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  #351    
Old March 26th, 2013 (1:04 PM).
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Another update of Traple Town
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  #352    
Old March 26th, 2013 (7:23 PM). Edited March 26th, 2013 by Kroso.
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You're still forgetting to add the tree edges, which is the only thing I see wrong with the map. Everything else is OK for a starter town in my opinion. I'm not the most constructive critic there is, so forgive me for my horrid review, if I ever do make one

Finally finished this map, then I realized that it still has errors here and there. But, this is the entire map filled with what I want in the map, I'm still unsure of what to add in the river below the houses. (Also, for those wondering about those tiny gaps between each tree, and open space. That's due to me still learning how to insert tiles properly.)
Spoiler:
Same credit as before, I got to say, my commissioned tiles work pretty well. Commissioned tiles being the red and orange greek house
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  #353    
Old March 26th, 2013 (7:42 PM).
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    The tree placement is rather wild, but I'll take your word for saying that you're still learning. What is the tree right of the red house doing? It looks like half a tree. I think that's a tile error. And the river doesn't have to be so curvy. But the main thing is that the pathways look tangled up. I suggest that you make a strong three-tile width pathway everywhere, or else it'd look bad IMO.
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      #354    
    Old March 27th, 2013 (12:49 AM).
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      Quote:
      Originally Posted by Kroso View Post
      You're still forgetting to add the tree edges, which is the only thing I see wrong with the map. Everything else is OK for a starter town in my opinion. I'm not the most constructive critic there is, so forgive me for my horrid review, if I ever do make one

      Finally finished this map, then I realized that it still has errors here and there. But, this is the entire map filled with what I want in the map, I'm still unsure of what to add in the river below the houses. (Also, for those wondering about those tiny gaps between each tree, and open space. That's due to me still learning how to insert tiles properly.)
      Spoiler:
      Same credit as before, I got to say, my commissioned tiles work pretty well. Commissioned tiles being the red and orange greek house
      Biggest issue I'm seeing is that odd setup around the edge of the lake, where it seems to get deeper for no good reason; I think the tiles you're using there are inverted from what they should be, needing to continue the edge of the shoreline rather than create a new edge facing the opposite way.
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        #355    
      Old March 27th, 2013 (10:32 AM).
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      Here's my HGSS tiled Route 1
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        #356    
      Old March 27th, 2013 (11:24 AM).
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      Quote:
      Originally Posted by pokemoner2500 View Post
      Here's my HGSS tiled Route 1
      Again, you forgot to add some tree edges. And like they told me once, this is too little. Try to make it bigger. Btw, is it an important route, cause there's almost no tall grass there.
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        #357    
      Old March 27th, 2013 (12:43 PM).
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      Quote:
      Originally Posted by JNathan View Post
      Again, you forgot to add some tree edges. And like they told me once, this is too little. Try to make it bigger. Btw, is it an important route, cause there's almost no tall grass there.
      Its the first route in the game but I could add more grass if needed. It does have 3 trainers though (although 2 can be avoided)
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        #358    
      Old March 27th, 2013 (12:46 PM).
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        Which tileset are you using, cause those single tall grass leaves arn't really pokemonish.
        Anyways, heres my Port Town, its only Part 1, theres another half of it that covers all the houses. The blank sea will be filled in soon.
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          #359    
        Old March 27th, 2013 (8:41 PM).
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          Quote:
          Originally Posted by pokemoner2500 View Post
          Here's my HGSS tiled Route 1
          The trees are too dominant here, and the playthrough wouldn't be very nice. I suggest you add more "block sections" and ledges on to it, and the middle concentration of trees to be spread out. Also, the grass is easily avoidable, something which a good mapper never allows.

          Quote:
          Originally Posted by Dradier234 View Post
          Which tileset are you using, cause those single tall grass leaves arn't really pokemonish.
          Anyways, heres my Port Town, its only Part 1, theres another half of it that covers all the houses. The blank sea will be filled in soon.
          The water could use some content, maybe some rocks or boats or fishes or baylines or whatever. I think the sand should be expanded, and dominate almost completely the shore.
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            #360    
          Old March 28th, 2013 (9:02 AM).
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            This is my current progress for my games region map. Just a warning this is a very big map to display. Top left map is not completed so please ignore it.

            Spoiler:
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              #361    
            Old March 28th, 2013 (10:08 AM). Edited March 28th, 2013 by Arma.
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            Alright-y, here goes:
            The map looks nice, though I think most of the grass patches are a bit too large, Like the one under the caves. The area directly below that feels cramped, with all those trees standing there.

            Speaking of trees, the little ones you used directly next to the hills look really bad to me, I don't think it wouldn't be that bad to leave a few patches empty on those.

            The sea needs some work as well, it's too empty. I think you should use more than one type of rock for the borders, the rock "circles" on the right side look weird to me as well.

            Anyways, I think it'd be better if you posted the individual maps, rather than the regional one... makes it much easier to comment on.


            Moving on, it seems like it has been raining on the usually sunny savanna.

            Comments are much appreciated! =)

            EDIT: Oops, looks like I missed one tree, please ignore the mistake. XD
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              #362    
            Old March 28th, 2013 (2:56 PM).
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              Quote:
              Originally Posted by elarmasecreta View Post
              Moving on, it seems like it has been raining on the usually sunny savanna.

              Comments are much appreciated! =)

              EDIT: Oops, looks like I missed one tree, please ignore the mistake. XD
              The layout looks good, but those flat-topped trees look really odd alongside the other two.
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                #363    
              Old March 28th, 2013 (4:36 PM).
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                What Yami said, the fifference of palette/shading make it awkward, if you can either remove them or adjust the whole map to them it would be cool. (Gen 3's graphic are not my favorite, personally, and I believe many think the same as me. )
                As of Armaniac, Imo, your mapping is very good, tough you can still adjust many things following what elarmasecreta suggested. Especially, the ocean and trees, trees look pixelized and zigzag-ish. (I know they're from BW, but they probably not looking very good in a 2D map?)
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                  #364    
                Old March 29th, 2013 (8:33 AM).
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                The ameliorated version of Route 1A
                Spoiler:

                Is there anything else to change?
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                  #365    
                Old March 29th, 2013 (2:22 PM). Edited March 29th, 2013 by Dradier234.
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                  Uh, first, your grass is over the dirt path, with is really unnatural. Second, you have like no flowers there, all it is are some dirt pathes and grath. Try addimg more cobbinations of flowers, and also some logs, or some more water, even try making it a more rocky setting, since you said the route is near a cave. You can also try adding some flowers between the trees.
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                    #366    
                  Old March 29th, 2013 (6:52 PM).
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                    Well, here is the starting town in my hack. (I bet you recognize what city it is, originally)
                    Anyway, I know I have to fix many things I just don't care about graphics as long as I can have something that looks slightly better than 3G games graphics...
                    Spoiler:
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                      #367    
                    Old March 29th, 2013 (7:39 PM).
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                      Uh, I don't know if you are suppose to show your hack maps, but I think this map looks good, well organized, and I also love the tiles, especially the tree tile! The only bad side is that you are basically copying Viridian City. These tiles look 4th gen, don't you think?
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                        #368    
                      Old March 30th, 2013 (8:26 AM).
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                      Whitney's Shaymin Whitney's Shaymin is offline
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                      Here's some more maps


                      Dustard Town


                      Route 1


                      Route 2
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                        #369    
                      Old March 30th, 2013 (10:01 AM).
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                        Quote:
                        Originally Posted by Dradier234 View Post
                        Uh, I don't know if you are suppose to show your hack maps, but I think this map looks good, well organized, and I also love the tiles, especially the tree tile! The only bad side is that you are basically copying Viridian City. These tiles look 4th gen, don't you think?
                        Eh? I don't know what you're talking about exactly, I thought the maps here are from people's hacks >.< ?!
                        Anyway, my hack's story happens in Kanto, so, yeah, I am only remaking the original maps using anything that looks good to me from HGSS, DP, Platinium and BW/B2W2 and that I can easily "convert" into my own palettes since I am really newbie at this. Thank you for the comment! :]

                        @polemoner2005, I don't think there is anything reall y to do to improve these maps, they're pretty well done minus a little mistake in a tree in the 3rd map. (the biggest map)
                        One remark tough, you're wasting a lot of space and memory by using big maps that are mostly filled with trees.
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                          #370    
                        Old March 30th, 2013 (2:13 PM).
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                        @Pokemoner: I have a few problems with route two. First of, you can cross the map from right to left by without taking a single turn (not very exiting gameplay-wise, wouldn't you say?) The short-cut provided by the ledge is also not that effective, I mean, you'd have to walk through roughly the same amounts of grass.

                        @Kurapika: If you're interested in rom-hacking, visit the emulation forums, this section is for game developers. Anyway, I'm not really fan of your tiles, the road one particularly hurts my eyes. the two different houses you used also clash. I don't like the way you used the small trees and bushes.

                        Other than that, the map is decent, though the town seems blocky and artificial to me...
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                          #371    
                        Old March 30th, 2013 (2:28 PM).
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                          @pokemoner2500

                          Though I don't have a reputation of being an incredible mapper or anything, I'll point a few things out that as a player, I find dull.

                          Dustard Town is quite blocky and boring. Everything is squared-out, even house/edifice positions, and there are not many flowers, changes in grass, or rounding-out of trees. It's just a long stretch of same-same-same and not creative. There's also a tile error on the lower part of the path where it's missing a curved part.

                          As for your routes, they're trees, trees and more trees! Route 1 is squared/blocky like the Dustard. The shrub pots seem out-of-place, too. The path doesn't seem "untamed" enough either, since it's perfectly aligned wherever there is path. Maybe make some diagonal cuts so it looks like it's slowly being eaten away at by grass? Also, I think having top parts of trees hovering over grass looks more realistic. Grass just doesn't stop growing because there's shade!

                          Both Route 1 and Route 2 have some tree tile errors (sudden cut-off on the sides) and there seems to be a tile with a black speck that shouldn't be there.

                          For all maps, I suggest adding something other than trees. They're very dull :( Maybe some cliffs? Rocks? Hills? Give the map depth by changing terrain height. Some water wouldn't hurt either; where there's trees, there's probably water anyway, since it's essential to life :)
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                            #372    
                          Old March 30th, 2013 (7:27 PM).
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                            @pokemoner2000: I agree with Yusshin, lots of content like rocks, tree edges, flowers, cliffs, something more exciting should be added to your math. Dustard Town does look boring, I can see only one yard thing and some houses and gyms. Also, all your maps are really square, I mean, on some maps, players don't mind if its square, but the maps still need a sort of wildness and nature in them!
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                              #373    
                            Old March 30th, 2013 (8:21 PM).
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                              I have Coppermine to show. Not sure if I've completed it yet, but I'm satisfied (generally) with how it looks atm. I actually think it's my favourite town, apart Lainie Farms (if that counts as a "town").

                              Spoiler:


                              Noting that it's very rural and fits with the region theme of having bountiful nature (meaning, the wild grass is supposed to be there).

                              The northern cave will eventually lead to Shelburne in the North-West. The cave behind the "lab" building is where Professor Oak's sister-in-law studies minerals and ores.
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                                #374    
                              Old March 30th, 2013 (9:08 PM).
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                                Quote:
                                Originally Posted by Yusshin View Post
                                I have Coppermine to show. Not sure if I've completed it yet, but I'm satisfied (generally) with how it looks atm. I actually think it's my favourite town, apart Lainie Farms (if that counts as a "town").

                                Spoiler:
                                the image was here


                                Noting that it's very rural and fits with the region theme of having bountiful nature (meaning, the wild grass is supposed to be there).

                                The northern cave will eventually lead to Shelburne in the North-West. The cave behind the "lab" building is where Professor Oak's sister-in-law studies minerals and ores.
                                Yes, compared to other maps this town looks fun, especially the beautiful placement of flowers. These are one of the few maps that look good even in FR graphics. However, I don't think I find the descent of the behinds of the cave tiles really soothing. I think this can be called a village instead of a town, due to highly natural land and only a few buildings. I look forward to see this map in new tiles!
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                                  #375    
                                Old March 31st, 2013 (12:19 PM). Edited March 31st, 2013 by Rayziken 2.
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                                  My first from-scratch map and the second town in my game (I designed it first because I realised that it didn't have a Trainer School, which will be the main story at the beginning of Pokémon Topaz). Well, here's Kasyko Town:

                                  (This was meant to resemble Aspertia City, but the shadows don't work on Paint so I kept it simple with the FR\LG style)

                                  To the left will be the Kasyko Factories, above will be the Mahogany Ranch, and to the right is Route 17 (the first 16 Routes are in the Sentou Region). At the bottom there will be a small Surfable pond and you'll be able to find a TM there.

                                  EDIT: Sorry about the white line on the map; that will be fixed when it comes to actually mapping in the game.
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