The PokéCommunity Forums

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

violentiris777 May 1st, 2010 5:54 PM

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?

Ninja Caterpie May 1st, 2010 6:03 PM

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.

simdu68 May 1st, 2010 11:48 PM

Spoiler:

Quote:

Originally Posted by violentiris777 (Post 5766854)
Wow, I'm not nearly as good as half of these people, but I'll give it a shot.

Quote:

Originally Posted by violentiris777 (Post 5766854)

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?




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 :)

Ray Maverick May 2nd, 2010 1:53 AM



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.

simdu68 May 2nd, 2010 3:46 AM

Quote:

Originally Posted by Ray Maverick (Post 5767717)


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.



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 :)

JY May 2nd, 2010 5:21 AM

Spoiler:


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 :)[/QUOTE]

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

simdu68 May 2nd, 2010 8:27 AM

Quote:

Originally Posted by JY (Post 5767954)
Spoiler:


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 :)

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



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 ^_^

siper x May 2nd, 2010 3:10 PM

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

Ray Maverick May 3rd, 2010 9:17 AM



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)

Mana May 3rd, 2010 9:40 AM

Quote:

Originally Posted by Ray Maverick (Post 5770933)


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)

For one, the grey shadows really annoy me, shadows are never grey they are just a darker colour to the normal (in this case any shadow on your grass should still be green.

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.

Ray Maverick May 3rd, 2010 10:50 AM

Quote:

Originally Posted by SwiftSign (Post 5770959)
For one, the grey shadows really annoy me, shadows are never grey they are just a darker colour to the normal (in this case any shadow on your grass should still be green.

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.

Oh no. I posted the old version. I've fixed all the things you mentioned in your post.
I wanted to ask, what do you mean replayability?

Mana May 3rd, 2010 10:58 AM

Quote:

Originally Posted by Ray Maverick (Post 5771066)


Oh no. I posted the old version. I've fixed all the things you mentioned in your post.
I wanted to ask, what do you mean replayability?

I mean you can go through it once, but if you have to go through it again it's very boring as it's a straight path back down. The surfing area doesn't stop you getting anywhere as you can just use the stairs etc.etc.

Collen May 4th, 2010 3:54 AM

Quote:

Originally Posted by siper x (Post 5769477)
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.
Spoiler:

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

That's a cool idea, but maybe you could make the maps different from each other? Like, a gimmick? Right now it looks like the same map with different tiles.
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?)

DuoRyan May 4th, 2010 3:55 PM

http://i42.*.com/x3xope.jpg
Map name:Lust Tree Town
Meant to be simple and nintendo,or gamefreak style.

PureGoober May 4th, 2010 4:30 PM

Quote:

Originally Posted by DuoRyan (Post 5773899)
http://i42.*.com/x3xope.jpg
Map name:Lust Tree Town
Meant to be simple and nintendo,or gamefreak style.

Love the new houses.
Looks very nice.
Froma kinda quick glance over, I can't find any tile errors.
Great job.
9.5/10

Mana May 4th, 2010 4:37 PM

Quote:

Originally Posted by DuoRyan (Post 5773899)

Map name:Lust Tree Town
Meant to be simple and nintendo,or gamefreak style.

Tree shading errors covering the entire map. Un-block edited Mailboxes.

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

Rabbit May 5th, 2010 10:20 AM

Quote:

Originally Posted by Ray Maverick (Post 5770933)


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)

I liiike. It's very pretty, the lake especially. The fact that there's an easy path through it appeals to me. I don't think players should be forced to wade through tall grass.

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.

violentiris777 May 6th, 2010 3:22 PM

Quote:

Originally Posted by DuoRyan (Post 5773899)
http://i42.*.com/x3xope.jpg
Map name:Lust Tree Town
Meant to be simple and nintendo,or gamefreak style.

This is nice. I really like the houses, and it's definitely what you were going for in the first place. It seems to me that the shrubs are a bit TOO random, and it's a little bland structurally, but it's got great tiles.

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.

Rabbit May 6th, 2010 9:00 PM

Quote:

Originally Posted by violentiris777 (Post 5778100)
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.

Wichita - The layout of the town is appealing, the path has a nice shape, and you've used the ledges pretty well. The map, as a whole, looks good, but playing through it, you'll probably notice how much empty space there is. It's not a lot of fun to run through large, empty spaces. For example, giving the houses spacious back yards doesn't add much to a map when the player can't enter them, but the space they take up means it takes longer to run across town. There's a lot of space behind the top right house, and between the two rows of the houses. I feel everything could be condensed just a bit.

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.

violentiris777 May 6th, 2010 10:27 PM

Quote:

Originally Posted by Rabbit (Post 5778922)
Wichita - The layout of the town is appealing, the path has a nice shape, and you've used the ledges pretty well. The map, as a whole, looks good, but playing through it, you'll probably notice how much empty space there is. It's not a lot of fun to run through large, empty spaces. For example, giving the houses spacious back yards doesn't add much to a map when the player can't enter them, but the space they take up means it takes longer to run across town. There's a lot of space behind the top right house, and between the two rows of the houses. I feel everything could be condensed just a bit.

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.

Thanks for the massive crit. :P

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

Swolligator May 7th, 2010 3:59 PM

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.

AWind13 May 7th, 2010 5:04 PM

Quote:

Originally Posted by 雷影 イチロ (Post 5780760)
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.

I like the map, it's good for an actual game because of the fact that you'll encounter Wild Pokemon before moving on, but I see 1 tile error a little around the top-left, on those ridges that you jump over when it gets to the trees. Two of the same error, in fact. Either way, I still like the way of how you'll travel from one city to another.

Overall rating: 7/10

Collen May 7th, 2010 5:15 PM

Quote:

Originally Posted by 雷影 イチロ (Post 5780760)
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.

Ok....
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?)

Ray Maverick May 7th, 2010 10:29 PM



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

Tropical Sunlight May 7th, 2010 10:33 PM

Quote:

Originally Posted by Ray Maverick (Post 5781566)


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

I don't care what others think, but this map is wonderful. I like the placing of the flowers and I like that streets are straight as they should be. The lamposts are also nicley placed.
btw Nice grass tile XD

The numerical rating is obvious.


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


Like our Facebook Page Follow us on Twitter © 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

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