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  #26    
Old April 3rd, 2017 (10:52 AM).
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Christos Christos is offline
 
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Quote:
Originally Posted by buttjuice View Post
I like the layout to your route, it looks really nice but the difference in greens (mostly in the wild grass) is a turnoff.

Not sure how everybody gets the nice pretty screenshot D:
But here's my route 1
Made with RPGMakerXP
Spoiler:
I like the layout but the map looks too cramped, and I'm not a fan of two block wide paths, especially that long one on the right side of the map, it's too plain.

Also, the pond looks like it's just there so that there's a bridge. I think making it bigger or adding more ponds, or just removing it, would be better. The graves are a nice touch so make that the highlight of the map; maybe make it a proper graveyard or add a special tree in the middle.
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  #27    
Old April 6th, 2017 (1:30 AM).
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    Quote:
    Originally Posted by buttjuice View Post
    I like the layout to your route, it looks really nice but the difference in greens (mostly in the wild grass) is a turnoff.

    Not sure how everybody gets the nice pretty screenshot D:
    But here's my route 1
    Made with RPGMakerXP
    Spoiler:
    I like the map overall, but I think you should try to spice up the column on the right side of the map. A straight shot up isn't super interesting for the player to traverse, it doesn't give them anything to look at or do besides hold up. I think 2 tile wide paths can be acceptable as long as you have room to move outside of the designated path, so maybe try to widen out that area and curve it around and stuff? Whatever you think would look best.

    Anyway, here's my map:
    Spoiler:

    I did some photoshop magic to add in the weather effect so you can see it the way the player does in-game. It doesn't look as nice without it :P

    Anyway, I was trying to give off a "Fairy Forest" or "Hidden Garden" kinda vibe, as it's the main place in my game to get Fairy-type Pokémon. I know the water and paths and stuff aren't in the same style you'd see in a typical Pokémon game, I was trying some new stuff out. I'm not 100% sold on any of it, I'd like to know what other people think :)
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      #28    
    Old April 29th, 2017 (5:01 PM).
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      Quote:
      Originally Posted by Dyskinesia View Post
      Anyway, here's my map:
      Spoiler:

      I did some photoshop magic to add in the weather effect so you can see it the way the player does in-game. It doesn't look as nice without it :P

      Anyway, I was trying to give off a "Fairy Forest" or "Hidden Garden" kinda vibe, as it's the main place in my game to get Fairy-type Pokémon. I know the water and paths and stuff aren't in the same style you'd see in a typical Pokémon game, I was trying some new stuff out. I'm not 100% sold on any of it, I'd like to know what other people think :)
      Overall, I think it looks very good. Some of the bodies of water do look a bit weird, but its nothing major. Other than that, everything looks pretty normal. The fog does give the area some form of mystique to it. Nice touch!

      Now on to my map:
      Spoiler:


      I do see this map as a work in progress. I still feel like parts of the city portion feel empty and the pier still looks kinda off to me. I'm still fairly new to the process of mapping. Does it look passable? Note that it does bleed onto the next route that's why the building at the very top is cut off.
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        #29    
      Old May 4th, 2017 (4:35 PM).
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      imninten imninten is offline
         
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        Game: Pokémon lucky fortune (Working Title)
        Made with: Advance Map 1.92
        Name: leaf wood town
        here's a map to my first hack that am working on may have some errors trying to work that out.
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        File Type: png leafwood.png‎ (39.3 KB, 46 views) (Save to Dropbox)
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          #30    
        Old May 5th, 2017 (5:02 AM).
        Derxwna Kapsyla's Avatar
        Derxwna Kapsyla Derxwna Kapsyla is offline
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          Quote:
          Originally Posted by imninten View Post
          Game: Pokémon lucky fortune (Working Title)
          Made with: Advance Map 1.92
          Name: leaf wood town
          here's a map to my first hack that am working on may have some errors trying to work that out.
          It's quite simple, but it's a good map for starting out purposes! There are, however, quite a bit of tile errors. I'll go into each one below.

          Firstly, your pathways:
          Spoiler:





          A lot of them don't end properly, or connect properly. I'd give them another look, then look at the available tiles in the tileset. If some don't exist, you might need to make some new tiles using AdvanceMap's tile editor. Don't be afraid to fiddle with it to try and make something, but always be sure to make backups just in case!

          Another issue is with your trees. While you got a lot of them right, there are a few cases where you mistakenly used the wrong tile, and as a result it doesn't look correct.

          Compare the top part of the tree on the right to the top part of the tree on the left. The tree on the left is using the tile you would use when you have a tree that connects further upward. Not to mention, the tree below it is missing the top half of the tree, as seen by the line of trees next to it. This happens quite a bit in your lines, so I'd go over to make sure that all your trees have the correct tiles.

          Next up, the fences:

          Simple little thing, you didn't use the straight piece to go across, and instead used the corner piece.

          And to close off, houses:

          On this particular house, you've used the tile where the upper part of the door frame is over one of the windows. Just below that tile, you've used the same one, instead of the tile that defines the bottom part of the house. Off to the corner, you used the wrong tile for bringing it down to the ground (see your other red house for the correct example there). You also forgot to give the door a doorframe (this is missing in all three houses, so I'll just point it out here instead).


          First of all, I love the use of the tiles to make a bit of a different small house, gets a thumbs up from me! However, there is still an issue with it. Aside from the doorframe, the window is cut off abruptly. I would suggest removing it and placing a plain tile wall tile there, or shortening/lengthening the width of the house by one to accommodate the windows properly.

          That's about all I can say I believe! Work on polishing those tile errors, and you'll have yourself a pretty simple, yet respectable, map!
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            #31    
          Old May 13th, 2017 (2:53 PM).
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          Dew 2.0 Dew 2.0 is offline
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            Quote:
            Originally Posted by Ray Maverick View Post
            showing off my map now:
            Credits: Kyledove, WesleyFG, Alistair, Zein, Zeikku, Zeo, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew (I think that's all, hopefully I didn't forget anyone)
            Can't put the link in the quote yet, because I'm not on 5 posts yet, haha.

            I like this! I feel like it's really very spaceous, though. I feel like at some spots your screen resolution would have to be quite high to keep the content in the viewport interesting. Maybe tile-wise it would be interesting to experiment with shadows a little?
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              #32    
            Old May 13th, 2017 (4:18 PM).
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            Dew 2.0 Dew 2.0 is offline
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              Sorry for double-posting, but now that I've reached my 5 post minimum I can post my own map!



              All tiles are made by yours truly. This is supposed to be the "Route 1" of my upcoming project. Mapping-wise I didn't want to go too crazy; just very much in line with something Game Freak would do. The player moves from south to north.

              It's been a while since I've mapped, but I'm really curious about what you guys think!
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                #33    
              Old May 13th, 2017 (4:41 PM).
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              KaratGaming KaratGaming is offline
                 
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                Quote:
                Originally Posted by Dew 2.0 View Post
                Sorry for double-posting, but now that I've reached my 5 post minimum I can post my own map!



                All tiles are made by yours truly. This is supposed to be the "Route 1" of my upcoming project. Mapping-wise I didn't want to go too crazy; just very much in line with something Game Freak would do. The player moves from south to north.

                It's been a while since I've mapped, but I'm really curious about what you guys think!
                Impressive map. I really love how it looks.
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                  #34    
                Old May 21st, 2017 (9:20 PM). Edited May 23rd, 2017 by Ray Maverick.
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                Ray Maverick Ray Maverick is offline
                 
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                *Grass and the rare Pokemon in it aren't accessible until you get Cut (there's a thorny vine blocking your way)

                I didn't pay much attention in the places of the map where the player can't see in-game (you can only see 5 tiles max up/down, 7 tiles max left/right) as anything beyond that is irrelevant

                Credits: TheRedEx, Kyledove, WesleyFG, Alistair, Zein, Zeo, Saurav, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, zetavares852
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                  #35    
                Old June 10th, 2017 (11:04 AM). Edited June 10th, 2017 by Ray Maverick.
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                Ray Maverick Ray Maverick is offline
                 
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                Quote:
                Originally Posted by TypicalJalapeno View Post
                And what 'bout this snow map?

                the map seems a bit too open with nothing much going on in it. I suggest keeping in mind the player's view when mapping. player's view is somewhat limited (5 tiles up/down, 7 left/right), so if he ends up seeing not much at times, he may get bored. at least I know I do

                Putting everything in this map (the mountain walls, the houses) a bit closer to each other might help with that.

                The two items at the bottom seem a bit too easy too obtain

                otherwise good map


                here's my map:

                you can jump from rock to rock
                credits: Peekychew (for castle and other tiles + inspiration from his map), WaH, ~Trebuh~, Phyromatical, WesleyFG, Zein, Zeikaro, Zeo, Alistair, Kyledove
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                  #36    
                Old June 27th, 2017 (1:47 PM). Edited June 28th, 2017 by Ray Maverick.
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                Quote:
                Originally Posted by RanaldRoo View Post
                Review of TypicalJalapeno's Snow Map:

                My map:

                Just something I whipped up combining tiles by WesleyFG, nsora_96 and iRoCkNiKeZ's Unamed ROM Base V2 plus a few I added or tweaked myself.

                Spoiler:


                Not using this map in a hack - just made it to see how the tiles interface with eachother and how the tiles look in a game setting. What do you guys think of the tiles and the map? Any criticism greatly appreciated. Looking to start a hack with these tiles in the near future.
                Map:
                Map looks good, though is it a town or is it a route? Usually, you see houses in towns and grass in routes. Unless you're mixing those up, which is cool in that case too.

                What I have to say is mostly technical: beware of your borders. On the top left, if you walk left from the house, you can see outside the map, which should look like your border tile, unless you have connected another map to the left to continue the pattern of trees. Same goes for the pond - if the player surfs on it, he can see beyond the mountains on the right side.

                A good idea would be to let the map breathe a little by putting a bit of plain grass between things... in my opinion. But I like your style in general. Your map looks fresh!

                Tiles:
                not bad choice of tiles, however are some of these free to use? I don't know if Wesley made his trees public. Also, I see two kinds of mountain tiles. I'm not too fond of that, as they're too dissimilar in style. It could work if they had a similar palette and pattern.

                The berries on the trees are unfitting too, since their very hard outline draws the eye from the tree to the berry - they stand out way too much.



                Here's my latest map, the Cave Shipwreck:


                a few notes:
                *You can jump from rock to rock
                *You can Dive into the abyss
                *You need Surf to explore the shipwreck
                *While Surfing on the transparent water, you can only find wild battles while passing over the underwater grass (water Pokemon are waiting for you to Surf over them I guess)
                *This map is located towards the end of the dungeon, so if there's not much grass getting in your way, it's on purpose

                I can't remember to whom the shipwreck & other tiles belong, so I'll post the entire list of credits I have for my project so far (I think everyone involved in this map should be properly credited this way):
                Spoiler:
                Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh


                special thanks to Phyromatical for the idea for the map, which I got from his Beach Grotto map
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                  #37    
                Old July 11th, 2017 (6:51 AM).
                pokemonequality pokemonequality is offline
                   
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                  Quote:
                  Originally Posted by blockmaster3 View Post
                  Wow! Nothing bad about the map at all! Looks great! I like all the different paths you can take, through the caves, and the scenery looks good! At the moment, I can't think of any constructive criticsm to give you! There is a lot of things going on in the route, it looks like, but you have organized the route in a nice way, I think. Keep up the good work!

                  I would like to share a screenshot of a 250 by 250 route I created. It is a huge open world style route, with influences from the Legend of Zelda series. Any way I could do this without splicing together smaller images of the map? As 1/4 zoom isn't enough in rpg maker to take screen. Thanks.

                  I attached a preview image of a portion of my route for now :D. What do you think? I am a beginner mapper, and I haven't done a big polish up of the whole route yet, so thats why you may see a few tile errors right now. Thanks
                  The map looks pretty neat, although, in the south, instead of flowers you might use fences so it would get more of a maze kinda effect!:) The top east part of the map looks pretty bland, maybe add some more things there, otherwise it might look to empty in game;)

                  Here are some of my maps, the second one is Route 01 and the first one is the starter Town of the game!
                  Attached Images
                  File Type: png Subree Town.png‎ (295.3 KB, 61 views) (Save to Dropbox)
                  File Type: png ScreenHunter 02.png‎ (321.8 KB, 46 views) (Save to Dropbox)
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                    #38    
                  Old July 20th, 2017 (5:37 PM).
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                  Fayt_darkblade Fayt_darkblade is offline
                     
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                      #39    
                    Old July 21st, 2017 (11:04 AM). Edited July 21st, 2017 by haimon_99.
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                    haimon_99 haimon_99 is offline
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                      Quote:
                      Originally Posted by Fayt_darkblade View Post
                      Spoiler:
                      Its just a basic small route,not bad at all.

                      I made two versions of a city. Tell me what you think about it.

                      Spoiler:





                      Tiles credits:
                      Pokemon Company, Zetavarez852,LotusKing.
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                        #40    
                      Old July 21st, 2017 (11:26 AM).
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                      Fayt_darkblade Fayt_darkblade is offline
                         
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                        Its a good start, I feel its a bit too squared in. Don't get me wrong cities like Saffron are also squared in but the buildings feel a bit too uniform. Maybe put the Pokemon Center in the middle? Also I think I prefer the second one just cause the stairs seem a bit off.
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                          #41    
                        Old July 22nd, 2017 (12:13 PM). Edited July 22nd, 2017 by Ray Maverick.
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                        Ray Maverick Ray Maverick is offline
                         
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                        Quote:
                        Originally Posted by Fayt_darkblade View Post
                        Aesthetically, it doesn't look half bad, however I have to comment on some oddities and gameplay concerns that I have:

                        gameplay wise, you can get through this map by just walking in an upwards line for a few seconds. I don't see any grass that would maybe force you to change direction... maybe having some trainers lurk around the path that leads north would make this more fun to wade through.

                        Forcing the player change direction every once in a while should make the map more enjoyable to play through

                        Does this map have a connection to the right? You can surf to the east of this map by sticking close to the ground wall. Was this intentional? If there's nothing to the east of this map, you will have border problems in game in the surfing area close to the mountain walls.

                        The ground wall near you after you leave the pier shows a squarish ground tile as background - this is easily fixable with the Block Editor in a-map if you're using that

                        If you want to be 100% in line with Nintendo style of mapping, you have to do the tree-to-tree shading correctly, everywhere. Below is a pic where you have used the right tile (blue line) and where you have used the wrong tile (red line)

                        Spoiler:



                        Here's my map:


                        hack of emerald

                        is there a secret under that bridge?! I'll never tell

                        I wanted to add shadows under the large trees on the pavement but I literally run out of both tileset and blockset space, there's just not a single tile to use there

                        the roads of this city are made to be travelled with the Mach Bike (so they're intentionally long-winded)

                        Credits: Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh
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                          #42    
                        Old July 22nd, 2017 (1:55 PM).
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                        Fayt_darkblade Fayt_darkblade is offline
                           
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                          [QUOTE=Ray Maverick;9711840]Aesthetically, it doesn't look half bad, however I have to comment on some oddities and gameplay concerns that I have:

                          gameplay wise, you can get through this map by just walking in an upwards line for a few seconds. I don't see any grass that would maybe force you to change direction... maybe having some trainers lurk around the path that leads north would make this more fun to wade through.

                          Forcing the player change direction every once in a while should make the map more enjoyable to play through

                          Does this map have a connection to the right? You can surf to the east of this map by sticking close to the ground wall. Was this intentional? If there's nothing to the east of this map, you will have border problems in game in the surfing area close to the mountain walls.

                          The ground wall near you after you leave the pier shows a squarish ground tile as background - this is easily fixable with the Block Editor in a-map if you're using that

                          If you want to be 100% in line with Nintendo style of mapping, you have to do the tree-to-tree shading correctly, everywhere. Below is a pic where you have used the right tile (blue line) and where you have used the wrong tile (red line)

                          Spoiler:


                          Thanks for the comment c: I see what you mean I made this map purely as an opening sequence to my world so the road leads into a campsite where one meets the Professor. Which is why there's no trainers or grass c:
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                            #43    
                          Old July 22nd, 2017 (1:56 PM). Edited July 22nd, 2017 by Fayt_darkblade.
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                          Fayt_darkblade Fayt_darkblade is offline
                             
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                            Quote:
                            Originally Posted by Ray Maverick View Post
                            Aesthetically, it doesn't look half bad, however I have to comment on some oddities and gameplay concerns that I have:

                            gameplay wise, you can get through this map by just walking in an upwards line for a few seconds. I don't see any grass that would maybe force you to change direction... maybe having some trainers lurk around the path that leads north would make this more fun to wade through.

                            Forcing the player change direction every once in a while should make the map more enjoyable to play through

                            Does this map have a connection to the right? You can surf to the east of this map by sticking close to the ground wall. Was this intentional? If there's nothing to the east of this map, you will have border problems in game in the surfing area close to the mountain walls.

                            The ground wall near you after you leave the pier shows a squarish ground tile as background - this is easily fixable with the Block Editor in a-map if you're using that

                            If you want to be 100% in line with Nintendo style of mapping, you have to do the tree-to-tree shading correctly, everywhere. Below is a pic where you have used the right tile (blue line) and where you have used the wrong tile (red line)

                            Spoiler:



                            Here's my map:


                            hack of emerald

                            is there a secret under that bridge?! I'll never tell

                            I wanted to add shadows under the large trees on the pavement but I literally run out of both tileset and blockset space, there's just not a single tile to use there

                            the roads of this city are made to be travelled with the Mach Bike (so they're intentionally long-winded)

                            Credits: Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh
                            I see what you mean O: thank you Ray and the reason for the upward direction is because this map is the opening map of my game that leads into the camp where you meet the professor c: I can add some fruit trees though c:

                            Oh I should add this. I like your map Ray : D its very eye catching. Also its probably a good idea you didn't add the shadows this is a fairly large map and added effects like shadows can actually slow down the game because the map is already so large. I also really like that your map doesn't feel boxy and as you stated with my map has twists and turns and doesn't feel so straight forward c: it actually makes me want to add a side road to mine o:

                            Its largeness is also its downfall cause going from one end to the other can make it a bit hard for the player if they don't have a mach bike. Maybe add a tunnel? Otherwise very nice map!
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                              #44    
                            Old July 30th, 2017 (1:06 PM).
                            RanaldRoo RanaldRoo is offline
                               
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                              Review of Ray Maverick's Map:

                              Spoiler:
                              Wow! Really visually appealing map, don't think I could fault it at all. You must have the patience of a saint to insert all those tiles though it certainly paid off. Solid 10/10. :) If your hack has a page in the Developing Hacks area I'd be interested in seeing it.


                              My Map:

                              Spoiler:
                              Route 1; initially traversed left to right with cave blocked, later in game the waterfalls on the left can be accessed and scaled.



                              Any thoughts?
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                                #45    
                              Old August 2nd, 2017 (12:44 PM).
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                              FamiliaWerneck FamiliaWerneck is offline
                                 
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                                Quote:
                                Originally Posted by Dyskinesia View Post
                                Anyway, here's my map that I did today:



                                Imgur Link: http://i.imgur.com/DXszxuV.png


                                This isn't just one route/area, it's just all of my Region that I've done thus far. You start in the bottom left city, then you go into the Professor's Pokemon Sanctuary immediately to the right of that city, where you catch your first Pokemon Safari-Zone style. Then you talk to the professor inside of the cave in the center of that sanctuary about storyline fossil stuff, then you get to go on your real adventure North of the town, Route 1. All of the caves entrances on this route are blocked off at this point. You then proceed to the Beach town on the Right.

                                In the Beach town there is a cave entrance that you can only get to once you've gotten Surf later in the game, and inside that cave there are gonna be puzzles. When you complete them you'll be able to go out of the other two cave openings in the city, to get hidden items right outside.

                                Then there's obviously a lot of other stuff that are just kinda there, that I'll come up with a purpose for eventually. There's gonna be a massive cave system under the mountain range, which will at some point come out above the mountain in the clearing you can see at the top right of the map. There's also gonna be hidden things if you go up the waterfall from Route 1.

                                I get that it's a big map to be submitting and there's a lot going on, I just wanna make sure I'm on the right track before I start doing the cool stuff I have planned :)
                                Dyskinesia, what tool are you using to draw this map? Photoshop, Paint, RMXP, Advanced Map, etc?
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                                  #46    
                                Old August 3rd, 2017 (11:26 PM).
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                                Deokishisu Deokishisu is offline
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                                  Quote:
                                  Originally Posted by FamiliaWerneck View Post
                                  Dyskinesia, what tool are you using to draw this map? Photoshop, Paint, RMXP, Advanced Map, etc?
                                  Probably stitched together mapshots from AMap with Paint to make one large image.
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                                    #47    
                                  Old August 17th, 2017 (4:34 AM).
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                                  FamiliaWerneck FamiliaWerneck is offline
                                     
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                                    Quote:
                                    Originally Posted by Deokishisu View Post
                                    Probably stitched together mapshots from AMap with Paint to make one large image.
                                    Quite a work to do, if that's the case. I wonder if you could use a map in a game, if you doing it like an image.
                                    'Cause if you can't, there's almost no reason to draw maps this way (other than mapping for sport, for example).

                                    Quote:
                                    Originally Posted by Arlaxeon View Post
                                    Hi forums,

                                    I'm here to have my cave map reviewed because im not quite confident about the second one and I'd like to hear what you guys think about it.
                                    In this cave you'll find the usual Zubat and Geodude but all the other Pokemon are Bug-types.

                                    Termite Cave B1F
                                    Spoiler:



                                    Notes
                                    You fight a Gym leader in this room. The entrance to B2F is blocked off until you beat him and he removes the roadblock.


                                    Termite Cave B2F
                                    Spoiler:




                                    Another question, do you think I should add darkness (Flash usable) to B2F?
                                    I liked the style of your caves. I like trees in caves, but that needs to be implemented in caves where that's supported.
                                    I don't believe that's the case for a termite cave, but that's up to your imagination and game ambientation.
                                    One thing though, you gotta have coherence, keep the nexus on your ideas. If you have trees, they'll need light, so it will be a cave where there's entrance to light. No Flash in this case.
                                    In the other hand, if the cave is dark, hardly trees would grow there. Specially big leafy trees, like the ones you used.
                                    I would drop the Flash (hate it anyway) and keep the lovely trees. =D
                                    I would also add something that would make the player want to come back later, like an entrance to some other cave room blocked by a Strength boulder. That could be what the gangs were looking for, because there's something interesting or awarding inside, I don't know.

                                    Quote:
                                    Originally Posted by Charmiebee View Post
                                    Here is my world map im working on i stitched it together using paint

                                    here is a forest

                                    and a cave
                                    I like your maps, the center of the maps, where the player moves and passes by.
                                    I just felt it too geometrically made. For example, a forest is a living thing. It won't be all squared out where the player passes.
                                    Of course for games, people don't spread trees like in a real forest, that could stay in the way of the character/player (the poor baby, forest won't let you walk straight through it). But that doesn' mean if has to be all squared out.
                                    Same goes for the cave and the main map, in general.
                                    But the way you map is nice. Very Fire Redy. =P

                                    Quote:
                                    Originally Posted by Bowlstir View Post
                                    Here is my first go at a route map, the sides will be filled in with trees. Thank you!
                                    http://imgur.com/a/AR6uu
                                    I like what you did with the place, seems like a garden. Relaxing place.
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                                      #48    
                                    Old October 4th, 2017 (6:07 PM).
                                    Chaflie Chaflie is offline
                                       
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                                      Just a quick little concept I came up with while pitching ideas with a team :)
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                                        #49    
                                      Old October 9th, 2017 (3:52 PM). Edited October 9th, 2017 by Ray Maverick.
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                                      Ray Maverick Ray Maverick is offline
                                       
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                                      you can climb the walls and walk on top of them, and jump from wall top to wall top

                                      you can also climb up and down 2 block vines

                                      the right way to enter the temple is through the hole on the roof by climbing down that vine, because the regular entrance is blocked by rubble (inside)

                                      Credits: Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh
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                                        #50    
                                      Old December 5th, 2017 (11:32 AM). Edited December 5th, 2017 by Mega Swadloon.
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                                      Mega Swadloon Mega Swadloon is offline
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                                        Quote:
                                        Originally Posted by Ray Maverick View Post


                                        you can climb the walls and walk on top of them, and jump from wall top to wall top

                                        you can also climb up and down 2 block vines

                                        the right way to enter the temple is through the hole on the roof by climbing down that vine, because the regular entrance is blocked by rubble (inside)

                                        Credits: Kyledove, WesleyFG, Alistair, Alucus, Zein, Zelix, Zeikaro, Zeikku, Zeo254, Novus, Zeo254, TheRedEx, EVoLiNa, Phyromatical, Dewitty, Magiscarf, PeekyChew, Zerudez, ShoddyBattle, Cuddlesthefatcat, Hydrargirium, zetavares852, digibody, Davias, spaceemotion, Newtiteuf, Ozumas, Xiros, Aten974, Warpas, speedialga, saurav, newtiteuf, Stormlugia, Zusammenstellung, thegreatblaid, ~Trebuh~, JesusCarrasco, Gallanty, seiyouh
                                        I don't see any problems with that map at all. As long as you have the map connections figured out. It's beautiful!

                                        Here's a map I'm working on. Still in progress. It's a new take on Celadon City. I hate how the towns in Pokémon are hardly towns, just a few houses, a PC and a store. So my goal is to make Celadon City, but also make it with enough houses so that it's realistic AND make it so you can go inside them all so there's more stuff to do.

                                        I'd be glad to take any suggestions on how it can improve :)

                                        Credits: Wesely FG for the Gym, the Pokémon Center, benches and for the Gamer Corner (But I changed it a bit)
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                                        File Type: png Celadoncity.png‎ (101.7 KB, 82 views) (Save to Dropbox)
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