? I made the map, so I probably can't even see them. I didn't want required grass in the first area so I could keep the paths in tact, but I will probably change it now.

As I said, I'm not an artist, so how can I get better?
Thanks for your feedback.

Ninja Caterpie December 2nd, 2009 1:15 AM

http://img134.imageshack.us/img134/2207/kinsbailetown.png

Kinsbaile Town.

If you play MTG...

Shh!

Yes, I was trying for the symmetry.

/Circa December 2nd, 2009 1:23 AM

Quote:

Originally Posted by Ninja Caterpie (Post 5367081)
http://img134.imageshack.us/img134/2207/kinsbailetown.png

Kinsbaile Town.

If you play MTG...

Shh!

Yes, I was trying for the symmetry.

If you want it to be simple and beautiful i'd ditch the symmetry, make the left house normal and put it up one tile, then your map is perfect.

But atm 7.5/10.

Fix the door please.

Ninja Caterpie December 2nd, 2009 2:44 AM

Quote:

Originally Posted by Cirnos Servant (Post 5367083)
If you want it to be simple and beautiful i'd ditch the symmetry, make the left house normal and put it up one tile, then your map is perfect.

But atm 7.5/10.

Fix the door please.

Oh, pssh.

I was thinking of fixing up the symmetry too, because it suddenly doesn't look right.



Fixed it up a bit.

/Circa December 2nd, 2009 3:15 AM

Quote:

Originally Posted by Ninja Caterpie (Post 5367116)
Oh, pssh.

I was thinking of fixing up the symmetry too, because it suddenly doesn't look right.



Fixed it up a bit.

Now that deserves a 10/10.

DreadWaffle December 2nd, 2009 2:52 PM

Quote:

Originally Posted by Cirnos Servant (Post 5367135)
Now that deserves a 10/10.

well i have to agree on that note
but seriously kinsbaile, did you have to bring up kithkin

Ninja Caterpie December 2nd, 2009 4:16 PM

Quote:

Originally Posted by DreadWaffle (Post 5368039)
well i have to agree on that note
but seriously kinsbaile, did you have to bring up kithkin

Shhhh. >=[


A new map, Viridian Meadow

Tropical Sunlight December 3rd, 2009 5:18 AM

Quote:

Originally Posted by Ninja Caterpie (Post 5368239)
Shhhh. >=[


A new map, Viridian Meadow

That's a great map, but I don't get it. Is the west side going to be filled with Trainers or what?
Also I disagree with the width of the map. It could be 2 tiles less wide, to save space.
That is why I am giving you a 8.5/10.

-Omega- December 3rd, 2009 10:52 AM

1 Attachment(s)
Okay, I tried to improve the map, so here is the result.
Attachment 51334

amoliski December 3rd, 2009 12:32 PM

1 Attachment(s)
I tried to improve my map too, though it was pretty tough to improve it without actually knowing what needs to be fixed.
I put grass in the players way, which was the only constructive criticism I actually got.

→goon December 3rd, 2009 6:08 PM

Map Name: Palmcoast Lagoon
ROM: Fire Red BPRE
Credits: kyledove, Wesley FG, zein
Comments: I thought I'd try my hand at water route mapping, since I've heard it's difficult to make them interesting to play.


colcolstyles December 3rd, 2009 6:15 PM

Quote:

Originally Posted by →goon (Post 5370574)
Map Name: Palmcoast Lagoon
ROM: Fire Red BPRE
Credits: kyledove, Wesley FG, zein
Comments: I thought I'd try my hand at water route mapping, since I've heard it's difficult to make them interesting to play.


It looks great but what I'm really interested in is how you managed to create this block:
http://homepage.mac.com/loristyles/.Pictures/tile.png
It seems to me that you would need either three layers or an entire palette dedicated to only that block.

→goon December 3rd, 2009 6:27 PM

Quote:

Originally Posted by colcolstyles (Post 5370584)
It looks great but what I'm really interested in is how you managed to create this block:
http://homepage.mac.com/loristyles/.Pictures/tile.png
It seems to me that you would need either three layers or an entire palette dedicated to only that block.

It has an entire palette for that block. I couldn't find a way around it and I'm only making this map for fun/practice, so it won't be in game.

Ninja Caterpie December 3rd, 2009 9:51 PM

Quote:

Originally Posted by H2O Turquoise (Post 5369261)
That's a great map, but I don't get it. Is the west side going to be filled with Trainers or what?
Also I disagree with the width of the map. It could be 2 tiles less wide, to save space.
That is why I am giving you a 8.5/10.

Oh, I forgot. You don't have a Pokemon the first time you go through this map.

Repost!

Viridian Meadows.

You don't have a Pokemon when you first go into this route, thus the path.


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