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Old September 9th, 2012 (7:30 AM).
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FL FL is offline
Pokémon Island Creator
    Join Date: Sep 2010
    Gender: Male
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    Originally Posted by Maruno View Post
    Again, that's a draft Town Map I knocked up in 5 minutes for my convenience. All it does is tell me where I should be putting maps. The brown squares represent caves, and the green squares are other points of interest. It is definitely not the final design; aside from a few tweaks to the layout as I progress, it will probably be redrawn in HGSS style anyway.

    What would the small island have on it?
    I agree with the HgSs style.

    I am thinking on putting at least something in a separate area rather than everything on main area.

    I think that the feature that best fits is a ticket/boat sample event with two tickets to two islands with legendary pokémon. The first only have the legendary pokémon, the second have a mini-dungeon with the legendary pokémon at the end. About the pokémon I am thinking in Latios/Latias (like the event in Emerald) and Deoxys (Speed Form). Starting in Platinum, if you don't caught the legendary pokémon (defeat it) it return after you beat the E4 event. The pokémon continues returning until you caught it. How about making a sample legendary event with this, but maybe another event instead of the E4?

    Originally Posted by Maruno View Post
    The northern pool does look a bit odd. I'll tweak that a bit. However, I do like the fences, as they mark out the cliff edges and they mask the inability to put tall grass on the tiles where the fences currently are.

    The map has more than just bridges in it. There's tall grass for wild encounters, and still water for surfing/reflections/fishing/encounters. The tall grass also helps with showing off roaming Pokémon. And, if nothing else, it shows how to make a pretty map.

    My design ethos is to make a small region, each part of which showcases a different feature. If you want to know how to make any kind of bridge, go here. If you want to know what you can do with an ice cave, all the possible puzzles are here. There will be warps to each area from the Nexus map. I think connecting them together is better than having isolated and/or cluttered maps, because it adds to the feel of the region and it also demonstrates a lot of map connections at the same time (i.e. so they don't need their own example maps).

    Of course, most maps have multiple features in them. Perhaps the bridge map and other routes aren't the best examples of this, but certainly the towns have many different buildings (the large southern city contains a Poké Center, department store with elevator/stairs/marts/vending machines, Game Corner, Gym, fossil reviver and Move Tutor-type NPCs).

    I spent a while coming up with the layout of the region, and I came up with a fairly decent distribution of features. Said features are all listed in my "To Do" file.
    Really. Now I think that is the best thing to do.

    Originally Posted by Maruno View Post
    I work with a 240x160 map, then enlarge it to 200% at the very end. I also begin making a map by using squares (like in the map I posted above), place the towns/routes in, and then worry about the cosmetic details of smoothing out the coast and adding contours. I don't find this approach that difficult. Then again, I am a bit of a neatness freak.
    But some people doesn't know how to make perfect 8x8 tiles. I played some games that had an awry map and myself had problems with this in the past.

    Originally Posted by Maruno View Post
    I think it may be a hangover from an earlier design, when the challenges were called by numbers rather than actual names (I don't know if this actually happened, though). I'm just speculating, and I'd like other opinions.
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